public void WriteData(MyData.Writer writer) { writer.Int(Level, "level"); writer.Collection(ExitedUnitIDs, "exitedUnitIDs", (MyData.Writer wr, ulong val, string name) => wr.UInt64(val, name)); }
public void WriteData(MyData.Writer writer) { writer.Float(Kf.time, "t"); writer.Float(Kf.value, "val"); writer.Float(Kf.inTangent, "inTangent"); writer.Float(Kf.outTangent, "outTangent"); }
public virtual void WriteData(MyData.Writer writer) { writer.Vec2i(Pos, "pos"); writer.UInt64(ID, "id"); writer.UInt64(MyGroupID, "myGroup"); writer.Bool(IsIDRegistered, "isIDRegistered"); }
public void WriteData(MyData.Writer writer) { writer.Structure(Tiles, "tiles"); writer.UInt64(nextID, "nextID"); writer.Structure(Groups, "groups"); writer.Collection <Unit, HashSet <Unit> >(units, "units", (wr, unit, name) => Unit.Write(wr, name, unit)); }
public void WriteData(MyData.Writer writer) { writer.Int(NRooms, "nRooms"); writer.Int(RoomSpacing, "roomSpacing"); writer.Int(MinCirclesPerRoom, "minCirclesPerRoom"); writer.Int(MaxCirclesPerRoom, "maxCirclesPerRoom"); writer.Float(CirclePosVariance, "circlePosVariance"); writer.Float(CircleMinRadius, "circleMinRadius"); writer.Float(CircleMaxRadius, "circleMaxRadius"); }
public void WriteData(MyData.Writer writer) { writer.String(Name, "name"); writer.Int(Size, "size"); writer.String(Seed, "seed"); writer.Structure(Biome, "biome"); writer.Structure(Deposits, "deposits"); writer.Structure(Rooms, "rooms"); writer.Structure(CA, "ca"); writer.Structure(PlayerChars, "playerChars"); }
public void WriteData(MyData.Writer writer) { writer.Int(MoveToPos_MaxDist, "moveToPos_MaxDist"); writer.Bool(AcceptJob_Mining, "acceptJob_Mining"); writer.Bool(AcceptJob_Build, "acceptJob_Build"); writer.Float(SleepWhen_EnergyBelow, "sleepWhen_EnergyBelow"); writer.Float(SleepWhen_HealthBelow, "sleepWhen_HealthBelow"); writer.Bool(GrowingUpIsEmergency, "growingUpIsEmergency"); }
//Serialization stuff: public void WriteData(MyData.Writer writer) { writer.Int(NIterations, "nIterations"); writer.Float(TileVariation, "tileVariation"); KeyframeSerializer kfs = new KeyframeSerializer(); writer.Collection( TileChangeChances.keys, "tileChangeChances", (MyData.Writer w, Keyframe k, string name) => { kfs.Kf = k; w.Structure(kfs, name); }); }
public virtual void WriteData(MyData.Writer writer) { writer.UInt64(ID, "id"); writer.Int(TurnPriority, "turnPriority"); writer.Collection(UnitsByID, "units", (MyData.Writer w, ulong outVal, string name) => w.UInt64(outVal, name)); writer.Collection(AlliesByID, "allies", (MyData.Writer w, ulong outVal, string name) => w.UInt64(outVal, name)); writer.Collection(EnemiesByID, "enemies", (MyData.Writer w, ulong outVal, string name) => w.UInt64(outVal, name)); }
public void WriteData(MyData.Writer writer) { writer.String(Name.Value, "name"); writer.Int((int)Gender.Value, "gender"); writer.Int(AppearanceIndex.Value, "appearanceIndex"); }
public void WriteData(MyData.Writer writer) { writer.Int(NStartingChars, "nStartingChars"); writer.Float(StartingStatAbilities, "startingStatAbilities"); }
public void WriteData(MyData.Writer writer) { writer.Int(turnPriority_Player, "turnPriority_Player"); writer.Int(turnPriority_Monster, "turnPriority_Monster"); }
public static void Write(MyData.Writer writer, string name, Unit u) { writer.UInt((uint)u.MyType, name + "_Type"); writer.Structure(u, name + "_Value"); }
public static void Write(MyData.Writer writer, Job job, string name) { writer.Int((int)job.ThisType, name + "_Type"); writer.Structure(job, name + "_Value"); }
public void WriteData(MyData.Writer writer) { writer.Structure(Noise, "noise"); }
public virtual void WriteData(MyData.Writer writer) { writer.Bool(IsEmergency, "isEmergency"); writer.String(SuccessMessage, "successMessage"); }
protected override void Write(MyData.Writer writer, Group value, string name) { Group.Write(value, name, writer); }
public static void Write(Group g, string name, MyData.Writer writer) { writer.UInt((uint)g.MyType, name + "_type"); writer.Structure(g, name + "_value"); }
public void WriteData(MyData.Writer writer) { writer.Int(defaultMaxEnemyDistSqr, "maxEnemyDistSqr"); writer.Float(enemyDistHeuristicMax, "enemyDistHeuristicMax"); }
public void WriteData(MyData.Writer writer) { writer.Structure(Noise, "noise"); writer.Float(Exponent, "exponent"); writer.Float(Threshold, "threshold"); }