public override object Read <T>(ES3Reader reader) { var instance = new UnityEngine.ParticleSystem.SubEmittersModule(); ReadInto <T>(reader, instance); return(instance); }
public override void ReadFrom(object obj) { base.ReadFrom(obj); if (obj == null) { return; } UnityEngine.ParticleSystem.SubEmittersModule o = (UnityEngine.ParticleSystem.SubEmittersModule)obj; enabled = o.enabled; }
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); }