public override object Read <T>(ES3Reader reader)
        {
            var instance = new UnityEngine.ParticleSystem.ForceOverLifetimeModule();

            ReadInto <T>(reader, instance);
            return(instance);
        }
 protected override void GetDependencies(System.Collections.Generic.Dictionary <long, UnityEngine.Object> dependencies, object obj)
 {
     base.GetDependencies(dependencies, obj);
     if (obj == null)
     {
         return;
     }
     UnityEngine.ParticleSystem.ForceOverLifetimeModule o = (UnityEngine.ParticleSystem.ForceOverLifetimeModule)obj;
     GetDependencies(x, o.x, dependencies);
     GetDependencies(y, o.y, dependencies);
     GetDependencies(z, o.z, dependencies);
 }
 /// <summary>
 /// Write the specified value using the writer.
 /// </summary>
 /// <param name="value">Value.</param>
 /// <param name="writer">Writer.</param>
 public override void Write(object value, ISaveGameWriter writer)
 {
     UnityEngine.ParticleSystem.ForceOverLifetimeModule forceOverLifetimeModule = (UnityEngine.ParticleSystem.ForceOverLifetimeModule)value;
     writer.WriteProperty("enabled", forceOverLifetimeModule.enabled);
     writer.WriteProperty("x", forceOverLifetimeModule.x);
     writer.WriteProperty("y", forceOverLifetimeModule.y);
     writer.WriteProperty("z", forceOverLifetimeModule.z);
     writer.WriteProperty("xMultiplier", forceOverLifetimeModule.xMultiplier);
     writer.WriteProperty("yMultiplier", forceOverLifetimeModule.yMultiplier);
     writer.WriteProperty("zMultiplier", forceOverLifetimeModule.zMultiplier);
     writer.WriteProperty("space", forceOverLifetimeModule.space);
     writer.WriteProperty("randomized", forceOverLifetimeModule.randomized);
 }
        /// <summary>
        /// Read the data using the reader.
        /// </summary>
        /// <param name="reader">Reader.</param>
        public override object Read(ISaveGameReader reader)
        {
            UnityEngine.ParticleSystem.ForceOverLifetimeModule forceOverLifetimeModule = new UnityEngine.ParticleSystem.ForceOverLifetimeModule();
            foreach (string property in reader.Properties)
            {
                switch (property)
                {
                case "enabled":
                    forceOverLifetimeModule.enabled = reader.ReadProperty <System.Boolean> ();
                    break;

                case "x":
                    forceOverLifetimeModule.x = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve> ();
                    break;

                case "y":
                    forceOverLifetimeModule.y = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve> ();
                    break;

                case "z":
                    forceOverLifetimeModule.z = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve> ();
                    break;

                case "xMultiplier":
                    forceOverLifetimeModule.xMultiplier = reader.ReadProperty <System.Single> ();
                    break;

                case "yMultiplier":
                    forceOverLifetimeModule.yMultiplier = reader.ReadProperty <System.Single> ();
                    break;

                case "zMultiplier":
                    forceOverLifetimeModule.zMultiplier = reader.ReadProperty <System.Single> ();
                    break;

                case "space":
                    forceOverLifetimeModule.space = reader.ReadProperty <UnityEngine.ParticleSystemSimulationSpace> ();
                    break;

                case "randomized":
                    forceOverLifetimeModule.randomized = reader.ReadProperty <System.Boolean> ();
                    break;
                }
            }
            return(forceOverLifetimeModule);
        }
 public override void ReadFrom(object obj)
 {
     base.ReadFrom(obj);
     if (obj == null)
     {
         return;
     }
     UnityEngine.ParticleSystem.ForceOverLifetimeModule o = (UnityEngine.ParticleSystem.ForceOverLifetimeModule)obj;
     enabled     = o.enabled;
     x           = Read(x, o.x);
     y           = Read(y, o.y);
     z           = Read(z, o.z);
     xMultiplier = o.xMultiplier;
     yMultiplier = o.yMultiplier;
     zMultiplier = o.zMultiplier;
     space       = (uint)o.space;
     randomized  = o.randomized;
 }
 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.ParticleSystem.ForceOverLifetimeModule o = (UnityEngine.ParticleSystem.ForceOverLifetimeModule)obj;
     o.enabled     = enabled;
     o.x           = Write(o.x, x, objects);
     o.y           = Write(o.y, y, objects);
     o.z           = Write(o.z, z, objects);
     o.xMultiplier = xMultiplier;
     o.yMultiplier = yMultiplier;
     o.zMultiplier = zMultiplier;
     o.space       = (UnityEngine.ParticleSystemSimulationSpace)space;
     o.randomized  = randomized;
     return(o);
 }