private static void AddSurrogates(ref SurrogateSelector ss) { Vector3Surrogate vector = new Vector3Surrogate(); ss.AddSurrogate(typeof(Vector3), new StreamingContext(StreamingContextStates.All), vector); QuaternionSurrogate quaternion = new QuaternionSurrogate(); ss.AddSurrogate(typeof(Quaternion), new StreamingContext(StreamingContextStates.All), quaternion); TransformSurrogate transform = new TransformSurrogate(); ss.AddSurrogate(typeof(Transform), new StreamingContext(StreamingContextStates.All), transform); ColourSurrogate colour = new ColourSurrogate(); ss.AddSurrogate(typeof(Color), new StreamingContext(StreamingContextStates.All), colour); CameraSurrogate camera = new CameraSurrogate(); ss.AddSurrogate(typeof(Camera), new StreamingContext(StreamingContextStates.All), camera); foreach (KeyValuePair <ISerializationSurrogate, Type> kv in surrogateList) { ss.AddSurrogate(kv.Value, new StreamingContext(StreamingContextStates.All), kv.Key); } }
public static void AddSurrogates(ref SurrogateSelector surrogateSelector) { Vector3Surrogate Vector3_SS = new Vector3Surrogate(); surrogateSelector.AddSurrogate(typeof(Vector3), new StreamingContext(StreamingContextStates.All), Vector3_SS); Texture2DSurrogate Texture2D_SS = new Texture2DSurrogate(); surrogateSelector.AddSurrogate(typeof(Texture2D), new StreamingContext(StreamingContextStates.All), Texture2D_SS); ColourSurrogate Color_SS = new ColourSurrogate(); surrogateSelector.AddSurrogate(typeof(Color), new StreamingContext(StreamingContextStates.All), Color_SS); GameObjectSurrogate GameObject_SS = new GameObjectSurrogate(); surrogateSelector.AddSurrogate(typeof(GameObject), new StreamingContext(StreamingContextStates.All), GameObject_SS); TransformSurrogate Transform_SS = new TransformSurrogate(); surrogateSelector.AddSurrogate(typeof(Transform), new StreamingContext(StreamingContextStates.All), Transform_SS); QuaternionSurrogate Quaternion_SS = new QuaternionSurrogate(); surrogateSelector.AddSurrogate(typeof(Quaternion), new StreamingContext(StreamingContextStates.All), Quaternion_SS); }