Exemple #1
0
 /// <summary>
 /// Serialize
 /// </summary>
 /// <param name="binaryWriter">BinaryWriter</param>
 public override void Serialize(BinaryWriter binaryWriter)
 {
     base.Serialize(binaryWriter);
     SerializerKun.Serialize <MainModuleKun>(binaryWriter, main);
     binaryWriter.Write(emission);
     binaryWriter.Write(shape);
     binaryWriter.Write(velocityOverLifetime);
     binaryWriter.Write(limitVelocityOverLifetime);
     binaryWriter.Write(inheritVelocity);
     binaryWriter.Write(forceOverLifetime);
     binaryWriter.Write(colorOverLifetime);
     binaryWriter.Write(colorBySpeed);
     binaryWriter.Write(sizeOverLifetime);
     binaryWriter.Write(sizeBySpeed);
     binaryWriter.Write(rotationOverLifetime);
     binaryWriter.Write(rotationBySpeed);
     binaryWriter.Write(externalForces);
     binaryWriter.Write(noise);
     binaryWriter.Write(collision);
     binaryWriter.Write(trigger);
     binaryWriter.Write(subEmitters);
     binaryWriter.Write(textureSheetAnimation);
     binaryWriter.Write(trails);
     binaryWriter.Write(customData);
     binaryWriter.Write(isEmitting);
     binaryWriter.Write(isPaused);
     binaryWriter.Write(isPlaying);
     binaryWriter.Write(isStopped);
 }
Exemple #2
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="binaryWriter"></param>
        public override void Serialize(BinaryWriter binaryWriter)
        {
            base.Serialize(binaryWriter);
#if UNITY_2019_1_OR_NEWER
            binaryWriter.Write((int)lightShape);
            binaryWriter.Write(colorTemperature);
            binaryWriter.Write(useColorTemperature);
            binaryWriter.Write(renderingLayerMask);
#endif
            binaryWriter.Write((int)lightType);
            binaryWriter.Write(range);
            binaryWriter.Write(spotAngle);
            binaryWriter.Write(innerSpotAngle);
            binaryWriter.Write(cookieSize);

            SerializerKun.Serialize <ColorKun>(binaryWriter, m_colorKun);

            binaryWriter.Write(intensity);
            binaryWriter.Write(bounceIntensity);
            binaryWriter.Write(cookie);
            binaryWriter.Write((int)shadowsType);
            binaryWriter.Write(shadowsStrength);
            binaryWriter.Write((int)shadowsResolution);
            binaryWriter.Write(shadowsBias);
            binaryWriter.Write(shadowsNormalBias);
            binaryWriter.Write(shadowsNearPlane);
            binaryWriter.Write(halo);
            binaryWriter.Write(flare);
            binaryWriter.Write((int)renderMode);
            binaryWriter.Write(cullingMask);
        }
Exemple #3
0
 public override void Serialize(BinaryWriter binaryWriter)
 {
     base.Serialize(binaryWriter);
     binaryWriter.Write((Int32)clearFlags);
     binaryWriter.Write(cullingMask);
     binaryWriter.Write(orthographic);
     binaryWriter.Write(orthographicSize);
     binaryWriter.Write(fieldOfView);
     binaryWriter.Write(usePhysicalProperties);
     binaryWriter.Write(focalLength);
     binaryWriter.Write(sensorType);
     binaryWriter.Write((Int32)gateFit);
     binaryWriter.Write(nearClipPlane);
     binaryWriter.Write(farClipPlane);
     binaryWriter.Write(depth);
     binaryWriter.Write(renderingPath);
     binaryWriter.Write(useOcclusionCulling);
     binaryWriter.Write(allowHDR);
     binaryWriter.Write(allowMSAA);
     binaryWriter.Write(allowDynamicResolution);
     binaryWriter.Write(targetEye);
     SerializerKun.Serialize <ColorKun>(binaryWriter, m_backgroundColor);
     SerializerKun.Serialize <Vector2Kun>(binaryWriter, m_lensShift);
     SerializerKun.Serialize <RectKun>(binaryWriter, m_rect);
 }
Exemple #4
0
        /// <summary>
        /// Serialize
        /// </summary>
        /// <param name="binaryWriter">BinaryWriter</param>
        public virtual void Serialize(BinaryWriter binaryWriter)
        {
            binaryWriter.Write(m_currentResolutionWidth);
            binaryWriter.Write(m_currentResolutionHeight);
            binaryWriter.Write(m_currentResolutionRefreshRate);
            binaryWriter.Write(m_width);
            binaryWriter.Write(m_height);
            binaryWriter.Write(m_sleepTimeout);
            binaryWriter.Write(m_preferredRefreshRate);
            binaryWriter.Write(m_autorotateToLandscapeLeft);
            binaryWriter.Write(m_autorotateToLandscapeRight);
            binaryWriter.Write(m_autorotateToPortrait);
            binaryWriter.Write(m_autorotateToPortraitUpsideDown);
            binaryWriter.Write(m_fullScreen);

#if UNITY_2019_1_OR_NEWER
            binaryWriter.Write(m_brightness);
#endif

            binaryWriter.Write(m_dpi);
            binaryWriter.Write((int)m_fullScreenMode);
            binaryWriter.Write((int)m_orientation);

            SerializerKun.Serialize <RectKun>(binaryWriter, m_safeArea);
#if UNITY_2019_1_OR_NEWER
            SerializerKun.Serialize <RectKun>(binaryWriter, m_cutouts);
#endif
            SerializerKun.Serialize <ResolutionKun>(binaryWriter, m_resolutions);
        }
 /// <summary>
 ///
 /// </summary>
 /// <param name="binaryWriter"></param>
 public override void Serialize(BinaryWriter binaryWriter)
 {
     base.Serialize(binaryWriter);
     SerializerKun.Serialize <Vector3Kun>(binaryWriter, m_center);
     binaryWriter.Write(direction);
     binaryWriter.Write(height);
     binaryWriter.Write(radius);
 }
Exemple #6
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="binaryWriter"></param>
 public virtual void Serialize(BinaryWriter binaryWriter)
 {
     binaryWriter.Write(m_isSustainedPerformanceMode);
     binaryWriter.Write(m_requestSustainedPerformanceMode);
     SerializerKun.Serialize(binaryWriter, m_hasUserAuthorizedPermissions);
     SerializerKun.Serialize(binaryWriter, m_requestUserPermissions);
     SerializerKun.Serialize(binaryWriter, m_permissions);
 }
 /// <summary>
 /// Serialize
 /// </summary>
 /// <param name="binaryWriter">BinaryWriter</param>
 public override void Serialize(BinaryWriter binaryWriter)
 {
     base.Serialize(binaryWriter);
     SerializerKun.Serialize <BoundsKun>(binaryWriter, m_bounds);
     binaryWriter.Write(contactOffset);
     binaryWriter.Write(enabled);
     binaryWriter.Write(isTrigger);
     binaryWriter.Write(material);
 }
Exemple #8
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="binaryWriter"></param>
        public override void Serialize(BinaryWriter binaryWriter)
        {
            base.Serialize(binaryWriter);

            SerializerKun.Serialize <Vector3Kun>(binaryWriter, m_localPosition);
            SerializerKun.Serialize <Vector3Kun>(binaryWriter, m_localScale);
            SerializerKun.Serialize <Vector3Kun>(binaryWriter, m_localRotation);
            binaryWriter.Write(m_parentInstanceID);
            binaryWriter.Write(m_childCount);
        }
 /// <summary>
 /// Serialize
 /// </summary>
 /// <param name="binaryWriter">BinaryWriter</param>
 public override void Serialize(BinaryWriter binaryWriter)
 {
     base.Serialize(binaryWriter);
     binaryWriter.Write(sharedMesh);
     binaryWriter.Write((int)m_quality);
     binaryWriter.Write(m_forceMatrixRecalculationPerRender);
     binaryWriter.Write(m_skinnedMotionVectors);
     binaryWriter.Write(m_updateWhenOffscreen);
     SerializerKun.Serialize <BoundsKun>(binaryWriter, m_localBounds);
     SerializerKun.Serialize <TransformKun>(binaryWriter, m_bones);
 }
Exemple #10
0
 public override void Serialize(BinaryWriter binaryWriter)
 {
     base.Serialize(binaryWriter);
     SerializerKun.Serialize <SpriteKun>(binaryWriter, m_Sprite);
     SerializerKun.Serialize <ColorKun>(binaryWriter, m_Color);
     binaryWriter.Write(m_FlipX);
     binaryWriter.Write(m_FlipY);
     binaryWriter.Write((int)m_DrawMode);
     binaryWriter.Write((int)m_MaskInteraction);
     binaryWriter.Write((int)m_SpriteSortPoint);
 }
 public override void Serialize(BinaryWriter binaryWriter)
 {
     base.Serialize(binaryWriter);
     binaryWriter.Write(m_doubleSidedGI);
     binaryWriter.Write(m_enableInstancing);
     binaryWriter.Write(m_mainTexPropIdx);
     binaryWriter.Write(m_passCount);
     binaryWriter.Write(m_renderQueue);
     binaryWriter.Write((int)m_globalIlluminationFlags);
     SerializerKun.Serialize <ShaderKun>(binaryWriter, m_shader);
     SerializerKun.Serialize(binaryWriter, m_shaderKeywords);
     SerializerKun.Serialize <Property>(binaryWriter, m_propertys);
 }
Exemple #12
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        public override void Serialize(BinaryWriter binaryWriter)
        {
            base.Serialize(binaryWriter);

            binaryWriter.Write((int)renderMode);
            binaryWriter.Write(pixelPerfect);
            binaryWriter.Write(sortingOrder);
            binaryWriter.Write(targetDisplay);
            binaryWriter.Write((int)additionalShaderChannels);
            SerializerKun.Serialize <CameraKun>(binaryWriter, worldCamera);
            binaryWriter.Write(sortingLayerID);
            binaryWriter.Write(sortingLayerName);
        }
Exemple #13
0
 public void Serialize(BinaryWriter binaryWriter)
 {
     binaryWriter.Write((uint)m_flags);
     binaryWriter.Write((int)m_textureDimension);
     binaryWriter.Write((int)m_type);
     binaryWriter.Write(m_description);
     binaryWriter.Write(m_name);
     binaryWriter.Write(m_textureDefaultName);
     binaryWriter.Write(m_nameId);
     binaryWriter.Write(m_defaultFloatValue);
     SerializerKun.Serialize(binaryWriter, m_attributes);
     SerializerKun.Serialize <Vector2Kun>(binaryWriter, m_rangeLimits);
     SerializerKun.Serialize <Vector4Kun>(binaryWriter, m_defaultVectorValue);
 }
            /// <summary>
            ///
            /// </summary>
            /// <param name="binaryWriter"></param>
            public virtual void Serialize(BinaryWriter binaryWriter)
            {
#if UNITY_2019_1_OR_NEWER
                binaryWriter.Write((int)m_flags);
                binaryWriter.Write((int)m_type);
#endif
                binaryWriter.Write((int)m_textureDimension);
                binaryWriter.Write(m_dirty);
                binaryWriter.Write(m_nameId);
                binaryWriter.Write(m_floatValue);
                binaryWriter.Write(m_displayName);
                binaryWriter.Write(m_name);
                SerializerKun.Serialize <ColorKun>(binaryWriter, m_colorValue);
                SerializerKun.Serialize <TextureKun>(binaryWriter, m_textureValue);
                SerializerKun.Serialize <Vector2Kun>(binaryWriter, m_rangeLimits);
                SerializerKun.Serialize <Vector2Kun>(binaryWriter, m_scale);
                SerializerKun.Serialize <Vector2Kun>(binaryWriter, m_offset);
                SerializerKun.Serialize <Vector4Kun>(binaryWriter, m_vectorValue);
            }
        /// <summary>
        ///
        /// </summary>
        /// <param name="binaryWriter"></param>
        public virtual void Serialize(BinaryWriter binaryWriter)
        {
            binaryWriter.Write((int)activeColorSpace);
            binaryWriter.Write((int)anisotropicFiltering);
            binaryWriter.Write(antiAliasing);
            binaryWriter.Write(asyncUploadBufferSize);
            binaryWriter.Write(asyncUploadPersistentBuffer);
            binaryWriter.Write(asyncUploadTimeSlice);
            binaryWriter.Write(billboardsFaceCameraPosition);
            binaryWriter.Write((int)desiredColorSpace);
            binaryWriter.Write(lodBias);
            binaryWriter.Write(masterTextureLimit);
            binaryWriter.Write(maximumLODLevel);
            binaryWriter.Write(maxQueuedFrames);
            SerializerKun.Serialize(binaryWriter, names);
            binaryWriter.Write(particleRaycastBudget);
            binaryWriter.Write(pixelLightCount);
            binaryWriter.Write(realtimeReflectionProbes);
            binaryWriter.Write(resolutionScalingFixedDPIFactor);
            binaryWriter.Write(shadowCascade2Split);
            SerializerKun.Serialize <Vector3Kun>(binaryWriter, mShadowCascade4Split);
            binaryWriter.Write(shadowCascades);
            binaryWriter.Write(shadowDistance);
            binaryWriter.Write((int)shadowmaskMode);
            binaryWriter.Write(shadowNearPlaneOffset);
            binaryWriter.Write((int)shadowProjection);
            binaryWriter.Write((int)shadowResolution);
            binaryWriter.Write((int)shadows);
#if UNITY_2019_1_OR_NEWER
            binaryWriter.Write((int)skinWeights);
#endif
            binaryWriter.Write(softParticles);
            binaryWriter.Write(softVegetation);
            binaryWriter.Write(streamingMipmapsActive);
            binaryWriter.Write(streamingMipmapsAddAllCameras);
            binaryWriter.Write(streamingMipmapsMaxFileIORequests);
            binaryWriter.Write(streamingMipmapsMaxLevelReduction);
            binaryWriter.Write(streamingMipmapsMemoryBudget);
            binaryWriter.Write(streamingMipmapsRenderersPerFrame);
            binaryWriter.Write(vSyncCount);
            binaryWriter.Write(isDirty);
        }
Exemple #16
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="binaryWriter"></param>
        public override void Serialize(BinaryWriter binaryWriter)
        {
            base.Serialize(binaryWriter);

#if UNITY_2019_1_OR_NEWER
            binaryWriter.Write(m_forceRenderingOff);
            binaryWriter.Write((int)m_rayTracingMode);
#endif
            binaryWriter.Write((int)m_lightProbeUsage);
            binaryWriter.Write((int)m_motionVectorGenerationMode);
            binaryWriter.Write((int)m_reflectionProbeUsage);
            binaryWriter.Write((int)m_shadowCastingMode);
            binaryWriter.Write(m_lightmapIndex);
            binaryWriter.Write(m_rendererPriority);
            binaryWriter.Write(m_realtimeLightmapIndex);
            binaryWriter.Write(m_sortingLayerID);
            binaryWriter.Write(m_sortingOrder);
            binaryWriter.Write(m_renderingLayerMask);
            binaryWriter.Write(m_lightProbeProxyVolumeOverride);
            binaryWriter.Write(m_sortingLayerName);
            binaryWriter.Write(m_receiveShadows);
            binaryWriter.Write(m_allowOcclusionWhenDynamic);
            binaryWriter.Write(m_enabled);
            binaryWriter.Write(m_isPartOfStaticBatch);
            binaryWriter.Write(m_isVisible);

            SerializerKun.Serialize <BoundsKun>(binaryWriter, m_bounds);
            SerializerKun.Serialize <TransformKun>(binaryWriter, m_probeAnchor);
            SerializerKun.Serialize <Vector4Kun>(binaryWriter, m_lightmapScaleOffset);
            SerializerKun.Serialize <Vector4Kun>(binaryWriter, m_realtimeLightmapScaleOffset);
            SerializerKun.Serialize <Matrix4x4Kun>(binaryWriter, m_localToWorldMatrix);
            SerializerKun.Serialize <Matrix4x4Kun>(binaryWriter, m_worldToLocalMatrix);
            SerializerKun.Serialize <MaterialKun>(binaryWriter, m_material);
            SerializerKun.Serialize <MaterialKun>(binaryWriter, m_sharedMaterial);
            SerializerKun.Serialize <MaterialKun>(binaryWriter, m_materials);
            SerializerKun.Serialize <MaterialKun>(binaryWriter, m_sharedMaterials);
        }
Exemple #17
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="binaryWriter"></param>
 public virtual void Serialize(BinaryWriter binaryWriter)
 {
     SerializerKun.Serialize <Vector3Kun>(binaryWriter, m_center);
     SerializerKun.Serialize <Vector3Kun>(binaryWriter, m_size);
 }
Exemple #18
0
 public override void Serialize(BinaryWriter binaryWriter)
 {
     base.Serialize(binaryWriter);
     SerializerKun.Serialize <Vector2Kun>(binaryWriter, pivot);
     SerializerKun.Serialize <Vector4Kun>(binaryWriter, border);
 }
Exemple #19
0
 /// <summary>
 /// Serialize
 /// </summary>
 /// <param name="binaryWriter">BinaryWriter</param>
 public virtual void Serialize(BinaryWriter binaryWriter)
 {
     SerializerKun.Serialize <Vector4Kun>(binaryWriter, columns);
 }
 public virtual void Serialize(BinaryWriter binaryWriter)
 {
     SerializerKun.Serialize <SortingLayerKun>(binaryWriter, layers);
 }