public override void Deserialize(ByteProtocol protocol) { skillId = (SkillId)protocol.getInt32(); // UnityEngine.Debug.LogError("get skillId" +(Int32)skillId); coolDownTime = protocol.getRatio(); animTime = protocol.getRatio(); key = (KeyNum)protocol.getByte(); base.Deserialize(protocol); }
public virtual void Deserialize(ByteProtocol protocol) { trigger = (SkillTrigger)protocol.getInt32(); type = (SkillNodeType)protocol.getInt32(); // UnityEngine.Debug.LogError("get type" +(Int32)type); var len = protocol.getInt32(); // UnityEngine.Debug.LogError("get nextNode Count" +len); nextNodes.Clear(); for (int i = 0; i < len; i++) { var node = new SkillNode(); node.Deserialize(protocol); nextNodes.Add(node); } len = protocol.getInt32(); boolParams.Clear(); for (int i = 0; i < len; i++) { boolParams.Add(protocol.getBoolean()); } len = protocol.getInt32(); fixedParams.Clear(); for (int i = 0; i < len; i++) { fixedParams.Add(protocol.getRatio()); } }
public override void Deserialize(ByteProtocol protocol) { skillname = protocol.getString(); skillInfo = protocol.getString(); uiIcon = IdToObj <Sprite>(protocol.getInt32()); useOverAnim = IdToObj <AnimationClip>(protocol.getInt32()); useOverAnimSspeed = protocol.getRatio().ToFloat(); ItemPrefab = IdToObj <GameObject>(protocol.getInt32()); }