public override object Read(ES2Reader reader) { Sprite sprite = Sprite.Create(reader.Read <Texture2D>(), reader.Read <Rect>(), reader.Read <Vector2>(), reader.Read <float>()); sprite.name = reader.Read <string>(); return(sprite); }
public override void Read(ES2Reader reader, object c) { SavedState data = (SavedState)c; // Add your reader.Read calls here to read the data into the object. data.Level = reader.Read <System.Int32>(); data.ObstacleXPositions = reader.ReadList <System.Int32>(); data.ObstacleYPositions = reader.ReadList <System.Int32>(); data.ObstacleLevelType = reader.Read <ObstacleLibrary.LevelTypes>(); data.CardsInHand = reader.ReadList <LibraryCard>(); data.CardsInDeck = reader.ReadList <System.String>(); data.CardsInDiscard = reader.ReadList <LibraryCard>(); data.Enemies = reader.ReadList <System.String>(); data.EnemyHealths = reader.ReadList <System.Int32>(); data.EnemyXPositions = reader.ReadList <System.Int32>(); data.EnemyYPositions = reader.ReadList <System.Int32>(); data.EnemyPlays = reader.ReadList <System.Int32>(); data.PlayerPosition = reader.ReadArray <System.Int32>(); data.PlayerHealth = reader.Read <System.Int32>(); data.PlayerMoves = reader.Read <System.Int32>(); data.PlayerPlays = reader.Read <System.Int32>(); data.Dollars = reader.Read <System.Int32>(); data.BleedingTurns = reader.Read <System.Int32>(); data.SwollenTurns = reader.Read <System.Int32>(); data.HungerTurns = reader.Read <System.Int32>(); data.Goals = reader.ReadArray <Goal>(); data.TriggerList = reader.ReadList <System.String>(); data.ShopCardList1 = reader.ReadList <LibraryCard>(); data.ShopCardList2 = reader.ReadList <LibraryCard>(); data.ShopCardList3 = reader.ReadList <LibraryCard>(); data.ShopMode = reader.Read <System.Boolean>(); }
public override void Read(ES2Reader reader, object c) { SkinnedMeshRenderer param = (SkinnedMeshRenderer)c; int settingCount = (int)reader.reader.ReadByte(); for (int i = 0; i < settingCount; i++) { switch (i) { case 0: param.bones = reader.ReadArray <Transform>(); foreach (Transform bone in param.bones) { bone.parent = param.transform; } param.localBounds = reader.Read <Bounds>(); param.quality = (SkinQuality)reader.reader.ReadInt32(); reader.Read <Mesh>(param.sharedMesh); for (int idx = 0; idx < param.sharedMesh.blendShapeCount; idx++) { param.SetBlendShapeWeight(idx, reader.reader.ReadSingle()); } break; default: return; } } }
public override void Read(ES2Reader reader, object c) { SavedState data = (SavedState)c; // Add your reader.Read calls here to read the data into the object. data.Level = reader.Read<System.Int32>(); data.ObstacleXPositions = reader.ReadList<System.Int32>(); data.ObstacleYPositions = reader.ReadList<System.Int32>(); data.ObstacleLevelType = reader.Read<ObstacleLibrary.LevelTypes>(); data.CardsInHand = reader.ReadList<LibraryCard>(); data.CardsInDeck = reader.ReadList<System.String>(); data.CardsInDiscard = reader.ReadList<LibraryCard>(); data.Enemies = reader.ReadList<System.String>(); data.EnemyHealths = reader.ReadList<System.Int32>(); data.EnemyXPositions = reader.ReadList<System.Int32>(); data.EnemyYPositions = reader.ReadList<System.Int32>(); data.EnemyPlays = reader.ReadList<System.Int32>(); data.PlayerPosition = reader.ReadArray<System.Int32>(); data.PlayerHealth = reader.Read<System.Int32>(); data.PlayerMoves = reader.Read<System.Int32>(); data.PlayerPlays = reader.Read<System.Int32>(); data.Dollars = reader.Read<System.Int32>(); data.BleedingTurns = reader.Read<System.Int32>(); data.SwollenTurns = reader.Read<System.Int32>(); data.HungerTurns = reader.Read<System.Int32>(); data.Goals = reader.ReadArray<Goal>(); data.TriggerList = reader.ReadList<System.String>(); data.ShopCardList1 = reader.ReadList<LibraryCard>(); data.ShopCardList2 = reader.ReadList<LibraryCard>(); data.ShopCardList3 = reader.ReadList<LibraryCard>(); data.ShopMode = reader.Read<System.Boolean>(); }
public override void Read(ES2Reader reader, object c) { Transform param = (Transform)c; int settingCount = (int)reader.reader.ReadByte(); for (int i = 0; i < settingCount; i++) { switch (i) { case 0: param.localPosition = reader.Read <Vector3>(); break; case 1: param.localRotation = reader.Read <Quaternion>(); break; case 2: param.localScale = reader.Read <Vector3>(); break; case 3: param.tag = reader.reader.ReadString(); break; default: return; } } }
public override void Read(ES2Reader reader, object c) { Devdog.InventoryPro.CurrencyDecoratorSerializationModel data = (Devdog.InventoryPro.CurrencyDecoratorSerializationModel)c; // Add your reader.Read calls here to read the data into the object. data.currencyID = reader.Read <System.UInt32>(); data.amount = reader.Read <System.Single>(); }
// Loads Input Maps private void LoadInputMaps(ES2Reader reader) { Player playerInput = ReInput.players.GetPlayer(0); string keyMap = reader.Read <string>(ControllerType.Keyboard.ToString()); string mouseMap = reader.Read <string>(ControllerType.Mouse.ToString()); string padMap = ""; if (reader.TagExists(ControllerType.Joystick.ToString())) { padMap = reader.Read <string>(ControllerType.Joystick.ToString()); } playerInput.controllers.maps.AddMapFromXml(ControllerType.Keyboard, 0, keyMap); playerInput.controllers.maps.AddMapFromXml(ControllerType.Mouse, 0, mouseMap); Joystick[] gamepads = ReInput.controllers.GetJoysticks(); if (gamepads != null) { if (gamepads.Length > 0) { playerInput.controllers.maps.AddMapFromXml(ControllerType.Joystick, 0, padMap); bPadInputAssigned = true; } } else { sPadInputXml = padMap; bPadInputAssigned = false; } }
public override void Read(ES2Reader reader, object c) { PolygonCollider2D param = (PolygonCollider2D)c; int settingCount = (int)reader.reader.ReadByte(); for (int i = 0; i < settingCount; i++) { switch (i) { case 0: param.isTrigger = reader.Read <bool>(); param.offset = reader.Read <Vector2>(); param.usedByEffector = reader.Read <bool>(); int pathCount = reader.Read <int>(); for (int pathIndex = 0; pathIndex < pathCount; pathIndex++) { param.SetPath(pathIndex, reader.ReadArray <Vector2>(new ES2_Vector2())); } break; default: return; } } }
public override void Read(ES2Reader reader, object c) { BoxCollider param = (BoxCollider)c; int settingCount = (int)reader.reader.ReadByte(); for (int i = 0; i < settingCount; i++) { switch (i) { case 0: param.center = reader.Read <Vector3>(); break; case 1: param.size = reader.Read <Vector3>(); break; case 2: param.isTrigger = reader.reader.ReadBoolean(); break; default: return; } } }
public override object Read(ES2Reader reader) { System.Collections.DictionaryEntry data = new System.Collections.DictionaryEntry(); data.Key = reader.Read <System.Object>(); data.Value = reader.Read <System.Object>(); return(data); }
public override void Read(ES2Reader reader, object c) { VoxelColor data = (VoxelColor)c; // Add your reader.Read calls here to read the data into the object. data.color = reader.Read <UnityEngine.Color>(); data.number = reader.Read <System.Int32>(); }
public override void Read(ES2Reader reader, object c) { GameObjectId data = (GameObjectId)c; // Add your reader.Read calls here to read the data into the object. data.name = reader.Read <System.String>(); data.sceneName = reader.Read <System.String>(); }
public override object Read(ES2Reader reader) { LevelData ld = new LevelData { Level = reader.Read <float>(), LevelPoint = reader.Read <float>() }; return(ld); }
public override void Read(ES2Reader reader, object c) { HighScore data = (HighScore)c; // Add your reader.Read calls here to read the data into the object. data.name = reader.Read<System.String>(); data.score = reader.Read<System.Int32>(); }
public override void Read(ES2Reader reader, object c) { Int3 data = (Int3)c; // Add your reader.Read calls here to read the data into the object. data.x = reader.Read<int>(); data.y = reader.Read<int>(); data.z = reader.Read<int>(); }
public override void Read(ES2Reader reader, object c) { GameState data = (GameState)c; // Add your reader.Read calls here to read the data into the object. data.id = reader.Read <System.Int32>(); data.states = reader.ReadList <ObjectState>(); data.merky = reader.Read <ObjectState>(); }
public override object Read(ES2Reader reader) { JackpotData data = new JackpotData(); data.CurrentBonus = reader.Read <int> (); data.NextBonus = reader.Read <int> (); return(data); }
public override void Read(ES2Reader reader, object c) { WorldData data = (WorldData)c; // Add your reader.Read calls here to read the data into the object. data.Towns = reader.ReadDictionary <System.Int32, UnityEngine.Vector3>(); data.WorldLevel = reader.Read <System.Int32>(); data.WorldName = reader.Read <System.String>(); }
public override object Read(ES2Reader reader) { InitMachineSeedInfo data = new InitMachineSeedInfo(0, false); data._seed = reader.Read <uint> (); data._isFromServer = reader.Read <bool> (); return(data); }
public override object Read(ES2Reader reader) { Devdog.InventorySystem.Models.InventoryItemSaveLookup data = new Devdog.InventorySystem.Models.InventoryItemSaveLookup(); // Add your reader.Read calls here and return your object. data.itemID = reader.Read <System.Int32>(); data.amount = reader.Read <System.UInt32>(); return(data); }
public override void Read(ES2Reader reader, object c) { ItemMaterialProgress data = (ItemMaterialProgress)c; // Add your reader.Read calls here to read the data into the object. data.Level = reader.Read <System.Int32>(); data.Quality = reader.Read <System.Single>(); data.ItemValue = reader.Read <System.Int32>(); }
public override object Read(ES2Reader reader) { Devdog.InventorySystem.Models.InventoryItemSaveLookup data = new Devdog.InventorySystem.Models.InventoryItemSaveLookup(); // Add your reader.Read calls here and return your object. data.itemID = reader.Read<System.Int32>(); data.amount = reader.Read<System.UInt32>(); return data; }
public override void Read(ES2Reader reader, object c) { HealItemProgress data = (HealItemProgress)c; // Add your reader.Read calls here to read the data into the object. data.Level = reader.Read <System.Int32>(); data.Heal = reader.Read <System.Int32>(); data.ItemValue = reader.Read <System.Int32>(); }
public override void Read(ES2Reader reader, object c) { AnimateScript data = (AnimateScript)c; // Add your reader.Read calls here to read the data into the object. data.questNumber = reader.Read <System.Int32>(); data.ParamName = reader.Read <System.String>(); data.State = reader.Read <System.Boolean>(); }
public override void Read(ES2Reader reader, object c) { Int3 data = (Int3)c; // Add your reader.Read calls here to read the data into the object. data.x = reader.Read <int>(); data.y = reader.Read <int>(); data.z = reader.Read <int>(); }
public override object Read(ES2Reader reader) { var buildingModelName = reader.Read <System.String>(); var buildingPostion = reader.Read <UnityEngine.Vector3>(); var buildingRotate = reader.Read <UnityEngine.Quaternion>(); BuildingSaveData data = new BuildingSaveData(buildingModelName, buildingPostion, buildingRotate); return(data); }
public override void Read(ES2Reader reader, object c) { Devdog.InventoryPro.InventoryItemSerializationModel data = (Devdog.InventoryPro.InventoryItemSerializationModel)c; // Add your reader.Read calls here to read the data into the object. data.itemID = reader.Read <System.Int32>(); data.amount = reader.Read <System.UInt32>(); data.stats = reader.ReadArray <Devdog.InventoryPro.StatDecoratorSerializationModel>(); data.collectionName = reader.Read <System.String>(); }
public override void Read(ES2Reader reader, object c) { Devdog.InventoryPro.StatDecoratorSerializationModel data = (Devdog.InventoryPro.StatDecoratorSerializationModel)c; // Add your reader.Read calls here to read the data into the object. data.statID = reader.Read <System.Int32>(); data.value = reader.Read <System.String>(); data.actionEffect = reader.Read <Devdog.InventoryPro.StatDecorator.ActionEffect>(); data.isFactor = reader.Read <System.Boolean>(); }
public override void Read(ES2Reader reader, object c) { VoxelPlatform data = (VoxelPlatform)c; // Add your reader.Read calls here to read the data into the object. data.position = reader.Read <UnityEngine.Vector2>(); data.voxelColor = reader.Read <System.Int32>(); data.isDrawing = reader.Read <System.Boolean>(); }
public override void Read(ES2Reader reader, object c) { MemoryObject data = (MemoryObject)c; // Add your reader.Read calls here to read the data into the object. data.found = reader.Read <System.Boolean>(); data.objectName = reader.Read <System.String>(); data.sceneName = reader.Read <System.String>(); }
public override void Read(ES2Reader reader, object c) { ActiveSkillProgress data = (ActiveSkillProgress)c; // Add your reader.Read calls here to read the data into the object. data.Effect = reader.Read <System.Int32>(); data.Delay = reader.Read <System.Single>(); data.Cost = reader.Read <System.Int32>(); }
public override void Read(ES2Reader reader, object c) { SceneLoader data = (SceneLoader)c; // Add your reader.Read calls here to read the data into the object. data.sceneName = reader.Read <System.String>(); data.lastOpenGameStateId = reader.Read <System.Int32>(); data.firstOpenGameStateId = reader.Read <System.Int32>(); }
public override object Read(ES2Reader reader) { var id = reader.Read <System.Int32>(); var containerPos = reader.Read <Vector3>(); var continerRotate = reader.Read <Quaternion>(); Citizen data = new Citizen(id, containerPos, continerRotate); return(data); }
public override object Read(ES2Reader reader) { Matrix4x4 matrix = new Matrix4x4(); matrix.SetColumn(0, reader.Read <Vector4>()); matrix.SetColumn(1, reader.Read <Vector4>()); matrix.SetColumn(2, reader.Read <Vector4>()); matrix.SetColumn(3, reader.Read <Vector4>()); return(matrix); }
public override void Read(ES2Reader reader, object c) { Population data = (Population)c; // Add your reader.Read calls here to read the data into the object. // Read the version number. int fileVersion = reader.Read<int>(); // VERSION 0: if (fileVersion >= 0) { //data.brainType = reader.Read<Population.BrainType>(); data.templateGenome = reader.Read<CritterGenome>(); data.numInputNodes = reader.Read<System.Int32>(); data.numOutputNodes = reader.Read<System.Int32>(); data.populationMaxSize = reader.Read<System.Int32>(); data.numAgents = reader.Read<System.Int32>(); data.masterAgentArray = reader.ReadArray<Agent>(); data.speciesBreedingPoolList = reader.ReadList<SpeciesBreedingPool>(); data.nextAvailableSpeciesID = reader.Read<int>(); data.trainingGenerations = reader.Read<int>(); data.nextAvailableGeneInno = reader.Read<int>(); if (fileVersion >= 1) { // new attributes } } }
public override void Read(ES2Reader reader, object c) { SavedGame data = (SavedGame)c; // Add your reader.Read calls here to read the data into the object. data.UnlockedCards = reader.ReadList<LibraryCard>(); data.StartingDeckCards = reader.ReadList<LibraryCard>(); data.DefeatedEnemies = reader.ReadList<System.String>(); data.UnlockedGods = reader.ReadList<System.Int32>(); data.GoalHighScores = reader.ReadDictionary<System.String,System.Int32>(); data.FinishedTutorial = reader.Read<System.Boolean>(); data.NewCardsAvailable = reader.Read<System.Boolean>(); }
public override void Read(ES2Reader reader, object c) { AddonTimerInput data = (AddonTimerInput)c; // Add your reader.Read calls here to read the data into the object. // Read the version number. int fileVersion = reader.Read<int>(); // VERSION 0: if (fileVersion >= 0) { data.critterNodeID = reader.Read<System.Int32>(); data.innov = reader.Read<System.Int32>(); } }
public override void Read(ES2Reader reader, object c) { AddonThrusterEffector3D data = (AddonThrusterEffector3D)c; // Add your reader.Read calls here to read the data into the object. // Read the version number. int fileVersion = reader.Read<int>(); // VERSION 0: if (fileVersion >= 0) { data.critterNodeID = reader.Read<System.Int32>(); data.innov = reader.Read<System.Int32>(); data.maxForce = reader.ReadArray<System.Single>(); } }
public override void Read(ES2Reader reader, object c) { AddonContactSensor data = (AddonContactSensor)c; // Add your reader.Read calls here to read the data into the object. // Read the version number. int fileVersion = reader.Read<int>(); // VERSION 0: if (fileVersion >= 0) { data.critterNodeID = reader.Read<System.Int32>(); data.innov = reader.Read<System.Int32>(); data.contactSensitivity = reader.ReadArray<System.Single>(); } }
public override void Read(ES2Reader reader, object c) { AddonWeaponBasic data = (AddonWeaponBasic)c; // Add your reader.Read calls here to read the data into the object. // Read the version number. int fileVersion = reader.Read<int>(); // VERSION 0: if (fileVersion >= 0) { data.critterNodeID = reader.Read<System.Int32>(); data.innov = reader.Read<System.Int32>(); data.strength = reader.ReadArray<float>(); } }
public override void Read(ES2Reader reader, object c) { AddonCompassSensor1D data = (AddonCompassSensor1D)c; // Add your reader.Read calls here to read the data into the object. // Read the version number. int fileVersion = reader.Read<int>(); // VERSION 0: if (fileVersion >= 0) { data.critterNodeID = reader.Read<System.Int32>(); data.innov = reader.Read<System.Int32>(); data.forwardVector = reader.ReadArray<Vector3>(); } }
public override void Read(ES2Reader reader, object c) { AddonNoiseMakerBasic data = (AddonNoiseMakerBasic)c; // Add your reader.Read calls here to read the data into the object. // Read the version number. int fileVersion = reader.Read<int>(); // VERSION 0: if (fileVersion >= 0) { data.critterNodeID = reader.Read<System.Int32>(); data.innov = reader.Read<System.Int32>(); data.amplitude = reader.ReadArray<System.Single>(); } }
public override void Read(ES2Reader reader, object c) { AgentData data = (AgentData)c; // Add your reader.Read calls here to read the data into the object. // Read the version number. int fileVersion = reader.Read<int>(); // VERSION 0: if (fileVersion >= 0) { data.rawValueTotal = reader.Read<float>(); if (fileVersion >= 1) { // new attributes } } }
public override void Read(ES2Reader reader, object c) { AddonVelocitySensor1D data = (AddonVelocitySensor1D)c; // Add your reader.Read calls here to read the data into the object. // Read the version number. int fileVersion = reader.Read<int>(); // VERSION 0: if (fileVersion >= 0) { data.critterNodeID = reader.Read<System.Int32>(); data.innov = reader.Read<System.Int32>(); data.forwardVector = reader.ReadArray<Vector3>(); data.relative = reader.ReadArray<System.Boolean>(); data.sensitivity = reader.ReadArray<System.Single>(); } }
public override void Read(ES2Reader reader, object c) { Nonogram data = (Nonogram)c; // Add your reader.Read calls here to read the data into the object. data.size = reader.Read<System.Int32>(); data.tiles = reader.ReadDictionary<UnityEngine.Vector2,System.Boolean>(); }
public override void Read(ES2Reader reader, object c) { AddonOscillatorInput data = (AddonOscillatorInput)c; // Add your reader.Read calls here to read the data into the object. // Read the version number. int fileVersion = reader.Read<int>(); // VERSION 0: if (fileVersion >= 0) { data.critterNodeID = reader.Read<System.Int32>(); data.innov = reader.Read<System.Int32>(); data.frequency = reader.ReadArray<System.Single>(); data.amplitude = reader.ReadArray<System.Single>(); data.offset = reader.ReadArray<System.Single>(); } }
public override void Read(ES2Reader reader, object c) { TrialData data = (TrialData)c; // Add your reader.Read calls here to read the data into the object. // Read the version number. int fileVersion = reader.Read<int>(); // VERSION 0: if (fileVersion >= 0) { data.fitnessComponentDataArray = reader.ReadArray<FitnessComponentData>(); data.totalSumOfWeights = reader.Read<float>(); if (fileVersion >= 1) { // new attributes } } }
public override void Read(ES2Reader reader, object c) { CritterNode data = (CritterNode)c; // Add your reader.Read calls here to read the data into the object. // Read the version number. int fileVersion = reader.Read<int>(); // VERSION 0: if (fileVersion >= 0) { //data.attachedJointLinkList = reader.ReadList<CritterJointLink>(); //if (data.jointLink != null) data.attachedChildNodesIdList = reader.ReadList<System.Int32>(); data.jointLink = reader.Read<CritterJointLink>(); data.dimensions = reader.Read<Vector3>(); data.ID = reader.Read<System.Int32>(); data.innov = reader.Read<System.Int32>(); } }
public override void Read(ES2Reader reader, object c) { SpeciesBreedingPool data = (SpeciesBreedingPool)c; // Add your reader.Read calls here to read the data into the object. // Read the version number. int fileVersion = reader.Read<int>(); // VERSION 0: if (fileVersion >= 0) { data.agentList = reader.ReadList<Agent>(); data.nextAgentIndex = reader.Read<int>(); data.speciesID = reader.Read<int>(); data.templateGenome = reader.Read<GenomeNEAT>(); if (fileVersion >= 1) { // new attributes } } }
public override void Read(ES2Reader reader, object c) { FitnessComponentData data = (FitnessComponentData)c; // Add your reader.Read calls here to read the data into the object. // Read the version number. int fileVersion = reader.Read<int>(); // VERSION 0: if (fileVersion >= 0) { data.agentDataArray = reader.ReadArray<AgentData>(); data.highestScore = reader.Read<float>(); data.lowestScore = reader.Read<float>(); data.totalRawScore = reader.Read<float>(); if (fileVersion >= 1) { // new attributes } } }
public override void Read(ES2Reader reader, object c) { CritterGenome data = (CritterGenome)c; // Add your reader.Read calls here to read the data into the object. // Read the version number. int fileVersion = reader.Read<int>(); // VERSION 0: if (fileVersion >= 0) { data.CritterNodeList = reader.ReadList<CritterNode>(); data.savedNextNodeInno = reader.Read<int>(); data.savedNextAddonInno = reader.Read<int>(); data.addonPhysicalAttributesList = reader.ReadList<AddonPhysicalAttributes>(); data.addonJointAngleSensorList = reader.ReadList<AddonJointAngleSensor>(); data.addonContactSensorList = reader.ReadList<AddonContactSensor>(); data.addonRaycastSensorList = reader.ReadList<AddonRaycastSensor>(); data.addonCompassSensor1DList = reader.ReadList<AddonCompassSensor1D>(); data.addonCompassSensor3DList = reader.ReadList<AddonCompassSensor3D>(); data.addonPositionSensor1DList = reader.ReadList<AddonPositionSensor1D>(); data.addonPositionSensor3DList = reader.ReadList<AddonPositionSensor3D>(); data.addonRotationSensor1DList = reader.ReadList<AddonRotationSensor1D>(); data.addonRotationSensor3DList = reader.ReadList<AddonRotationSensor3D>(); data.addonVelocitySensor1DList = reader.ReadList<AddonVelocitySensor1D>(); data.addonVelocitySensor3DList = reader.ReadList<AddonVelocitySensor3D>(); data.addonAltimeterList = reader.ReadList<AddonAltimeter>(); data.addonEarBasicList = reader.ReadList<AddonEarBasic>(); data.addonGravitySensorList = reader.ReadList<AddonGravitySensor>(); data.addonOscillatorInputList = reader.ReadList<AddonOscillatorInput>(); data.addonValueInputList = reader.ReadList<AddonValueInput>(); data.addonTimerInputList = reader.ReadList<AddonTimerInput>(); data.addonJointMotorList = reader.ReadList<AddonJointMotor>(); data.addonThrusterEffector1DList = reader.ReadList<AddonThrusterEffector1D>(); data.addonThrusterEffector3DList = reader.ReadList<AddonThrusterEffector3D>(); data.addonTorqueEffector1DList = reader.ReadList<AddonTorqueEffector1D>(); data.addonTorqueEffector3DList = reader.ReadList<AddonTorqueEffector3D>(); data.addonMouthBasicList = reader.ReadList<AddonMouthBasic>(); data.addonNoiseMakerBasicList = reader.ReadList<AddonNoiseMakerBasic>(); data.addonStickyList = reader.ReadList<AddonSticky>(); data.addonWeaponBasicList = reader.ReadList<AddonWeaponBasic>(); } }
public override void Read(ES2Reader reader, object c) { Goal data = (Goal)c; // Add your reader.Read calls here to read the data into the object. data.God = reader.Read<ShopControl.Gods>(); data.GodString = reader.Read<System.String>(); data.Description = reader.Read<System.String>(); data.MiniDescription = reader.Read<System.String>(); data.CurrentScore = reader.Read<System.Int32>(); data.HighScore = reader.Read<System.Int32>(); data.GoalScore = reader.ReadArray<System.Int32>(); data.DisplayScore = reader.Read<System.String>(); data.DidGoalThisTurnTracker = reader.Read<System.Boolean>(); data.HigherScoreIsGood = reader.Read<System.Boolean>(); }
public override void Read(ES2Reader reader, object c) { Agent data = (Agent)c; // Add your reader.Read calls here to read the data into the object. // Read the version number. int fileVersion = reader.Read<int>(); // VERSION 0: if (fileVersion >= 0) { data.brainGenome = reader.Read<GenomeNEAT>(); data.bodyGenome = reader.Read<CritterGenome>(); data.speciesID = reader.Read<int>(); if (fileVersion >= 1) { // new attributes } } }
public override void Read(ES2Reader reader, object c) { AddonPhysicalAttributes data = (AddonPhysicalAttributes)c; // Add your reader.Read calls here to read the data into the object. // Read the version number. int fileVersion = reader.Read<int>(); // VERSION 0: if (fileVersion >= 0) { data.critterNodeID = reader.Read<System.Int32>(); data.innov = reader.Read<System.Int32>(); data.dynamicFriction = reader.ReadArray<System.Single>(); data.staticFriction = reader.ReadArray<System.Single>(); data.bounciness = reader.ReadArray<System.Single>(); data.freezePositionX = reader.ReadArray<System.Boolean>(); data.freezePositionY = reader.ReadArray<System.Boolean>(); data.freezePositionZ = reader.ReadArray<System.Boolean>(); data.freezeRotationX = reader.ReadArray<System.Boolean>(); data.freezeRotationY = reader.ReadArray<System.Boolean>(); data.freezeRotationZ = reader.ReadArray<System.Boolean>(); } }
public override void Read(ES2Reader reader, object c) { GenomeNEAT data = (GenomeNEAT)c; // Add your reader.Read calls here to read the data into the object. // Read the version number. int fileVersion = reader.Read<int>(); // VERSION 0: if (fileVersion >= 0) { data.nodeNEATList = reader.ReadList<GeneNodeNEAT>(); data.linkNEATList = reader.ReadList<GeneLinkNEAT>(); } }
public override object Read(ES2Reader reader) { Level data = new Level(); // Add your reader.Read calls here and return your object. data.LevelNum = reader.Read<System.Int32>(); data.LevelScene = reader.Read<System.Int32>(); data.LevelSceneNum = reader.Read<System.Int32>(); data.LevelLock = reader.Read<System.Boolean>(); data.isCurrent = reader.Read<System.Boolean>(); data.LevelTime = reader.Read<System.Single>(); data.LevelStars = reader.Read<System.Int32>(); return data; }
public override void Read(ES2Reader reader, object c) { GeneNodeNEAT data = (GeneNodeNEAT)c; // Add your reader.Read calls here to read the data into the object. // Read the version number. int fileVersion = reader.Read<int>(); // VERSION 0: if (fileVersion >= 0) { data.activationFunction = reader.Read<TransferFunctions.TransferFunction>(); data.id = reader.Read<int>(); data.nodeType = reader.Read<GeneNodeNEAT.GeneNodeType>(); data.sourceAddonInno = reader.Read<int>(); data.sourceAddonRecursionNum = reader.Read<int>(); data.sourceAddonChannelNum = reader.Read<int>(); } }
public override void Read(ES2Reader reader, object c) { GeneLinkNEAT data = (GeneLinkNEAT)c; // Add your reader.Read calls here to read the data into the object. // Read the version number. int fileVersion = reader.Read<int>(); // VERSION 0: if (fileVersion >= 0) { data.enabled = reader.Read<bool>(); data.fromNodeID = reader.Read<Int3>(); data.innov = reader.Read<int>(); data.toNodeID = reader.Read<Int3>(); data.weight = reader.Read<float>(); data.birthGen = reader.Read<int>(); } }
public override void Read(ES2Reader reader, object c) { Genome data = (Genome)c; // Add your reader.Read calls here to read the data into the object. // Read the version number. int fileVersion = reader.Read<int>(); // VERSION 0: if (fileVersion >= 0) { data.genomeWeights = reader.ReadArray<System.Single>(); data.genomeBiases = reader.ReadArray<System.Single>(); data.layerSizes = reader.ReadArray<System.Int32>(); if (fileVersion >= 1) { // new attributes } } }
public override void Read(ES2Reader reader, object c) { TrainingSave data = (TrainingSave)c; // Add your reader.Read calls here to read the data into the object. // Read the version number. int fileVersion = reader.Read<int>(); // VERSION 0: if (fileVersion >= 0) { data.beginGeneration = reader.Read<int>(); data.endGeneration = reader.Read<int>(); data.savedCrossoverManager = reader.Read<CrossoverManager>(); data.savedFitnessComponentList = reader.ReadList<FitnessComponent>(); data.savedMiniGameSettings = reader.Read<MiniGameSettingsSaves>(); data.savedPopulation = reader.Read<Population>(); data.savedTrialDataBegin = reader.Read<TrialData>(); data.savedTrialDataEnd = reader.Read<TrialData>(); data.savedTrainingModifierList = reader.ReadList<TrainingModifier>(); if (fileVersion >= 1) { // new attributes } } }