Example #1
0
 public void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     m_effectName                  = stream.ReadString32();
     m_duration                    = stream.ReadInt32();
     m_maxStackSize                = stream.ReadInt32();
     m_damagePerTurn               = stream.ReadInt32();
     m_healingPerTurn              = stream.ReadInt32();
     m_healingType                 = (HealingType)stream.ReadInt32();
     m_perTurnHitDelayTurns        = stream.ReadInt32();
     m_absorbAmount                = stream.ReadInt32();
     m_nextTurnAbsorbAmount        = stream.ReadInt32();
     m_dontEndEarlyOnShieldDeplete = stream.ReadBoolean();
     stream.AlignTo();
     m_damagePerMoveSquare                  = stream.ReadInt32();
     m_healPerMoveSquare                    = stream.ReadInt32();
     m_techPointLossPerMoveSquare           = stream.ReadInt32();
     m_techPointGainPerMoveSquare           = stream.ReadInt32();
     m_techPointChangeOnStart               = stream.ReadInt32();
     m_techPointGainPerTurn                 = stream.ReadInt32();
     m_techPointLossPerTurn                 = stream.ReadInt32();
     m_invisBreakMode                       = (InvisibilityBreakMode)stream.ReadInt32();
     m_removeInvisibilityOnLastResolveStart = stream.ReadBoolean();
     stream.AlignTo();
     m_removeRevealedOnLastResolveStart = stream.ReadBoolean();
     stream.AlignTo();
     m_statMods           = new SerializedArray <AbilityStatMod>(assetFile, stream);
     m_statusChanges      = new SerializedArray <StatusType>(assetFile, stream);
     m_statusDelayMode    = (StatusDelayMode)stream.ReadInt32();
     m_endTriggers        = new SerializedArray <EffectEndTag>(assetFile, stream);
     m_sequencePrefabs    = new SerializedVector <SerializedComponent>(assetFile, stream);
     m_tickSequencePrefab = new SerializedComponent(assetFile, stream);
 }
Example #2
0
        public override void DeserializeAsset(AssetFile assetFile, StreamReader stream)
        {
            stream.AlignTo();

            IgnoreForLocalization = stream.ReadBoolean();
            stream.AlignTo();

            Ability0 = new SerializedComponent();
            Ability0.DeserializeAsset(assetFile, stream);
            SpritePath0 = stream.ReadString32();
            Ability1    = new SerializedComponent();
            Ability1.DeserializeAsset(assetFile, stream);
            SpritePath1 = stream.ReadString32();
            Ability2    = new SerializedComponent();
            Ability2.DeserializeAsset(assetFile, stream);
            SpritePath2 = stream.ReadString32();
            Ability3    = new SerializedComponent();
            Ability3.DeserializeAsset(assetFile, stream);
            SpritePath3 = stream.ReadString32();
            Ability4    = new SerializedComponent();
            Ability4.DeserializeAsset(assetFile, stream);
            SpritePath4 = stream.ReadString32();
            Ability5    = new SerializedComponent();
            Ability5.DeserializeAsset(assetFile, stream);
            SpritePath5 = stream.ReadString32();
            Ability6    = new SerializedComponent();
            Ability6.DeserializeAsset(assetFile, stream);
            SpritePath6 = stream.ReadString32();
            BotDifficultyAbilityModSets = new SerializedVector <SerializedComponent>();
            BotDifficultyAbilityModSets.DeserializeAsset(assetFile, stream);
            CompsToInspectInAbilityKitInspector = new SerializedVector <SerializedComponent>();
            CompsToInspectInAbilityKitInspector.DeserializeAsset(assetFile, stream);
            SequenceDirNameOverride = stream.ReadString32();
            AbilitySetupNotes       = stream.ReadString32();
        }
Example #3
0
 public override void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     m_playersSelectRespawn = stream.ReadBoolean();
     stream.AlignTo();
     m_spawnInDuringMovement = stream.ReadBoolean();
     stream.AlignTo();
     m_respawnDelay            = stream.ReadInt32();
     m_respawnInnerRadius      = stream.ReadSingle();
     m_respawnOuterRadius      = stream.ReadSingle();
     m_respawnMethod           = (RespawnMethod)stream.ReadInt32();
     m_spawnRegionsTeamA       = new BoardRegion(assetFile, stream);
     m_spawnRegionsTeamB       = new BoardRegion(assetFile, stream);
     m_initialSpawnPointsTeamA = new BoardRegion(assetFile, stream);
     m_initialSpawnPointsTeamB = new BoardRegion(assetFile, stream);
     m_initialSpawnLookAtPoint = new SerializedComponent(assetFile, stream);
     m_startMinDistToFriend    = stream.ReadSingle();
     m_startMinDistToEnemy     = stream.ReadSingle();
     m_minDistToFriend         = stream.ReadSingle();
     m_minDistToEnemy          = stream.ReadSingle();
     m_generatePerimeterSize   = stream.ReadSingle();
     m_onlyAvoidVisibleEnemies = stream.ReadBoolean();
     stream.AlignTo();
     m_brushHidesRespawnFlares = stream.ReadBoolean();
     stream.AlignTo();
     m_respawnActorsCanCollectPowerUps = stream.ReadBoolean();
     stream.AlignTo();
     m_respawnActorsCanBeHitDuringMovement = stream.ReadBoolean();
     stream.AlignTo();
     m_minValidRespawnSquaresForPlayerSelection = stream.ReadInt32();
 }
Example #4
0
 public void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     m_spawnerTitle            = stream.ReadString32();
     m_actorPrefab             = new SerializedComponent(assetFile, stream);
     m_characterResourceLink   = new SerializedComponent(assetFile, stream);
     m_actorBrain              = new SerializedComponent(assetFile, stream);
     m_spawnPoint              = new SerializedComponent(assetFile, stream);
     m_destination             = new SerializedComponent(assetFile, stream);
     m_initialSpawnLookAtPoint = new SerializedComponent(assetFile, stream);
     m_spawnTurn          = stream.ReadInt32();
     m_respawnTime        = stream.ReadInt32();
     m_spawnScriptIndex   = stream.ReadInt32();
     m_despawnScriptIndex = stream.ReadInt32();
     m_skinIndex          = stream.ReadInt32();
     m_patternIndex       = stream.ReadInt32();
     m_colorIndex         = stream.ReadInt32();
     m_team = (Team)stream.ReadInt32();
     m_actorNameOverride = stream.ReadString32();
     m_isPlayer          = stream.ReadBoolean();
     stream.AlignTo();
     m_activationsOnDeath = new SerializedArray <ActivatableObject>(assetFile, stream);
     m_activationsOnSpawn = new SerializedArray <ActivatableObject>(assetFile, stream);
     m_applyEffectOnNPC   = stream.ReadBoolean();
     stream.AlignTo();
     m_effectOnNPC        = new StandardActorEffectData(assetFile, stream);
     m_tagsToApplyToActor = new SerializedArray <string>(assetFile, stream);
     m_actor = new SerializedComponent(assetFile, stream);
     m_id    = stream.ReadInt32();
 }
Example #5
0
 public override void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     m_InsideMesh               = new SerializedComponent(assetFile, stream);
     m_MiddleMesh               = new SerializedComponent(assetFile, stream);
     m_OutsideMesh              = new SerializedComponent(assetFile, stream);
     m_ArrowMesh                = new SerializedComponent(assetFile, stream);
     m_CloseArrowMesh           = new SerializedComponent(assetFile, stream);
     m_FarArrowMesh             = new SerializedComponent(assetFile, stream);
     m_insideTexture            = new SerializedComponent(assetFile, stream);
     m_middleTexture            = new SerializedComponent(assetFile, stream);
     m_outsideTexture           = new SerializedComponent(assetFile, stream);
     m_arrowTexture             = new SerializedComponent(assetFile, stream);
     m_closeArrowTexture        = new SerializedComponent(assetFile, stream);
     m_farArrowTexture          = new SerializedComponent(assetFile, stream);
     m_chasingDiamonds          = new SerializedArray <SerializedComponent>(assetFile, stream);
     m_chasingInnerRing         = new SerializedComponent(assetFile, stream);
     m_chasingOuterRing         = new SerializedComponent(assetFile, stream);
     m_chasingArrow             = new SerializedComponent(assetFile, stream);
     m_chasingDiamondTexture    = new SerializedComponent(assetFile, stream);
     m_chasingInnerRingTexture  = new SerializedComponent(assetFile, stream);
     m_chasingOuterRingTexture  = new SerializedComponent(assetFile, stream);
     m_chasingArrowTexture      = new SerializedComponent(assetFile, stream);
     m_KnockbackMesh            = new SerializedComponent(assetFile, stream);
     m_animationController      = new SerializedComponent(assetFile, stream);
     m_movementContainer        = new SerializedComponent(assetFile, stream);
     m_chasingContainer         = new SerializedComponent(assetFile, stream);
     m_knockbackContainer       = new SerializedComponent(assetFile, stream);
     m_chasingDiamondsContainer = new SerializedComponent(assetFile, stream);
     endPiece  = new SerializedComponent(assetFile, stream);
     linePiece = new SerializedComponent(assetFile, stream);
 }
Example #6
0
    // Draw inspector gui
    public void OnInspectorGUI(Action onValueChanged)
    {
        if (m_component == null)
        {
            m_component = new SerializedComponent("Attaching Components");
        }

        if (m_component.IsInvalidated)
        {
            m_component.Restore();
        }

        var newAttachPolicy = (AttachPolicy)EditorGUILayout.EnumFlagsField("Attach Policy", m_attachPolicy);

        if (newAttachPolicy != m_attachPolicy)
        {
            m_attachPolicy = newAttachPolicy;
            onValueChanged();
        }

        var newNameFormat = EditorGUILayout.TextField("Name Pattern", m_nameFormat);

        if (newNameFormat != m_nameFormat)
        {
            m_nameFormat = newNameFormat;
            onValueChanged();
        }

        EditorGUI.BeginChangeCheck();

        m_component.OnInspectorGUI();

        if (EditorGUI.EndChangeCheck())
        {
            m_component.Save();
            onValueChanged();
        }

        GUILayout.Space(10f);
        GUILayout.Box("", GUILayout.ExpandWidth(true), GUILayout.Height(1));

        using (new EditorGUILayout.HorizontalScope()) {
            m_selectedIndex = EditorGUILayout.Popup("Component", m_selectedIndex, ComponentMenuUtility.GetComponentNames());

            using (new EditorGUI.DisabledScope(m_selectedIndex < 0)) {
                if (GUILayout.Button("Add", GUILayout.Width(40)))
                {
                    var type = ComponentMenuUtility.GetComponentTypes()[m_selectedIndex];

                    var c = m_component.AddComponent(type);
                    if (c != null)
                    {
                        m_component.Save();
                        onValueChanged();
                    }
                }
            }
        }
    }
Example #7
0
 public override void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     m_backgroundTexture =
         new SerializedComponent(assetFile, stream);
     m_combatTextLifetime    = stream.ReadSingle();
     m_combatTextScrollSpeed = stream.ReadSingle();
     m_combatTextSize        = stream.ReadInt32();
 }
Example #8
0
        public void DeserializeAsset(AssetFile assetFile, StreamReader stream)
        {
            EventType       = (PassiveEventType)(object)stream.ReadInt32();
            CausalAbilities = new SerializedVector <SerializedMonoBehaviour>();
//            CausalAbilities.DeserializeAsset(assetFile, stream);
            ResponseOnSelf  = new SerializedComponent(assetFile, stream);
            ResponseOnOther = new SerializedComponent(assetFile, stream);
        }
Example #9
0
 public override void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     mWayPoints     = new SerializedVector <WayPoint>(assetFile, stream);
     InitalWaypoint = new SerializedComponent(assetFile, stream);
     m_PatrolStyle  = (PatrolStyle)stream.ReadInt32();
     m_Direction    = (Direction)stream.ReadInt32();
     m_Tag          = stream.ReadString32();
 }
Example #10
0
        public override void DeserializeAsset(AssetFile assetFile, StreamReader stream)
        {
            base.DeserializeAsset(assetFile, stream);

            m_functioningVFX          = new SerializedComponent(assetFile, stream);
            m_disruptedVFX            = new SerializedComponent(assetFile, stream);
            m_perSquareFunctioningVFX = new SerializedVector <SerializedComponent>(assetFile, stream);
            m_perSquareDisruptedVFX   = new SerializedVector <SerializedComponent>(assetFile, stream);
        }
Example #11
0
 public override void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     m_TopIndicatorPiece   = new SerializedComponent(assetFile, stream);
     m_IndicatorParent     = new SerializedComponent(assetFile, stream);
     m_diamondContainer    = new SerializedComponent(assetFile, stream);
     m_movementLineParent  = new SerializedComponent(assetFile, stream);
     m_chasingParent       = new SerializedComponent(assetFile, stream);
     m_animationController = new SerializedComponent(assetFile, stream);
 }
Example #12
0
    // exports serialized component. If the prefab is not set, it is provided by the stage object.
    // for the export from the level editor, it is set through this component.
    public override SerializedComponent ExportSerializedComponent(SerializedObject serialObject)
    {
        // typeof(StageObject) and GetType() are the same in this context.
        SerializedComponent newComponent = new SerializedComponent(GetType());

        serialObject.prefabPath = prefabPath; // gives prefab path in case it's not set.

        return(newComponent);
    }
Example #13
0
 public override void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     m_LOSHighlightsParent = new SerializedComponent(assetFile, stream);
     m_showLOS             = stream.ReadBoolean();
     stream.AlignTo();
     m_squareSize     = stream.ReadSingle();
     m_baselineHeight = stream.ReadInt32();
     m_losLookup      = new SerializedComponent(assetFile, stream);
 }
 public void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     m_chainAbilityIndex        = stream.ReadInt32();
     m_effectOnSelf             = new StandardEffectInfo(assetFile, stream);
     m_effectOnAlly             = new StandardEffectInfo(assetFile, stream);
     m_effectOnEnemy            = new StandardEffectInfo(assetFile, stream);
     m_cooldownReductionsOnSelf = new AbilityModCooldownReduction(assetFile, stream);
     m_timingSequencePrefab     = new SerializedComponent(assetFile, stream);
 }
Example #15
0
        public void DeserializeAsset(AssetFile assetFile, StreamReader stream)
        {
            HealthBonus          = stream.ReadInt32();
            TechPointsBonus      = stream.ReadInt32();
            PersonalCreditsBonus = stream.ReadInt32();
            MechanicPointAdjust  = stream.ReadInt32();
            Actions = new SerializedVector <PassiveActionType>();
            Actions.DeserializeAsset(assetFile, stream);
            Effect = new SerializedComponent(assetFile, stream);
//            Effect = (StandardEffectInfo) (object) stream.ReadInt32();
        }
Example #16
0
 public override void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     m_script                               = new SerializedArray <SinglePlayerState>(assetFile, stream);
     m_forbiddenSquares                     = new BoardRegion(assetFile, stream);
     m_activationsOnForbiddenPath           = new SerializedArray <ActivatableObject>(assetFile, stream);
     m_activationsOnFailedToShootAndMove    = new SerializedArray <ActivatableObject>(assetFile, stream);
     m_activationsOnFailedToUseAllAbilities = new SerializedArray <ActivatableObject>(assetFile, stream);
     m_initialCameraRotationTarget          = new SerializedComponent(assetFile, stream);
     m_chatTextOnLowHealth                  = new SerializedArray <SinglePlayerScriptedChat>(assetFile, stream);
     m_chatTextAtEndOfMatch                 = new SerializedArray <SinglePlayerScriptedChat>(assetFile, stream);
 }
Example #17
0
 public override void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     stream.AlignTo();
     SerializedGameObject = new SerializedComponent(assetFile, stream);
     Material             = new SerializedComponent(assetFile, stream);
     IsTrigger            = stream.ReadBoolean();
     Enabled = stream.ReadBoolean();
     stream.AlignTo();
     Size   = stream.ReadVector3();
     Center = stream.ReadVector3();
 }
Example #18
0
 public void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     m_effect                 = new StandardEffectInfo(assetFile, stream);
     m_credits                = stream.ReadInt32();
     m_healing                = stream.ReadInt32();
     m_damage                 = stream.ReadInt32();
     m_techPoints             = stream.ReadInt32();
     m_permanentStatMods      = new SerializedArray <AbilityStatMod>(assetFile, stream);
     m_permanentStatusChanges = new SerializedArray <StatusType>(assetFile, stream);
     m_sequenceToPlay         = new SerializedComponent(assetFile, stream); // class [UnityEngine]UnityEngine.GameObject
 }
Example #19
0
 public void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     m_stateTitle                = stream.ReadString32();
     m_allowedAbilities          = new SerializedArray <int>(assetFile, stream);
     m_allowedDestinations       = new BoardRegion(assetFile, stream);
     m_advanceScriptDestinations = new BoardRegion(assetFile, stream);
     m_respawnDestinations       = new BoardRegion(assetFile, stream);
     m_allowedTargets            = new BoardRegion(assetFile, stream);
     m_mustTargetNearCenter      = stream.ReadBoolean();
     stream.AlignTo();
     m_onlyAllowWaypointMovement = stream.ReadBoolean();
     stream.AlignTo();
     m_rightClickHighlight        = new BoardRegion(assetFile, stream);
     m_rightClickText             = stream.ReadString32();
     m_rightClickHeight           = stream.ReadSingle();
     m_shiftRightClickHighlight   = new BoardRegion(assetFile, stream);
     m_shiftRightClickText        = stream.ReadString32();
     m_shiftRightClickHeight      = stream.ReadSingle();
     m_leftClickHighlight         = new BoardRegion(assetFile, stream);
     m_leftClickText              = stream.ReadString32();
     m_leftClickHeight            = stream.ReadSingle();
     m_minAbilityTargetsForAiming = stream.ReadInt32();
     m_bannerText                  = stream.ReadString32();
     m_tutorialBoxText             = new TextRegion(assetFile, stream);
     m_tutorialBoxText2            = new TextRegion(assetFile, stream);
     m_tutorialBoxText3            = new TextRegion(assetFile, stream);
     m_tutorialCameraMovementText  = new TextRegion(assetFile, stream);
     m_tutorialCameraRotationText  = new TextRegion(assetFile, stream);
     m_errorStringOnForbiddenPath  = stream.ReadString32();
     m_cameraRotationTarget        = new SerializedComponent(assetFile, stream);
     m_advanceAfterSeconds         = stream.ReadSingle();
     m_minPlayerHitPoints          = stream.ReadInt32();
     m_minAllyHitPoints            = stream.ReadInt32();
     m_audioEventOnPreEnter        = stream.ReadString32();
     m_audioEventOnEnter           = stream.ReadString32();
     m_audioEventOnExit            = stream.ReadString32();
     m_chatTextOnEnter             = new SerializedArray <SinglePlayerScriptedChat>(assetFile, stream);
     m_tutorialVideoPreviewOnEnter = stream.ReadString32();
     m_markedForAdvanceState       = stream.ReadBoolean();
     stream.AlignTo();
     m_stateIndex                    = stream.ReadInt32();
     m_startTime                     = stream.ReadSingle();
     m_tags                          = new SerializedArray <SinglePlayerTag>(assetFile, stream);
     m_activationsOnEnter            = new SerializedArray <ActivatableObject>(assetFile, stream);
     m_activationsOnExit             = new SerializedArray <ActivatableObject>(assetFile, stream);
     m_uiActivationsOnEnter          = new SerializedArray <ActivatableUI>(assetFile, stream);
     m_uiActivationsOnExit           = new SerializedArray <ActivatableUI>(assetFile, stream);
     m_npcsToSpawnOnEnter            = new SerializedArray <string>(assetFile, stream);
     m_npcsToDespawnOnEnter          = new SerializedArray <string>(assetFile, stream);
     m_advanceScriptIfActorDies      = (ActorDiesTrigger)stream.ReadInt32();
     m_advanceScriptIfActorDiesCount = stream.ReadInt32();
     m_actorDeaths                   = stream.ReadInt32();
 }
Example #20
0
 public void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     m_onShotSequencePrefab = new SerializedComponent(assetFile, stream);
     m_useShooterPosAsReactionSequenceTargetPos = stream.ReadBoolean();
     stream.AlignTo();
     m_healOnOwnerFromEnemyShot       = stream.ReadInt32();
     m_energyGainOnOwnerFromEnemyShot = stream.ReadInt32();
     m_effectOnOwnerFromEnemyShot     = new StandardEffectInfo(assetFile, stream);
     m_damageOnEnemyOnShot            = stream.ReadInt32();
     m_energyLossOnEnemyOnShot        = stream.ReadInt32();
     m_effectOnEnemyOnShot            = new StandardEffectInfo(assetFile, stream);
 }
Example #21
0
 public void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     stream.AlignTo();
     SerializedGameObject = new SerializedComponent(assetFile, stream);
     Enabled = stream.ReadBoolean();
     stream.AlignTo();
     Density        = stream.ReadSingle();
     Material       = new SerializedComponent(assetFile, stream);
     IsTrigger      = stream.ReadBoolean();
     UsedByEffector = stream.ReadBoolean();
     stream.AlignTo();
     Offset = stream.ReadVector2();
     Size   = stream.ReadVector2();
 }
Example #22
0
        public override void DeserializeAsset(AssetFile assetFile, StreamReader stream)
        {
            base.DeserializeAsset(assetFile, stream);

            m_extraEnergyPerStepMod = new AbilityModPropertyInt(assetFile, stream);
            m_dropTrapWireOnStart   = stream.ReadBoolean();
            stream.AlignTo();
            m_trapwirePattern                    = (AbilityGridPattern)stream.ReadInt32();
            m_trapWireBarrierData                = new StandardBarrierData(assetFile, stream);
            m_trapwireCastSequencePrefab         = new SerializedComponent(assetFile, stream);
            m_additionalEffectOnStart            = new StandardEffectInfo(assetFile, stream);
            m_additionalEffectCastSequencePrefab = new SerializedComponent(assetFile, stream);
            m_techPointGainPerAdjacentAlly       = stream.ReadInt32();
            m_techPointGrantedToAdjacentAllies   = stream.ReadInt32();
            m_effectToSelfForLandingInBrush      = new StandardEffectInfo(assetFile, stream);
        }
        public override void DeserializeAsset(AssetFile assetFile, StreamReader stream)
        {
            base.DeserializeAsset(assetFile, stream);

            m_enemyDamageAmount = stream.ReadInt32();
            m_enemyHitEffect    = new StandardEffectInfo(assetFile, stream);
            m_allyHealAmount    = stream.ReadInt32();
            m_allyHitEffect     = new StandardEffectInfo(assetFile, stream);
            m_maxRange          = stream.ReadSingle();
            m_includeAllies     = stream.ReadBoolean();
            stream.AlignTo();
            m_includeEnemies = stream.ReadBoolean();
            stream.AlignTo();
            m_penetrateLos = stream.ReadBoolean();
            stream.AlignTo();
            m_castSequencePrefab = new SerializedComponent(assetFile, stream);
        }
Example #24
0
        public override void DeserializeAsset(AssetFile assetFile, StreamReader stream)
        {
            PassiveName    = stream.ReadString32();
            SequencePrefab = new SerializedComponent();
            SequencePrefab.DeserializeAsset(assetFile, stream);
//            PassiveStatMods = new SerializedVector<AbilityStatMod>();
            PassiveStatMods = new SerializedVector <SerializedComponent>();
            PassiveStatMods.DeserializeAsset(assetFile, stream);
            PassiveStatusChanges = new SerializedVector <StatusType>();
            PassiveStatusChanges.DeserializeAsset(assetFile, stream);
//            OnEmptyTurn = new SerializedVector<EmptyTurnData>();
            OnEmptyTurn = new SerializedVector <SerializedComponent>();
            OnEmptyTurn.DeserializeAsset(assetFile, stream);
//            EventResponses = new SerializedVector<PassiveEventData>();
            EventResponses = new SerializedVector <SerializedComponent>();
            EventResponses.DeserializeAsset(assetFile, stream);
//            EffectsOnEveryTurn = new SerializedVector<StandardActorEffectData>();
            EffectsOnEveryTurn = new SerializedVector <SerializedComponent>();
            EffectsOnEveryTurn.DeserializeAsset(assetFile, stream);
        }
Example #25
0
 public override void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     m_toolTip = stream.ReadString32();
     m_debugUnlocalizedTooltip     = stream.ReadString32();
     m_savedStatusTypesForTooltips = new SerializedVector <StatusType>(assetFile, stream);
     m_shortToolTip   = stream.ReadString32();
     m_rewardString   = stream.ReadString32();
     m_sequencePrefab = new SerializedComponent(assetFile, stream);
     m_abilityName    = stream.ReadString32();
     m_flavorText     = stream.ReadString32();
     m_ultimate       = stream.ReadBoolean();
     stream.AlignTo();
     m_previewVideo = stream.ReadString32();
     m_expectedSequencePrefixForEditor = stream.ReadString32();
     m_cooldown                = stream.ReadInt32();
     m_maxStocks               = stream.ReadInt32();
     m_stockRefreshDuration    = stream.ReadInt32();
     m_refillAllStockOnRefresh = stream.ReadBoolean();
     stream.AlignTo();
     m_initialStockAmount       = stream.ReadInt32();
     m_stockConsumedOnCast      = stream.ReadInt32();
     m_abilityManagedStockCount = stream.ReadBoolean();
     stream.AlignTo();
     m_runPriority = (AbilityPriority)stream.ReadInt32();
     m_freeAction  = stream.ReadBoolean();
     stream.AlignTo();
     m_techPointsCost         = stream.ReadInt32();
     m_techPointInteractions  = new SerializedVector <TechPointInteraction>(assetFile, stream);
     m_actionAnimType         = (ActorModelData.ActionAnimationType)stream.ReadInt32();
     m_rotationVisibilityMode = (RotationVisibilityMode)stream.ReadInt32();
     m_movementAdjustment     = (MovementAdjustment)stream.ReadInt32();
     m_movementSpeed          = stream.ReadSingle();
     m_movementDuration       = stream.ReadSingle();
     m_cameraBoundsMinHeight  = stream.ReadSingle();
     m_targetData             = new SerializedArray <TargetData>(assetFile, stream);
     m_tags = new SerializedVector <AbilityTags>(assetFile, stream);
     m_statusWhenRequested   = new SerializedVector <StatusType>(assetFile, stream);
     m_chainAbilities        = new SerializedVector <SerializedMonoBehaviour>(assetFile, stream);
     m_targeterTemplateSwaps = new SerializedVector <TargeterTemplateSwapData>(assetFile, stream);
 }
Example #26
0
    // Use this for initialization
    void Start()
    {
        List <GameObjectInformation> goInfo = new List <GameObjectInformation>();

        GameObject[] objectsInScene = GameObject.FindObjectsOfType <GameObject>();
        foreach (GameObject go in objectsInScene)
        {
            GameObjectInformation serializedObject   = new GameObjectInformation(go.name);
            Component[]           componentsOnObject = go.GetComponents <Component>();
            //foreach(Component comp in componentsOnObject)
            for (int j = 0; j < componentsOnObject.Length; j++)
            {
                SerializedComponent sComp = new SerializedComponent();
                sComp.assemblyName  = componentsOnObject[j].GetType().AssemblyQualifiedName;
                sComp.componentData = new List <ComponentInfo>();

                PropertyInfo[] properties = componentsOnObject[j].GetType().GetProperties();
                for (int i = 0; i < properties.Length; i++)
                {
                    try
                    {
                        ComponentInfo cInfo = new ComponentInfo();
                        cInfo.property = properties[i].Name;
                        cInfo.value    = componentsOnObject[j].GetType().GetProperty(cInfo.property).GetValue(componentsOnObject[j]).ToString();
                        sComp.componentData.Add(cInfo);
                    }
                    catch
                    {
                    }
                }
                serializedObject.componentArray.Add(sComp);
            }
            goInfo.Add(serializedObject);
        }
        string serializedData = JsonConvert.SerializeObject(goInfo, Formatting.Indented);

        WriteToFile(serializedData);
    }
Example #27
0
 // saves prefab path
 public override void ImportSerializedComponent(SerializedObject serialObject, SerializedComponent component)
 {
     prefabPath = serialObject.prefabPath;
     return;
 }
Example #28
0
 public ISerializedItem ReadObject(SerializedComponent objInfo)
 {
     return(ReadObject(objInfo.PathId, objInfo.FileId));
 }
Example #29
0
 public void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     operation = (ModOp)stream.ReadInt32();
     value     = new SerializedComponent(assetFile, stream);
 }
Example #30
0
    // Draw inspector gui
    public void OnInspectorGUI(Action onValueChanged)
    {
        if (m_component == null)
        {
            m_component = new SerializedComponent();
        }

        if (m_component.IsInvalidated)
        {
            m_component.Restore();
            m_component.SyncAttachedComponents();

            if (m_goEditor == null)
            {
                m_goEditor = Editor.CreateEditor(m_component.InternalGameObject);
            }
        }

        var newAttachPolicy = (AttachPolicy)EditorGUILayout.EnumFlagsField("Attach Policy", m_attachPolicy);

        if (newAttachPolicy != m_attachPolicy)
        {
            m_attachPolicy = newAttachPolicy;
            onValueChanged();
        }

        var newNameFormat = EditorGUILayout.TextField("Name Pattern", m_nameFormat);

        if (newNameFormat != m_nameFormat)
        {
            m_nameFormat = newNameFormat;
            onValueChanged();
        }

        EditorGUI.BeginChangeCheck();

        m_goEditor.DrawHeader();

        GUILayout.Space(8f);

        EditorGUILayout.HelpBox("You can use {ParentName} variable for GameObject's naming.", MessageType.Info);

        GUILayout.Space(4f);

        // reset label Width ()
        EditorGUIUtility.labelWidth = 0;

        m_activePolicy        = (GameObjectPropertyPolicy)EditorGUILayout.EnumPopup("Active Flag", m_activePolicy);
        m_tagPolicy           = (GameObjectPropertyPolicy)EditorGUILayout.EnumPopup("Tag", m_tagPolicy);
        m_layerPolicy         = (GameObjectPropertyPolicy)EditorGUILayout.EnumPopup("Layer", m_layerPolicy);
        m_staticPolicy        = (GameObjectPropertyPolicy)EditorGUILayout.EnumPopup("Static Flags", m_staticPolicy);
        m_componentSyncPolicy = (ComponentSyncPolicy)EditorGUILayout.EnumPopup("Extra Component", m_componentSyncPolicy);

        GUILayout.Space(8f);

        m_component.OnInspectorGUI();

        if (EditorGUI.EndChangeCheck())
        {
            m_component.Save();
            onValueChanged();
        }

        GUILayout.Space(10f);
        GUILayout.Box("", GUILayout.ExpandWidth(true), GUILayout.Height(1));

        using (new EditorGUILayout.HorizontalScope()) {
            m_selectedIndex = EditorGUILayout.Popup("Component", m_selectedIndex, ComponentMenuUtility.GetComponentNames());

            using (new EditorGUI.DisabledScope(m_selectedIndex < 0)) {
                if (GUILayout.Button("Add", GUILayout.Width(40)))
                {
                    var type = ComponentMenuUtility.GetComponentTypes()[m_selectedIndex];

                    var c = m_component.AddComponent(type);
                    if (c != null)
                    {
                        // addition of some component implicitly adds other component by RequireComponent attribute,
                        // so ensure to track everything added.
                        m_component.SyncAttachedComponents();
                        m_component.Save();
                        onValueChanged();
                    }
                }
            }
        }
    }