Example #1
0
        public override void ParseObject(AssetsReader reader)
        {
            point  = new WorldPoint(reader);
            prefab = SmartPtr <GameObject> .Read(ObjectInfo.ParentFile, this, reader);

            scale = new Vector3F(reader);
        }
Example #2
0
        public override void ParseObject(AssetsReader reader)
        {
            duration           = reader.ReadSingle();
            localStartingPoint = new WorldPoint(reader);
            localEndingPoint   = new WorldPoint(reader);
            sequence           = SmartPtr <EnemySequence> .Read(ObjectInfo.ParentFile, this, reader);

            sequenceStartTime = reader.ReadSingle();
        }
Example #3
0
        public override void ParseObject(AssetsReader reader)
        {
            distance      = reader.ReadEnum <Distance>();
            placement     = new Vector2F(reader);
            toughness     = reader.ReadEnum <EnemyToughness>();
            enemyOffset   = new WorldPoint(reader);
            enemySequence = SmartPtr <EnemySequence> .Read(ObjectInfo.ParentFile, this, reader);

            ignoreForLevelRank = reader.ReadBoolean();
            reader.AlignTo(4);
        }
Example #4
0
        public override void ParseObject(AssetsReader reader)
        {
            enemyType    = reader.ReadEnum <EnemyToughness>();
            actionHolder = SmartPtr <GameObject> .Read(ObjectInfo.ParentFile, this, reader);

            actions          = reader.ReadArrayOf((r) => SmartPtr <MonoBehaviourObject> .Read(ObjectInfo.ParentFile, this, r));
            playerActionLerp = reader.ReadSingle();
            localActionPoint = new WorldPoint(reader);
            autospawn        = reader.ReadBoolean();
            reader.AlignTo(4);
            isThreat = reader.ReadBoolean();
            reader.AlignTo(4);
            duration = reader.ReadSingle();
            actor    = SmartPtr <Enemy> .Read(ObjectInfo.ParentFile, this, reader);
        }