public void Serialize(IBinarySerializer s) { PickedUpLums = s.SerializeUbiArtObjectArray <PackedObjectPath>(PickedUpLums, name: nameof(PickedUpLums)); TakenTooth = s.SerializeUbiArtObjectArray <PackedObjectPath>(TakenTooth, name: nameof(TakenTooth)); AlreadySeenCutScenes = s.SerializeUbiArtObjectArray <PackedObjectPath>(AlreadySeenCutScenes, name: nameof(AlreadySeenCutScenes)); FoundRelicMask = s.Serialize <uint>(FoundRelicMask, name: nameof(FoundRelicMask)); FoundCageMask = s.Serialize <uint>(FoundCageMask, name: nameof(FoundCageMask)); }
/// <summary> /// Handles the serialization using the specified serializer /// </summary> /// <param name="s">The serializer</param> public void Serialize(IBinarySerializer s) { Strings = s.SerializeUbiArtObjectArray <UbiArtLocStringValuePair>(Strings, name: nameof(Strings)); Audio = s.SerializeUbiArtObjectArray <UbiArtKeyObjValuePair <int, UbiArtLocalizationAudio> >(Audio, name: nameof(Audio)); Paths = s.SerializeUbiArtArray <string>(Paths, name: nameof(Paths)); Unknown = s.SerializeArray <uint>(Unknown, (int)(s.Stream.Length - s.Stream.Position) / sizeof(uint), name: nameof(Unknown)); }
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) { 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) { 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)); }
/// <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)); }
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)); }
public void Serialize(IBinarySerializer s) { if (s.GetSettings <UbiArtSettings>().Game == UbiArtGame.RaymanOrigins) { Id = s.SerializeLengthPrefixedString(Id, name: nameof(Id)); } else { Levels = s.SerializeUbiArtObjectArray <Level>(Levels, name: nameof(Levels)); Id = s.SerializeLengthPrefixedString(Id, name: nameof(Id)); Absolute = s.SerializeBool <uint>(Absolute, name: nameof(Absolute)); } }
public void Serialize(IBinarySerializer s) { Tags = s.SerializeUbiArtArray <float>(Tags, name: nameof(Tags)); Timers = s.SerializeUbiArtArray <float>(Timers, name: nameof(Timers)); RewardsState = s.SerializeUbiArtObjectArray <UbiArtObjKeyValuePair <UbiArtStringID, bool> >(RewardsState, name: nameof(RewardsState)); }
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)); }
/// <summary> /// Handles the serialization using the specified serializer /// </summary> /// <param name="s">The serializer</param> public void Serialize(IBinarySerializer s) { Key = s.Serialize <int>(Key, name: nameof(Key)); Value = s.SerializeUbiArtObjectArray <UbiArtKeyValuePair <int, string> >(Value, name: nameof(Value)); }
/// <summary> /// Handles the serialization using the specified serializer /// </summary> /// <param name="s">The serializer</param> public void Serialize(IBinarySerializer s) { Strings = s.SerializeUbiArtObjectArray <UbiArtFiestaRunLocStringValuePair>(Strings, name: nameof(Strings)); Audio = s.SerializeUbiArtObjectArray <UbiArtKeyObjValuePair <int, UbiArtLocalizationAudio> >(Audio, name: nameof(Audio)); Paths = s.SerializeUbiArtArray <string>(Paths, name: nameof(Paths)); }