public override void DeserializeAsset(AssetFile assetFile, StreamReader stream) { stream.AlignTo(); IgnoreForLocalization = stream.ReadBoolean(); stream.AlignTo(); Ability0 = (Ability) new SerializedComponent(assetFile, stream).LoadMonoBehaviourChild(); SpritePath0 = stream.ReadString32(); Ability1 = (Ability) new SerializedComponent(assetFile, stream).LoadMonoBehaviourChild(); SpritePath1 = stream.ReadString32(); Ability2 = (Ability) new SerializedComponent(assetFile, stream).LoadMonoBehaviourChild(); SpritePath2 = stream.ReadString32(); Ability3 = (Ability) new SerializedComponent(assetFile, stream).LoadMonoBehaviourChild(); SpritePath3 = stream.ReadString32(); Ability4 = (Ability) new SerializedComponent(assetFile, stream).LoadMonoBehaviourChild(); SpritePath4 = stream.ReadString32(); Ability5 = (Ability) new SerializedComponent(assetFile, stream).LoadMonoBehaviourChild(); SpritePath5 = stream.ReadString32(); Ability6 = (Ability) new SerializedComponent(assetFile, stream).LoadMonoBehaviourChild(); SpritePath6 = stream.ReadString32(); BotDifficultyAbilityModSets = new SerializedVector <SerializedComponent>(); BotDifficultyAbilityModSets.DeserializeAsset(assetFile, stream); CompsToInspectInAbilityKitInspector = new SerializedVector <SerializedComponent>(); CompsToInspectInAbilityKitInspector.DeserializeAsset(assetFile, stream); SequenceDirNameOverride = stream.ReadString32(); AbilitySetupNotes = stream.ReadString32(); }
public override void DeserializeAsset(AssetFile assetFile, StreamReader stream) { Passives = new SerializedVector <SerializedComponent>(); Passives.DeserializeAsset(assetFile, stream); ToolTip = stream.ReadString32(); ToolTipTitle = stream.ReadString32(); }
public void DeserializeAsset(AssetFile assetFile, StreamReader stream) { HealthBonus = stream.ReadInt32(); TechPointsBonus = stream.ReadInt32(); PersonalCreditsBonus = stream.ReadInt32(); MechanicPointAdjust = stream.ReadInt32(); Actions = new SerializedVector <PassiveActionType>(); Actions.DeserializeAsset(assetFile, stream); Effect = new SerializedComponent(assetFile, stream); // Effect = (StandardEffectInfo) (object) stream.ReadInt32(); }
public override void DeserializeAsset(AssetFile assetFile, StreamReader stream) { PassiveName = stream.ReadString32(); SequencePrefab = new SerializedComponent(); SequencePrefab.DeserializeAsset(assetFile, stream); // PassiveStatMods = new SerializedVector<AbilityStatMod>(); PassiveStatMods = new SerializedVector <SerializedComponent>(); PassiveStatMods.DeserializeAsset(assetFile, stream); PassiveStatusChanges = new SerializedVector <StatusType>(); PassiveStatusChanges.DeserializeAsset(assetFile, stream); // OnEmptyTurn = new SerializedVector<EmptyTurnData>(); OnEmptyTurn = new SerializedVector <SerializedComponent>(); OnEmptyTurn.DeserializeAsset(assetFile, stream); // EventResponses = new SerializedVector<PassiveEventData>(); EventResponses = new SerializedVector <SerializedComponent>(); EventResponses.DeserializeAsset(assetFile, stream); // EffectsOnEveryTurn = new SerializedVector<StandardActorEffectData>(); EffectsOnEveryTurn = new SerializedVector <SerializedComponent>(); EffectsOnEveryTurn.DeserializeAsset(assetFile, stream); }
public override void DeserializeAsset(AssetFile assetFile, StreamReader stream) { stream.AlignTo(); Chatters = new SerializedVector <SerializedComponent>(); Chatters.DeserializeAsset(assetFile, stream); }