コード例 #1
0
        public override object Read <T>(ES3Reader reader)
        {
            var instance = new UnityEngine.ParticleSystem.ColorBySpeedModule();

            ReadInto <T>(reader, instance);
            return(instance);
        }
コード例 #2
0
 /// <summary>
 /// Write the specified value using the writer.
 /// </summary>
 /// <param name="value">Value.</param>
 /// <param name="writer">Writer.</param>
 public override void Write(object value, ISaveGameWriter writer)
 {
     UnityEngine.ParticleSystem.ColorBySpeedModule colorBySpeedModule = (UnityEngine.ParticleSystem.ColorBySpeedModule)value;
     writer.WriteProperty("enabled", colorBySpeedModule.enabled);
     writer.WriteProperty("color", colorBySpeedModule.color);
     writer.WriteProperty("range", colorBySpeedModule.range);
 }
コード例 #3
0
 protected override void GetDependencies(System.Collections.Generic.Dictionary <long, UnityEngine.Object> dependencies, object obj)
 {
     base.GetDependencies(dependencies, obj);
     if (obj == null)
     {
         return;
     }
     UnityEngine.ParticleSystem.ColorBySpeedModule o = (UnityEngine.ParticleSystem.ColorBySpeedModule)obj;
     GetDependencies(color, o.color, dependencies);
 }
コード例 #4
0
 public override void ReadFrom(object obj)
 {
     base.ReadFrom(obj);
     if (obj == null)
     {
         return;
     }
     UnityEngine.ParticleSystem.ColorBySpeedModule o = (UnityEngine.ParticleSystem.ColorBySpeedModule)obj;
     enabled = o.enabled;
     color   = Read(color, o.color);
     range   = o.range;
 }
コード例 #5
0
 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.ParticleSystem.ColorBySpeedModule o = (UnityEngine.ParticleSystem.ColorBySpeedModule)obj;
     o.enabled = enabled;
     o.color   = Write(o.color, color, objects);
     o.range   = range;
     return(o);
 }
コード例 #6
0
        /// <summary>
        /// Read the data using the reader.
        /// </summary>
        /// <param name="reader">Reader.</param>
        public override object Read(ISaveGameReader reader)
        {
            UnityEngine.ParticleSystem.ColorBySpeedModule colorBySpeedModule = new UnityEngine.ParticleSystem.ColorBySpeedModule();
            foreach (string property in reader.Properties)
            {
                switch (property)
                {
                case "enabled":
                    colorBySpeedModule.enabled = reader.ReadProperty <System.Boolean> ();
                    break;

                case "color":
                    colorBySpeedModule.color = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxGradient> ();
                    break;

                case "range":
                    colorBySpeedModule.range = reader.ReadProperty <UnityEngine.Vector2> ();
                    break;
                }
            }
            return(colorBySpeedModule);
        }