public override object Read <T>(ES3Reader reader) { var instance = new UnityEngine.ParticleSystem.LightsModule(); ReadInto <T>(reader, instance); return(instance); }
protected override void GetDependencies(System.Collections.Generic.Dictionary <long, UnityEngine.Object> dependencies, object obj) { base.GetDependencies(dependencies, obj); if (obj == null) { return; } UnityEngine.ParticleSystem.LightsModule o = (UnityEngine.ParticleSystem.LightsModule)obj; AddDependency(o.light, dependencies); GetDependencies(range, o.range, dependencies); GetDependencies(intensity, o.intensity, dependencies); }
/// <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.LightsModule lightsModule = (UnityEngine.ParticleSystem.LightsModule)value; writer.WriteProperty("enabled", lightsModule.enabled); writer.WriteProperty("ratio", lightsModule.ratio); writer.WriteProperty("useRandomDistribution", lightsModule.useRandomDistribution); writer.WriteProperty("light", lightsModule.light); writer.WriteProperty("useParticleColor", lightsModule.useParticleColor); writer.WriteProperty("sizeAffectsRange", lightsModule.sizeAffectsRange); writer.WriteProperty("alphaAffectsIntensity", lightsModule.alphaAffectsIntensity); writer.WriteProperty("range", lightsModule.range); writer.WriteProperty("rangeMultiplier", lightsModule.rangeMultiplier); writer.WriteProperty("intensity", lightsModule.intensity); writer.WriteProperty("intensityMultiplier", lightsModule.intensityMultiplier); writer.WriteProperty("maxLights", lightsModule.maxLights); }
public override void ReadFrom(object obj) { base.ReadFrom(obj); if (obj == null) { return; } UnityEngine.ParticleSystem.LightsModule o = (UnityEngine.ParticleSystem.LightsModule)obj; enabled = o.enabled; ratio = o.ratio; useRandomDistribution = o.useRandomDistribution; light = o.light.GetMappedInstanceID(); useParticleColor = o.useParticleColor; sizeAffectsRange = o.sizeAffectsRange; alphaAffectsIntensity = o.alphaAffectsIntensity; range = Read(range, o.range); rangeMultiplier = o.rangeMultiplier; intensity = Read(intensity, o.intensity); intensityMultiplier = o.intensityMultiplier; maxLights = o.maxLights; }
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.LightsModule o = (UnityEngine.ParticleSystem.LightsModule)obj; o.enabled = enabled; o.ratio = ratio; o.useRandomDistribution = useRandomDistribution; o.light = (UnityEngine.Light)objects.Get(light); o.useParticleColor = useParticleColor; o.sizeAffectsRange = sizeAffectsRange; o.alphaAffectsIntensity = alphaAffectsIntensity; o.range = Write(o.range, range, objects); o.rangeMultiplier = rangeMultiplier; o.intensity = Write(o.intensity, intensity, objects); o.intensityMultiplier = intensityMultiplier; o.maxLights = maxLights; return(o); }
/// <summary> /// Read the data using the reader. /// </summary> /// <param name="reader">Reader.</param> public override object Read(ISaveGameReader reader) { UnityEngine.ParticleSystem.LightsModule lightsModule = new UnityEngine.ParticleSystem.LightsModule(); foreach (string property in reader.Properties) { switch (property) { case "enabled": lightsModule.enabled = reader.ReadProperty <System.Boolean> (); break; case "ratio": lightsModule.ratio = reader.ReadProperty <System.Single> (); break; case "useRandomDistribution": lightsModule.useRandomDistribution = reader.ReadProperty <System.Boolean> (); break; case "light": if (lightsModule.light == null) { lightsModule.light = reader.ReadProperty <UnityEngine.Light> (); } else { reader.ReadIntoProperty <UnityEngine.Light> (lightsModule.light); } break; case "useParticleColor": lightsModule.useParticleColor = reader.ReadProperty <System.Boolean> (); break; case "sizeAffectsRange": lightsModule.sizeAffectsRange = reader.ReadProperty <System.Boolean> (); break; case "alphaAffectsIntensity": lightsModule.alphaAffectsIntensity = reader.ReadProperty <System.Boolean> (); break; case "range": lightsModule.range = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve> (); break; case "rangeMultiplier": lightsModule.rangeMultiplier = reader.ReadProperty <System.Single> (); break; case "intensity": lightsModule.intensity = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve> (); break; case "intensityMultiplier": lightsModule.intensityMultiplier = reader.ReadProperty <System.Single> (); break; case "maxLights": lightsModule.maxLights = reader.ReadProperty <System.Int32> (); break; } } return(lightsModule); }