public override void Unity_Deserialize(int depth) { this.mSize = SerializedStateReader.Instance.ReadInt32(); this.mBase = SerializedStateReader.Instance.ReadInt32(); this.mWidth = SerializedStateReader.Instance.ReadInt32(); this.mHeight = SerializedStateReader.Instance.ReadInt32(); this.mSpriteName = (SerializedStateReader.Instance.ReadString() as string); if (depth <= 7) { int num = SerializedStateReader.Instance.ReadInt32(); this.mSaved = new List <BMGlyph>(num); for (int i = 0; i < num; i++) { BMGlyph bMGlyph = new BMGlyph(); bMGlyph.Unity_Deserialize(depth + 1); this.mSaved.Add(bMGlyph); } } }