public override void Write(ISerializerStream stream) { base.Write(stream); stream.SerializeInt("Point", this.Point); stream.SerializeFloat("AddTime", this.AddTime); stream.SerializeFloat("Expire", this.Expire); }
public override void Write(ISerializerStream stream) { base.Write(stream); stream.SerializeInt("ZoomIndex", this.ZoomIndex); stream.SerializeInt("MaxZooms", this.MaxZooms); stream.SerializeInt("WeaponType", (int)this.WeaponType); stream.SerializeFloat("ReloadTime", this.ReloadTime); stream.SerializeInt("RoundSize", this.RoundSize); stream.SerializeInt("MinSpread", this.MinSpread); stream.SerializeInt("BurstSize", this.BurstSize); stream.SerializeFloat("RecoilSpeed", this.RecoilSpeed); stream.SerializeFloat("FireSpeed", this.FireSpeed); stream.SerializeFloat("BurstSpeed", this.BurstSpeed); stream.SerializeFloat("SpreadMultiplier", this.SpreadMultiplier); stream.SerializeString("State", this.State.Name);; stream.SerializeInt("Ammo", this.Ammo); }
public override void Write(ISerializerStream stream) { base.Write(stream); stream.SerializeFloat("FireRate", this.FireRate); if (stream.DeepSerialize) { stream.SerializeArray("Projectiles", this.Projectiles); } }
public override void Write(ISerializerStream stream) { base.Write(stream); stream.SerializeFloat("Life", this.Life); if (stream.DeepSerialize) { stream.SerializeObject("PowerUp", this.PowerUp); } stream.SerializeVector3("Position", this.Position); }
public override void Write(ISerializerStream stream) { base.Write(stream); stream.SerializeBool("IsMoving", this.IsMoving); stream.SerializeString("MovementStateMachine", this.MovementStateMachine.Name);; stream.SerializeBool("FiringCommand", this.FiringCommand); stream.SerializeString("FireStateMachine", this.FireStateMachine.Name);; stream.SerializeBool("FireTimeOutElapsed", this.FireTimeOutElapsed); stream.SerializeBool("ShouldFire", this.ShouldFire); stream.SerializeInt("AsteroidsDestroyed", this.AsteroidsDestroyed); if (stream.DeepSerialize) { stream.SerializeObject("Weapon", this.Weapon); } stream.SerializeBool("IsAlive", this.IsAlive); stream.SerializeFloat("MovementSpeed", this.MovementSpeed); }
public override void Write(ISerializerStream stream) { base.Write(stream); stream.SerializeFloat("Modifier", this.Modifier); stream.SerializeString("Description", this.Description); }
public override void Write(ISerializerStream stream) { base.Write(stream); stream.SerializeFloat("Volume", this.Volume); }
public override void Write(ISerializerStream stream) { base.Write(stream); stream.SerializeFloat("TimeLimit", this.TimeLimit); stream.SerializeInt("Score", this.Score); }
public override void Write(ISerializerStream stream) { base.Write(stream); stream.SerializeFloat("Life", this.Life); if (stream.DeepSerialize) stream.SerializeObject("PowerUp", this.PowerUp); stream.SerializeVector3("Position", this.Position); }
public override void Write(ISerializerStream stream) { base.Write(stream); stream.SerializeFloat("Speed", this.Speed); stream.SerializeFloat("DistanceToPlayer", this.DistanceToPlayer); }
public override void Write(ISerializerStream stream) { base.Write(stream); stream.SerializeFloat("Health", this.Health); stream.SerializeVector3("Position", this.Position); }
public override void Write(ISerializerStream stream) { base.Write(stream); stream.SerializeFloat("Health", this.Health); stream.SerializeFloat("Max_Health", this.Max_Health); stream.SerializeInt("AttackSpeed", this.AttackSpeed); stream.SerializeInt("Movement", (int)this.Movement);; stream.SerializeInt("Power", this.Power); stream.SerializeBool("isAttack", this.isAttack); stream.SerializeInt("Action", (int)this.Action);; stream.SerializeInt("MAXROUNDS", this.MAXROUNDS); stream.SerializeFloat("Physique", this.Physique); stream.SerializeInt("HitPoint", this.HitPoint); stream.SerializeInt("WeaponProficieny", this.WeaponProficieny); stream.SerializeFloat("Dodge", this.Dodge); stream.SerializeFloat("Hurt", this.Hurt); stream.SerializeFloat("Dead", this.Dead); stream.SerializeInt("InitialMorale", this.InitialMorale); stream.SerializeInt("Prestige", this.Prestige); stream.SerializeBool("DEBUG", this.DEBUG); stream.SerializeInt("counter", this.counter); stream.SerializeInt("Counter", this.Counter); stream.SerializeInt("UpdatePerRound", this.UpdatePerRound); stream.SerializeInt("ElementsPerSecond", this.ElementsPerSecond); stream.SerializeInt("WarTimeLimitInSecond", this.WarTimeLimitInSecond); stream.SerializeFloat("starttime", this.starttime); stream.SerializeBool("TimeStarted", this.TimeStarted); stream.SerializeInt("WeaponProficiency", this.WeaponProficiency); stream.SerializeInt("moraleStandard", this.moraleStandard); if (stream.DeepSerialize) stream.SerializeObject("Opponent", this.Opponent);; stream.SerializeInt("BattleState", (int)this.BattleState);; stream.SerializeInt("Career", (int)this.Career);; stream.SerializeBool("Moving", this.Moving); stream.SerializeInt("Sense", (int)this.Sense);; }
public override void Write(ISerializerStream stream) { base.Write(stream); stream.SerializeFloat("FireRate", this.FireRate); if (stream.DeepSerialize) stream.SerializeArray("Projectiles", this.Projectiles); }
public override void Write(ISerializerStream stream) { base.Write(stream); stream.SerializeBool("IsMoving", this.IsMoving); stream.SerializeString("MovementStateMachine", this.MovementStateMachine.Name);; stream.SerializeBool("FiringCommand", this.FiringCommand); stream.SerializeString("FireStateMachine", this.FireStateMachine.Name);; stream.SerializeBool("FireTimeOutElapsed", this.FireTimeOutElapsed); stream.SerializeBool("ShouldFire", this.ShouldFire); stream.SerializeInt("AsteroidsDestroyed", this.AsteroidsDestroyed); if (stream.DeepSerialize) stream.SerializeObject("Weapon", this.Weapon); stream.SerializeBool("IsAlive", this.IsAlive); stream.SerializeFloat("MovementSpeed", this.MovementSpeed); }