public override void Save(GameDataWriter writer) { writer.Write(focalShape); writer.Write(frequency); writer.Write(cosOffset); writer.Write(sinOffset); writer.Write(previousPosition); }
public override void Save(GameDataWriter writer) { base.Save(writer); writer.Write(ColorCount); for (int i = 0; i < ColorCount; ++i) { writer.Write(colors[i]); } writer.Write(AngularVelocity); writer.Write(Velocity); }
public override void Save(GameDataWriter writer) { base.Save(writer); writer.Write(_colors.Length); for (int i = 0, length = _colors.Length; i < length; i++) { writer.Write(_colors[i]); } writer.Write(AngularVelocity); writer.Write(Velocity); }
public override void Save(GameDataWriter writer) { writer.Write(levelObjects.Length); for (int i = 0; i < levelObjects.Length; i++) { levelObjects[i].Save(writer); } }
public override void Save(GameDataWriter writer) { writer.Write(persistableObjects.Length); for (int i = 0; i < persistableObjects.Length; ++i) { persistableObjects[i].Save(writer); } }
public override void Save(GameDataWriter writer) { writer.Write(shapes.Count); writer.Write(Random.state); writer.Write(CreationSpeed); writer.Write(creationProgress); writer.Write(DestructionSpeed); writer.Write(destructionProgress); writer.Write(loadedLevelBuildIndex); GameLevel.Current.Save(writer); for (int i = 0; i < shapes.Count; i++) { writer.Write(shapes[i].OriginFactory.FactoryId); writer.Write(shapes[i].ShapeId); writer.Write(shapes[i].MaterialId); shapes[i].Save(writer); } }
public override void Save(GameDataWriter writer) { writer.Write(_persistentObjects.Length); for (int i = 0; i < _persistentObjects.Length; i++) { _persistentObjects[i].Save(writer); } }
public virtual void Save(GameDataWriter writer) { writer.Write(transform.localPosition); writer.Write(transform.localRotation); writer.Write(transform.localScale); }
public override void Save(GameDataWriter writer) { writer.Write(originalScale); writer.Write(duration); }
public override void Save(GameDataWriter writer) { writer.Write(_sequentialIndex); }
public override void Save(GameDataWriter writer) { writer.Write(Velocity); }
public override void Save(GameDataWriter writer) { base.Save(writer); writer.Write(nextSequentialIndex); }
public override void Save(GameDataWriter writer) { writer.Write(spawnProgress); }
public override void Save(GameDataWriter writer) { writer.Write(Offset); writer.Write(Frequency); writer.Write(previousOscillation); }