public static List <AbilityTarget> DeSerializeAbilityTargetList( IBitStream stream) { var abilityTargetList = new List <AbilityTarget>(); byte num1 = 0; stream.Serialize(ref num1); for (var index = 0; index < (int)num1; ++index) { short num2 = -1; short num3 = -1; var zero1 = Vector3.Zero; var zero2 = Vector3.Zero; stream.Serialize(ref num2); stream.Serialize(ref num3); stream.Serialize(ref zero1); stream.Serialize(ref zero2); var abilityTarget = new AbilityTarget(new GridPos( num2, num3, -1 // TODO: (int) Board.\u000E().\u000E((int) num2, (int) num3) ), zero2, zero1); abilityTargetList.Add(abilityTarget); } return(abilityTargetList); }
private bool OnSerializeHelper(IBitStream stream, bool initialState) { if (!initialState && m_serializeHelper.ShouldReturnImmediately(ref stream)) { return(false); } int turnToUpdate = m_turnToUpdate; stream.Serialize(ref turnToUpdate); bool flag1 = turnToUpdate != m_turnToUpdate; m_turnToUpdate = turnToUpdate; int phaseToUpdate = (int)m_phaseToUpdate; stream.Serialize(ref phaseToUpdate); bool flag2 = m_phaseToUpdate != (AbilityPriority)phaseToUpdate; if (flag2 || flag1) { m_phaseToUpdate = (AbilityPriority)phaseToUpdate; m_phaseStartTime = Time.time; if (flag1) { m_turn = new Turn(); } } m_turn.OnSerializeHelper(stream); if (flag2) { m_turn.UnknownMethod(m_phaseToUpdate); } return(m_serializeHelper.End(initialState, syncVarDirtyBits)); }
public void SerializeToStream(ref IBitStream stream) { sbyte triggeringMoverActorIndex = (sbyte)m_triggeringMover.ActorIndex; stream.Serialize(ref triggeringMoverActorIndex); MovementUtils.SerializeLightweightPath(m_triggeringPath, stream); AbilityResultsUtils.SerializeSequenceStartDataListToStream(ref stream, m_seqStartDataList); if (m_effectResults != null) { sbyte responseType = (sbyte)MovementResults_GameplayResponseType.Effect; stream.Serialize(ref responseType); m_effectResults.SerializeToStream(ref stream); } else if (m_barrierResults != null) { sbyte responseType = (sbyte)MovementResults_GameplayResponseType.Barrier; stream.Serialize(ref responseType); m_barrierResults.SerializeToStream(ref stream); } else if (m_powerupResults != null) { sbyte responseType = (sbyte)MovementResults_GameplayResponseType.Powerup; stream.Serialize(ref responseType); m_powerupResults.SerializeToStream(ref stream); } else if (m_gameModeResults != null) { sbyte responseType = (sbyte)MovementResults_GameplayResponseType.GameMode; stream.Serialize(ref responseType); m_gameModeResults.SerializeToStream(ref stream); } }
public void SerializeToStream(ref IBitStream stream) { int barrierGUID = m_barrierGUID; sbyte casterIndex = (sbyte)m_barrierCaster.ActorIndex; stream.Serialize(ref barrierGUID); stream.Serialize(ref casterIndex); AbilityResultsUtils.SerializeActorHitResultsDictionaryToStream(ref stream, m_actorToHitResults); AbilityResultsUtils.SerializePositionHitResultsDictionaryToStream(ref stream, m_posToHitResults); }
public void OnSerializeHelper(IBitStream stream) { var dir = m_dir; var freePos = m_freePos; m_gridPos.OnSerializeHelper(stream); stream.Serialize(ref dir); stream.Serialize(ref freePos); m_dir = dir; m_freePos = freePos; }
public void SerializeToStream(ref IBitStream stream) { sbyte casterActorIndex = (sbyte)GetCaster().ActorIndex; sbyte abilityAction = (sbyte)GetSourceActionType(); stream.Serialize(ref casterActorIndex); stream.Serialize(ref abilityAction); AbilityResultsUtils.SerializeSequenceStartDataListToStream(ref stream, m_seqStartDataList); AbilityResultsUtils.SerializeActorHitResultsDictionaryToStream(ref stream, m_actorToHitResults); AbilityResultsUtils.SerializePositionHitResultsDictionaryToStream(ref stream, m_posToHitResults); }
public static void SerializeIntListToStream(ref IBitStream stream, List <int> list) { sbyte num = (sbyte)list.Count; stream.Serialize(ref num); for (int i = 0; i < num; i++) { int id = list[i]; stream.Serialize(ref id); } }
public static void SerializePositionHitResultsDictionaryToStream(ref IBitStream stream, Dictionary <Vector3, ClientPositionHitResults> dictionary) { sbyte hitResultNum = (sbyte)dictionary.Count; stream.Serialize(ref hitResultNum); foreach (var e in dictionary) { Vector3 pos = e.Key; stream.Serialize(ref pos); e.Value.SerializeToStream(ref stream); } }
public static void SerializePowerupsToStealToStream(ref IBitStream stream, List <ClientPowerupStealData> list) { sbyte num = (sbyte)list.Count; stream.Serialize(ref num); for (int i = 0; i < num; i++) { int powerupGUID = list[i].m_powerupGuid; stream.Serialize(ref powerupGUID); list[i].m_powerupResults.SerializeToStream(ref stream); } }
public static void SerializeActorHitResultsDictionaryToStream(ref IBitStream stream, Dictionary <ActorData, ClientActorHitResults> dictionary) { sbyte hitResultNum = (sbyte)dictionary.Count; stream.Serialize(ref hitResultNum); foreach (var e in dictionary) { sbyte actorIndex = (sbyte)e.Key.ActorIndex; stream.Serialize(ref actorIndex); e.Value.SerializeToStream(ref stream); } }
public void OnSerializeHelper(IBitStream stream) { var valid = m_valid; var id = m_id; var connectionId = checked ((sbyte)m_connectionId); stream.Serialize(ref valid); stream.Serialize(ref id); stream.Serialize(ref connectionId); m_valid = valid; m_id = id; m_connectionId = connectionId; }
public void OnSerializeHelper(IBitStream stream) { var x = X; var y = Y; var height = Height; stream.Serialize(ref x); stream.Serialize(ref y); stream.Serialize(ref height); X = x; Y = y; Height = height; }
public void SerializeToStream(ref IBitStream stream) { uint effectGUID = (uint)m_effectGUID; sbyte casterActorIndex = (sbyte)m_effectCaster.ActorIndex; sbyte sourceAbilityActionType = (sbyte)m_sourceAbilityActionType; stream.Serialize(ref effectGUID); stream.Serialize(ref casterActorIndex); stream.Serialize(ref sourceAbilityActionType); AbilityResultsUtils.SerializeSequenceStartDataListToStream(ref stream, m_seqStartDataList); AbilityResultsUtils.SerializeActorHitResultsDictionaryToStream(ref stream, m_actorToHitResults); AbilityResultsUtils.SerializePositionHitResultsDictionaryToStream(ref stream, m_posToHitResults); }
public static ClientBarrierResults DeSerializeClientBarrierResultsFromStream(Component context, ref IBitStream stream) { var barrierGUID = -1; sbyte invalidActorIndex = (sbyte)ActorData.s_invalidActorIndex; stream.Serialize(ref barrierGUID); stream.Serialize(ref invalidActorIndex); var actorToHitResults = DeSerializeActorHitResultsDictionaryFromStream(context, ref stream); var posToHitResults = DeSerializePositionHitResultsDictionaryFromStream(context, ref stream); ActorData actorByActorIndex = context.GameFlowData.FindActorByActorIndex(invalidActorIndex); return(new ClientBarrierResults(barrierGUID, actorByActorIndex, actorToHitResults, posToHitResults)); }
public static ClientAbilityResults DeSerializeClientAbilityResultsFromStream(Component context, ref IBitStream stream) { sbyte invalidActorIndex = (sbyte)ActorData.s_invalidActorIndex; sbyte num = -1; stream.Serialize(ref invalidActorIndex); stream.Serialize(ref num); var seqStartDataList = DeSerializeSequenceStartDataListFromStream(ref stream); var actorToHitResults = DeSerializeActorHitResultsDictionaryFromStream(context, ref stream); var posToHitResults = DeSerializePositionHitResultsDictionaryFromStream(context, ref stream); return(new ClientAbilityResults(context, invalidActorIndex, num, seqStartDataList, actorToHitResults, posToHitResults)); }
public static List <int> DeSerializePowerupsToRemoveFromStream(ref IBitStream stream) { var intList = new List <int>(); sbyte num1 = 0; stream.Serialize(ref num1); for (var index = 0; index < (int)num1; ++index) { var num2 = 0; stream.Serialize(ref num2); intList.Add(num2); } return(intList); }
public static List <int> DeSerializeClientOverconListFromStream(ref IBitStream stream) { var intList = new List <int>(); sbyte num1 = 0; stream.Serialize(ref num1); for (var index = 0; index < (int)num1; ++index) { var num2 = -1; stream.Serialize(ref num2); intList.Add(num2); } return(intList); }
public void ClientResolutionAction_SerializeToStream(ref IBitStream stream) { sbyte actionType = (sbyte)m_type; stream.Serialize(ref actionType); switch (m_type) { case ResolutionActionType.AbilityCast: m_abilityResults.SerializeToStream(ref stream); break; case ResolutionActionType.EffectAnimation: case ResolutionActionType.EffectPulse: m_effectResults.SerializeToStream(ref stream); break; case ResolutionActionType.EffectOnMove: case ResolutionActionType.BarrierOnMove: case ResolutionActionType.PowerupOnMove: case ResolutionActionType.GameModeOnMove: m_moveResults.SerializeToStream(ref stream); break; } }
public static List <int> DeSerializeBarriersForRemovalFromStream(ref IBitStream stream) { sbyte num1 = 0; stream.Serialize(ref num1); var intList = new List <int>(num1); for (var index = 0; index < (int)num1; ++index) { var num2 = -1; stream.Serialize(ref num2); intList.Add(num2); } return(intList); }
// public SequenceEndData( // GameObject prefabToEnd, // AssociationType associationType, // int guid, // Vector3 targetPos) // { // m_prefabId = SequenceLookup.Get().GetSequenceIdOfPrefab(prefabToEnd); // m_associationType = associationType; // m_association = (uint) Mathf.Max(0, guid); // m_targetPos = targetPos; // } public void SequenceEndData_SerializeToStream(ref IBitStream stream) { sbyte associationType = (sbyte)m_associationType; stream.Serialize(ref m_prefabId); stream.Serialize(ref associationType); stream.Serialize(ref m_association); bool flag = m_targetPos != Vector3.Zero; stream.Serialize(ref flag); if (!flag) { return; } stream.Serialize(ref m_targetPos); }
public static ClientResolutionAction ClientResolutionAction_DeSerializeFromStream(Component context, ref IBitStream stream) { ClientResolutionAction resolutionAction = new ClientResolutionAction(); sbyte num = -1; stream.Serialize(ref num); ResolutionActionType resolutionActionType = (ResolutionActionType)num; resolutionAction.m_type = (ResolutionActionType)num; switch (resolutionActionType) { case ResolutionActionType.AbilityCast: resolutionAction.m_abilityResults = AbilityResultsUtils.DeSerializeClientAbilityResultsFromStream(context, ref stream); break; case ResolutionActionType.EffectAnimation: case ResolutionActionType.EffectPulse: resolutionAction.m_effectResults = AbilityResultsUtils.DeSerializeClientEffectResultsFromStream(context, ref stream); break; case ResolutionActionType.EffectOnMove: case ResolutionActionType.BarrierOnMove: case ResolutionActionType.PowerupOnMove: case ResolutionActionType.GameModeOnMove: resolutionAction.m_moveResults = AbilityResultsUtils.DeSerializeClientMovementResultsFromStream(context, ref stream); break; } return(resolutionAction); }
public void SerializeToStream(ref IBitStream stream) { AbilityResultsUtils.SerializeSequenceStartDataListToStream(ref stream, m_seqStartDataList); m_effectResults.SerializeToStream(ref stream); byte extraFlags = GetExtraFlags(); stream.Serialize(ref extraFlags); }
public static void SerializeAbilityTargetList(List <AbilityTarget> targetList, IBitStream stream) { var count = checked ((byte)targetList.Count); stream.Serialize(ref count); foreach (var target in targetList) { var x = checked ((short)target.GridPos.X); var y = checked ((short)target.GridPos.Y); var dir = target.m_dir; var freePos = target.m_freePos; stream.Serialize(ref x); stream.Serialize(ref y); stream.Serialize(ref dir); stream.Serialize(ref freePos); } }
public static ClientGameModeEvent DeSerializeClientGameModeEventFromStream(Component context, ref IBitStream stream) { sbyte num1 = 0; byte objectGuid = 0; sbyte num2 = 0; sbyte num3 = 0; sbyte num4 = -1; sbyte num5 = -1; var eventGuid = 0; stream.Serialize(ref num1); stream.Serialize(ref objectGuid); stream.Serialize(ref num2); stream.Serialize(ref num3); stream.Serialize(ref num4); stream.Serialize(ref num5); stream.Serialize(ref eventGuid); var eventType = (GameModeEventType)num1; var square = num4 != (sbyte)-1 || num5 != (sbyte)-1 ? context.Board.method_10(num4, num5) : null; var primaryActor = (int)num2 != ActorData.s_invalidActorIndex ? context.GameFlowData.FindActorByActorIndex(num2) : null; var secondaryActor = (int)num3 != ActorData.s_invalidActorIndex ? context.GameFlowData.FindActorByActorIndex(num3) : null; return(new ClientGameModeEvent(eventType, objectGuid, square, primaryActor, secondaryActor, eventGuid)); }
public void OnSerializeHelper(IBitStream _param1) { int turnId = TurnID; _param1.Serialize(ref turnId); TurnID = turnId; sbyte count = (sbyte)u000E.Count; _param1.Serialize(ref count); for (int index = 0; index < (int)count; ++index) { while (index >= u000E.Count) { u000E.Add(new Phase(this)); } u000E[index].u001C(_param1); } }
public static Dictionary <Vector3, ClientPositionHitResults> DeSerializePositionHitResultsDictionaryFromStream( Component context, ref IBitStream stream) { sbyte num = 0; stream.Serialize(ref num); var dictionary = new Dictionary <Vector3, ClientPositionHitResults>(num); for (var index = 0; index < (int)num; ++index) { var zero = Vector3.Zero; stream.Serialize(ref zero); var positionHitResults = new ClientPositionHitResults(context, ref stream); dictionary.Add(zero, positionHitResults); } return(dictionary); }
public static SequenceEndData SequenceEndData_DeserializeFromStream( ref IBitStream stream) { short num1 = -1; uint num2 = 0; sbyte num3 = -1; bool flag = false; Vector3 zero = Vector3.Zero; stream.Serialize(ref num1); stream.Serialize(ref num3); stream.Serialize(ref num2); stream.Serialize(ref flag); if (flag) { stream.Serialize(ref zero); } return(new SequenceEndData(num1, (AssociationType)num3, (int)num2, zero)); }
public static void SerializeClientMovementResultsListToStream(ref IBitStream stream, List <ClientMovementResults> list) { sbyte num = (sbyte)list.Count; stream.Serialize(ref num); for (int i = 0; i < num; i++) { list[i].SerializeToStream(ref stream); } }
public static void SerializeClientGameModeEventListToStream(ref IBitStream stream, List <ClientGameModeEvent> list) { sbyte num = (sbyte)list.Count; stream.Serialize(ref num); for (int i = 0; i < num; i++) { SerializeClientGameModeEventToStream(ref stream, list[i]); } }
public static void SerializeBarriersToStartToStream(ref IBitStream stream, List <ClientBarrierStartData> barrierStartList) { sbyte barrierStartNum = (sbyte)barrierStartList.Count; stream.Serialize(ref barrierStartNum); for (int i = 0; i < barrierStartNum; i++) { ClientBarrierStartData clientBarrierStartData = barrierStartList[i]; BarrierSerializeInfo info = clientBarrierStartData.m_barrierGameplayInfo; BarrierSerializeInfo.SerializeBarrierInfo(stream, ref info); sbyte seqenceStartNum = (sbyte)clientBarrierStartData.m_sequenceStartDataList.Count; stream.Serialize(ref seqenceStartNum); for (int j = 0; j < seqenceStartNum; j++) { clientBarrierStartData.m_sequenceStartDataList[j].SequenceStartData_SerializeToStream(ref stream); } } }