public void Serialize(EB.BitStream bs) { bs.Serialize(ref _spawnerIndex); if (bs.isWriting) { int numCharacterData = SpawnedCharacters.Count; bs.Serialize(ref numCharacterData); foreach (CharacterData character in SpawnedCharacters) { character.Serialize(bs); } } else { int numCharacterData = 0; bs.Serialize(ref numCharacterData); SpawnedCharacters = new List <CharacterData>(); for (int i = 0; i < numCharacterData; i++) { CharacterData c = new CharacterData(); c.Serialize(bs); SpawnedCharacters.Add(c); } } }
public void Serialize(EB.BitStream bs) { bs.Serialize(ref _hostInstanceId); if (bs.isWriting) { int numSocketData = socketData.Count; bs.Serialize(ref numSocketData); foreach (SocketData socket in socketData) { socket.Serialize(bs); } } else { int numSocketData = 0; bs.Serialize(ref numSocketData); socketData = new List <SocketData>(); for (int i = 0; i < numSocketData; i++) { SocketData socket = new SocketData(); socket.Serialize(bs); socketData.Add(socket); } } }
public void Serialize(EB.BitStream bs) { bs.Serialize(ref _itemId); bs.Serialize(ref _itemLevel); bs.Serialize(ref _rarity); bs.Serialize(ref _spiritId); bs.Serialize(ref _gold); if (bs.isWriting) { int numAffixIds = AffixIds.Count; bs.Serialize(ref numAffixIds); foreach (int affixId in AffixIds) { int aId = affixId; bs.Serialize(ref aId); } } else { int numAffixIds = 0; bs.Serialize(ref numAffixIds); AffixIds = new List <int>(); for (int i = 0; i < numAffixIds; i++) { int aId = 0; bs.Serialize(ref aId); AffixIds.Add(aId); } } }
public void Serialize(EB.BitStream bs) { bs.Serialize(ref _lootableIndex); if (bs.isReading) { DropGroup = new DropGroupData(); } DropGroup.Serialize(bs); }
public void Serialize(EB.BitStream bs) { bs.Serialize(ref _locationIndex); bs.Serialize(ref _characterId); bs.Serialize(ref _xp); if (bs.isReading) { DropGroup = new DropGroupData(); } DropGroup.Serialize(bs); }
public void Serialize(EB.BitStream bs) { if (bs.isWriting) { int numDrops = Drops.Count; bs.Serialize(ref numDrops); foreach (KeyValuePair <string, List <DropData> > pair in Drops) { int numData = pair.Value.Count; bs.Serialize(ref numData); string key = pair.Key; bs.Serialize(ref key); foreach (DropData drop in pair.Value) { drop.Serialize(bs); } } } else { int numDrops = 0; bs.Serialize(ref numDrops); Drops = new Dictionary <string, List <DropData> >(); for (int i = 0; i < numDrops; i++) { int numData = 0; bs.Serialize(ref numData); string key = string.Empty; bs.Serialize(ref key); List <DropData> dropList = new List <DropData>(); for (int j = 0; j < numData; j++) { DropData d = new DropData(); d.Serialize(bs); dropList.Add(d); } Drops[key] = dropList; } } }
public void Serialize(EB.BitStream bs) { bs.Serialize(ref _posX); bs.Serialize(ref _posZ); bs.Serialize(ref _selectedZone); bs.Serialize(ref _interactionSetIndex); bs.Serialize(ref _layoutName); if (bs.isWriting) { int numTags = Tags.Count; bs.Serialize(ref numTags); foreach (string tag in Tags) { string t = tag; bs.Serialize(ref t); } int numSpawners = Spawners.Count; bs.Serialize(ref numSpawners); foreach (SpawnerData spawner in Spawners) { spawner.Serialize(bs); } int numLootables = Lootables.Count; bs.Serialize(ref numLootables); foreach (LootableData lootable in Lootables) { lootable.Serialize(bs); } } else { int numTags = 0; bs.Serialize(ref numTags); Tags = new List <string>(); for (int i = 0; i < numTags; i++) { string tag = string.Empty; bs.Serialize(ref tag); Tags.Add(tag); } int numSpawners = 0; bs.Serialize(ref numSpawners); Spawners = new List <SpawnerData>(); for (int i = 0; i < numSpawners; i++) { SpawnerData spawner = new SpawnerData(); spawner.Serialize(bs); Spawners.Add(spawner); } int numLootables = 0; bs.Serialize(ref numLootables); Lootables = new List <LootableData>(); for (int i = 0; i < numLootables; i++) { LootableData lootable = new LootableData(); lootable.Serialize(bs); Lootables.Add(lootable); } } }
public virtual void Serialize(EB.BitStream bs) { }