public static void Deserialize(EntityManager manager, BinaryReader reader, ReferencedUnityObjects objRefs) { DeserializeObjectReferences(manager, objRefs, "", out var objectReferences); var transaction = manager.BeginExclusiveEntityTransaction(); SerializeUtility.DeserializeWorld(transaction, reader, objectReferences); manager.EndExclusiveEntityTransaction(); }
public static void Deserialize(EntityManager manager, BinaryReader reader, GameObject sharedData) { int sharedComponentCount = DeserializeSharedComponents(manager, sharedData, ""); var transaction = manager.BeginExclusiveEntityTransaction(); SerializeUtility.DeserializeWorld(transaction, reader, sharedComponentCount); ReleaseSharedComponents(transaction, sharedComponentCount); manager.EndExclusiveEntityTransaction(); }
public static void Serialize(EntityManager manager, BinaryWriter writer, out GameObject sharedData) { int[] sharedComponentIndices; SerializeUtility.SerializeWorld(manager, writer, out sharedComponentIndices); sharedData = SerializeSharedComponents(manager, sharedComponentIndices); }
public static void Serialize(EntityManager manager, BinaryWriter writer, out GameObject sharedData, NativeArray <EntityRemapUtility.EntityRemapInfo> entityRemapInfos) { int[] sharedComponentIndices; SerializeUtility.SerializeWorld(manager, writer, out sharedComponentIndices, entityRemapInfos); sharedData = SerializeSharedComponents(manager, sharedComponentIndices); }
public static void Serialize(EntityManager manager, BinaryWriter writer, out ReferencedUnityObjects objRefs, NativeArray <EntityRemapUtility.EntityRemapInfo> entityRemapInfos) { object[] referencedObjects; SerializeUtility.SerializeWorld(manager, writer, out referencedObjects, entityRemapInfos); SerializeObjectReferences(manager, writer, (UnityEngine.Object[])referencedObjects, out objRefs); }
public static void Serialize(EntityManager manager, BinaryWriter writer, out ReferencedUnityObjects objRefs) { SerializeUtility.SerializeWorld(manager, writer, out var referencedObjects); SerializeObjectReferences(manager, writer, (UnityEngine.Object[])referencedObjects, out objRefs); }