public void Write() { IOHelp.WriteMatrix(LocalTurn); IOHelp.WriteVec(LocalPos); IOHelp.WriteFloat(MinZ); IOHelp.WriteFloat(MaxZ); IOHelp.WriteVec(LR); }
private void WriteVal(object val) { if (val == null) { IOHelp.WriteInt(-1); } else if (val is string) { IOHelp.WriteInt(0); IOHelp.WriteString(val as string); } else if (val is int) { IOHelp.WriteInt(1); IOHelp.WriteInt((int)val); } else if (val is float) { IOHelp.WriteInt(2); IOHelp.WriteFloat((float)val); } else if (val is double) { IOHelp.WriteInt(3); IOHelp.WriteDouble((double)val); } else if (val is Texture.Texture2D) { IOHelp.WriteInt(4); IOHelp.WriteTexture2D(val as Texture.Texture2D); } else if (val is bool) { IOHelp.WriteInt(5); IOHelp.WriteBool((bool)val); } else if (val is Vector3) { IOHelp.WriteInt(6); IOHelp.WriteVec((Vector3)val); } else if (val is Vector4) { IOHelp.WriteInt(7); IOHelp.WriteVec((Vector4)val); } else if (val is Matrix4) { IOHelp.WriteInt(8); IOHelp.WriteMatrix((Matrix4)val); } else { if (val.GetType().Name.Contains("List")) { IOHelp.WriteInt(9); dynamic vo = val; IOHelp.WriteInt(vo.Count); //dynamic vo = val; foreach (dynamic vi in vo) { WriteVal(vi); } } else { // IOHelp.WriteInt(10); // WriteClass(val); } } }