public void DeserializeAsset(AssetFile assetFile, StreamReader stream) { m_spawnerTitle = stream.ReadString32(); m_actorPrefab = new SerializedComponent(assetFile, stream); m_characterResourceLink = new SerializedComponent(assetFile, stream); m_actorBrain = new SerializedComponent(assetFile, stream); m_spawnPoint = new SerializedComponent(assetFile, stream); m_destination = new SerializedComponent(assetFile, stream); m_initialSpawnLookAtPoint = new SerializedComponent(assetFile, stream); m_spawnTurn = stream.ReadInt32(); m_respawnTime = stream.ReadInt32(); m_spawnScriptIndex = stream.ReadInt32(); m_despawnScriptIndex = stream.ReadInt32(); m_skinIndex = stream.ReadInt32(); m_patternIndex = stream.ReadInt32(); m_colorIndex = stream.ReadInt32(); m_team = (Team)stream.ReadInt32(); m_actorNameOverride = stream.ReadString32(); m_isPlayer = stream.ReadBoolean(); stream.AlignTo(); m_activationsOnDeath = new SerializedArray <ActivatableObject>(assetFile, stream); m_activationsOnSpawn = new SerializedArray <ActivatableObject>(assetFile, stream); m_applyEffectOnNPC = stream.ReadBoolean(); stream.AlignTo(); m_effectOnNPC = new StandardActorEffectData(assetFile, stream); m_tagsToApplyToActor = new SerializedArray <string>(assetFile, stream); m_actor = new SerializedComponent(assetFile, stream); m_id = stream.ReadInt32(); }
public void DeserializeAsset(AssetFile assetFile, StreamReader stream) { m_applyEffect = stream.ReadBoolean(); stream.AlignTo(); m_effectData = new StandardActorEffectData(assetFile, stream); }