public void WriteData(MyData.Writer writer) { writer.Int(Level, "level"); writer.Collection(ExitedUnitIDs, "exitedUnitIDs", (MyData.Writer wr, ulong val, string name) => wr.UInt64(val, name)); }
public virtual void WriteData(MyData.Writer writer) { writer.UInt64(ID, "id"); writer.Int(TurnPriority, "turnPriority"); writer.Collection(UnitsByID, "units", (MyData.Writer w, ulong outVal, string name) => w.UInt64(outVal, name)); writer.Collection(AlliesByID, "allies", (MyData.Writer w, ulong outVal, string name) => w.UInt64(outVal, name)); writer.Collection(EnemiesByID, "enemies", (MyData.Writer w, ulong outVal, string name) => w.UInt64(outVal, name)); }
public void WriteData(MyData.Writer writer) { writer.Structure(Tiles, "tiles"); writer.UInt64(nextID, "nextID"); writer.Structure(Groups, "groups"); writer.Collection <Unit, HashSet <Unit> >(units, "units", (wr, unit, name) => Unit.Write(wr, name, unit)); }
//Serialization stuff: public void WriteData(MyData.Writer writer) { writer.Int(NIterations, "nIterations"); writer.Float(TileVariation, "tileVariation"); KeyframeSerializer kfs = new KeyframeSerializer(); writer.Collection( TileChangeChances.keys, "tileChangeChances", (MyData.Writer w, Keyframe k, string name) => { kfs.Kf = k; w.Structure(kfs, name); }); }