コード例 #1
0
 public void SerializeInto(BinaryWriter writer)
 {
     writer.Write(RadianDirection);
     Position.SerializeInto(writer);
     writer.Write(Score);
     writer.Write(FaceAnywhere);
     writer.Write(Chair);
     writer.Write((int)RouteEntryFlags);
 }
コード例 #2
0
        public virtual void SerializeInto(BinaryWriter writer)
        {
            writer.Write(ObjectID);
            writer.Write(PersistID);
            PlatformState.SerializeInto(writer);
            writer.Write(ObjectData.Length);
            writer.Write(VMSerializableUtils.ToByteArray(ObjectData));
            //foreach (var item in ObjectData) writer.Write(item);
            writer.Write(MyList.Length);
            writer.Write(VMSerializableUtils.ToByteArray(MyList));
            //foreach (var item in MyList) writer.Write(item);

            writer.Write(Headline != null);
            if (Headline != null)
            {
                Headline.SerializeInto(writer);
            }

            writer.Write(GUID);
            writer.Write(MasterGUID);

            writer.Write(MainParam); //parameters passed to main on creation.
            writer.Write(MainStackOBJ);

            writer.Write(Contained.Length); //object ids
            writer.Write(VMSerializableUtils.ToByteArray(Contained));
            //foreach (var item in Contained) writer.Write(item);
            writer.Write(Container);
            writer.Write(ContainerSlot);

            writer.Write(Attributes.Length);
            writer.Write(VMSerializableUtils.ToByteArray(Attributes));
            //foreach (var item in Attributes) writer.Write(item);
            writer.Write(MeToObject.Length);
            foreach (var item in MeToObject)
            {
                item.SerializeInto(writer);
            }
            writer.Write(MeToPersist.Length);
            foreach (var item in MeToPersist)
            {
                item.SerializeInto(writer);
            }

            writer.Write(DynamicSpriteFlags); /** Used to show/hide dynamic sprites **/
            writer.Write(DynamicSpriteFlags2);
            Position.SerializeInto(writer);

            writer.Write(TimestampLockoutCount);
            writer.Write(LightColor.PackedValue);
        }
コード例 #3
0
ファイル: VMEntityMarshal.cs プロジェクト: pepster98/FreeSO
        public virtual void SerializeInto(BinaryWriter writer)
        {
            writer.Write(ObjectID);
            writer.Write(PersistID);
            writer.Write(ObjectData.Length);
            foreach (var item in ObjectData)
            {
                writer.Write(item);
            }
            writer.Write(MyList.Length);
            foreach (var item in MyList)
            {
                writer.Write(item);
            }

            writer.Write(Headline != null);
            if (Headline != null)
            {
                Headline.SerializeInto(writer);
            }

            writer.Write(GUID);
            writer.Write(MasterGUID);

            writer.Write(MainParam); //parameters passed to main on creation.
            writer.Write(MainStackOBJ);

            writer.Write(Contained.Length); //object ids
            foreach (var item in Contained)
            {
                writer.Write(item);
            }
            writer.Write(Container);
            writer.Write(ContainerSlot);

            writer.Write(Attributes.Length);
            foreach (var item in Attributes)
            {
                writer.Write(item);
            }
            writer.Write(MeToObject.Length);
            foreach (var item in MeToObject)
            {
                item.SerializeInto(writer);
            }

            writer.Write(DynamicSpriteFlags); /** Used to show/hide dynamic sprites **/
            Position.SerializeInto(writer);
        }
コード例 #4
0
        public void SerializeInto(BinaryWriter writer)
        {
            writer.Write(ObjectID);
            writer.Write(GUID);
            writer.Write(MasterGUID);
            Position.SerializeInto(writer);
            writer.Write((byte)Direction);
            writer.Write(Graphic);
            writer.Write(DynamicSpriteFlags);
            writer.Write(DynamicSpriteFlags2);

            writer.Write(Contained.Length);
            writer.Write(VMSerializableUtils.ToByteArray(Contained));
            writer.Write(Container);
            writer.Write(ContainerSlot);

            writer.Write(Flags);
            writer.Write(Flags2);
            writer.Write(WallPlacementFlags);
            writer.Write(PlacementFlags);
            writer.Write(AllowedHeightFlags);
        }
コード例 #5
0
        public override void SerializeInto(BinaryWriter writer)
        {
            base.SerializeInto(writer);

            writer.Write(Rooms.Length);
            foreach (var item in Rooms)
            {
                item.SerializeInto(writer);
            }
            writer.Write(CurrentPortal != null);
            if (CurrentPortal != null)
            {
                CurrentPortal.SerializeInto(writer);
            }

            writer.Write((WalkTo == null) ? -1 : WalkTo.Length);
            if (WalkTo != null)
            {
                foreach (var item in WalkTo)
                {
                    writer.Write(item.X);
                    writer.Write(item.Y);
                }
            }

            writer.Write(WalkDirection);
            writer.Write(TargetDirection);
            writer.Write(IgnoreRooms);

            writer.Write((byte)State);
            writer.Write(PortalTurns);
            writer.Write(WaitTime);
            writer.Write(Timeout);
            writer.Write(Retries);

            writer.Write(AttemptedChair);
            writer.Write(TurnTweak);
            writer.Write(TurnFrames);

            writer.Write(MoveTotalFrames);
            writer.Write(MoveFrames);
            writer.Write(Velocity);

            writer.Write(CallFailureTrees);

            writer.Write(IgnoredRooms.Length);
            foreach (var item in IgnoredRooms)
            {
                item.SerializeInto(writer);
            }
            writer.Write(AvatarsToConsider.Length);
            foreach (var item in AvatarsToConsider)
            {
                writer.Write(item);
            }

            PreviousPosition.SerializeInto(writer);
            CurrentWaypoint.SerializeInto(writer);
            writer.Write(RoomRouteInvalid);

            writer.Write(Slot != null);
            if (Slot != null)
            {
                SLOTItemSerializer.SerializeInto(Slot, writer);
            }
            writer.Write(Target);

            writer.Write((Choices == null) ? -1 : Choices.Length);
            if (Choices != null)
            {
                foreach (var item in Choices)
                {
                    item.SerializeInto(writer);
                }
            }
            writer.Write(CurRoute != null);
            if (CurRoute != null)
            {
                CurRoute.SerializeInto(writer);
            }

            writer.Write(LastWalkStyle);
        }