コード例 #1
0
ファイル: AbilityMod.cs プロジェクト: LimitlessRegret/EvoS
 public override void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     m_abilityScopeId  = stream.ReadInt32();
     m_name            = stream.ReadString32();
     m_availableInGame = stream.ReadBoolean();
     stream.AlignTo();
     m_gameTypeReq  = (AbilityModGameTypeReq)stream.ReadInt32();
     m_equipCost    = stream.ReadInt32();
     m_defaultEquip = stream.ReadBoolean();
     stream.AlignTo();
     m_tooltip    = stream.ReadString32();
     m_flavorText = stream.ReadString32();
     m_debugUnlocalizedTooltip     = stream.ReadString32();
     m_savedStatusTypesForTooltips = new SerializedVector <StatusType>(assetFile, stream);
     m_iconSprite             = new SerializedComponent(assetFile, stream);
     m_useRunPriorityOverride = stream.ReadBoolean();
     stream.AlignTo();
     m_runPriorityOverride        = (AbilityPriority)stream.ReadInt32();
     m_techPointCostMod           = new AbilityModPropertyInt(assetFile, stream);
     m_maxCooldownMod             = new AbilityModPropertyInt(assetFile, stream);
     m_maxStocksMod               = new AbilityModPropertyInt(assetFile, stream);
     m_stockRefreshDurationMod    = new AbilityModPropertyInt(assetFile, stream);
     m_refillAllStockOnRefreshMod = new AbilityModPropertyBool(assetFile, stream);
     m_isFreeActionMod            = new AbilityModPropertyBool(assetFile, stream);
     m_autoQueueIfValidMod        = new AbilityModPropertyBool(assetFile, stream);
     m_targetDataMaxRangeMod      = new AbilityModPropertyFloat(assetFile, stream);
     m_targetDataMinRangeMod      = new AbilityModPropertyFloat(assetFile, stream);
     m_targetDataCheckLosMod      = new AbilityModPropertyBool(assetFile, stream);
     m_useTargetDataOverrides     = stream.ReadBoolean();
     stream.AlignTo();
     m_targetDataOverrides       = new SerializedArray <TargetData>(assetFile, stream);
     m_techPointInteractionMods  = new SerializedArray <TechPointInteractionMod>(assetFile, stream);
     m_useActionAnimTypeOverride = stream.ReadBoolean();
     stream.AlignTo();
     m_actionAnimTypeOverride        = (ActorModelData.ActionAnimationType)stream.ReadInt32();
     m_useMovementAdjustmentOverride = stream.ReadBoolean();
     stream.AlignTo();
     m_movementAdjustmentOverride     = (Ability.MovementAdjustment)stream.ReadInt32();
     m_effectToSelfOnCast             = new StandardEffectInfo(assetFile, stream);
     m_effectToTargetEnemyOnHit       = new StandardEffectInfo(assetFile, stream);
     m_effectToTargetAllyOnHit        = new StandardEffectInfo(assetFile, stream);
     m_useAllyEffectForTargetedCaster = stream.ReadBoolean();
     stream.AlignTo();
     m_effectTriggerChance = stream.ReadSingle();
     m_effectTriggerChanceMultipliedPerHit = stream.ReadBoolean();
     stream.AlignTo();
     m_cooldownReductionsOnSelf    = new AbilityModCooldownReduction(assetFile, stream);
     m_selfHitTimingSequencePrefab = new SerializedComponent(assetFile, stream);
     m_chainAbilityModInfo         = new SerializedVector <ChainAbilityAdditionalModInfo>(assetFile, stream);
     m_useChainAbilityOverrides    = stream.ReadBoolean();
     stream.AlignTo();
     m_chainAbilityOverrides          = new SerializedVector <SerializedMonoBehaviour>(assetFile, stream).ToChildArray <Ability>();
     m_tagsModType                    = (TagOverrideType)stream.ReadInt32();
     m_abilityTagsInMod               = new SerializedVector <AbilityTags>(assetFile, stream);
     m_statModsWhileEquipped          = new SerializedArray <AbilityStatMod>(assetFile, stream);
     m_useStatusWhenRequestedOverride = stream.ReadBoolean();
     stream.AlignTo();
     m_statusWhenRequestedOverride = new SerializedVector <StatusType>(assetFile, stream);
     beginningOfModSpecificData    = stream.ReadBoolean();
     stream.AlignTo();
 }
コード例 #2
0
 public override void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     m_diagonalMovement    = (GameplayData.DiagonalMovement)stream.ReadInt32();
     m_movementMaximumType = (GameplayData.MovementMaximumType)stream.ReadInt32();
     m_abilityRangeType    = (GameplayData.AbilityRangeType)stream.ReadInt32();
     m_showTextForPowerUps = stream.ReadBoolean();
     stream.AlignTo();
     m_coverProtectionAngle         = stream.ReadSingle();
     m_coverProtectionDmgMultiplier = stream.ReadSingle();
     m_coverMinDistance             = stream.ReadSingle();
     m_coverShader = new SerializedComponent(assetFile, stream);
     m_recentlySpawnedBonusMovement   = stream.ReadInt32();
     m_recentlyRespawnedBonusMovement = stream.ReadInt32();
     m_recentlySpawnedDuration        = stream.ReadInt32();
     m_recentlyRespawnedDuration      = stream.ReadInt32();
     m_gravity              = stream.ReadSingle();
     m_itemSlots            = stream.ReadInt32();
     m_creditsPerTurn       = stream.ReadInt32();
     m_startingCredits      = stream.ReadInt32();
     m_creditsPerPlayerKill = stream.ReadInt32();
     m_creditBonusFractionPerExtraPlayer = stream.ReadSingle();
     m_playerBountyCountsParticipation   = stream.ReadBoolean();
     stream.AlignTo();
     m_creditsPerMinionKill            = stream.ReadInt32();
     m_minionBountyCountsParticipation = stream.ReadBoolean();
     stream.AlignTo();
     m_participationlessBountiesGoToTeam = stream.ReadBoolean();
     stream.AlignTo();
     m_capturePointsPerTurn               = stream.ReadInt32();
     m_distanceCanSeeIntoBrush            = stream.ReadSingle();
     m_brushDisruptionTurns               = stream.ReadInt32();
     m_unsuppressInvisibilityOnEndOfPhase = stream.ReadBoolean();
     stream.AlignTo();
     m_proximityBasedInvisibilityMinDistance      = stream.ReadSingle();
     m_blindEnemyBreaksProximityBasedInvisibility = stream.ReadBoolean();
     stream.AlignTo();
     m_recallAllowed = stream.ReadBoolean();
     stream.AlignTo();
     m_recallOnlyWhenOutOfCombat = stream.ReadBoolean();
     stream.AlignTo();
     m_recallIncomingDamageMultiplier = stream.ReadSingle();
     m_turnsAbilitiesUnlock           = new SerializedArray <int>(assetFile, stream);
     m_turnCatalystsUnlock            = stream.ReadInt32();
     m_disableAbilitiesOnRespawn      = stream.ReadBoolean();
     stream.AlignTo();
     m_movementAllowedOnRespawn          = (Ability.MovementAdjustment)stream.ReadInt32();
     m_resolveDamageBetweenAbilityPhases = stream.ReadBoolean();
     stream.AlignTo();
     m_resolveDamageAfterEvasion = stream.ReadBoolean();
     stream.AlignTo();
     m_resolveDamageImmediatelyDuringMovement = stream.ReadBoolean();
     stream.AlignTo();
     m_keepTechPointsOnRespawn = stream.ReadBoolean();
     stream.AlignTo();
     m_enableItemGUI = stream.ReadBoolean();
     stream.AlignTo();
     m_npcsShowTargeters = stream.ReadBoolean();
     stream.AlignTo();
     m_showActorAbilityCooldowns = stream.ReadBoolean();
     stream.AlignTo();
     m_maximumPositionX = stream.ReadSingle();
     m_minimumPositionX = stream.ReadSingle();
     m_maximumPositionZ = stream.ReadSingle();
     m_minimumPositionZ = stream.ReadSingle();
 }