public void ComponentDeserialize(Component cmp, BinaryNode node) { SphereCollider sphereCollider = cmp as SphereCollider; sphereCollider.center = UnityBasetypeSerializer.BytesToVector3(GameSerializer.GetBinaryAttribute(node, "center")); sphereCollider.radius = UnityBasetypeSerializer.BytesToFloat(GameSerializer.GetBinaryAttribute(node, "radius")); sphereCollider.isTrigger = bool.Parse(GameSerializer.GetAttribute(node, "trigger")); }
public void ObjectDeserialize(ref object o, BinaryNode node) { byte[] binaryAttribute = GameSerializer.GetBinaryAttribute(node, "Value"); Color color = (Color)o; UnityBasetypeSerializer.BytesToColor(ref color, binaryAttribute); o = color; }
public void ObjectDeserialize(ref object o, BinaryNode node) { byte[] binaryAttribute = GameSerializer.GetBinaryAttribute(node, "Value"); Matrix4x4 matrix = (Matrix4x4)o; UnityBasetypeSerializer.BytesToMatrix4x4(ref matrix, binaryAttribute); o = matrix; }
public void ObjectDeserialize(ref object o, BinaryNode node) { byte[] binaryAttribute = GameSerializer.GetBinaryAttribute(node, "Value"); Vector2 vector = default(Vector2); UnityBasetypeSerializer.BytesToVector2(ref vector, binaryAttribute); o = vector; }
public void ObjectDeserialize(ref object o, BinaryNode node) { byte[] binaryAttribute = GameSerializer.GetBinaryAttribute(node, "Value"); Quaternion quaternion = (Quaternion)o; UnityBasetypeSerializer.BytesToQuaternion(ref quaternion, binaryAttribute); o = quaternion; }
public void ComponentDeserialize(Component cmp, BinaryNode node) { BoxCollider collider = cmp as BoxCollider; collider.center = UnityBasetypeSerializer.BytesToVector3(GameSerializer.GetBinaryAttribute(node, "center")); collider.size = UnityBasetypeSerializer.BytesToVector3(GameSerializer.GetBinaryAttribute(node, "size")); collider.isTrigger = bool.Parse(GameSerializer.GetAttribute(node, "trigger")); }
public void ObjectDeserialize(ref object o, BinaryNode node) { byte[] binaryAttribute = GameSerializer.GetBinaryAttribute(node, "Value"); Rect rect = (Rect)o; UnityBasetypeSerializer.BytesToRect(ref rect, binaryAttribute); o = rect; }
public void ObjectDeserialize(ref object o, BinaryNode node) { byte[] binaryAttribute = GameSerializer.GetBinaryAttribute(node, "Value"); Bounds bounds = (Bounds)o; UnityBasetypeSerializer.BytesToBounds(ref bounds, binaryAttribute); o = bounds; }
public void ComponentDeserialize(Component cmp, BinaryNode node) { CapsuleCollider capsuleCollider = cmp as CapsuleCollider; capsuleCollider.center = UnityBasetypeSerializer.BytesToVector3(GameSerializer.GetBinaryAttribute(node, "center")); capsuleCollider.radius = UnityBasetypeSerializer.BytesToFloat(GameSerializer.GetBinaryAttribute(node, "radius")); capsuleCollider.height = UnityBasetypeSerializer.BytesToFloat(GameSerializer.GetBinaryAttribute(node, "height")); capsuleCollider.direction = UnityBasetypeSerializer.BytesToInt(GameSerializer.GetBinaryAttribute(node, "dir")); capsuleCollider.isTrigger = bool.Parse(GameSerializer.GetAttribute(node, "trigger")); }