public override void SaveState(PluginDataWrapper pluginData) { var writer = pluginData.GetWriterForWrappedSequentialData(); healthBar.Save(writer); writer.StoreNext(AttackMove); }
public override void LoadState(PluginDataWrapper pluginData) { var reader = pluginData.GetReaderForWrappedSequentialData(); healthBar = HealthBarControl.Load(Level, Building, reader); CreatePathfindingNodes(); }
public override void LoadState(PluginDataWrapper pluginData) { var reader = pluginData.GetReaderForWrappedSequentialData(); healthBar = HealthBarControl.Load(Level, Building, reader); ConnectNeighbours(); }
public override void SaveState(PluginDataWrapper pluginData) { var writer = pluginData.GetWriterForWrappedSequentialData(); healthBar.Save(writer); currentState.Save(writer); writer.StoreNext(targetTree?.Building.ID ?? 0); writer.StoreNext(Cutter.Building.ID); }
public override void SaveState(PluginDataWrapper pluginData) { var sequential = pluginData.GetWriterForWrappedSequentialData(); sequential.StoreNext(timeToSplit); sequential.StoreNext(splits); sequential.StoreNext(despawning); sequential.StoreNext(timeToDespawn); }
public override void SaveState(PluginDataWrapper pluginData) { var writer = pluginData.GetWriterForWrappedSequentialData(); writer.StoreNext(FinalSize); writer.StoreNext(changePerSecond); writer.StoreNext(currentSize); writer.StoreNext(currentStepTimeout); writer.StoreNext(curSpreadTimeout); }
public override void SaveState(PluginDataWrapper pluginData) { var writer = pluginData.GetWriterForWrappedSequentialData(); healthBar.Save(writer); foreach (var worker in workers) { worker.Store(writer); } }
public override void LoadState(PluginDataWrapper pluginData) { var reader = pluginData.GetReaderForWrappedSequentialData(); healthBar = HealthBarControl.Load(Level, Building, reader); for (int i = 0; i < numberOfWorkers; i++) { workers[i] = Worker.Load(reader, this, !Level.EditorMode); } }
public override void LoadState(PluginDataWrapper pluginData) { var reader = pluginData.GetReaderForWrappedSequentialData(); healthBar = HealthBarControl.Load(Level, Building, reader); clicker = Building.GetDefaultComponent <Clicker>(); clicker.Clicked += KeepClicked; window = Building.Player == Level.HumanPlayer ? new KeepWindow(this) : null; CreatePathfindingNodes(); }
public override void LoadState(PluginDataWrapper pluginData) { animationController = CreateAnimationController(Unit); walker = Unit.GetDefaultComponent <WorldWalker>(); attacker = Unit.GetDefaultComponent <MovingMeeleAttacker>(); RegisterEvents(); var reader = pluginData.GetReaderForWrappedSequentialData(); healthBar = HealthBarControl.Load(Level, Unit, reader); reader.GetNext(out bool attackMove); AttackMove = attackMove; }
public override void LoadState(PluginDataWrapper pluginData) { var reader = pluginData.GetReaderForWrappedSequentialData(); reader.GetNext(out float finalSize); FinalSize = finalSize; reader.GetNext(out changePerSecond); reader.GetNext(out currentSize); reader.GetNext(out currentStepTimeout); reader.GetNext(out curSpreadTimeout); SetSize(currentSize); }
public override void LoadState(PluginDataWrapper pluginData) { Unit.AlwaysVertical = true; animationController = Unit.CreateComponent <AnimationController>(); Walker = Unit.GetDefaultComponent <WorldWalker>(); Shooter = Unit.GetDefaultComponent <Shooter>(); RegisterEvents(Walker, Shooter, Unit.GetDefaultComponent <UnitSelector>()); var reader = pluginData.GetReaderForWrappedSequentialData(); healthBar = HealthBarControl.Load(Level, Unit, reader); reader.GetNext(out bool attackMove); AttackMove = attackMove; }
public override void LoadState(PluginDataWrapper pluginData) { animationController = CreateAnimationController(Unit); walker = Unit.GetDefaultComponent <WorldWalker>(); RegisterEvents(walker); var reader = pluginData.GetReaderForWrappedSequentialData(); healthBar = HealthBarControl.Load(Level, Unit, reader); currentState = State.Load(reader, this); reader.GetNext(out int treeID); targetTree = treeID != 0 ? (Tree)Level.GetBuilding(treeID).BuildingPlugin : null; reader.GetNext(out int cutterID); Cutter = (TreeCutter)Level.GetBuilding(cutterID).BuildingPlugin; }
public override void LoadState(PluginDataWrapper pluginData) { this.flier = Projectile.GetDefaultComponent <BallisticProjectile>(); var sequential = pluginData.GetReaderForWrappedSequentialData(); sequential.MoveNext(); timeToSplit = sequential.GetCurrent <float>(); sequential.MoveNext(); splits = sequential.GetCurrent <int>(); sequential.MoveNext(); despawning = sequential.GetCurrent <bool>(); sequential.MoveNext(); timeToDespawn = sequential.GetCurrent <float>(); sequential.MoveNext(); }
public override void LoadState(PluginDataWrapper pluginData) { Keep = GetKeep(); var reader = pluginData.GetReaderForWrappedSequentialData(); cutters = CutterWrapper.LoadCutters(reader, this, Level); currentState = State.Load(reader, this); foreach (var wolf in Player.GetUnitsOfType(type.Wolf.UnitType)) { wolfs.Add(wolf, (Wolf)wolf.Plugin); } foreach (var chicken in Player.GetUnitsOfType(type.Chicken.UnitType)) { chickens.Add(chicken, (Chicken)chicken.Plugin); } }
public override void LoadState(PluginDataWrapper pluginData) { var reader = pluginData.GetReaderForWrappedSequentialData(); reader.GetNext(out bool isOpen); healthBar = HealthBarControl.Load(Level, Building, reader); if (isOpen) { leftDoor.SetOpen(); rightDoor.SetOpen(); } else { leftDoor.SetClosed(); rightDoor.SetClosed(); } clicker = Building.GetDefaultComponent <Clicker>(); clicker.Clicked += OnClicked; window = new GateWindow(this); CreatePathfindingNodes(); }
public override void LoadState(PluginDataWrapper pluginData) { Keep = GetKeep(); }
public override void LoadState(PluginDataWrapper fromPluginData) { PackageUI = new PackageUI(Level.UIManager, Level, !Level.EditorMode); }
/// <summary> /// Loads instance into the state saved in <paramref name="pluginData"/>. /// /// DO NOT LOAD the default components, that is done independently by /// the Entity class and the components themselfs, just load your own data /// /// The default components will be loaded and present on the <see cref="IEntity.Node"/>, so you /// can get them by calling <see cref="IEntity.GetComponent{T}()"/> /// </summary> /// <param name="pluginData">stored state of the instance plugin</param> /// <returns>Instance loaded into saved state</returns> public abstract void LoadState(PluginDataWrapper pluginData);
public override void SaveState(PluginDataWrapper pluginData) { }
public override void LoadState(PluginDataWrapper pluginData) { this.flier = Projectile.GetDefaultComponent <BallisticProjectile>(); }
public override void LoadState(PluginDataWrapper pluginData) { }
/// <summary> /// Saves the state of the plugin into <paramref name="pluginData"/>. /// /// This same <paramref name="pluginData"/> will then be provided on loading of the level to /// <see cref="LoadState(PluginDataWrapper)"/> method. /// </summary> /// <param name="pluginData">Data storage for the plugin data.</param> public abstract void SaveState(PluginDataWrapper pluginData);