Ejemplo n.º 1
0
        public override void Serialize(SerializedAssets serializedAssets, object[] serializeOptions, NodeBase objNode, List <Action <NodeBase> > postSerializeActions)
        {
            //Make sure this is always 36 characters long.
            this.referenceID = this.rootNode.GenerateID();

            ComponentNode componentNode = new ComponentNode(PCFResourceType.LIGHT, referenceID, null);

            //Material nodes can and are most likely to be children of other component nodes.
            objNode.AddChildNode(componentNode);

            byte[] bytes = new byte[24];

            float[] data = new float[6];

            data[0] = this.light.color.r;
            data[1] = this.light.color.g;
            data[2] = this.light.color.b;
            data[3] = this.light.color.a;
            data[4] = (float)this.light.type;
            data[5] = this.light.intensity;

            for (int i = 0; i < data.Length; i++)
            {
                Buffer.BlockCopy(BitConverter.GetBytes(data[i]), 0, bytes, 4 * i, 4);
            }

            //Create serialized asset by converting data to a bytearray and give it to the constructor.
            AssetResource resource = new AssetResource(false);

            resource.Serialize(referenceID, MetaDataType.UNKOWN, null, bytes);

            serializedAssets.AddResource(referenceID, PCFResourceType.LIGHT, resource);

            //Nodes store their resource when serializing
            componentNode.SetSerializer(this);
        }
Ejemplo n.º 2
0
        public override void Serialize(SerializedAssets serializedAssets, object[] serializeOptions, NodeBase objNode, List <Action <NodeBase> > postSerializeActions)
        {
            //Make sure this is always 36 characters long.
            this.referenceID = this.rootNode.GenerateID();

                        #if UNITY_EDITOR
            string   assetPath     = AssetDatabase.GetAssetPath(animationClip);
            NodeBase animationNode = CheckSharedAnimationClip(this.rootNode, assetPath);

            if (animationNode != null)
            {
                UInt32 animationID = animationNode.GetReferenceID();

                ComponentNode componentNode = new ComponentNode(PCFResourceType.ANIMATIONCLIPREFERENCE, referenceID, null, typeof(UnityEngine.AnimationClip).Name.ToString());

                objNode.AddChildNode(componentNode);

                byte[] bytes = BitConverter.GetBytes(animationID);

                JObject metaData = new JObject();
                metaData["fieldName"] = this.fieldName;

                AssetResource resource = new AssetResource(false);

                byte[] metaDataBuffer = System.Text.Encoding.UTF8.GetBytes(metaData.ToString(Formatting.None));

                resource.Serialize(referenceID, MetaDataType.JSON, metaDataBuffer, bytes);

                serializedAssets.AddResource(referenceID, PCFResourceType.ANIMATIONCLIPREFERENCE, resource);

                this.pointedID = animationID;
            }
            else
            {
                ComponentNode componentNode = new ComponentNode(PCFResourceType.ANIMATIONCLIP, referenceID, assetPath, typeof(UnityEngine.AnimationClip).Name.ToString());

                objNode.AddChildNode(componentNode);

                EditorCurveBinding[] curveBindings = AnimationUtility.GetCurveBindings(animationClip);

                AnimationCurve          initialCurve            = AnimationUtility.GetEditorCurve(animationClip, curveBindings[0]);
                SerializedAnimationClip serializedAnimationClip = new SerializedAnimationClip();

                serializedAnimationClip.PostWrapMode = (int)initialCurve.postWrapMode;
                serializedAnimationClip.PreWrapMode  = (int)initialCurve.preWrapMode;

                for (int i = 0; i < curveBindings.Length; i++)
                {
                    string propertyName = curveBindings[i].propertyName;

                    AnimationCurve animCurve = AnimationUtility.GetEditorCurve(animationClip, curveBindings[i]);

                    SerializedAnimationKeyFrame[] serializedKeyFrames = new SerializedAnimationKeyFrame[animCurve.keys.Length];
                    for (int j = 0; j < animCurve.keys.Length; j++)
                    {
                        serializedKeyFrames[j] = new SerializedAnimationKeyFrame();

                        serializedKeyFrames[j].InTagent   = animCurve.keys[j].inTangent;
                        serializedKeyFrames[j].OutTangent = animCurve.keys[j].outTangent;
                        serializedKeyFrames[j].Time       = animCurve.keys[j].time;
                        serializedKeyFrames[j].Value      = animCurve.keys[j].value;
                    }

                    serializedAnimationClip.AddChannel(AnimationClipUtils.GetAnimationClipChannelName(propertyName), serializedKeyFrames);
                }

                JObject metaData = new JObject();
                metaData["name"]      = animationClip.name;
                metaData["frameRate"] = animationClip.frameRate;
                metaData["wrapMode"]  = (int)animationClip.wrapMode;
                metaData["legacy"]    = animationClip.legacy;
                metaData["fieldName"] = this.fieldName;

                byte[] data = ProtocolBufferSerializer.SerializeAnimationClipData(serializedAnimationClip);

                AssetResource resource = new AssetResource(false);

                byte[] metaDataBuffer = System.Text.Encoding.UTF8.GetBytes(metaData.ToString(Formatting.None));
                resource.Serialize(referenceID, MetaDataType.JSON, metaDataBuffer, data);

                serializedAssets.AddResource(referenceID, PCFResourceType.ANIMATIONCLIP, resource);

                //Nodes store their resource when serializing
                componentNode.SetSerializer(this);

                //Make sure caller can get the actual material referenceID when serializing its metadata.
                this.pointedID = this.referenceID;
            }
                        #endif
        }
        public override void Serialize(SerializedAssets serializedAssets, object[] serializeOptions, NodeBase objNode, List <Action <NodeBase> > postSerializeActions)
        {
                        #if UNITY_EDITOR
            //Make sure this is always 36 characters long.
            this.referenceID = this.rootNode.GenerateID();

            //Check if node hierarchy contains this material already.
            string   path         = AssetDatabase.GetAssetPath(this.material);
            NodeBase materialNode = CheckSharedMaterial(this.rootNode, path);

            //If material is already serialized (aka shared we simply serialize a pointer to it.
            if (materialNode != null)
            {
                //Debug.Log("Shared Material: " + path);

                UInt32 materialID = materialNode.GetReferenceID();

                ComponentNode componentNode = new ComponentNode(PCFResourceType.MATERIALPOINTER, referenceID, null);

                objNode.AddChildNode(componentNode);

                byte[] bytes = BitConverter.GetBytes(materialID);

                //Create serialized asset by converting data to a bytearray and give it to the constructor.
                AssetResource resource = new AssetResource(false);
                resource.Serialize(referenceID, MetaDataType.UNKOWN, null, bytes);

                serializedAssets.AddResource(referenceID, PCFResourceType.MATERIALPOINTER, resource);

                //Make sure caller can get the actual material referenceID when serializing its metadata.
                this.pointedID = materialID;
            }
            else
            {
                ComponentNode componentNode = new ComponentNode(PCFResourceType.MATERIAL, referenceID, path);

                //Material nodes can and are most likely to be children of other component nodes.
                objNode.AddChildNode(componentNode);

                SerializedMaterial serializedMaterial = new SerializedMaterial();
                serializedMaterial.DisplayName = this.material.name;
                serializedMaterial.ShaderName  = this.material.shader.name;

                Dictionary <string, SerializedMaterialProperty> materialProperties = new Dictionary <string, SerializedMaterialProperty>();

                // Iterate through children and get the textures of the material.
                Shader shader = this.material.shader;

                int count = ShaderUtil.GetPropertyCount(shader);
                for (int i = 0; i < count; i++)
                {
                    ShaderUtil.ShaderPropertyType propertyType = ShaderUtil.GetPropertyType(shader, i);
                    string propertyName = ShaderUtil.GetPropertyName(shader, i);

                    SerializedMaterialProperty property = null;

                    //Color property.
                    if (propertyType == ShaderUtil.ShaderPropertyType.Float || propertyType == ShaderUtil.ShaderPropertyType.Range)
                    {
                        SerializedMaterialFloatProperty prop = new SerializedMaterialFloatProperty();

                        prop.Val          = this.material.GetFloat(propertyName);
                        prop.PropertyType = (int)MaterialPropertyType.FloatType;

                        property = prop;
                    }
                    //Vector property.
                    if (propertyType == ShaderUtil.ShaderPropertyType.Vector)
                    {
                        SerializedMaterialVectorProperty prop = new SerializedMaterialVectorProperty();

                        Vector4 vector = this.material.GetVector(propertyName);
                        prop.X = vector.x;
                        prop.Y = vector.y;
                        prop.Z = vector.z;
                        prop.W = vector.w;

                        prop.PropertyType = (int)MaterialPropertyType.VectorType;

                        property = prop;
                    }
                    //Float property.
                    if (propertyType == ShaderUtil.ShaderPropertyType.Color)
                    {
                        SerializedMaterialColorProperty prop = new SerializedMaterialColorProperty();

                        Color color = this.material.GetColor(propertyName);

                        prop.R = color.r;
                        prop.G = color.g;
                        prop.B = color.b;
                        prop.A = color.a;

                        prop.PropertyType = (int)MaterialPropertyType.ColorType;

                        property = prop;
                    }

                    //Texture property.
                    if (propertyType == ShaderUtil.ShaderPropertyType.TexEnv)
                    {
                        Texture2D texture = (Texture2D)this.material.GetTexture(propertyName);

                        if (texture != null)
                        {
                            UnitySerializeTexture textureSerializer = new UnitySerializeTexture(texture, this.rootNode);
                            textureSerializer.Serialize(serializedAssets, serializeOptions, componentNode, postSerializeActions);

                            SerializedMaterialTextureProperty prop = new SerializedMaterialTextureProperty();

                            prop.ReferenceID  = textureSerializer.GetReferenceID();
                            prop.PropertyType = (int)MaterialPropertyType.TextureType;

                            property = prop;
                        }
                    }

                    materialProperties.Add(propertyName, property);
                }

                serializedMaterial.MaterialProperties = materialProperties;

                //Create serialized asset by converting data to a bytearray and give it to the constructor.
                AssetResource resource = new AssetResource(false);

                byte[] metaDataBuffer = ProtocolBufferSerializer.SerializedMaterial(serializedMaterial);
                resource.Serialize(this.referenceID, MetaDataType.PROTOBUF, metaDataBuffer, null);

                serializedAssets.AddResource(referenceID, PCFResourceType.MATERIAL, resource);

                //Nodes store their resource when serializing
                componentNode.SetSerializer(this);

                //Make sure caller can get the actual material referenceID when serializing its metadata.
                this.pointedID = this.referenceID;
            }
                        #endif
        }
Ejemplo n.º 4
0
        public override void Serialize(SerializedAssets serializedAssets, object[] serializeOptions, NodeBase objNode, List <Action <NodeBase> > postSerializeActions)
        {
            //Make sure this is always 36 characters long.
            this.referenceID = this.rootNode.GenerateID();

            LightprobeSerializeOpts serializeOption = null;

            for (int i = 0; i < serializeOptions.Length; i++)
            {
                object opt = serializeOptions[i];

                if (opt is LightprobeSerializeOpts)
                {
                    serializeOption = opt as LightprobeSerializeOpts;
                    break;
                }
            }

            if (serializeOption == null)
            {
                return;
            }

            ComponentNode componentNode = new ComponentNode(PCFResourceType.LIGHTPROBES, referenceID, null);

            //Material nodes can and are most likely to be children of other component nodes.
            objNode.AddChildNode(componentNode);

            //Manually serialize SH components,.
            //However unity does not currently expose any way to generate the probes at runtime.
            //So we cannot set them directly unless the probes exist. (Fix it unity :D)
            byte[] serializedProbes = SerializeLightProbes(this.lightProbes);

            Dictionary <string, FileInfo> internalBundles = serializeOption.ListInternalBundles();

            JArray bundleReferences = new JArray();

            foreach (KeyValuePair <string, FileInfo> pair in internalBundles)
            {
                UnitySerializeInternalBundle bundleSerializer = new UnitySerializeInternalBundle(pair.Key, pair.Value.FullName, string.Empty, this.rootNode);
                bundleSerializer.Serialize(serializedAssets, serializeOptions, componentNode, postSerializeActions);

                JObject item = new JObject();
                item["platform"]    = pair.Key;
                item["referenceID"] = bundleSerializer.GetReferenceID();

                bundleReferences.Add(item);
            }

            JObject metaData = new JObject();

            metaData["numberOfProbes"]   = this.lightProbes != null ? this.lightProbes.bakedProbes.Length : 0;
            metaData["bundleReferences"] = bundleReferences;

            //Create serialized asset by converting data to a bytearray and give it to the constructor.
            AssetResource resource = new AssetResource(false);

            byte[] metaDataBuffer = System.Text.Encoding.UTF8.GetBytes(metaData.ToString(Formatting.None));
            resource.Serialize(referenceID, MetaDataType.JSON, metaDataBuffer, serializedProbes);

            serializedAssets.AddResource(referenceID, PCFResourceType.LIGHTPROBES, resource);

            //Nodes store their resource when serializing
            componentNode.SetSerializer(this);
        }
        public override void Serialize(SerializedAssets serializedAssets, object[] serializeOptions, NodeBase objNode, List <Action <NodeBase> > postSerializeActions)
        {
            //Make sure this is always 36 characters long.
            this.referenceID = this.rootNode.GenerateID();

            ComponentNode componentNode = new ComponentNode(PCFResourceType.COLLECTION, referenceID, null, this.type.Name.ToString());

            objNode.AddChildNode(componentNode);

            List <UInt32> collectionIDs = new List <UInt32>();

            if (this.type.IsPrimitive || this.type == typeof(string))
            {
                //Try to serialize the collection using primitive data serialization.
                for (int i = 0; i < this.values.Length; i++)
                {
                    UnitySerializerBase primitiveSerializer = new UnitySerializePrimitive(this.values[i], this.values[i].GetType(), "", true, this.rootNode);
                    primitiveSerializer.Serialize(serializedAssets, serializeOptions, componentNode, postSerializeActions);

                    collectionIDs.Add(primitiveSerializer.GetReferenceID());
                }
            }
            else
            {
                //If the datatype is not a primitive look for a class specific serializer to invoke.
                Assembly assembly       = Assembly.GetAssembly(this.GetType());
                string   namespaceName  = this.GetType().Namespace;
                string   serializerName = namespaceName + "." + this.type.Name + "Serialization";
                Type     serializerType = assembly.GetType(serializerName, false);

                //See if there is a custom serializer defined for this type.
                if (serializerType != null)
                {
                    for (int i = 0; i < this.values.Length; i++)
                    {
                        System.Object obj = this.values[i];

                        object     serializerClass   = Activator.CreateInstance(serializerType, Convert.ChangeType(obj, this.type), "", true, this.rootNode);
                        MethodInfo serializeMethod   = serializerType.GetMethod("Serialize");
                        MethodInfo referenceIDMethod = serializerType.GetMethod("GetReferenceID");

                        object[] parameters = new object[4];
                        parameters[0] = serializedAssets;
                        parameters[1] = serializeOptions;
                        parameters[2] = componentNode;
                        parameters[3] = postSerializeActions;

                        serializeMethod.Invoke(serializerClass, parameters);

                        UInt32 refID = (UInt32)referenceIDMethod.Invoke(serializerClass, null);

                        collectionIDs.Add(refID);
                    }
                }
                //Fallback to generic class serializer.
                else
                {
                    for (int i = 0; i < this.values.Length; i++)
                    {
                        System.Object obj = this.values[i];

                        UnitySerializerBase classSerialize = new UnitySerializeClass(obj, this.type, "", true, this.rootNode);
                        classSerialize.Serialize(serializedAssets, serializeOptions, componentNode, postSerializeActions);

                        collectionIDs.Add(classSerialize.GetReferenceID());
                    }
                }
            }

            AssetResource resource = new AssetResource(false);

            byte[] metaDataBuffer = ProtocolBufferSerializer.SerializeCollectionData(this.type, this.fieldName, collectionIDs.Count, null, this.type.Assembly);
            resource.Serialize(this.referenceID, MetaDataType.PROTOBUF, metaDataBuffer, null);

            serializedAssets.AddResource(referenceID, PCFResourceType.COLLECTION, resource);
        }
Ejemplo n.º 6
0
        void SerializeRecursivly(GameObject go, SerializedAssets serializedAssets, object[] serializeOptions, NodeBase node, List <Action <NodeBase> > postSerializeActions)
        {
            //Serialize an abstract representation of the node tree.
            NodeBase objNode = new ObjectNode(go.name, this.rootNode);

            //Parent objNode to ParentNode, ParentNode is always an ObjectNode. (Gameobject if you will)
            node.AddChildNode(objNode);

            Component[] objectComponents = go.GetComponents(typeof(Component));

            //Some resources will serialize subresources such as materials, lightprobes and textures, they will become children of their NodeComponents.
            for (int i = 0; i < objectComponents.Length; i++)
            {
                if (objectComponents[i] is SkinnedMeshRenderer)
                {
                    UnitySerializeSkinnedMesh skinnedMeshSerializer = new UnitySerializeSkinnedMesh(go, objectComponents[i] as SkinnedMeshRenderer, this.rootNode);
                    skinnedMeshSerializer.Serialize(serializedAssets, serializeOptions, objNode, postSerializeActions);
                }
                else if (objectComponents[i] is MeshRenderer)
                {
                    UnitySerializeMesh meshSerializer = new UnitySerializeMesh(go, objectComponents[i] as MeshRenderer, this.rootNode);
                    meshSerializer.Serialize(serializedAssets, serializeOptions, objNode, postSerializeActions);
                }
                else if (objectComponents[i] is MonoBehaviour)
                {
                    UnitySerializeScript scriptSerializer = new UnitySerializeScript(go, objectComponents[i] as MonoBehaviour, this.rootNode);
                    scriptSerializer.Serialize(serializedAssets, serializeOptions, objNode, postSerializeActions);
                }
                else if (objectComponents[i] is Transform)
                {
                    UnitySerializeTransform transformSerializer = new UnitySerializeTransform(go, objectComponents[i] as Transform, this.rootNode);
                    transformSerializer.Serialize(serializedAssets, serializeOptions, objNode, postSerializeActions);
                }
                else if (objectComponents[i] is Animator)
                {
                    UnitySerializeAnimator avtarSerializer = new UnitySerializeAnimator(go, objectComponents[i] as Animator, this.rootNode);
                    avtarSerializer.Serialize(serializedAssets, serializeOptions, objNode, postSerializeActions);
                }
                else if (objectComponents[i] is Animation)
                {
                    UnitySerializeAnimation animationSerializer = new UnitySerializeAnimation(go, objectComponents[i] as Animation, this.rootNode);
                    animationSerializer.Serialize(serializedAssets, serializeOptions, objNode, postSerializeActions);
                }
                else if (objectComponents[i] is Camera)
                {
                    UnitySerializeCamera cameraSerializer = new UnitySerializeCamera(go, objectComponents[i] as Camera, this.rootNode);
                    cameraSerializer.Serialize(serializedAssets, serializeOptions, objNode, postSerializeActions);
                }
                else if (objectComponents[i] is LightProbeGroup)
                {
                    UnitySerializeLightProbes lightprobeSerializer = new UnitySerializeLightProbes(go, LightmapSettings.lightProbes, this.rootNode);
                    lightprobeSerializer.Serialize(serializedAssets, serializeOptions, objNode, postSerializeActions);
                }
                else if (objectComponents[i] is Collider)
                {
                    UnitySerializeCollider colliderSerializer = new UnitySerializeCollider(go, objectComponents[i] as Collider, this.rootNode);
                    colliderSerializer.Serialize(serializedAssets, serializeOptions, objNode, postSerializeActions);
                }
                else if (objectComponents[i] is Light)
                {
                    UnitySerializeLight lightSerializer = new UnitySerializeLight(go, objectComponents[i] as Light, this.rootNode);
                    lightSerializer.Serialize(serializedAssets, serializeOptions, objNode, postSerializeActions);
                }
            }

            for (int i = 0; i < go.transform.childCount; i++)
            {
                GameObject child = go.transform.GetChild(i).gameObject;
                SerializeRecursivly(child, serializedAssets, serializeOptions, objNode, postSerializeActions);
            }
        }
        public override void Serialize(SerializedAssets serializedAssets, object[] serializeOptions, NodeBase objNode, List <Action <NodeBase> > postSerializeActions)
        {
            //Make sure this is always 36 characters long.
            this.referenceID = this.rootNode.GenerateID();

            ComponentNode scriptNode = new ComponentNode(PCFResourceType.SCRIPT, referenceID, null, this.script.GetType().Name.ToString());

            //Parent top level scripts to ObjectNode.
            objNode.AddChildNode(scriptNode);

            JObject metaData = new JObject();

            metaData["scriptname"] = this.script.GetType().ToString();

            //Get fields using reflection
            FieldInfo[] fields = script.GetType().GetFields();

            for (int i = 0; i < fields.Length; i++)
            {
                if (fields[i].IsPublic && !fields[i].IsStatic)
                {
                    FieldInfo currentField = fields[i];
                    Type      valueType    = currentField.FieldType;

                    //Find matching deserializer using reflection and field type as string or similar.
                    if (valueType.IsPrimitive || valueType == typeof(string))
                    {
                        UnitySerializerBase primitiveSerializer = new UnitySerializePrimitive(currentField.GetValue(script), valueType, currentField.Name, false, this.rootNode);
                        primitiveSerializer.Serialize(serializedAssets, serializeOptions, scriptNode, postSerializeActions);
                    }
                    else if (typeof(IList).IsAssignableFrom(fields[i].FieldType))
                    {
                        //Convoluted way to make sure we have an array of System.Object.
                        IEnumerable          collection       = currentField.GetValue(script) as IEnumerable;
                        List <System.Object> intermediateList = new List <System.Object>();

                        foreach (System.Object item in collection)
                        {
                            intermediateList.Add(item);
                        }

                        System.Object[] values = intermediateList.ToArray();

                        if (values != null && values.Length > 0)
                        {
                            UnitySerializerBase collectionSerializer = new UnitySerializeCollection(values, values[0].GetType(), script, currentField.Name, rootNode);
                            collectionSerializer.Serialize(serializedAssets, serializeOptions, scriptNode, postSerializeActions);
                        }
                    }
                    else if (valueType.IsClass || valueType.IsLayoutSequential)
                    {
                        //If the datatype is not a primitive look for a class specific serializer to invoke.
                        Assembly      assembly       = Assembly.GetAssembly(this.GetType());
                        string        namespaceName  = this.GetType().Namespace;
                        string        serializerName = namespaceName + "." + valueType.Name + "Serialization";
                        Type          serializerType = assembly.GetType(serializerName, false);
                        System.Object val            = fields[i].GetValue(this.script);

                        //If we have implemented a custom serializer for this type we invoke it and let it serialize relevant data.
                        if (serializerType != null)
                        {
                            object     serializerClass = Activator.CreateInstance(serializerType, Convert.ChangeType(val, valueType), currentField.Name, false, this.rootNode);
                            MethodInfo serializeMethod = serializerType.GetMethod("Serialize");

                            object[] parameters = new object[4];
                            parameters[0] = serializedAssets;
                            parameters[1] = serializeOptions;
                            parameters[2] = scriptNode;
                            parameters[3] = postSerializeActions;

                            serializeMethod.Invoke(serializerClass, parameters);
                        }
                        else
                        {
                            //Use generic serializer incase not found.
                            UnitySerializerBase classSerialize = new UnitySerializeClass(currentField.GetValue(this.script), valueType, currentField.Name, false, this.rootNode);
                            classSerialize.Serialize(serializedAssets, serializeOptions, scriptNode, postSerializeActions);
                        }
                    }
                }
            }

            AssetResource resource = new AssetResource(false);

            byte[] metaDataBuffer = System.Text.Encoding.UTF8.GetBytes(metaData.ToString(Formatting.None));
            resource.Serialize(this.referenceID, MetaDataType.JSON, metaDataBuffer, null);

            serializedAssets.AddResource(referenceID, PCFResourceType.SCRIPT, resource);
        }
        public override void Serialize(SerializedAssets serializedAssets, object[] serializeOptions, NodeBase objNode, List <Action <NodeBase> > postSerializeActions)
        {
            //Make sure this is always 36 characters long.
            this.referenceID = this.rootNode.GenerateID();

            ComponentNode componentNode = new ComponentNode(PCFResourceType.ANIMATION, referenceID, null);

            //Component nodes must always be parented to objNodes.
            objNode.AddChildNode(componentNode);

            //Get fields using reflection
            PropertyInfo[] properties = animation.GetType().GetProperties();

            for (int i = 0; i < properties.Length; i++)
            {
                if (properties[i].CanWrite)
                {
                    PropertyInfo currentProperty = properties[i];
                    Type         valueType       = currentProperty.PropertyType;

                    //Find matching deserializer using reflection and field type as string or similar.
                    if (valueType.IsPrimitive || valueType == typeof(string))
                    {
                        UnitySerializerBase primitiveSerializer = new UnitySerializePrimitive(currentProperty.GetValue(animation, null), valueType, currentProperty.Name, false, this.rootNode);
                        primitiveSerializer.Serialize(serializedAssets, serializeOptions, componentNode, postSerializeActions);
                    }
                    else if (typeof(IList).IsAssignableFrom(properties[i].PropertyType))
                    {
                        //Convoluted way to make sure we have an array of System.Object.
                        IEnumerable          collection       = currentProperty.GetValue(animation, null) as IEnumerable;
                        List <System.Object> intermediateList = new List <System.Object>();

                        foreach (System.Object item in collection)
                        {
                            intermediateList.Add(item);
                        }

                        System.Object[] values = intermediateList.ToArray();

                        if (values != null && values.Length > 0)
                        {
                            UnitySerializerBase collectionSerializer = new UnitySerializeCollection(values, values[0].GetType(), animation, currentProperty.Name, rootNode);
                            collectionSerializer.Serialize(serializedAssets, serializeOptions, componentNode, postSerializeActions);
                        }
                    }
                    else if (valueType.IsClass || valueType.IsLayoutSequential)
                    {
                        //If the datatype is not a primitive look for a class specific serializer to invoke.
                        Assembly      assembly       = Assembly.GetAssembly(this.GetType());
                        string        namespaceName  = this.GetType().Namespace;
                        string        serializerName = namespaceName + "." + valueType.Name + "Serialization";
                        Type          serializerType = assembly.GetType(serializerName, false);
                        System.Object val            = properties[i].GetValue(this.animation, null);

                        //If we have implemented a custom serializer for this type we invoke it and let it serialize relevant data.
                        if (serializerType != null)
                        {
                            object     serializerClass = Activator.CreateInstance(serializerType, Convert.ChangeType(val, valueType), currentProperty.Name, false, this.rootNode);
                            MethodInfo serializeMethod = serializerType.GetMethod("Serialize");

                            object[] parameters = new object[4];
                            parameters[0] = serializedAssets;
                            parameters[1] = serializeOptions;
                            parameters[2] = componentNode;
                            parameters[3] = postSerializeActions;

                            serializeMethod.Invoke(serializerClass, parameters);
                        }
                        else
                        {
                            //Use generic serializer incase not found.
                            UnitySerializerBase classSerialize = new UnitySerializeClass(currentProperty.GetValue(this.animation, null), valueType, currentProperty.Name, false, this.rootNode);
                            classSerialize.Serialize(serializedAssets, serializeOptions, componentNode, postSerializeActions);
                        }
                    }
                }
            }

            //Create serialized asset by converting data to a bytearray and give it to the constructor.
            AssetResource resource = new AssetResource(false);

            resource.Serialize(referenceID, MetaDataType.UNKOWN, null, null);

            serializedAssets.AddResource(referenceID, PCFResourceType.ANIMATION, resource);
        }