public void SerializeFrom(UnityUtility.CStream stream) { m_attrIndex = stream.ReadUInt(); m_attrID = (EAttrID)stream.ReadUInt(); m_attrValue = stream.ReadUInt(); m_quality = (EQualityID)stream.ReadUInt(); }
public bool SerializeFrom(UnityUtility.CStream msgStream) { m_equipID = msgStream.ReadUInt(); m_equipType = (EEquipType)msgStream.ReadUInt(); m_equipTPID = msgStream.ReadUInt(); m_equipLevel = msgStream.ReadUInt(); m_equipAddLevel = msgStream.ReadUInt(); m_equipQuality = (EQualityID)msgStream.ReadUInt(); m_leftSeconds = msgStream.ReadULong(); m_equipStatus = (EEquipStatus)msgStream.ReadUInt(); m_battleAttr.SerializeFrom(msgStream); m_attachAttr.SerializeFrom(msgStream); //m_attachBattleAttr.SerializeFrom(msgStream); m_attachAttr.getTotalAttach(ref m_attachBattleAttr); m_addBattleAttr.SerializeFrom(msgStream); m_gemSlotCount = msgStream.ReadUInt(); m_gemsCount = msgStream.ReadUInt(); for (int j = 0; j < m_gemsCount; ++j) { CGem equipGem = new CGem(); equipGem.SerializeFrom(msgStream); m_gemsList.Add(equipGem); } m_combat = msgStream.ReadUInt(); return(true); }