Exemple #1
0
 public void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     m_effectName                  = stream.ReadString32();
     m_duration                    = stream.ReadInt32();
     m_maxStackSize                = stream.ReadInt32();
     m_damagePerTurn               = stream.ReadInt32();
     m_healingPerTurn              = stream.ReadInt32();
     m_healingType                 = (HealingType)stream.ReadInt32();
     m_perTurnHitDelayTurns        = stream.ReadInt32();
     m_absorbAmount                = stream.ReadInt32();
     m_nextTurnAbsorbAmount        = stream.ReadInt32();
     m_dontEndEarlyOnShieldDeplete = stream.ReadBoolean();
     stream.AlignTo();
     m_damagePerMoveSquare                  = stream.ReadInt32();
     m_healPerMoveSquare                    = stream.ReadInt32();
     m_techPointLossPerMoveSquare           = stream.ReadInt32();
     m_techPointGainPerMoveSquare           = stream.ReadInt32();
     m_techPointChangeOnStart               = stream.ReadInt32();
     m_techPointGainPerTurn                 = stream.ReadInt32();
     m_techPointLossPerTurn                 = stream.ReadInt32();
     m_invisBreakMode                       = (InvisibilityBreakMode)stream.ReadInt32();
     m_removeInvisibilityOnLastResolveStart = stream.ReadBoolean();
     stream.AlignTo();
     m_removeRevealedOnLastResolveStart = stream.ReadBoolean();
     stream.AlignTo();
     m_statMods           = new SerializedArray <AbilityStatMod>(assetFile, stream);
     m_statusChanges      = new SerializedArray <StatusType>(assetFile, stream);
     m_statusDelayMode    = (StatusDelayMode)stream.ReadInt32();
     m_endTriggers        = new SerializedArray <EffectEndTag>(assetFile, stream);
     m_sequencePrefabs    = new SerializedVector <SerializedComponent>(assetFile, stream);
     m_tickSequencePrefab = new SerializedComponent(assetFile, stream);
 }
Exemple #2
0
 public override void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     Passives = new SerializedVector <SerializedComponent>();
     Passives.DeserializeAsset(assetFile, stream);
     ToolTip      = stream.ReadString32();
     ToolTipTitle = stream.ReadString32();
 }
Exemple #3
0
        public override void DeserializeAsset(AssetFile assetFile, StreamReader stream)
        {
            stream.AlignTo();

            IgnoreForLocalization = stream.ReadBoolean();
            stream.AlignTo();

            Ability0    = (Ability) new SerializedComponent(assetFile, stream).LoadMonoBehaviourChild();
            SpritePath0 = stream.ReadString32();
            Ability1    = (Ability) new SerializedComponent(assetFile, stream).LoadMonoBehaviourChild();
            SpritePath1 = stream.ReadString32();
            Ability2    = (Ability) new SerializedComponent(assetFile, stream).LoadMonoBehaviourChild();
            SpritePath2 = stream.ReadString32();
            Ability3    = (Ability) new SerializedComponent(assetFile, stream).LoadMonoBehaviourChild();
            SpritePath3 = stream.ReadString32();
            Ability4    = (Ability) new SerializedComponent(assetFile, stream).LoadMonoBehaviourChild();
            SpritePath4 = stream.ReadString32();
            Ability5    = (Ability) new SerializedComponent(assetFile, stream).LoadMonoBehaviourChild();
            SpritePath5 = stream.ReadString32();
            Ability6    = (Ability) new SerializedComponent(assetFile, stream).LoadMonoBehaviourChild();
            SpritePath6 = stream.ReadString32();
            BotDifficultyAbilityModSets = new SerializedVector <SerializedComponent>();
            BotDifficultyAbilityModSets.DeserializeAsset(assetFile, stream);
            CompsToInspectInAbilityKitInspector = new SerializedVector <SerializedComponent>();
            CompsToInspectInAbilityKitInspector.DeserializeAsset(assetFile, stream);
            SequenceDirNameOverride = stream.ReadString32();
            AbilitySetupNotes       = stream.ReadString32();
        }
 private void SetVectorIfExists(SerializedVector serializedVector, Vector3 value)
 {
     if (serializedVector)
     {
         serializedVector.value = value;
     }
 }
Exemple #5
0
 public override void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     mWayPoints     = new SerializedVector <WayPoint>(assetFile, stream);
     InitalWaypoint = new SerializedComponent(assetFile, stream);
     m_PatrolStyle  = (PatrolStyle)stream.ReadInt32();
     m_Direction    = (Direction)stream.ReadInt32();
     m_Tag          = stream.ReadString32();
 }
 public override void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     killType = (KillObjectiveType)stream.ReadInt32();
     m_tag    = stream.ReadString32();
     pointAdjustForKillingTeam = stream.ReadInt32();
     pointAdjustForDyingTeam   = stream.ReadInt32();
     m_characterTypeOverrides  = new SerializedVector <CharacterKillPointAdjustOverride>(assetFile, stream);
 }
Exemple #7
0
        public void DeserializeAsset(AssetFile assetFile, StreamReader stream)
        {
            EventType       = (PassiveEventType)(object)stream.ReadInt32();
            CausalAbilities = new SerializedVector <SerializedMonoBehaviour>();
//            CausalAbilities.DeserializeAsset(assetFile, stream);
            ResponseOnSelf  = new SerializedComponent(assetFile, stream);
            ResponseOnOther = new SerializedComponent(assetFile, stream);
        }
Exemple #8
0
        public override void DeserializeAsset(AssetFile assetFile, StreamReader stream)
        {
            base.DeserializeAsset(assetFile, stream);

            m_functioningVFX          = new SerializedComponent(assetFile, stream);
            m_disruptedVFX            = new SerializedComponent(assetFile, stream);
            m_perSquareFunctioningVFX = new SerializedVector <SerializedComponent>(assetFile, stream);
            m_perSquareDisruptedVFX   = new SerializedVector <SerializedComponent>(assetFile, stream);
        }
Exemple #9
0
        public void DeserializeAsset(AssetFile assetFile, StreamReader stream)
        {
            HealthBonus          = stream.ReadInt32();
            TechPointsBonus      = stream.ReadInt32();
            PersonalCreditsBonus = stream.ReadInt32();
            MechanicPointAdjust  = stream.ReadInt32();
            Actions = new SerializedVector <PassiveActionType>();
            Actions.DeserializeAsset(assetFile, stream);
            Effect = new SerializedComponent(assetFile, stream);
//            Effect = (StandardEffectInfo) (object) stream.ReadInt32();
        }
Exemple #10
0
        public override void DeserializeAsset(AssetFile assetFile, StreamReader stream)
        {
            base.DeserializeAsset(assetFile, stream);

            m_barrierScaleMod = new AbilityModPropertyFloat(assetFile, stream);
            m_useEnemyMovedThroughOverride = stream.ReadBoolean(); stream.AlignTo();
            m_enemyMovedThroughOverride    = new GameplayResponseForActor(assetFile, stream);
            m_useAllyMovedThroughOverride  = stream.ReadBoolean(); stream.AlignTo();
            m_allyMovedThroughOverride     = new GameplayResponseForActor(assetFile, stream);
            m_barrierDataMod = new AbilityModPropertyBarrierDataV2(assetFile, stream);
            m_cooldownReductionsWhenNoHits = new AbilityModCooldownReduction(assetFile, stream);
            m_barrierSequence = new SerializedVector <SerializedGameObject>(assetFile, stream);
            m_barrierPlaySequenceOnAllBarriers = stream.ReadBoolean(); stream.AlignTo();
        }
Exemple #11
0
        public override void DeserializeAsset(AssetFile assetFile, StreamReader stream)
        {
            PassiveName    = stream.ReadString32();
            SequencePrefab = new SerializedComponent();
            SequencePrefab.DeserializeAsset(assetFile, stream);
//            PassiveStatMods = new SerializedVector<AbilityStatMod>();
            PassiveStatMods = new SerializedVector <SerializedComponent>();
            PassiveStatMods.DeserializeAsset(assetFile, stream);
            PassiveStatusChanges = new SerializedVector <StatusType>();
            PassiveStatusChanges.DeserializeAsset(assetFile, stream);
//            OnEmptyTurn = new SerializedVector<EmptyTurnData>();
            OnEmptyTurn = new SerializedVector <SerializedComponent>();
            OnEmptyTurn.DeserializeAsset(assetFile, stream);
//            EventResponses = new SerializedVector<PassiveEventData>();
            EventResponses = new SerializedVector <SerializedComponent>();
            EventResponses.DeserializeAsset(assetFile, stream);
//            EffectsOnEveryTurn = new SerializedVector<StandardActorEffectData>();
            EffectsOnEveryTurn = new SerializedVector <SerializedComponent>();
            EffectsOnEveryTurn.DeserializeAsset(assetFile, stream);
        }
Exemple #12
0
 public override void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     m_toolTip = stream.ReadString32();
     m_debugUnlocalizedTooltip     = stream.ReadString32();
     m_savedStatusTypesForTooltips = new SerializedVector <StatusType>(assetFile, stream);
     m_shortToolTip   = stream.ReadString32();
     m_rewardString   = stream.ReadString32();
     m_sequencePrefab = new SerializedComponent(assetFile, stream);
     m_abilityName    = stream.ReadString32();
     m_flavorText     = stream.ReadString32();
     m_ultimate       = stream.ReadBoolean();
     stream.AlignTo();
     m_previewVideo = stream.ReadString32();
     m_expectedSequencePrefixForEditor = stream.ReadString32();
     m_cooldown                = stream.ReadInt32();
     m_maxStocks               = stream.ReadInt32();
     m_stockRefreshDuration    = stream.ReadInt32();
     m_refillAllStockOnRefresh = stream.ReadBoolean();
     stream.AlignTo();
     m_initialStockAmount       = stream.ReadInt32();
     m_stockConsumedOnCast      = stream.ReadInt32();
     m_abilityManagedStockCount = stream.ReadBoolean();
     stream.AlignTo();
     m_runPriority = (AbilityPriority)stream.ReadInt32();
     m_freeAction  = stream.ReadBoolean();
     stream.AlignTo();
     m_techPointsCost         = stream.ReadInt32();
     m_techPointInteractions  = new SerializedVector <TechPointInteraction>(assetFile, stream);
     m_actionAnimType         = (ActorModelData.ActionAnimationType)stream.ReadInt32();
     m_rotationVisibilityMode = (RotationVisibilityMode)stream.ReadInt32();
     m_movementAdjustment     = (MovementAdjustment)stream.ReadInt32();
     m_movementSpeed          = stream.ReadSingle();
     m_movementDuration       = stream.ReadSingle();
     m_cameraBoundsMinHeight  = stream.ReadSingle();
     m_targetData             = new SerializedArray <TargetData>(assetFile, stream);
     m_tags = new SerializedVector <AbilityTags>(assetFile, stream);
     m_statusWhenRequested   = new SerializedVector <StatusType>(assetFile, stream);
     m_chainAbilities        = new SerializedVector <SerializedMonoBehaviour>(assetFile, stream);
     m_targeterTemplateSwaps = new SerializedVector <TargeterTemplateSwapData>(assetFile, stream);
 }
 public void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     m_width                               = stream.ReadSingle();                                            // float32
     m_bidirectional                       = stream.ReadBoolean(); stream.AlignTo();                         // bool
     m_blocksVision                        = (BlockingRules)stream.ReadInt32();                              // valuetype BlockingRules
     m_blocksAbilities                     = (BlockingRules)stream.ReadInt32();                              // valuetype BlockingRules
     m_blocksMovement                      = (BlockingRules)stream.ReadInt32();                              // valuetype BlockingRules
     m_blocksMovementOnCrossover           = (BlockingRules)stream.ReadInt32();                              // valuetype BlockingRules
     m_blocksPositionTargeting             = (BlockingRules)stream.ReadInt32();                              // valuetype BlockingRules
     m_considerAsCover                     = stream.ReadBoolean(); stream.AlignTo();                         // bool
     m_maxDuration                         = stream.ReadInt32();                                             // int32
     m_barrierSequencePrefabs              = new SerializedVector <SerializedGameObject>(assetFile, stream); // class [mscorlib]System.Collections.Generic.List`1<class [UnityEngine]UnityEngine.GameObject>
     m_onEnemyMovedThrough                 = new GameplayResponseForActor(assetFile, stream);                // class GameplayResponseForActor
     m_onAllyMovedThrough                  = new GameplayResponseForActor(assetFile, stream);                // class GameplayResponseForActor
     m_removeAtTurnEndIfEnemyMovedThrough  = stream.ReadBoolean(); stream.AlignTo();                         // bool
     m_removeAtTurnEndIfAllyMovedThrough   = stream.ReadBoolean(); stream.AlignTo();                         // bool
     m_removeAtPhaseEndIfEnemyMovedThrough = stream.ReadBoolean(); stream.AlignTo();                         // bool
     m_removeAtPhaseEndIfAllyMovedThrough  = stream.ReadBoolean(); stream.AlignTo();                         // bool
     m_maxHits                             = stream.ReadInt32();                                             // int32
     m_endOnCasterDeath                    = stream.ReadBoolean(); stream.AlignTo();                         // bool
     m_responseOnShotBlock                 = new BarrierResponseOnShot(assetFile, stream);                   // class BarrierResponseOnShot
 }
Exemple #14
0
 public void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     m_durationMod                     = new AbilityModPropertyInt(assetFile, stream);
     m_widthMod                        = new AbilityModPropertyFloat(assetFile, stream);
     m_bidirectionalMod                = new AbilityModPropertyBool(assetFile, stream);
     m_maxHitsMod                      = new AbilityModPropertyInt(assetFile, stream);
     m_blocksVisionMod                 = new AbilityModPropertyBlockingRules(assetFile, stream);
     m_blocksAbilitiesMod              = new AbilityModPropertyBlockingRules(assetFile, stream);
     m_blocksMovementMod               = new AbilityModPropertyBlockingRules(assetFile, stream);
     m_blocksMovementOnCrossoverMod    = new AbilityModPropertyBlockingRules(assetFile, stream);
     m_blocksPositionTargetingMod      = new AbilityModPropertyBlockingRules(assetFile, stream);
     m_considerAsCoverMod              = new AbilityModPropertyBool(assetFile, stream);
     m_enemyMoveThroughDamageMod       = new AbilityModPropertyInt(assetFile, stream);
     m_enemyMoveThroughEnergyMod       = new AbilityModPropertyInt(assetFile, stream);
     m_enemyMoveThroughEffectMod       = new AbilityModPropertyEffectInfo(assetFile, stream);
     m_allyMoveThroughHealMod          = new AbilityModPropertyInt(assetFile, stream);
     m_allyMoveThroughEnergyMod        = new AbilityModPropertyInt(assetFile, stream);
     m_allyMoveThroughEffectMod        = new AbilityModPropertyEffectInfo(assetFile, stream);
     m_removeOnTurnEndIfEnemyCrossed   = new AbilityModPropertyBool(assetFile, stream);
     m_removeOnTurnEndIfAllyCrossed    = new AbilityModPropertyBool(assetFile, stream);
     m_removeOnPhaseEndIfEnemyCrossed  = new AbilityModPropertyBool(assetFile, stream);
     m_removeOnPhaseEndIfAllyCrossed   = new AbilityModPropertyBool(assetFile, stream);
     m_removeOnCasterDeath             = new AbilityModPropertyBool(assetFile, stream);
     m_healOnOwnerForShotBlock         = new AbilityModPropertyInt(assetFile, stream);
     m_energyGainOnOwnerForShotBlock   = new AbilityModPropertyInt(assetFile, stream);
     m_effectOnOwnerForShotBlock       = new AbilityModPropertyEffectInfo(assetFile, stream);
     m_damageOnEnemyForShotBlock       = new AbilityModPropertyInt(assetFile, stream);
     m_energyLossOnEnemyForShotBlock   = new AbilityModPropertyInt(assetFile, stream);
     m_effectOnEnemyForShotBlock       = new AbilityModPropertyEffectInfo(assetFile, stream);
     m_onEnemyCrossHitSequenceOverride = new AbilityModPropertySequenceOverride(assetFile, stream);
     m_onAllyCrossHitSequenceOverride  = new AbilityModPropertySequenceOverride(assetFile, stream);
     m_useBarrierSequenceOverride      = stream.ReadBoolean();
     stream.AlignTo();
     m_barrierSequenceOverrides       = new SerializedVector <SerializedGameObject>(assetFile, stream);
     m_responseOnShotSequenceOverride = new AbilityModPropertySequenceOverride(assetFile, stream);
     m_useShooterPosAsReactionSequenceTargetPosMod = new AbilityModPropertyBool(assetFile, stream);
 }
Exemple #15
0
 public override void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     m_abilityScopeId  = stream.ReadInt32();
     m_name            = stream.ReadString32();
     m_availableInGame = stream.ReadBoolean();
     stream.AlignTo();
     m_gameTypeReq  = (AbilityModGameTypeReq)stream.ReadInt32();
     m_equipCost    = stream.ReadInt32();
     m_defaultEquip = stream.ReadBoolean();
     stream.AlignTo();
     m_tooltip    = stream.ReadString32();
     m_flavorText = stream.ReadString32();
     m_debugUnlocalizedTooltip     = stream.ReadString32();
     m_savedStatusTypesForTooltips = new SerializedVector <StatusType>(assetFile, stream);
     m_iconSprite             = new SerializedComponent(assetFile, stream);
     m_useRunPriorityOverride = stream.ReadBoolean();
     stream.AlignTo();
     m_runPriorityOverride        = (AbilityPriority)stream.ReadInt32();
     m_techPointCostMod           = new AbilityModPropertyInt(assetFile, stream);
     m_maxCooldownMod             = new AbilityModPropertyInt(assetFile, stream);
     m_maxStocksMod               = new AbilityModPropertyInt(assetFile, stream);
     m_stockRefreshDurationMod    = new AbilityModPropertyInt(assetFile, stream);
     m_refillAllStockOnRefreshMod = new AbilityModPropertyBool(assetFile, stream);
     m_isFreeActionMod            = new AbilityModPropertyBool(assetFile, stream);
     m_autoQueueIfValidMod        = new AbilityModPropertyBool(assetFile, stream);
     m_targetDataMaxRangeMod      = new AbilityModPropertyFloat(assetFile, stream);
     m_targetDataMinRangeMod      = new AbilityModPropertyFloat(assetFile, stream);
     m_targetDataCheckLosMod      = new AbilityModPropertyBool(assetFile, stream);
     m_useTargetDataOverrides     = stream.ReadBoolean();
     stream.AlignTo();
     m_targetDataOverrides       = new SerializedArray <TargetData>(assetFile, stream);
     m_techPointInteractionMods  = new SerializedArray <TechPointInteractionMod>(assetFile, stream);
     m_useActionAnimTypeOverride = stream.ReadBoolean();
     stream.AlignTo();
     m_actionAnimTypeOverride        = (ActorModelData.ActionAnimationType)stream.ReadInt32();
     m_useMovementAdjustmentOverride = stream.ReadBoolean();
     stream.AlignTo();
     m_movementAdjustmentOverride     = (Ability.MovementAdjustment)stream.ReadInt32();
     m_effectToSelfOnCast             = new StandardEffectInfo(assetFile, stream);
     m_effectToTargetEnemyOnHit       = new StandardEffectInfo(assetFile, stream);
     m_effectToTargetAllyOnHit        = new StandardEffectInfo(assetFile, stream);
     m_useAllyEffectForTargetedCaster = stream.ReadBoolean();
     stream.AlignTo();
     m_effectTriggerChance = stream.ReadSingle();
     m_effectTriggerChanceMultipliedPerHit = stream.ReadBoolean();
     stream.AlignTo();
     m_cooldownReductionsOnSelf    = new AbilityModCooldownReduction(assetFile, stream);
     m_selfHitTimingSequencePrefab = new SerializedComponent(assetFile, stream);
     m_chainAbilityModInfo         = new SerializedVector <ChainAbilityAdditionalModInfo>(assetFile, stream);
     m_useChainAbilityOverrides    = stream.ReadBoolean();
     stream.AlignTo();
     m_chainAbilityOverrides          = new SerializedVector <SerializedMonoBehaviour>(assetFile, stream).ToChildArray <Ability>();
     m_tagsModType                    = (TagOverrideType)stream.ReadInt32();
     m_abilityTagsInMod               = new SerializedVector <AbilityTags>(assetFile, stream);
     m_statModsWhileEquipped          = new SerializedArray <AbilityStatMod>(assetFile, stream);
     m_useStatusWhenRequestedOverride = stream.ReadBoolean();
     stream.AlignTo();
     m_statusWhenRequestedOverride = new SerializedVector <StatusType>(assetFile, stream);
     beginningOfModSpecificData    = stream.ReadBoolean();
     stream.AlignTo();
 }
Exemple #16
0
 public override void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     m_displayName   = stream.ReadString32();
     m_region        = new BoardRegion(assetFile, stream);
     m_startingState = (State)stream.ReadInt32();
     m_progressType  = (ControlProgressType)stream.ReadInt32();
     m_stayControlledUntilOtherTeamCaptures = stream.ReadBoolean();
     stream.AlignTo();
     m_resetProgressOnceCaptured = stream.ReadBoolean();
     stream.AlignTo();
     m_resetProgressOnceDisabled = stream.ReadBoolean();
     stream.AlignTo();
     m_progressNeededForTeamAToCapture   = stream.ReadInt32();
     m_maxTotalProgressForTeamA          = stream.ReadInt32();
     m_maxProgressForTeamAOnceControlled = stream.ReadInt32();
     m_progressNeededForTeamBToCapture   = stream.ReadInt32();
     m_maxTotalProgressForTeamB          = stream.ReadInt32();
     m_maxProgressForTeamBOnceControlled = stream.ReadInt32();
     m_maxProgressChangeInOneTurn        = stream.ReadInt32();
     m_progressDecayPerTurn = stream.ReadInt32();
     m_numVacantTurnsUntilProgressDecays = stream.ReadInt32();
     m_allowIndependentVacancyDecay      = stream.ReadBoolean();
     stream.AlignTo();
     m_turnsLockedAfterCapture             = stream.ReadInt32();
     m_turnsLockedAfterActivated           = stream.ReadInt32();
     m_canContributeProgressWhileContested = stream.ReadBoolean();
     stream.AlignTo();
     m_startingProgress                       = stream.ReadInt32();
     m_controllingTeamGameplay                = new ControlPointGameplay(assetFile, stream);
     m_otherTeamGameplay                      = new ControlPointGameplay(assetFile, stream);
     m_totalObjectivePointsToDispense         = stream.ReadInt32();
     m_disableWhenDispensedLastObjectivePoint = stream.ReadBoolean();
     stream.AlignTo();
     m_controlPointsToActivateOnDisabled   = new SerializedVector <SerializedGameObject>(assetFile, stream);
     m_numRandomControlPointsToActivate    = stream.ReadInt32();
     m_randomActivateTurnsLockedOverride   = stream.ReadInt32();
     m_randomActivateIgnoreIfEverActivated = stream.ReadBoolean();
     stream.AlignTo();
     m_visionGranting        = (VisionGranting)stream.ReadInt32();
     m_visionSeeThroughBrush = stream.ReadBoolean();
     stream.AlignTo();
     m_visionRegionOverride  = new BoardRegion(assetFile, stream);
     m_whenToApplyHealing    = (VisionGranting)stream.ReadInt32();
     m_healPerTurn           = stream.ReadInt32();
     m_healHitSequencePrefab = new SerializedComponent(assetFile, stream);
     m_spawnForMatchingTeams = stream.ReadBoolean();
     stream.AlignTo();
     m_spawnersForController       = new SerializedArray <SerializedGameObject>(assetFile, stream);
     m_autoGenerateBoundaryVisuals = stream.ReadBoolean();
     stream.AlignTo();
     m_boundaryOscillationSpeed         = stream.ReadSingle();
     m_boundaryOscillationHeight        = stream.ReadSingle();
     m_nameplateOverridePosition        = new SerializedComponent(assetFile, stream);
     m_boundaryNeutral                  = new SerializedComponent(assetFile, stream);
     m_boundaryAllied                   = new SerializedComponent(assetFile, stream);
     m_boundaryEnemy                    = new SerializedComponent(assetFile, stream);
     m_boundaryDisabled                 = new SerializedComponent(assetFile, stream);
     m_primaryColor_friendly            = stream.ReadColorRGBA();
     m_primaryColor_hostile             = stream.ReadColorRGBA();
     m_primaryColor_neutral             = stream.ReadColorRGBA();
     m_secondaryColor_contested         = stream.ReadColorRGBA();
     m_secondaryColor_friendlyCapturing = stream.ReadColorRGBA();
     m_secondaryColor_hostileCapturing  = stream.ReadColorRGBA();
     m_uiTextColor_Empty                = stream.ReadColorRGBA();
     m_uiTextColor_Locked               = stream.ReadColorRGBA();
     m_icon = new SerializedComponent(assetFile, stream);
     m_miniMapColorNeutral  = stream.ReadColorRGBA();
     m_miniMapColorAllied   = stream.ReadColorRGBA();
     m_miniMapColorEnemy    = stream.ReadColorRGBA();
     m_miniMapColorDisabled = stream.ReadColorRGBA();
     m_miniMapImage         = new SerializedComponent(assetFile, stream);
     m_currentMinimapColor  = stream.ReadColorRGBA();
     m_captureMessages      = new SerializedArray <CaptureMessage>(assetFile, stream);
 }
 public override void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     stream.AlignTo();
     Chatters = new SerializedVector <SerializedComponent>();
     Chatters.DeserializeAsset(assetFile, stream);
 }
Exemple #18
0
 public override void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     m_tags = new SerializedVector <string>(assetFile, stream);
 }