public override object Read <T>(ES3Reader reader)
        {
            var instance = new UnityEngine.ParticleSystem.SubEmittersModule();

            ReadInto <T>(reader, instance);
            return(instance);
        }
Esempio n. 2
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 public override void ReadFrom(object obj)
 {
     base.ReadFrom(obj);
     if (obj == null)
     {
         return;
     }
     UnityEngine.ParticleSystem.SubEmittersModule o = (UnityEngine.ParticleSystem.SubEmittersModule)obj;
     enabled = o.enabled;
 }
Esempio n. 3
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 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.ParticleSystem.SubEmittersModule o = (UnityEngine.ParticleSystem.SubEmittersModule)obj;
     o.enabled = enabled;
     return(o);
 }
 /// <summary>
 /// Read the data using the reader.
 /// </summary>
 /// <param name="reader">Reader.</param>
 public override object Read(ISaveGameReader reader)
 {
     UnityEngine.ParticleSystem.SubEmittersModule subEmittersModule = new UnityEngine.ParticleSystem.SubEmittersModule();
     foreach (string property in reader.Properties)
     {
         switch (property)
         {
         case "enabled":
             subEmittersModule.enabled = reader.ReadProperty <System.Boolean> ();
             break;
         }
     }
     return(subEmittersModule);
 }
 /// <summary>
 /// Write the specified value using the writer.
 /// </summary>
 /// <param name="value">Value.</param>
 /// <param name="writer">Writer.</param>
 public override void Write(object value, ISaveGameWriter writer)
 {
     UnityEngine.ParticleSystem.SubEmittersModule subEmittersModule = (UnityEngine.ParticleSystem.SubEmittersModule)value;
     writer.WriteProperty("enabled", subEmittersModule.enabled);
 }