Example #1
0
        public void Vec2f(UnityEngine.Vector2 v, string name)
        {
            FloatSerializerWrapper floats = new FloatSerializerWrapper();

            floats.Add("x", v.x);
            floats.Add("y", v.y);
            Structure(floats, name);
        }
Example #2
0
        public void Rect(UnityEngine.Rect r, string name)
        {
            FloatSerializerWrapper floats = new FloatSerializerWrapper();

            floats.Add("x", r.x);
            floats.Add("y", r.y);
            floats.Add("width", r.width);
            floats.Add("height", r.height);
            Structure(floats, name);
        }
Example #3
0
        public void Quaternion(UnityEngine.Quaternion q, string name)
        {
            FloatSerializerWrapper floats = new FloatSerializerWrapper();

            floats.Add("x", q.x);
            floats.Add("y", q.y);
            floats.Add("z", q.z);
            floats.Add("w", q.w);
            Structure(floats, name);
        }
Example #4
0
        public UnityEngine.Vector2 Vec2f(string name)
        {
            FloatSerializerWrapper floats = new FloatSerializerWrapper();

            floats.Add("x", 0.0f);
            floats.Add("y", 0.0f);
            Structure(floats, name);
            return(new UnityEngine.Vector2(floats.ValuesByName[0].Value,
                                           floats.ValuesByName[1].Value));
        }
Example #5
0
        public UnityEngine.Rect Rect(string name)
        {
            FloatSerializerWrapper floats = new FloatSerializerWrapper();

            floats.Add("x", 0.0f);
            floats.Add("y", 0.0f);
            floats.Add("width", 0.0f);
            floats.Add("height", 0.0f);
            Structure(floats, name);

            return(new UnityEngine.Rect(floats.ValuesByName[0].Value, floats.ValuesByName[1].Value,
                                        floats.ValuesByName[2].Value, floats.ValuesByName[3].Value));
        }
Example #6
0
        public UnityEngine.Quaternion Quaternion(string name)
        {
            FloatSerializerWrapper floats = new FloatSerializerWrapper();

            floats.Add("x", 0.0f);
            floats.Add("y", 0.0f);
            floats.Add("z", 0.0f);
            floats.Add("w", 0.0f);
            Structure(floats, name);
            return(new UnityEngine.Quaternion(floats.ValuesByName[0].Value,
                                              floats.ValuesByName[1].Value,
                                              floats.ValuesByName[2].Value,
                                              floats.ValuesByName[3].Value));
        }