public static WeaponEnchantModelView Deserialize(System.IO.StreamReader input) { WeaponEnchantModelView _obj = new WeaponEnchantModelView(); // ID int _obj_ID = Int32.Parse(input.ReadLine()); _obj.ID = (int)_obj_ID; // OnHitEffects List <StateAlterationModelView> _obj_OnHitEffects = new List <StateAlterationModelView>(); int _obj_OnHitEffects_count = Int32.Parse(input.ReadLine()); for (int _obj_OnHitEffects_i = 0; _obj_OnHitEffects_i < _obj_OnHitEffects_count; _obj_OnHitEffects_i++) { StateAlterationModelView _obj_OnHitEffects_e = StateAlterationModelView.Deserialize(input); _obj_OnHitEffects.Add((StateAlterationModelView)_obj_OnHitEffects_e); } _obj.OnHitEffects = (List <StateAlterationModelView>)_obj_OnHitEffects; // CastingEffects List <StateAlterationModelView> _obj_CastingEffects = new List <StateAlterationModelView>(); int _obj_CastingEffects_count = Int32.Parse(input.ReadLine()); for (int _obj_CastingEffects_i = 0; _obj_CastingEffects_i < _obj_CastingEffects_count; _obj_CastingEffects_i++) { StateAlterationModelView _obj_CastingEffects_e = StateAlterationModelView.Deserialize(input); _obj_CastingEffects.Add((StateAlterationModelView)_obj_CastingEffects_e); } _obj.CastingEffects = (List <StateAlterationModelView>)_obj_CastingEffects; // PassiveEffects List <StateAlterationModelView> _obj_PassiveEffects = new List <StateAlterationModelView>(); int _obj_PassiveEffects_count = Int32.Parse(input.ReadLine()); for (int _obj_PassiveEffects_i = 0; _obj_PassiveEffects_i < _obj_PassiveEffects_count; _obj_PassiveEffects_i++) { StateAlterationModelView _obj_PassiveEffects_e = StateAlterationModelView.Deserialize(input); _obj_PassiveEffects.Add((StateAlterationModelView)_obj_PassiveEffects_e); } _obj.PassiveEffects = (List <StateAlterationModelView>)_obj_PassiveEffects; return(_obj); }
public static GameStaticDataView Deserialize(System.IO.StreamReader input) { GameStaticDataView _obj = new GameStaticDataView(); // CampsPositions List <Vector2> _obj_CampsPositions = new List <Vector2>(); int _obj_CampsPositions_count = Int32.Parse(input.ReadLine()); for (int _obj_CampsPositions_i = 0; _obj_CampsPositions_i < _obj_CampsPositions_count; _obj_CampsPositions_i++) { Vector2 _obj_CampsPositions_e = Vector2.Deserialize(input); _obj_CampsPositions.Add((Vector2)_obj_CampsPositions_e); } _obj.CampsPositions = (List <Vector2>)_obj_CampsPositions; // RouterPositions List <Vector2> _obj_RouterPositions = new List <Vector2>(); int _obj_RouterPositions_count = Int32.Parse(input.ReadLine()); for (int _obj_RouterPositions_i = 0; _obj_RouterPositions_i < _obj_RouterPositions_count; _obj_RouterPositions_i++) { Vector2 _obj_RouterPositions_e = Vector2.Deserialize(input); _obj_RouterPositions.Add((Vector2)_obj_RouterPositions_e); } _obj.RouterPositions = (List <Vector2>)_obj_RouterPositions; // VirusCheckpoints List <EntityBaseView> _obj_VirusCheckpoints = new List <EntityBaseView>(); int _obj_VirusCheckpoints_count = Int32.Parse(input.ReadLine()); for (int _obj_VirusCheckpoints_i = 0; _obj_VirusCheckpoints_i < _obj_VirusCheckpoints_count; _obj_VirusCheckpoints_i++) { EntityBaseView _obj_VirusCheckpoints_e = EntityBaseView.Deserialize(input); _obj_VirusCheckpoints.Add((EntityBaseView)_obj_VirusCheckpoints_e); } _obj.VirusCheckpoints = (List <EntityBaseView>)_obj_VirusCheckpoints; // Weapons List <WeaponModelView> _obj_Weapons = new List <WeaponModelView>(); int _obj_Weapons_count = Int32.Parse(input.ReadLine()); for (int _obj_Weapons_i = 0; _obj_Weapons_i < _obj_Weapons_count; _obj_Weapons_i++) { WeaponModelView _obj_Weapons_e = WeaponModelView.Deserialize(input); _obj_Weapons.Add((WeaponModelView)_obj_Weapons_e); } _obj.Weapons = (List <WeaponModelView>)_obj_Weapons; // Armors List <PassiveEquipmentModelView> _obj_Armors = new List <PassiveEquipmentModelView>(); int _obj_Armors_count = Int32.Parse(input.ReadLine()); for (int _obj_Armors_i = 0; _obj_Armors_i < _obj_Armors_count; _obj_Armors_i++) { PassiveEquipmentModelView _obj_Armors_e = PassiveEquipmentModelView.Deserialize(input); _obj_Armors.Add((PassiveEquipmentModelView)_obj_Armors_e); } _obj.Armors = (List <PassiveEquipmentModelView>)_obj_Armors; // Boots List <PassiveEquipmentModelView> _obj_Boots = new List <PassiveEquipmentModelView>(); int _obj_Boots_count = Int32.Parse(input.ReadLine()); for (int _obj_Boots_i = 0; _obj_Boots_i < _obj_Boots_count; _obj_Boots_i++) { PassiveEquipmentModelView _obj_Boots_e = PassiveEquipmentModelView.Deserialize(input); _obj_Boots.Add((PassiveEquipmentModelView)_obj_Boots_e); } _obj.Boots = (List <PassiveEquipmentModelView>)_obj_Boots; // Enchants List <WeaponEnchantModelView> _obj_Enchants = new List <WeaponEnchantModelView>(); int _obj_Enchants_count = Int32.Parse(input.ReadLine()); for (int _obj_Enchants_i = 0; _obj_Enchants_i < _obj_Enchants_count; _obj_Enchants_i++) { WeaponEnchantModelView _obj_Enchants_e = WeaponEnchantModelView.Deserialize(input); _obj_Enchants.Add((WeaponEnchantModelView)_obj_Enchants_e); } _obj.Enchants = (List <WeaponEnchantModelView>)_obj_Enchants; // Spells List <SpellModelView> _obj_Spells = new List <SpellModelView>(); int _obj_Spells_count = Int32.Parse(input.ReadLine()); for (int _obj_Spells_i = 0; _obj_Spells_i < _obj_Spells_count; _obj_Spells_i++) { SpellModelView _obj_Spells_e = SpellModelView.Deserialize(input); _obj_Spells.Add((SpellModelView)_obj_Spells_e); } _obj.Spells = (List <SpellModelView>)_obj_Spells; // Structures List <EntityBaseView> _obj_Structures = new List <EntityBaseView>(); int _obj_Structures_count = Int32.Parse(input.ReadLine()); for (int _obj_Structures_i = 0; _obj_Structures_i < _obj_Structures_count; _obj_Structures_i++) { EntityBaseView _obj_Structures_e = EntityBaseView.Deserialize(input); _obj_Structures.Add((EntityBaseView)_obj_Structures_e); } _obj.Structures = (List <EntityBaseView>)_obj_Structures; // Map MapView _obj_Map = MapView.Deserialize(input); _obj.Map = (MapView)_obj_Map; return(_obj); }