public void WriteTo(System.IO.BinaryWriter writer)
 {
     writer.Write(MyId);
     writer.Write(MapSize);
     writer.Write(FogOfWar);
     writer.Write(EntityProperties.Count);
     foreach (var EntityPropertiesEntry in EntityProperties)
     {
         var EntityPropertiesKey   = EntityPropertiesEntry.Key;
         var EntityPropertiesValue = EntityPropertiesEntry.Value;
         writer.Write((int)(EntityPropertiesKey));
         EntityPropertiesValue.WriteTo(writer);
     }
     writer.Write(MaxTickCount);
     writer.Write(MaxPathfindNodes);
     writer.Write(CurrentTick);
     writer.Write(Players.Length);
     foreach (var PlayersElement in Players)
     {
         PlayersElement.WriteTo(writer);
     }
     writer.Write(Entities.Length);
     foreach (var EntitiesElement in Entities)
     {
         EntitiesElement.WriteTo(writer);
     }
 }
Exemple #2
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 public void WriteTo(System.IO.BinaryWriter writer)
 {
     writer.Write(CurrentTick);
     Properties.WriteTo(writer);
     Level.WriteTo(writer);
     writer.Write(Players.Length);
     foreach (var PlayersElement in Players)
     {
         PlayersElement.WriteTo(writer);
     }
     writer.Write(Units.Length);
     foreach (var UnitsElement in Units)
     {
         UnitsElement.WriteTo(writer);
     }
     writer.Write(Bullets.Length);
     foreach (var BulletsElement in Bullets)
     {
         BulletsElement.WriteTo(writer);
     }
     writer.Write(Mines.Length);
     foreach (var MinesElement in Mines)
     {
         MinesElement.WriteTo(writer);
     }
     writer.Write(LootBoxes.Length);
     foreach (var LootBoxesElement in LootBoxes)
     {
         LootBoxesElement.WriteTo(writer);
     }
 }