public void Serialize(IBinarySerializer s)
 {
     PickedUpLums         = s.SerializeUbiArtObjectArray <PackedObjectPath>(PickedUpLums, name: nameof(PickedUpLums));
     TakenTooth           = s.SerializeUbiArtObjectArray <PackedObjectPath>(TakenTooth, name: nameof(TakenTooth));
     AlreadySeenCutScenes = s.SerializeUbiArtObjectArray <PackedObjectPath>(AlreadySeenCutScenes, name: nameof(AlreadySeenCutScenes));
     FoundRelicMask       = s.Serialize <uint>(FoundRelicMask, name: nameof(FoundRelicMask));
     FoundCageMask        = s.Serialize <uint>(FoundCageMask, name: nameof(FoundCageMask));
 }
        /// <summary>
        /// Handles the serialization using the specified serializer
        /// </summary>
        /// <param name="s">The serializer</param>
        public void Serialize(IBinarySerializer s)
        {
            Strings = s.SerializeUbiArtObjectArray <UbiArtLocStringValuePair>(Strings, name: nameof(Strings));
            Audio   = s.SerializeUbiArtObjectArray <UbiArtKeyObjValuePair <int, UbiArtLocalizationAudio> >(Audio, name: nameof(Audio));
            Paths   = s.SerializeUbiArtArray <string>(Paths, name: nameof(Paths));

            Unknown = s.SerializeArray <uint>(Unknown, (int)(s.Stream.Length - s.Stream.Position) / sizeof(uint), name: nameof(Unknown));
        }
 public void Serialize(IBinarySerializer s)
 {
     ISDs = s.SerializeUbiArtObjectArray <UbiArtObjKeyObjValuePair <UbiArtStringID, UbiArtGeneric <Ray_PersistentGameData_ISD> > >(ISDs, name: nameof(ISDs));
     CageMapPassedDoors = s.SerializeUbiArtObjectArray <PackedObjectPath>(CageMapPassedDoors, name: nameof(CageMapPassedDoors));
     WonChallenges      = s.Serialize <uint>(WonChallenges, name: nameof(WonChallenges));
     LevelState         = s.Serialize <SPOT_STATE>(LevelState, name: nameof(LevelState));
     BestTimeAttack     = s.Serialize <uint>(BestTimeAttack, name: nameof(BestTimeAttack));
     BestLumAttack      = s.Serialize <uint>(BestLumAttack, name: nameof(BestLumAttack));
     HasWarning         = s.SerializeBool <uint>(HasWarning, name: nameof(HasWarning));
     IsSkipped          = s.SerializeBool <uint>(IsSkipped, name: nameof(IsSkipped));
     Trackingdata       = s.SerializeObject <Ray_PersistentGameData_LevelTracking>(Trackingdata, name: nameof(Ray_PersistentGameData_LevelTracking));
 }
 public void Serialize(IBinarySerializer s)
 {
     Levels                 = s.SerializeUbiArtObjectArray <UbiArtObjKeyObjValuePair <UbiArtStringID, UbiArtGeneric <PersistentGameData_Level> > >(Levels, name: nameof(Levels));
     Rewards                = s.SerializeObject <SaveSession>(Rewards, name: nameof(Rewards));
     Score                  = s.SerializeObject <Ray_PersistentGameData_Score>(Score, name: nameof(Score));
     WorldMapData           = s.SerializeObject <Ray_PersistentGameData_WorldMap>(WorldMapData, name: nameof(WorldMapData));
     TrackingData           = s.SerializeObject <Ray_PersistentGameData_UniverseTracking>(TrackingData, name: nameof(TrackingData));
     DiscoveredCageMapList  = s.SerializeUbiArtObjectArray <AbsoluteObjectPath>(DiscoveredCageMapList, name: nameof(DiscoveredCageMapList));
     TeethReturned          = s.Serialize <uint>(TeethReturned, name: nameof(TeethReturned));
     UsedPlayerIDInfo       = s.SerializeObject <UbiArtStringID>(UsedPlayerIDInfo, name: nameof(UsedPlayerIDInfo));
     SprintTutorialDisabled = s.Serialize <int>(SprintTutorialDisabled, name: nameof(SprintTutorialDisabled));
     CostumeLastPrice       = s.Serialize <uint>(CostumeLastPrice, name: nameof(CostumeLastPrice));
     CostumesUsed           = s.SerializeUbiArtObjectArray <UbiArtStringID>(CostumesUsed, name: nameof(CostumesUsed));
 }
 public void Serialize(IBinarySerializer s)
 {
     WorldsInfo      = s.SerializeUbiArtObjectArray <UbiArtObjKeyObjValuePair <UbiArtStringID, WorldInfo> >(WorldsInfo, name: nameof(WorldsInfo));
     CurrentWorld    = s.SerializeObject <ObjectPath>(CurrentWorld, name: nameof(CurrentWorld));
     CurrentWorldTag = s.SerializeObject <UbiArtStringID>(CurrentWorldTag, name: nameof(CurrentWorldTag));
     CurrentLevel    = s.SerializeObject <ObjectPath>(CurrentLevel, name: nameof(CurrentLevel));
     CurrentLevelTag = s.SerializeObject <UbiArtStringID>(CurrentLevelTag, name: nameof(CurrentLevelTag));
 }
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 /// <summary>
 /// Handles the serialization using the specified serializer
 /// </summary>
 /// <param name="s">The serializer</param>
 public void Serialize(IBinarySerializer s)
 {
     Id                  = s.SerializeObject <UbiArtStringID>(Id, name: nameof(Id));
     BestLumsTaken       = s.Serialize <uint>(BestLumsTaken, name: nameof(BestLumsTaken));
     BestDistance        = s.Serialize <float>(BestDistance, name: nameof(BestDistance));
     BestTime            = s.Serialize <float>(BestTime, name: nameof(BestTime));
     FreedPrisoners      = s.SerializeUbiArtObjectArray <PrisonerData>(FreedPrisoners, name: nameof(FreedPrisoners));
     Cups                = s.Serialize <uint>(Cups, name: nameof(Cups));
     Medals              = s.Serialize <uint>(Medals, name: nameof(Medals));
     Completed           = s.SerializeBool <uint>(Completed, name: nameof(Completed));
     IsVisited           = s.SerializeBool <uint>(IsVisited, name: nameof(IsVisited));
     BestTimeSent        = s.SerializeBool <uint>(BestTimeSent, name: nameof(BestTimeSent));
     Type                = s.Serialize <uint>(Type, name: nameof(Type));
     LuckyTicketsLeft    = s.Serialize <uint>(LuckyTicketsLeft, name: nameof(LuckyTicketsLeft));
     SequenceAlreadySeen = s.SerializeUbiArtObjectArray <ObjectPath>(SequenceAlreadySeen, name: nameof(SequenceAlreadySeen));
     OnlineSynced        = s.Serialize <int>(OnlineSynced, name: nameof(OnlineSynced));
 }
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 public void Serialize(IBinarySerializer s)
 {
     Message_handle      = s.Serialize <uint>(Message_handle, name: nameof(Message_handle));
     Type                = s.Serialize <uint>(Type, name: nameof(Type));
     Onlinedate          = s.SerializeObject <UbiArtDateTime>(Onlinedate, name: nameof(Onlinedate));
     LocalDate           = s.SerializeObject <UbiArtDateTime>(LocalDate, name: nameof(LocalDate));
     PersistentSeconds   = s.Serialize <uint>(PersistentSeconds, name: nameof(PersistentSeconds));
     Title               = s.SerializeObject <SmartLocId>(Title, name: nameof(Title));
     Body                = s.SerializeObject <SmartLocId>(Body, name: nameof(Body));
     IsPrompt            = s.SerializeBool <uint>(IsPrompt, name: nameof(IsPrompt));
     IsDrc               = s.SerializeBool <uint>(IsDrc, name: nameof(IsDrc));
     HasBeenRead         = s.SerializeBool <uint>(HasBeenRead, name: nameof(HasBeenRead));
     IsOnline            = s.SerializeBool <uint>(IsOnline, name: nameof(IsOnline));
     RemoveAfterRead     = s.SerializeBool <uint>(RemoveAfterRead, name: nameof(RemoveAfterRead));
     HasBeenInteract     = s.SerializeBool <uint>(HasBeenInteract, name: nameof(HasBeenInteract));
     RemoveAfterInteract = s.SerializeBool <uint>(RemoveAfterInteract, name: nameof(RemoveAfterInteract));
     LockedAfterInteract = s.SerializeBool <uint>(LockedAfterInteract, name: nameof(LockedAfterInteract));
     Buttons             = s.SerializeUbiArtObjectArray <SmartLocId>(Buttons, name: nameof(Buttons));
     Attributes          = s.SerializeUbiArtObjectArray <Attribute>(Attributes, name: nameof(Attributes));
     Markers             = s.SerializeUbiArtObjectArray <Marker>(Markers, name: nameof(Markers));
 }
 public void Serialize(IBinarySerializer s)
 {
     if (s.GetSettings <UbiArtSettings>().Game == UbiArtGame.RaymanOrigins)
     {
         Id = s.SerializeLengthPrefixedString(Id, name: nameof(Id));
     }
     else
     {
         Levels   = s.SerializeUbiArtObjectArray <Level>(Levels, name: nameof(Levels));
         Id       = s.SerializeLengthPrefixedString(Id, name: nameof(Id));
         Absolute = s.SerializeBool <uint>(Absolute, name: nameof(Absolute));
     }
 }
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 public void Serialize(IBinarySerializer s)
 {
     Tags         = s.SerializeUbiArtArray <float>(Tags, name: nameof(Tags));
     Timers       = s.SerializeUbiArtArray <float>(Timers, name: nameof(Timers));
     RewardsState = s.SerializeUbiArtObjectArray <UbiArtObjKeyValuePair <UbiArtStringID, bool> >(RewardsState, name: nameof(RewardsState));
 }
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 public void Serialize(IBinarySerializer s)
 {
     Levels                             = s.SerializeUbiArtObjectArray <UbiArtObjKeyObjValuePair <UbiArtStringID, UbiArtGeneric <PersistentGameData_Level> > >(Levels, name: nameof(Levels));
     Rewards                            = s.SerializeObject <SaveSession>(Rewards, name: nameof(Rewards));
     Score                              = s.SerializeObject <PersistentGameData_Score>(Score, name: nameof(Score));
     Profile                            = s.SerializeObject <ProfileData>(Profile, name: nameof(Profile));
     BubbleDreamer                      = s.SerializeObject <PersistentGameData_BubbleDreamerData>(BubbleDreamer, name: nameof(BubbleDreamer));
     UnlockedPets                       = s.SerializeUbiArtArray <int>(UnlockedPets, name: nameof(UnlockedPets));
     PetsDailyReward                    = s.SerializeUbiArtObjectArray <PetRewardData>(PetsDailyReward, name: nameof(PetsDailyReward));
     UnlockedCupsForPets                = s.SerializeUbiArtObjectArray <St_petCups>(UnlockedCupsForPets, name: nameof(UnlockedCupsForPets));
     GivenPetCount                      = s.Serialize <uint>(GivenPetCount, name: nameof(GivenPetCount));
     NewPetsUnlocked                    = s.SerializeBool <uint>(NewPetsUnlocked, name: nameof(NewPetsUnlocked));
     FirstPetShown                      = s.SerializeBool <uint>(FirstPetShown, name: nameof(FirstPetShown));
     HasShownMessageAllPet              = s.SerializeBool <uint>(HasShownMessageAllPet, name: nameof(HasShownMessageAllPet));
     Messages                           = s.SerializeUbiArtObjectArray <Message>(Messages, name: nameof(Messages));
     MessagesTotalCount                 = s.Serialize <uint>(MessagesTotalCount, name: nameof(MessagesTotalCount));
     Messages_onlineDate                = s.SerializeObject <UbiArtDateTime>(Messages_onlineDate, name: nameof(Messages_onlineDate));
     Messages_localDate                 = s.SerializeObject <UbiArtDateTime>(Messages_localDate, name: nameof(Messages_localDate));
     Messages_readDrcCount              = s.Serialize <uint>(Messages_readDrcCount, name: nameof(Messages_readDrcCount));
     Messages_interactDrcCount          = s.Serialize <uint>(Messages_interactDrcCount, name: nameof(Messages_interactDrcCount));
     Messages_lastSeenMessageHandle     = s.Serialize <uint>(Messages_lastSeenMessageHandle, name: nameof(Messages_lastSeenMessageHandle));
     Messages_tutoCount                 = s.Serialize <uint>(Messages_tutoCount, name: nameof(Messages_tutoCount));
     Messages_drcCountSinceLastInteract = s.Serialize <uint>(Messages_drcCountSinceLastInteract, name: nameof(Messages_drcCountSinceLastInteract));
     PlayerCard_displayedCount          = s.Serialize <uint>(PlayerCard_displayedCount, name: nameof(PlayerCard_displayedCount));
     PlayerCard_tutoSeen                = s.SerializeBool <uint>(PlayerCard_tutoSeen, name: nameof(PlayerCard_tutoSeen));
     GameCompleted                      = s.SerializeBool <uint>(GameCompleted, name: nameof(GameCompleted));
     TimeToCompleteGameInSec            = s.Serialize <uint>(TimeToCompleteGameInSec, name: nameof(TimeToCompleteGameInSec));
     TimeSpendInGameInSec               = s.Serialize <uint>(TimeSpendInGameInSec, name: nameof(TimeSpendInGameInSec));
     TeensiesBonusCounter               = s.Serialize <uint>(TeensiesBonusCounter, name: nameof(TeensiesBonusCounter));
     LuckyTicketsCounter                = s.Serialize <uint>(LuckyTicketsCounter, name: nameof(LuckyTicketsCounter));
     LuckyTicketLevelCount              = s.Serialize <uint>(LuckyTicketLevelCount, name: nameof(LuckyTicketLevelCount));
     RetroMapUnlockedCounter            = s.Serialize <uint>(RetroMapUnlockedCounter, name: nameof(RetroMapUnlockedCounter));
     MrDarkUnlockCount                  = s.SerializeUbiArtObjectArray <UbiArtStringID>(MrDarkUnlockCount, name: nameof(MrDarkUnlockCount));
     CatchEmAllIndex                    = s.Serialize <uint>(CatchEmAllIndex, name: nameof(CatchEmAllIndex));
     NewCostumes                        = s.SerializeUbiArtObjectArray <UbiArtStringID>(NewCostumes, name: nameof(NewCostumes));
     CostumeUnlockSeen                  = s.SerializeUbiArtObjectArray <UbiArtStringID>(CostumeUnlockSeen, name: nameof(CostumeUnlockSeen));
     RetroUnlocks                       = s.SerializeUbiArtObjectArray <UbiArtStringID>(RetroUnlocks, name: nameof(RetroUnlocks));
     NewUnlockedDoor                    = s.SerializeUbiArtObjectArray <UnlockedDoor>(NewUnlockedDoor, name: nameof(NewUnlockedDoor));
     LuckyTicketRewardList              = s.SerializeUbiArtObjectArray <RO2_LuckyTicketReward>(LuckyTicketRewardList, name: nameof(LuckyTicketRewardList));
     NodeData                           = s.SerializeUbiArtObjectArray <NodeDataStruct>(NodeData, name: nameof(NodeData));
     LuckyTicketsRewardGivenCounter     = s.Serialize <uint>(LuckyTicketsRewardGivenCounter, name: nameof(LuckyTicketsRewardGivenCounter));
     ConsecutiveLuckyTicketCount        = s.Serialize <uint>(ConsecutiveLuckyTicketCount, name: nameof(ConsecutiveLuckyTicketCount));
     TicketReminderMessageCount         = s.Serialize <uint>(TicketReminderMessageCount, name: nameof(TicketReminderMessageCount));
     DisplayGhosts                      = s.Serialize <uint>(DisplayGhosts, name: nameof(DisplayGhosts));
     UplayDoneAction0                   = s.SerializeBool <uint>(UplayDoneAction0, name: nameof(UplayDoneAction0));
     UplayDoneAction1                   = s.SerializeBool <uint>(UplayDoneAction1, name: nameof(UplayDoneAction1));
     UplayDoneAction2                   = s.SerializeBool <uint>(UplayDoneAction2, name: nameof(UplayDoneAction2));
     UplayDoneAction3                   = s.SerializeBool <uint>(UplayDoneAction3, name: nameof(UplayDoneAction3));
     UplayDoneReward0                   = s.SerializeBool <uint>(UplayDoneReward0, name: nameof(UplayDoneReward0));
     UplayDoneReward1                   = s.SerializeBool <uint>(UplayDoneReward1, name: nameof(UplayDoneReward1));
     UplayDoneReward2                   = s.SerializeBool <uint>(UplayDoneReward2, name: nameof(UplayDoneReward2));
     UplayDoneReward3                   = s.SerializeBool <uint>(UplayDoneReward3, name: nameof(UplayDoneReward3));
     PlayedDiamondCupSequence           = s.SerializeUbiArtObjectArray <UbiArtStringID>(PlayedDiamondCupSequence, name: nameof(PlayedDiamondCupSequence));
     Costumes                           = s.SerializeUbiArtObjectArray <UbiArtStringID>(Costumes, name: nameof(Costumes));
     PlayedChallenge                    = s.SerializeUbiArtArray <uint>(PlayedChallenge, name: nameof(PlayedChallenge));
     PlayedInvasion                     = s.SerializeUbiArtObjectArray <UbiArtStringID>(PlayedInvasion, name: nameof(PlayedInvasion));
     TvOffOptionEnabledNb               = s.Serialize <uint>(TvOffOptionEnabledNb, name: nameof(TvOffOptionEnabledNb));
     TvOffOptionActivatedTime           = s.Serialize <uint>(TvOffOptionActivatedTime, name: nameof(TvOffOptionActivatedTime));
     BarbaraCostumeUnlockSeen           = s.SerializeBool <uint>(BarbaraCostumeUnlockSeen, name: nameof(BarbaraCostumeUnlockSeen));
     WorldUnlockMessagesSeen            = s.SerializeUbiArtObjectArray <UbiArtStringID>(WorldUnlockMessagesSeen, name: nameof(WorldUnlockMessagesSeen));
     RetroWorldUnlockMessageSeen        = s.SerializeBool <uint>(RetroWorldUnlockMessageSeen, name: nameof(RetroWorldUnlockMessageSeen));
     FreedAllTeensiesMessageSeen        = s.SerializeBool <uint>(FreedAllTeensiesMessageSeen, name: nameof(FreedAllTeensiesMessageSeen));
     MisterDarkCompletionMessageSeen    = s.SerializeBool <uint>(MisterDarkCompletionMessageSeen, name: nameof(MisterDarkCompletionMessageSeen));
     FirstInvasionMessageSeen           = s.SerializeBool <uint>(FirstInvasionMessageSeen, name: nameof(FirstInvasionMessageSeen));
     InvitationTutoSeen                 = s.SerializeBool <uint>(InvitationTutoSeen, name: nameof(InvitationTutoSeen));
     MessageSeen8Bit                    = s.SerializeBool <uint>(MessageSeen8Bit, name: nameof(MessageSeen8Bit));
     ChallengeWorldUnlockMessageSeen    = s.SerializeBool <uint>(ChallengeWorldUnlockMessageSeen, name: nameof(ChallengeWorldUnlockMessageSeen));
     DoorUnlockMessageSeen              = s.SerializeUbiArtObjectArray <UbiArtStringID>(DoorUnlockMessageSeen, name: nameof(DoorUnlockMessageSeen));
     DoorUnlockDRCMessageRequired       = s.SerializeUbiArtObjectArray <UbiArtStringID>(DoorUnlockDRCMessageRequired, name: nameof(DoorUnlockDRCMessageRequired));
     LuckyTicketRewardWorldName         = s.SerializeObject <UbiArtStringID>(LuckyTicketRewardWorldName, name: nameof(LuckyTicketRewardWorldName));
     IsUGCMiiverseWarningSet            = s.SerializeBool <uint>(IsUGCMiiverseWarningSet, name: nameof(IsUGCMiiverseWarningSet));
     Reward39Failed                     = s.Serialize <int>(Reward39Failed, name: nameof(Reward39Failed));
     UnlockPrivilegesData               = s.SerializeLengthPrefixedString(UnlockPrivilegesData, name: nameof(UnlockPrivilegesData));
     IsDemoRewardChecked                = s.Serialize <int>(IsDemoRewardChecked, name: nameof(IsDemoRewardChecked));
     PrisonerDataDummy                  = s.SerializeObject <PrisonerData>(PrisonerDataDummy, name: nameof(PrisonerDataDummy));
     PersistentGameDataLevelDummy       = s.SerializeObject <PersistentGameData_Level>(PersistentGameDataLevelDummy, name: nameof(PersistentGameDataLevelDummy));
     MessageDummy                       = s.SerializeObject <Message>(MessageDummy, name: nameof(MessageDummy));
     UnlockedDoorDummy                  = s.SerializeObject <UnlockedDoor>(UnlockedDoorDummy, name: nameof(UnlockedDoorDummy));
     BubbleDreamerDataDummy             = s.SerializeObject <PersistentGameData_BubbleDreamerData>(BubbleDreamerDataDummy, name: nameof(BubbleDreamerDataDummy));
     DummmyNodeData                     = s.SerializeObject <NodeDataStruct>(DummmyNodeData, name: nameof(DummmyNodeData));
 }
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 /// <summary>
 /// Handles the serialization using the specified serializer
 /// </summary>
 /// <param name="s">The serializer</param>
 public void Serialize(IBinarySerializer s)
 {
     Key   = s.Serialize <int>(Key, name: nameof(Key));
     Value = s.SerializeUbiArtObjectArray <UbiArtKeyValuePair <int, string> >(Value, name: nameof(Value));
 }
 /// <summary>
 /// Handles the serialization using the specified serializer
 /// </summary>
 /// <param name="s">The serializer</param>
 public void Serialize(IBinarySerializer s)
 {
     Strings = s.SerializeUbiArtObjectArray <UbiArtFiestaRunLocStringValuePair>(Strings, name: nameof(Strings));
     Audio   = s.SerializeUbiArtObjectArray <UbiArtKeyObjValuePair <int, UbiArtLocalizationAudio> >(Audio, name: nameof(Audio));
     Paths   = s.SerializeUbiArtArray <string>(Paths, name: nameof(Paths));
 }