/// <summary> /// Handles the serialization using the specified serializer /// </summary> /// <param name="s">The serializer</param> public override void Serialize(IBinarySerializer s) { // Serialize header base.Serialize(s); // Serialize the file table if (s.IsReading) { var tempList = new List <Rayman1PCArchiveEntry>(); while (!tempList.Any() || tempList.Last().FileName != "ENDFILE") { tempList.Add(s.SerializeObject <Rayman1PCArchiveEntry>(null, name: $"{nameof(Files)}[{tempList.Count}]")); } Files = tempList.Take(tempList.Count - 1).ToArray(); } else { s.SerializeObjectArray <Rayman1PCArchiveEntry>(Files, Files.Length, name: nameof(Files)); s.SerializeObject <Rayman1PCArchiveEntry>(new Rayman1PCArchiveEntry() { FileName = "ENDFILE" }, name: $"ENDFILE"); } }
public void Serialize(IBinarySerializer s) { WorldsInfo = s.SerializeUbiArtObjectArray <UbiArtObjKeyObjValuePair <UbiArtStringID, WorldInfo> >(WorldsInfo, name: nameof(WorldsInfo)); CurrentWorld = s.SerializeObject <ObjectPath>(CurrentWorld, name: nameof(CurrentWorld)); CurrentWorldTag = s.SerializeObject <UbiArtStringID>(CurrentWorldTag, name: nameof(CurrentWorldTag)); CurrentLevel = s.SerializeObject <ObjectPath>(CurrentLevel, name: nameof(CurrentLevel)); CurrentLevelTag = s.SerializeObject <UbiArtStringID>(CurrentLevelTag, name: nameof(CurrentLevelTag)); }
public void Serialize(IBinarySerializer s) { Lums = s.SerializeObject <PlayerStatsDataItem>(Lums, name: nameof(Lums)); Distance = s.SerializeObject <PlayerStatsDataItem>(Distance, name: nameof(Distance)); Kills = s.SerializeObject <PlayerStatsDataItem>(Kills, name: nameof(Kills)); Jumps = s.SerializeObject <PlayerStatsDataItem>(Jumps, name: nameof(Jumps)); Deaths = s.SerializeObject <PlayerStatsDataItem>(Deaths, name: nameof(Deaths)); }
public void Serialize(IBinarySerializer s) { Levels = s.SerializeUbiArtObjectArray <UbiArtObjKeyObjValuePair <UbiArtStringID, UbiArtGeneric <PersistentGameData_Level> > >(Levels, name: nameof(Levels)); Rewards = s.SerializeObject <SaveSession>(Rewards, name: nameof(Rewards)); Score = s.SerializeObject <Ray_PersistentGameData_Score>(Score, name: nameof(Score)); WorldMapData = s.SerializeObject <Ray_PersistentGameData_WorldMap>(WorldMapData, name: nameof(WorldMapData)); TrackingData = s.SerializeObject <Ray_PersistentGameData_UniverseTracking>(TrackingData, name: nameof(TrackingData)); DiscoveredCageMapList = s.SerializeUbiArtObjectArray <AbsoluteObjectPath>(DiscoveredCageMapList, name: nameof(DiscoveredCageMapList)); TeethReturned = s.Serialize <uint>(TeethReturned, name: nameof(TeethReturned)); UsedPlayerIDInfo = s.SerializeObject <UbiArtStringID>(UsedPlayerIDInfo, name: nameof(UsedPlayerIDInfo)); SprintTutorialDisabled = s.Serialize <int>(SprintTutorialDisabled, name: nameof(SprintTutorialDisabled)); CostumeLastPrice = s.Serialize <uint>(CostumeLastPrice, name: nameof(CostumeLastPrice)); CostumesUsed = s.SerializeUbiArtObjectArray <UbiArtStringID>(CostumesUsed, name: nameof(CostumesUsed)); }
public void Serialize(IBinarySerializer s) { Path = s.SerializeObject <UbiArtPath>(Path, name: nameof(Path)); IsFree = s.SerializeBool <uint>(IsFree, name: nameof(IsFree)); IndexType = s.Serialize <Index>(IndexType, name: nameof(IndexType)); VisualType = s.Serialize <Prisoner>(VisualType, name: nameof(VisualType)); }
/// <summary> /// Handles the serialization using the specified serializer /// </summary> /// <param name="s">The serializer</param> public void Serialize(IBinarySerializer s) { // 3DS files can not be serialized separately if (IPKVersion == 4) { throw new BinarySerializableException("File data for IPK 4 can not be serialized separately"); } // Read common values OffsetCount = s.Serialize <uint>(OffsetCount, name: nameof(OffsetCount)); Size = s.Serialize <uint>(Size, name: nameof(Size)); CompressedSize = s.Serialize <uint>(CompressedSize, name: nameof(CompressedSize)); TStamp = s.Serialize <ulong>(TStamp, name: nameof(TStamp)); Offsets = s.SerializeArray <ulong>(Offsets, (int)OffsetCount, name: nameof(Offsets)); // For any game after Origins the path is in the standard format if (IPKVersion >= 5) { Path = s.SerializeObject <UbiArtPath>(Path, name: nameof(Path)); } else { Path = new UbiArtPath(s.SerializeLengthPrefixedString(Path?.FullPath, name: nameof(Path))); } }
public void Serialize(IBinarySerializer s) { Unknown1 = s.SerializeArray <byte>(Unknown1, 528, name: nameof(Unknown1)); Unknown2 = s.SerializeBool <uint>(Unknown2, name: nameof(Unknown2)); SaveData = s.SerializeObject <PersistentGameData_Universe>(SaveData, name: nameof(SaveData)); Unknown3 = s.SerializeArray <byte>(Unknown3, (int)(s.Stream.Length - s.Stream.Position), name: nameof(Unknown3)); }
public void Serialize(IBinarySerializer s) { Tag = s.SerializeObject <UbiArtStringID>(Tag, name: nameof(Tag)); UnteaseSeen = s.SerializeBool <uint>(UnteaseSeen, name: nameof(UnteaseSeen)); UnlockSeend = s.SerializeBool <uint>(UnlockSeend, name: nameof(UnlockSeend)); SentUnlockMessage = s.SerializeBool <uint>(SentUnlockMessage, name: nameof(SentUnlockMessage)); }
public void Serialize(IBinarySerializer s) { ISDs = s.SerializeUbiArtObjectArray <UbiArtObjKeyObjValuePair <UbiArtStringID, UbiArtGeneric <Ray_PersistentGameData_ISD> > >(ISDs, name: nameof(ISDs)); CageMapPassedDoors = s.SerializeUbiArtObjectArray <PackedObjectPath>(CageMapPassedDoors, name: nameof(CageMapPassedDoors)); WonChallenges = s.Serialize <uint>(WonChallenges, name: nameof(WonChallenges)); LevelState = s.Serialize <SPOT_STATE>(LevelState, name: nameof(LevelState)); BestTimeAttack = s.Serialize <uint>(BestTimeAttack, name: nameof(BestTimeAttack)); BestLumAttack = s.Serialize <uint>(BestLumAttack, name: nameof(BestLumAttack)); HasWarning = s.SerializeBool <uint>(HasWarning, name: nameof(HasWarning)); IsSkipped = s.SerializeBool <uint>(IsSkipped, name: nameof(IsSkipped)); Trackingdata = s.SerializeObject <Ray_PersistentGameData_LevelTracking>(Trackingdata, name: nameof(Ray_PersistentGameData_LevelTracking)); }
public void Serialize(IBinarySerializer s) { Message_handle = s.Serialize <uint>(Message_handle, name: nameof(Message_handle)); Type = s.Serialize <uint>(Type, name: nameof(Type)); Onlinedate = s.SerializeObject <UbiArtDateTime>(Onlinedate, name: nameof(Onlinedate)); LocalDate = s.SerializeObject <UbiArtDateTime>(LocalDate, name: nameof(LocalDate)); PersistentSeconds = s.Serialize <uint>(PersistentSeconds, name: nameof(PersistentSeconds)); Title = s.SerializeObject <SmartLocId>(Title, name: nameof(Title)); Body = s.SerializeObject <SmartLocId>(Body, name: nameof(Body)); IsPrompt = s.SerializeBool <uint>(IsPrompt, name: nameof(IsPrompt)); IsDrc = s.SerializeBool <uint>(IsDrc, name: nameof(IsDrc)); HasBeenRead = s.SerializeBool <uint>(HasBeenRead, name: nameof(HasBeenRead)); IsOnline = s.SerializeBool <uint>(IsOnline, name: nameof(IsOnline)); RemoveAfterRead = s.SerializeBool <uint>(RemoveAfterRead, name: nameof(RemoveAfterRead)); HasBeenInteract = s.SerializeBool <uint>(HasBeenInteract, name: nameof(HasBeenInteract)); RemoveAfterInteract = s.SerializeBool <uint>(RemoveAfterInteract, name: nameof(RemoveAfterInteract)); LockedAfterInteract = s.SerializeBool <uint>(LockedAfterInteract, name: nameof(LockedAfterInteract)); Buttons = s.SerializeUbiArtObjectArray <SmartLocId>(Buttons, name: nameof(Buttons)); Attributes = s.SerializeUbiArtObjectArray <Attribute>(Attributes, name: nameof(Attributes)); Markers = s.SerializeUbiArtObjectArray <Marker>(Markers, name: nameof(Markers)); }
/// <summary> /// Handles the serialization using the specified serializer /// </summary> /// <param name="s">The serializer</param> public void Serialize(IBinarySerializer s) { Pid = s.Serialize <int>(Pid, name: nameof(Pid)); Name = s.SerializeLengthPrefixedString(Name, name: nameof(Name)); StatusIcon = s.Serialize <uint>(StatusIcon, name: nameof(StatusIcon)); Country = s.Serialize <int>(Country, name: nameof(Country)); GlobalMedalsRank = s.Serialize <uint>(GlobalMedalsRank, name: nameof(GlobalMedalsRank)); GlobalMedalsMaxRank = s.Serialize <uint>(GlobalMedalsMaxRank, name: nameof(GlobalMedalsMaxRank)); DiamondMedals = s.Serialize <uint>(DiamondMedals, name: nameof(DiamondMedals)); GoldMedals = s.Serialize <uint>(GoldMedals, name: nameof(GoldMedals)); SilverMedals = s.Serialize <uint>(SilverMedals, name: nameof(SilverMedals)); BronzeMedals = s.Serialize <uint>(BronzeMedals, name: nameof(BronzeMedals)); PlayerStats = s.SerializeObject <PlayerStatsData>(PlayerStats, name: nameof(PlayerStats)); Costume = s.Serialize <uint>(Costume, name: nameof(Costume)); TotalChallengePlayed = s.Serialize <uint>(TotalChallengePlayed, name: nameof(TotalChallengePlayed)); }
/// <summary> /// Handles the serialization using the specified serializer /// </summary> /// <param name="s">The serializer</param> public void Serialize(IBinarySerializer s) { Id = s.SerializeObject <UbiArtStringID>(Id, name: nameof(Id)); BestLumsTaken = s.Serialize <uint>(BestLumsTaken, name: nameof(BestLumsTaken)); BestDistance = s.Serialize <float>(BestDistance, name: nameof(BestDistance)); BestTime = s.Serialize <float>(BestTime, name: nameof(BestTime)); FreedPrisoners = s.SerializeUbiArtObjectArray <PrisonerData>(FreedPrisoners, name: nameof(FreedPrisoners)); Cups = s.Serialize <uint>(Cups, name: nameof(Cups)); Medals = s.Serialize <uint>(Medals, name: nameof(Medals)); Completed = s.SerializeBool <uint>(Completed, name: nameof(Completed)); IsVisited = s.SerializeBool <uint>(IsVisited, name: nameof(IsVisited)); BestTimeSent = s.SerializeBool <uint>(BestTimeSent, name: nameof(BestTimeSent)); Type = s.Serialize <uint>(Type, name: nameof(Type)); LuckyTicketsLeft = s.Serialize <uint>(LuckyTicketsLeft, name: nameof(LuckyTicketsLeft)); SequenceAlreadySeen = s.SerializeUbiArtObjectArray <ObjectPath>(SequenceAlreadySeen, name: nameof(SequenceAlreadySeen)); OnlineSynced = s.Serialize <int>(OnlineSynced, name: nameof(OnlineSynced)); }
/// <summary> /// Handles the serialization using the specified serializer /// </summary> /// <param name="s">The serializer</param> public void Serialize(IBinarySerializer s) { SaveName = s.SerializeString(SaveName, 4, name: nameof(SaveName)); ContinuesCount = s.Serialize <byte>(ContinuesCount, name: nameof(ContinuesCount)); Wi_Save_Zone = s.SerializeObjectArray <Rayman1PCSaveDataLevel>(Wi_Save_Zone, 24, name: nameof(Wi_Save_Zone)); RayEvts = s.Serialize <RayEvtsFlags>(RayEvts, name: nameof(RayEvts)); Poing = s.SerializeArray <byte>(Poing, 20, name: nameof(Poing)); StatusBar = s.SerializeObject <Rayman1PCSaveDataStatusBar>(StatusBar, name: nameof(StatusBar)); CurrentHealth = s.Serialize <byte>(CurrentHealth, name: nameof(CurrentHealth)); SaveZone ??= new byte[81][]; for (int i = 0; i < SaveZone.Length; i++) { SaveZone[i] = s.SerializeArray <byte>(SaveZone[i], 32, name: $"{nameof(SaveZone)}[{i}]"); } BonusPerfect = s.SerializeArray <byte>(BonusPerfect, 24, name: nameof(BonusPerfect)); WorldIndex = s.Serialize <ushort>(WorldIndex, name: nameof(WorldIndex)); FinBossLevel = s.Serialize <Rayman1FinBossLevelFlags>(FinBossLevel, name: nameof(FinBossLevel)); }
/// <summary> /// Handles the serialization using the specified serializer /// </summary> /// <param name="s">The serializer</param> public void Serialize(IBinarySerializer s) { // Just Dance reads the values in reverse if (s.GetSettings <UbiArtSettings>().Game == UbiArtGame.JustDance2017) { // Read the path FileName = s.SerializeLengthPrefixedString(FileName, name: nameof(FileName)); DirectoryPath = s.SerializeLengthPrefixedString(DirectoryPath, name: nameof(DirectoryPath)); } else { // Read the path DirectoryPath = s.SerializeLengthPrefixedString(DirectoryPath, name: nameof(DirectoryPath)); FileName = s.SerializeLengthPrefixedString(FileName, name: nameof(FileName)); } StringID = s.SerializeObject <UbiArtStringID>(StringID, name: nameof(StringID)); if (s.GetSettings <UbiArtSettings>().Game != UbiArtGame.RaymanOrigins) { Flags = s.Serialize <uint>(Flags, name: nameof(Flags)); } }
/// <summary> /// Handles the serialization using the specified serializer /// </summary> /// <param name="s">The serializer</param> public void Serialize(IBinarySerializer s) { Name = s.SerializeObject <UbiArtStringID>(Name, name: nameof(Name)); Object = s.SerializeObject <T>(Object, name: nameof(Object)); }
public void Serialize(IBinarySerializer s) { PackedObjectPath = s.SerializeObject <PackedObjectPath>(PackedObjectPath, name: nameof(PackedObjectPath)); LevelCRC = s.Serialize <uint>(LevelCRC, name: nameof(LevelCRC)); }
public void Serialize(IBinarySerializer s) { Levels = s.SerializeUbiArtObjectArray <UbiArtObjKeyObjValuePair <UbiArtStringID, UbiArtGeneric <PersistentGameData_Level> > >(Levels, name: nameof(Levels)); Rewards = s.SerializeObject <SaveSession>(Rewards, name: nameof(Rewards)); Score = s.SerializeObject <PersistentGameData_Score>(Score, name: nameof(Score)); Profile = s.SerializeObject <ProfileData>(Profile, name: nameof(Profile)); BubbleDreamer = s.SerializeObject <PersistentGameData_BubbleDreamerData>(BubbleDreamer, name: nameof(BubbleDreamer)); UnlockedPets = s.SerializeUbiArtArray <int>(UnlockedPets, name: nameof(UnlockedPets)); PetsDailyReward = s.SerializeUbiArtObjectArray <PetRewardData>(PetsDailyReward, name: nameof(PetsDailyReward)); UnlockedCupsForPets = s.SerializeUbiArtObjectArray <St_petCups>(UnlockedCupsForPets, name: nameof(UnlockedCupsForPets)); GivenPetCount = s.Serialize <uint>(GivenPetCount, name: nameof(GivenPetCount)); NewPetsUnlocked = s.SerializeBool <uint>(NewPetsUnlocked, name: nameof(NewPetsUnlocked)); FirstPetShown = s.SerializeBool <uint>(FirstPetShown, name: nameof(FirstPetShown)); HasShownMessageAllPet = s.SerializeBool <uint>(HasShownMessageAllPet, name: nameof(HasShownMessageAllPet)); Messages = s.SerializeUbiArtObjectArray <Message>(Messages, name: nameof(Messages)); MessagesTotalCount = s.Serialize <uint>(MessagesTotalCount, name: nameof(MessagesTotalCount)); Messages_onlineDate = s.SerializeObject <UbiArtDateTime>(Messages_onlineDate, name: nameof(Messages_onlineDate)); Messages_localDate = s.SerializeObject <UbiArtDateTime>(Messages_localDate, name: nameof(Messages_localDate)); Messages_readDrcCount = s.Serialize <uint>(Messages_readDrcCount, name: nameof(Messages_readDrcCount)); Messages_interactDrcCount = s.Serialize <uint>(Messages_interactDrcCount, name: nameof(Messages_interactDrcCount)); Messages_lastSeenMessageHandle = s.Serialize <uint>(Messages_lastSeenMessageHandle, name: nameof(Messages_lastSeenMessageHandle)); Messages_tutoCount = s.Serialize <uint>(Messages_tutoCount, name: nameof(Messages_tutoCount)); Messages_drcCountSinceLastInteract = s.Serialize <uint>(Messages_drcCountSinceLastInteract, name: nameof(Messages_drcCountSinceLastInteract)); PlayerCard_displayedCount = s.Serialize <uint>(PlayerCard_displayedCount, name: nameof(PlayerCard_displayedCount)); PlayerCard_tutoSeen = s.SerializeBool <uint>(PlayerCard_tutoSeen, name: nameof(PlayerCard_tutoSeen)); GameCompleted = s.SerializeBool <uint>(GameCompleted, name: nameof(GameCompleted)); TimeToCompleteGameInSec = s.Serialize <uint>(TimeToCompleteGameInSec, name: nameof(TimeToCompleteGameInSec)); TimeSpendInGameInSec = s.Serialize <uint>(TimeSpendInGameInSec, name: nameof(TimeSpendInGameInSec)); TeensiesBonusCounter = s.Serialize <uint>(TeensiesBonusCounter, name: nameof(TeensiesBonusCounter)); LuckyTicketsCounter = s.Serialize <uint>(LuckyTicketsCounter, name: nameof(LuckyTicketsCounter)); LuckyTicketLevelCount = s.Serialize <uint>(LuckyTicketLevelCount, name: nameof(LuckyTicketLevelCount)); RetroMapUnlockedCounter = s.Serialize <uint>(RetroMapUnlockedCounter, name: nameof(RetroMapUnlockedCounter)); MrDarkUnlockCount = s.SerializeUbiArtObjectArray <UbiArtStringID>(MrDarkUnlockCount, name: nameof(MrDarkUnlockCount)); CatchEmAllIndex = s.Serialize <uint>(CatchEmAllIndex, name: nameof(CatchEmAllIndex)); NewCostumes = s.SerializeUbiArtObjectArray <UbiArtStringID>(NewCostumes, name: nameof(NewCostumes)); CostumeUnlockSeen = s.SerializeUbiArtObjectArray <UbiArtStringID>(CostumeUnlockSeen, name: nameof(CostumeUnlockSeen)); RetroUnlocks = s.SerializeUbiArtObjectArray <UbiArtStringID>(RetroUnlocks, name: nameof(RetroUnlocks)); NewUnlockedDoor = s.SerializeUbiArtObjectArray <UnlockedDoor>(NewUnlockedDoor, name: nameof(NewUnlockedDoor)); LuckyTicketRewardList = s.SerializeUbiArtObjectArray <RO2_LuckyTicketReward>(LuckyTicketRewardList, name: nameof(LuckyTicketRewardList)); NodeData = s.SerializeUbiArtObjectArray <NodeDataStruct>(NodeData, name: nameof(NodeData)); LuckyTicketsRewardGivenCounter = s.Serialize <uint>(LuckyTicketsRewardGivenCounter, name: nameof(LuckyTicketsRewardGivenCounter)); ConsecutiveLuckyTicketCount = s.Serialize <uint>(ConsecutiveLuckyTicketCount, name: nameof(ConsecutiveLuckyTicketCount)); TicketReminderMessageCount = s.Serialize <uint>(TicketReminderMessageCount, name: nameof(TicketReminderMessageCount)); DisplayGhosts = s.Serialize <uint>(DisplayGhosts, name: nameof(DisplayGhosts)); UplayDoneAction0 = s.SerializeBool <uint>(UplayDoneAction0, name: nameof(UplayDoneAction0)); UplayDoneAction1 = s.SerializeBool <uint>(UplayDoneAction1, name: nameof(UplayDoneAction1)); UplayDoneAction2 = s.SerializeBool <uint>(UplayDoneAction2, name: nameof(UplayDoneAction2)); UplayDoneAction3 = s.SerializeBool <uint>(UplayDoneAction3, name: nameof(UplayDoneAction3)); UplayDoneReward0 = s.SerializeBool <uint>(UplayDoneReward0, name: nameof(UplayDoneReward0)); UplayDoneReward1 = s.SerializeBool <uint>(UplayDoneReward1, name: nameof(UplayDoneReward1)); UplayDoneReward2 = s.SerializeBool <uint>(UplayDoneReward2, name: nameof(UplayDoneReward2)); UplayDoneReward3 = s.SerializeBool <uint>(UplayDoneReward3, name: nameof(UplayDoneReward3)); PlayedDiamondCupSequence = s.SerializeUbiArtObjectArray <UbiArtStringID>(PlayedDiamondCupSequence, name: nameof(PlayedDiamondCupSequence)); Costumes = s.SerializeUbiArtObjectArray <UbiArtStringID>(Costumes, name: nameof(Costumes)); PlayedChallenge = s.SerializeUbiArtArray <uint>(PlayedChallenge, name: nameof(PlayedChallenge)); PlayedInvasion = s.SerializeUbiArtObjectArray <UbiArtStringID>(PlayedInvasion, name: nameof(PlayedInvasion)); TvOffOptionEnabledNb = s.Serialize <uint>(TvOffOptionEnabledNb, name: nameof(TvOffOptionEnabledNb)); TvOffOptionActivatedTime = s.Serialize <uint>(TvOffOptionActivatedTime, name: nameof(TvOffOptionActivatedTime)); BarbaraCostumeUnlockSeen = s.SerializeBool <uint>(BarbaraCostumeUnlockSeen, name: nameof(BarbaraCostumeUnlockSeen)); WorldUnlockMessagesSeen = s.SerializeUbiArtObjectArray <UbiArtStringID>(WorldUnlockMessagesSeen, name: nameof(WorldUnlockMessagesSeen)); RetroWorldUnlockMessageSeen = s.SerializeBool <uint>(RetroWorldUnlockMessageSeen, name: nameof(RetroWorldUnlockMessageSeen)); FreedAllTeensiesMessageSeen = s.SerializeBool <uint>(FreedAllTeensiesMessageSeen, name: nameof(FreedAllTeensiesMessageSeen)); MisterDarkCompletionMessageSeen = s.SerializeBool <uint>(MisterDarkCompletionMessageSeen, name: nameof(MisterDarkCompletionMessageSeen)); FirstInvasionMessageSeen = s.SerializeBool <uint>(FirstInvasionMessageSeen, name: nameof(FirstInvasionMessageSeen)); InvitationTutoSeen = s.SerializeBool <uint>(InvitationTutoSeen, name: nameof(InvitationTutoSeen)); MessageSeen8Bit = s.SerializeBool <uint>(MessageSeen8Bit, name: nameof(MessageSeen8Bit)); ChallengeWorldUnlockMessageSeen = s.SerializeBool <uint>(ChallengeWorldUnlockMessageSeen, name: nameof(ChallengeWorldUnlockMessageSeen)); DoorUnlockMessageSeen = s.SerializeUbiArtObjectArray <UbiArtStringID>(DoorUnlockMessageSeen, name: nameof(DoorUnlockMessageSeen)); DoorUnlockDRCMessageRequired = s.SerializeUbiArtObjectArray <UbiArtStringID>(DoorUnlockDRCMessageRequired, name: nameof(DoorUnlockDRCMessageRequired)); LuckyTicketRewardWorldName = s.SerializeObject <UbiArtStringID>(LuckyTicketRewardWorldName, name: nameof(LuckyTicketRewardWorldName)); IsUGCMiiverseWarningSet = s.SerializeBool <uint>(IsUGCMiiverseWarningSet, name: nameof(IsUGCMiiverseWarningSet)); Reward39Failed = s.Serialize <int>(Reward39Failed, name: nameof(Reward39Failed)); UnlockPrivilegesData = s.SerializeLengthPrefixedString(UnlockPrivilegesData, name: nameof(UnlockPrivilegesData)); IsDemoRewardChecked = s.Serialize <int>(IsDemoRewardChecked, name: nameof(IsDemoRewardChecked)); PrisonerDataDummy = s.SerializeObject <PrisonerData>(PrisonerDataDummy, name: nameof(PrisonerDataDummy)); PersistentGameDataLevelDummy = s.SerializeObject <PersistentGameData_Level>(PersistentGameDataLevelDummy, name: nameof(PersistentGameDataLevelDummy)); MessageDummy = s.SerializeObject <Message>(MessageDummy, name: nameof(MessageDummy)); UnlockedDoorDummy = s.SerializeObject <UnlockedDoor>(UnlockedDoorDummy, name: nameof(UnlockedDoorDummy)); BubbleDreamerDataDummy = s.SerializeObject <PersistentGameData_BubbleDreamerData>(BubbleDreamerDataDummy, name: nameof(BubbleDreamerDataDummy)); DummmyNodeData = s.SerializeObject <NodeDataStruct>(DummmyNodeData, name: nameof(DummmyNodeData)); }
public void Serialize(IBinarySerializer s) { LocId = s.SerializeObject <SmartLocId>(LocId, name: nameof(LocId)); Color = s.Serialize <uint>(Color, name: nameof(Color)); FontSize = s.Serialize <float>(FontSize, name: nameof(FontSize)); }
/// <summary> /// Handles the serialization using the specified serializer /// </summary> /// <param name="s">The serializer</param> public void Serialize(IBinarySerializer s) { DefaultText = s.SerializeLengthPrefixedString(DefaultText, name: nameof(DefaultText)); LocId = s.SerializeObject <LocalisationId>(LocId, name: nameof(LocId)); UseText = s.SerializeBool <uint>(UseText, name: nameof(UseText)); }
public void Serialize(IBinarySerializer s) { WorldTag = s.SerializeObject <UbiArtStringID>(WorldTag, name: nameof(WorldTag)); Type = s.Serialize <uint>(Type, name: nameof(Type)); IsNew = s.SerializeBool <uint>(IsNew, name: nameof(IsNew)); }
/// <summary> /// Handles the serialization using the specified serializer /// </summary> /// <param name="s">The serializer</param> public void Serialize(IBinarySerializer s) { Key = s.SerializeUbiArtGenericValue <TKey>(Key, name: nameof(Key)); Value = s.SerializeObject <TValue>(Value, name: nameof(Value)); }
/// <summary> /// Handles the serialization using the specified serializer /// </summary> /// <param name="s">The serializer</param> public void Serialize(IBinarySerializer s) { TexHeader = s.SerializeObject <UbiArtTEXData>(TexHeader, name: nameof(TexHeader)); ImageData = s.SerializeArray <byte>(ImageData, (int)(s.Stream.Length - s.Stream.Position), name: nameof(ImageData)); }