public void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     m_chainAbilityIndex        = stream.ReadInt32();
     m_effectOnSelf             = new StandardEffectInfo(assetFile, stream);
     m_effectOnAlly             = new StandardEffectInfo(assetFile, stream);
     m_effectOnEnemy            = new StandardEffectInfo(assetFile, stream);
     m_cooldownReductionsOnSelf = new AbilityModCooldownReduction(assetFile, stream);
     m_timingSequencePrefab     = new SerializedComponent(assetFile, stream);
 }
Exemple #2
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 #3
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();
 }