protected int m_uAtlasIndex; // Absolute (real) Index on the SpriteSheet public override void Serialize(System.IO.Stream stream) { base.Serialize(stream); StreamWriter sw = new StreamWriter(stream); CCSerialization.SerializeData(Dirty, sw); CCSerialization.SerializeData(IsTextureRectRotated, sw); CCSerialization.SerializeData(AtlasIndex, sw); CCSerialization.SerializeData(TextureRect, sw); CCSerialization.SerializeData(OffsetPosition, sw); sw.WriteLine(m_TextureFile == null ? "null" : m_TextureFile); }
/// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { StreamWriter sw = new StreamWriter(stream); CCSerialization.SerializeData(m_bVisible, sw); CCSerialization.SerializeData(m_fRotationX, sw); CCSerialization.SerializeData(m_fRotationY, sw); CCSerialization.SerializeData(m_fScaleX, sw); CCSerialization.SerializeData(m_fScaleY, sw); CCSerialization.SerializeData(m_fSkewX, sw); CCSerialization.SerializeData(m_fSkewY, sw); CCSerialization.SerializeData(m_fVertexZ, sw); CCSerialization.SerializeData(m_bIgnoreAnchorPointForPosition, sw); CCSerialization.SerializeData(m_bInverseDirty, sw); CCSerialization.SerializeData(m_bRunning, sw); CCSerialization.SerializeData(m_bTransformDirty, sw); CCSerialization.SerializeData(m_bReorderChildDirty, sw); CCSerialization.SerializeData(m_uOrderOfArrival, sw); CCSerialization.SerializeData(m_nTag, sw); CCSerialization.SerializeData(m_nZOrder, sw); CCSerialization.SerializeData(m_obAnchorPoint, sw); CCSerialization.SerializeData(m_obContentSize, sw); CCSerialization.SerializeData(Position, sw); if (m_pChildren != null) { CCSerialization.SerializeData(m_pChildren.Count, sw); foreach (CCNode child in m_pChildren) { sw.WriteLine(child.GetType().AssemblyQualifiedName); } foreach (CCNode child in m_pChildren) { child.Serialize(stream); } } else { CCSerialization.SerializeData(0, sw); // No children } }