/// <inheritdoc />
 protected internal override void Serialize(IComponentDataWriter writer, IAssetStore assetStore)
 {
     base.Serialize(writer, assetStore);
     writer.WriteBool("Visible", Visible);
     writer.WriteString("SortingLayerName", SortingLayerName);
     writer.WriteInt("OrderInLayer", OrderInLayer);
 }
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 protected internal override void Serialize(IComponentDataWriter writer, IAssetStore assetStore)
 {
     base.Serialize(writer, assetStore);
     writer.WriteVector3("Translation", Translation);
     writer.WriteVector3("Rotation", Rotation);
     writer.WriteVector3("Scale", Scale);
 }
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 protected internal override void Serialize(IComponentDataWriter writer, IAssetStore assetStore)
 {
     base.Serialize(writer, assetStore);
     writer.WriteString("Text", Text);
     writer.WriteDouble("FontSize", FontSize.Points);
     writer.WriteColor("Color", Color);
 }
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 protected internal override void Serialize(IComponentDataWriter writer, IAssetStore assetStore)
 {
     base.Serialize(writer, assetStore);
     writer.WriteVector2("Dimension", Dimension);
     writer.WriteColor("Color", Color);
     writer.WriteBool("FillInterior", FillInterior);
 }
        protected override void Serialize(IComponentDataWriter writer, IAssetStore assetStore)
        {
            base.Serialize(writer, assetStore);

            writer.WriteDouble("LinearVelocity", LinearVelocity);
            writer.WriteDouble("AngularVelocity", AngularVelocity);
        }
            protected internal override void Serialize(IComponentDataWriter writer, IAssetStore assetStore)
            {
                base.Serialize(writer, assetStore);

                writer.WriteInt("IntProperty", IntProperty);
                writer.WriteDouble("DoubleProperty", DoubleProperty);
                writer.WriteString("StringProperty", StringProperty);
            }
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        protected override void Serialize(IComponentDataWriter writer, IAssetStore assetStore)
        {
            base.Serialize(writer, assetStore);

            writer.WriteDouble("Velocity", Velocity);
            writer.WriteDouble("X", X);
            writer.WriteDouble("Y", Y);
            writer.WriteDouble("Width", Width);
            writer.WriteDouble("Height", Height);
        }
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 protected internal override void Serialize(IComponentDataWriter writer, IAssetStore assetStore)
 {
     base.Serialize(writer, assetStore);
     if (Sprite == null)
     {
         writer.WriteNull("Sprite");
     }
     else
     {
         writer.WriteAssetId("Sprite", assetStore.GetAssetId(Sprite));
     }
 }
        protected internal override void Serialize(IComponentDataWriter writer, IAssetStore assetStore)
        {
            base.Serialize(writer, assetStore);

            if (Sound is null)
            {
                writer.WriteNull("Sound");
            }
            else
            {
                writer.WriteAssetId("Sound", assetStore.GetAssetId(Sound));
            }

            writer.WriteBool("IsPlaying", IsPlaying);
        }
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 protected internal override void Serialize(IComponentDataWriter writer, IAssetStore assetStore)
 {
     base.Serialize(writer, assetStore);
     writer.WriteEnum("AspectRatioBehavior", AspectRatioBehavior);
     writer.WriteVector2("ViewRectangle", ViewRectangle);
 }
 protected internal override void Serialize(IComponentDataWriter writer, IAssetStore assetStore)
 {
     base.Serialize(writer, assetStore);
     writer.WriteDouble("Radius", Radius);
 }
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 /// <summary>
 ///     Serializes data of this instance of <see cref="Component" />. Override in derived classes to provide serialization
 ///     functionality to a derived class.
 /// </summary>
 /// <remarks>
 ///     When overriding this method in derived class, be sure to call the base class's <see cref="Serialize" /> method
 ///     so data of base class is serialized as well.
 /// </remarks>
 /// <param name="writer">Instance of <see cref="IComponentDataWriter" /> provided for writing component data.</param>
 /// <param name="assetStore">
 ///     Instance of <see cref="IAssetStore" /> provided to lookup <see cref="AssetId" /> or access assets.
 /// </param>
 protected internal virtual void Serialize(IComponentDataWriter writer, IAssetStore assetStore)
 {
 }
 protected internal override void Serialize(IComponentDataWriter writer, IAssetStore assetStore)
 {
     base.Serialize(writer, assetStore);
     writer.WriteVector2("Dimension", Dimension);
 }
 protected internal override void Serialize(IComponentDataWriter writer, IAssetStore assetStore)
 {
     base.Serialize(writer, assetStore);
     SerializeAssetStore = assetStore;
 }
 protected internal override void Serialize(IComponentDataWriter writer, IAssetStore assetStore)
 {
     base.Serialize(writer, assetStore);
     writer.WriteString("DataC", DataC);
 }