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); }
public override void DeserializeAsset(AssetFile assetFile, StreamReader stream) { Passives = new SerializedVector <SerializedComponent>(); Passives.DeserializeAsset(assetFile, stream); ToolTip = stream.ReadString32(); ToolTipTitle = stream.ReadString32(); }
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; } }
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); }
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); }
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); }
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(); }
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(); }
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); }
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 }
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); }
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(); }
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); }
public override void DeserializeAsset(AssetFile assetFile, StreamReader stream) { m_tags = new SerializedVector <string>(assetFile, stream); }