public override void Read(ES2Reader reader, object c) { EnemyProgress data = (EnemyProgress)c; // Add your reader.Read calls here to read the data into the object. data.Abilities = reader.ReadDictionary <Parameter.CharacterParameters.BattleAbility, System.Int32>(); data.AttributeResistances = reader.ReadDictionary <Skill.ActiveSkillParameters.AttackSkillAttribute, System.Single>(); data.Level = reader.Read <System.Int32>(); data.WeponLevel = reader.Read <System.Int32>(); }
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 static Dictionary <TKey, TValue> LoadDictionary <TKey, TValue>(string identifier, ES2Settings settings) { ES2Settings newSettings = settings.Clone(identifier); using (ES2Reader reader = ES2Reader.Create(newSettings)) return(reader.ReadDictionary <TKey, TValue>(newSettings.filenameData.tag)); }
public Dictionary <TKey, TValue> LoadDictionary <TKey, TValue>(string tag) { CheckWWWUsage(); CheckDownloadUsage(); using (ES2Reader reader = ES2Reader.Create(data, settings)) return(reader.ReadDictionary <TKey, TValue>(tag)); }
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 void Read(ES2Reader reader, Component c) { Venue data = (Venue)c; // Add your reader.Read calls here to read the data into the Component. data.id = reader.Read <System.String>(); data.venueName = reader.Read <System.String>(); data.venueDescription = reader.Read <System.String>(); data.baseCost = reader.Read <System.Single>(); data.gatePercentage = reader.Read <System.Single>(); data.capacity = reader.Read <System.Int32>(); data.popularity = reader.Read <System.Single>(); data.phase = reader.Read <System.Int32>(); data.unlockableMatchType = reader.Read <System.String>(); data.matchTypePreferences = reader.ReadDictionary <System.String, System.Single>(); data.matchFinishPreferences = reader.ReadDictionary <System.String, System.Single>(); data.seenMatchTypes = reader.ReadList <System.String>(); data.seenMatchFinishes = reader.ReadList <System.String>(); }
public override void Read(ES2Reader reader, object c) { SavableObject data = (SavableObject)c; // Add your reader.Read calls here to read the data into the object. data.data = reader.ReadDictionary <System.String, System.Object>(); data.isSpawnedObject = reader.Read <System.Boolean>(); data.isSpawnedScript = reader.Read <System.Boolean>(); data.scriptType = reader.Read <System.String>(); data.prefabName = reader.Read <System.String>(); }
public override object Read(ES2Reader reader) { var id = reader.Read <System.Int32>(); var abilities = reader.ReadDictionary <FriendlyAbility, System.Int32>(); var level = reader.Read <System.Int32>(); var containerPos = reader.Read <Vector3>(); var continerRotate = reader.Read <Quaternion>(); Client data = new Client(id, abilities, level, containerPos, continerRotate); return(data); }
public Dictionary <Transform, int> GetDungeonProps() { string loadName = selectedLoadFile + ".edg"; Dictionary <Transform, int> dungeonProps = new Dictionary <Transform, int>(); using (ES2Reader reader = ES2Reader.Create("dungeonSaves/" + loadName)) { dungeonProps = reader.ReadDictionary <Transform, int>("dungeonProps"); } return(dungeonProps); }
public override void Read(ES2Reader reader, Component c) { Wrestler data = (Wrestler)c; // Add your reader.Read calls here to read the data into the Component. data.id = reader.Read <System.String>(); data.wrestlerName = reader.Read <System.String>(); data.description = reader.Read <System.String>(); data.perMatchCost = reader.Read <System.Single>(); data.popularity = reader.Read <System.Single>(); data.isHeel = reader.Read <System.Boolean>(); data.hiringCost = reader.Read <System.Single>(); data.phase = reader.Read <System.Int32>(); data.charisma = reader.Read <System.Single>(); data.work = reader.Read <System.Single>(); data.appearance = reader.Read <System.Single>(); data.matchTypeAffinities = reader.ReadDictionary <System.String, System.Single>(); data.matchFinishAffinities = reader.ReadDictionary <System.String, System.Single>(); data.usedMatchTypes = reader.ReadList <System.String>(); data.usedMatchFinishes = reader.ReadList <System.String>(); }
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) { Client client = (Client)c; // Add your reader.Read calls here to read the data into the object. var id = reader.Read <System.Int32>(); var abilities = reader.ReadDictionary <FriendlyAbility, System.Int32>(); var level = reader.Read <System.Int32>(); var containerPos = reader.Read <Vector3>(); var continerRotate = reader.Read <Quaternion>(); Client data = new Client(id, abilities, level, containerPos, continerRotate); client = data; }
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 object Read(ES2Reader reader) { string receipt = reader.Read <System.String>(); string itemId = reader.Read <System.String>(); IAPData.IAPState iapState = (IAPData.IAPState)reader.Read <System.Int32>(); long updateTime = reader.Read <System.Int64>(); Dictionary <string, string> tokens = reader.ReadDictionary <System.String, System.String>(); string storeSpecificId = reader.Read <System.String>(); string transactionId = reader.Read <System.String>(); return(new IAPData(receipt, itemId, storeSpecificId, transactionId, iapState, updateTime, tokens)); }
public override void Read(ES2Reader reader, object c) { TownBuilder data = (TownBuilder)c; // Add your reader.Read calls here to read the data into the object. data.Id = reader.Read <System.Int32>(); data.Level = reader.Read <System.Int32>(); data.Size = reader.Read <System.Int32>(); data.Citizens = reader.ReadList <Character.Citizen>(); data.Merchants = reader.ReadList <Character.Merchant>(); data.Clients = reader.ReadList <Character.Client>(); data.PriseMag = reader.Read <System.Single>(); data.BuildingDatas = reader.ReadList <BuildingSaveData>(); data.AttributeMag = reader.ReadDictionary <Item.ItemParameters.ItemAttribute, System.Single>(); data.Grid = reader.Read2DArray <System.Boolean>(); data.TownAttributeId = reader.Read <System.Int32>(); data.Direction = reader.Read <FieldMap.Town.RoadDirection>(); data.Position = reader.Read <UnityEngine.Vector3>(); data.Quaternion = reader.Read <UnityEngine.Quaternion>(); }
private Dictionary <TKey, TValue> ReadEncryptedDictionary <TKey, TValue>(ES2Type keyType, ES2Type valueType) { using (ES2Reader encryptedReader = GetEncryptedReader()) return(encryptedReader.ReadDictionary <TKey, TValue>(keyType, valueType)); }
public override object Read(ES2Reader reader) { var id = reader.Read <System.Int32>(); var numberOfGoods = reader.Read <System.Int32>(); var goodsLevel = reader.Read <System.Int32>(); var abilities = reader.ReadDictionary <Parameter.CharacterParameters.FriendlyAbility, System.Int32>(); var containerPos = reader.Read <Vector3>(); var continerRotate = reader.Read <Quaternion>(); Merchant data = new Merchant(id, goodsLevel, numberOfGoods, abilities, containerPos, continerRotate); return(data); }