public void Encode() { Road Rd = Road.Instance; StartingLineSegIdx = Rd.StartingLineSegIdx; BuilderPos = new Vector3Serial(Rd.BuilderPos); BuilderRot = new QuaternionSerial(Rd.BuilderRot); IsCircular = Rd.IsCircular; XSecs = new XSecSerial[Rd.XSecs.Count]; for (int Idx = 0; Idx < Rd.XSecs.Count; Idx++) { XSecSerial XS = new XSecSerial(); XS.Encode(Rd.XSecs[Idx]); XSecs[Idx] = XS; } Sectns = new RoadSectionSerial[Rd.Sectns.Count]; for (int Idx = 0; Idx < Rd.Sectns.Count; Idx++) { RoadSectionSerial RSS = new RoadSectionSerial(); RSS.Encode(Rd.Sectns[Idx]); Sectns[Idx] = RSS; } Segs = new RoadSegmentSerial[Rd.Segments.Count]; for (int Idx = 0; Idx < Rd.Segments.Count; Idx++) { RoadSegmentSerial SegS = new RoadSegmentSerial(); SegS.Encode(Rd.Segments[Idx]); Segs[Idx] = SegS; } }
public Player(int anID, string aName, float playerHealth, float aSpeed, Vector3 aPos, Quaternion aRot) : base(aName, anID, aSpeed) { health = playerHealth; vect3Ser = vect3Ser.returnVector3Ser(aPos); quatSer = quatSer.returnQuaternionSer(aRot); }
public Player() { base.setID(0); base.setName("unnamed"); health = 100.0f; vect3Ser = vect3Ser.returnVector3Ser(Vector3.zero); quatSer = quatSer.returnQuaternionSer(new Quaternion(0, 0, 0, 0)); base.setSpeed(0); }
public void Encode(BezCtrlPt CtrlPt) { CtrlPtId = CtrlPt.CtrlPtId; LineId = CtrlPt.Line.LineId; Pos = new Vector3Serial(CtrlPt.Pos); BankAngle = CtrlPt.BankAngle; SegStartIdx = CtrlPt.SegStartIdx; SegCount = CtrlPt.SegCount; }
public void Encode(XSec X) { Idx = X.Idx; KerbL = new Vector3Serial(X.KerbL); KerbR = new Vector3Serial(X.KerbR); TerrainL = new Vector3Serial(X.TerrainL); TerrainR = new Vector3Serial(X.TerrainR); MidPt = new Vector3Serial(X.MidPt); }
public void Encode(PlaceableObject Obj) { Type = Obj.GetType().ToString(); prefab = Obj.prefab; name = Obj.name; pos = new Vector3Serial(Obj.Pos); Scale = new Vector3Serial(Obj.Scale); rot = new QuaternionSerial(Obj.Rot); Addressable = Obj.Addressable; }
public void Encode(BezierLine Bez) { Path = new Vector3Serial[Bez.Path.Count]; for (int Idx = 0; Idx < Bez.Path.Count; Idx++) { Vector3Serial PS = new Vector3Serial(Bez.Path[Idx]); Path.SetValue(PS, Idx); } CtrlPts = new BezCtrlPtSerial[Bez.CtrlPts.Count]; for (int Idx = 0; Idx < Bez.CtrlPts.Count; Idx++) { BezCtrlPtSerial BCPS = new BezCtrlPtSerial(); BCPS.Encode(Bez.CtrlPts[Idx]); CtrlPts.SetValue(BCPS, Idx); } }
public void Encode(iRoadSectn RS) { Idx = RS.Idx; LFenceType = RS.LFenceType; RFenceType = RS.RFenceType; Mat = RS.RoadMaterial; LFenceVerts = new Vector3Serial[RS.LFenceVerts.Count]; for (int LFVId = 0; LFVId < RS.LFenceVerts.Count; LFVId++) { LFenceVerts[LFVId] = new Vector3Serial(RS.LFenceVerts[LFVId]); } RFenceVerts = new Vector3Serial[RS.RFenceVerts.Count]; for (int RFVId = 0; RFVId < RS.RFenceVerts.Count; RFVId++) { RFenceVerts[RFVId] = new Vector3Serial(RS.RFenceVerts[RFVId]); } //XSecIds = new int[RS.XSecs.Count]; //for (int XSId = 0; XSId < RS.XSecs.Count; XSId++) //{ // XSecIds[XSId] = RS.XSecs[XSId].Idx; //} }
//position set to the Vector3Serial public void setPosition(Vector3Serial aPos) { position = vect3Ser.setVector3(aPos.x,aPos.y,aPos.z); }
//position set to the Vector3Serial public void setPosition(Vector3Serial aPos) { position = vect3Ser.setVector3(aPos.x, aPos.y, aPos.z); }
public GameSaveData() { playerPosition = new Vector3Serial(); objectivesData = new List <ObjectiveData>(); npcsData = new List <NPCData>(); }