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(); }
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); }