/// <summary> /// Deserialize /// </summary> /// <param name="binaryReader">BinaryReader</param> public virtual void Deserialize(BinaryReader binaryReader) { m_currentResolutionWidth = binaryReader.ReadInt32(); m_currentResolutionHeight = binaryReader.ReadInt32(); m_currentResolutionRefreshRate = binaryReader.ReadInt32(); m_width = binaryReader.ReadInt32(); m_height = binaryReader.ReadInt32(); m_sleepTimeout = binaryReader.ReadInt32(); m_preferredRefreshRate = binaryReader.ReadInt32(); m_autorotateToLandscapeLeft = binaryReader.ReadBoolean(); m_autorotateToLandscapeRight = binaryReader.ReadBoolean(); m_autorotateToPortrait = binaryReader.ReadBoolean(); m_autorotateToPortraitUpsideDown = binaryReader.ReadBoolean(); m_fullScreen = binaryReader.ReadBoolean(); #if UNITY_2019_1_OR_NEWER m_brightness = binaryReader.ReadSingle(); #endif m_dpi = binaryReader.ReadSingle(); m_fullScreenMode = (FullScreenMode)binaryReader.ReadInt32(); m_orientation = (ScreenOrientation)binaryReader.ReadInt32(); m_safeArea = SerializerKun.DesirializeObject <RectKun>(binaryReader); #if UNITY_2019_1_OR_NEWER m_cutouts = SerializerKun.DesirializeObjects <RectKun>(binaryReader); #endif m_resolutions = SerializerKun.DesirializeObjects <ResolutionKun>(binaryReader); }
/// <summary> /// Deserialize /// </summary> /// <param name="binaryReader">BinaryReader</param> public override void Deserialize(BinaryReader binaryReader) { base.Deserialize(binaryReader); m_sharedMesh = binaryReader.ReadString(); m_quality = (SkinQuality)binaryReader.ReadInt32(); m_forceMatrixRecalculationPerRender = binaryReader.ReadBoolean(); m_skinnedMotionVectors = binaryReader.ReadBoolean(); m_updateWhenOffscreen = binaryReader.ReadBoolean(); m_localBounds = SerializerKun.DesirializeObject <BoundsKun>(binaryReader); m_bones = SerializerKun.DesirializeObjects <TransformKun>(binaryReader); }
public override void Deserialize(BinaryReader binaryReader) { base.Deserialize(binaryReader); m_doubleSidedGI = binaryReader.ReadBoolean(); m_enableInstancing = binaryReader.ReadBoolean(); m_mainTexPropIdx = binaryReader.ReadInt32(); m_passCount = binaryReader.ReadInt32(); m_renderQueue = binaryReader.ReadInt32(); m_globalIlluminationFlags = (MaterialGlobalIlluminationFlags)binaryReader.ReadInt32(); m_shader = SerializerKun.DesirializeObject <ShaderKun>(binaryReader); m_shaderKeywords = SerializerKun.DesirializeStrings(binaryReader); m_propertys = SerializerKun.DesirializeObjects <Property>(binaryReader); }
/// <summary> /// /// </summary> /// <param name="binaryReader"></param> public override void Deserialize(BinaryReader binaryReader) { base.Deserialize(binaryReader); #if UNITY_2019_1_OR_NEWER m_forceRenderingOff = binaryReader.ReadBoolean(); m_rayTracingMode = (UnityEngine.Experimental.Rendering.RayTracingMode)binaryReader.ReadInt32(); #endif m_lightProbeUsage = (UnityEngine.Rendering.LightProbeUsage)binaryReader.ReadInt32(); m_motionVectorGenerationMode = (MotionVectorGenerationMode)binaryReader.ReadInt32(); m_reflectionProbeUsage = (UnityEngine.Rendering.ReflectionProbeUsage)binaryReader.ReadInt32(); m_shadowCastingMode = (UnityEngine.Rendering.ShadowCastingMode)binaryReader.ReadInt32(); m_lightmapIndex = binaryReader.ReadInt32(); m_rendererPriority = binaryReader.ReadInt32(); m_realtimeLightmapIndex = binaryReader.ReadInt32(); m_sortingLayerID = binaryReader.ReadInt32(); m_sortingOrder = binaryReader.ReadInt32(); m_renderingLayerMask = binaryReader.ReadUInt32(); m_lightProbeProxyVolumeOverride = binaryReader.ReadString(); m_sortingLayerName = binaryReader.ReadString(); m_receiveShadows = binaryReader.ReadBoolean(); m_allowOcclusionWhenDynamic = binaryReader.ReadBoolean(); m_enabled = binaryReader.ReadBoolean(); m_isPartOfStaticBatch = binaryReader.ReadBoolean(); m_isVisible = binaryReader.ReadBoolean(); m_bounds = SerializerKun.DesirializeObject <BoundsKun>(binaryReader); m_probeAnchor = SerializerKun.DesirializeObject <TransformKun>(binaryReader); m_lightmapScaleOffset = SerializerKun.DesirializeObject <Vector4Kun>(binaryReader); m_realtimeLightmapScaleOffset = SerializerKun.DesirializeObject <Vector4Kun>(binaryReader); m_localToWorldMatrix = SerializerKun.DesirializeObject <Matrix4x4Kun>(binaryReader); m_worldToLocalMatrix = SerializerKun.DesirializeObject <Matrix4x4Kun>(binaryReader); m_material = SerializerKun.DesirializeObject <MaterialKun>(binaryReader); m_sharedMaterial = SerializerKun.DesirializeObject <MaterialKun>(binaryReader); m_materials = SerializerKun.DesirializeObjects <MaterialKun>(binaryReader); m_sharedMaterials = SerializerKun.DesirializeObjects <MaterialKun>(binaryReader); }
public virtual void Deserialize(BinaryReader binaryReader) { layers = SerializerKun.DesirializeObjects <SortingLayerKun>(binaryReader); }
/// <summary> /// Deserialize /// </summary> /// <param name="binaryReader">BinaryReader</param> public virtual void Deserialize(BinaryReader binaryReader) { columns = (Vector4Kun[])SerializerKun.DesirializeObjects <Vector4Kun>(binaryReader); }