Example #1
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 #2
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);
        }