public override void Read(ES2Reader reader, object c) { TrainingSave data = (TrainingSave)c; // Add your reader.Read calls here to read the data into the object. // Read the version number. int fileVersion = reader.Read <int>(); // VERSION 0: if (fileVersion >= 0) { data.beginGeneration = reader.Read <int>(); data.endGeneration = reader.Read <int>(); data.savedCrossoverManager = reader.Read <CrossoverManager>(); data.savedFitnessComponentList = reader.ReadList <FitnessComponent>(); data.savedMiniGameSettings = reader.Read <MiniGameSettingsSaves>(); data.savedPopulation = reader.Read <Population>(); data.savedTrialDataBegin = reader.Read <TrialData>(); data.savedTrialDataEnd = reader.Read <TrialData>(); data.savedTrainingModifierList = reader.ReadList <TrainingModifier>(); if (fileVersion >= 1) { // new attributes } } }
public override void Read(ES2Reader reader, object c) { SavedGame data = (SavedGame)c; // Add your reader.Read calls here to read the data into the object. data.UnlockedCards = reader.ReadList<LibraryCard>(); data.StartingDeckCards = reader.ReadList<LibraryCard>(); data.DefeatedEnemies = reader.ReadList<System.String>(); data.UnlockedGods = reader.ReadList<System.Int32>(); data.GoalHighScores = reader.ReadDictionary<System.String,System.Int32>(); data.FinishedTutorial = reader.Read<System.Boolean>(); data.NewCardsAvailable = reader.Read<System.Boolean>(); }
public override void Read(ES2Reader reader, object c) { SavedGame data = (SavedGame)c; // Add your reader.Read calls here to read the data into the object. data.UnlockedCards = reader.ReadList <LibraryCard>(); data.StartingDeckCards = reader.ReadList <LibraryCard>(); data.DefeatedEnemies = reader.ReadList <System.String>(); data.UnlockedGods = reader.ReadList <System.Int32>(); data.GoalHighScores = reader.ReadDictionary <System.String, System.Int32>(); data.FinishedTutorial = reader.Read <System.Boolean>(); data.NewCardsAvailable = reader.Read <System.Boolean>(); }
public override void Read(ES2Reader reader, object c) { GenomeNEAT data = (GenomeNEAT)c; // Add your reader.Read calls here to read the data into the object. // Read the version number. int fileVersion = reader.Read<int>(); // VERSION 0: if (fileVersion >= 0) { data.nodeNEATList = reader.ReadList<GeneNodeNEAT>(); data.linkNEATList = reader.ReadList<GeneLinkNEAT>(); } }
public override void Read(ES2Reader reader, object c) { Datas data = (Datas)c; // Add your reader.Read calls here to read the data into the object. data._colors = reader.ReadList <VoxelColor>(); data._model = reader.ReadList <Layer>(); data._isBeginning = reader.Read <System.Boolean>(); data._isFinished = reader.Read <System.Boolean>(); data._mainPosition = reader.Read <UnityEngine.Vector3>(); data._mainRotation = reader.Read <UnityEngine.Vector3>(); data._mainZoom = reader.Read <System.Single>(); data._isVip = reader.Read <System.Boolean>(); }
public override void Read(ES2Reader reader, object c) { GenomeNEAT data = (GenomeNEAT)c; // Add your reader.Read calls here to read the data into the object. // Read the version number. int fileVersion = reader.Read <int>(); // VERSION 0: if (fileVersion >= 0) { data.nodeNEATList = reader.ReadList <GeneNodeNEAT>(); data.linkNEATList = reader.ReadList <GeneLinkNEAT>(); } }
public override void Read(ES2Reader reader, object c) { AchievementData data = (AchievementData)c; // Add your reader.Read calls here to read the data into the object. data.Achievements = reader.ReadList <AchievementMeta>(); }
public static void LoadList <T>(string identifier, List <T> c, ES2Settings settings) where T : class { ES2Settings newSettings = settings.Clone(identifier); using (ES2Reader reader = ES2Reader.Create(newSettings)) reader.ReadList <T>(newSettings.filenameData.tag, c); }
public override void Read(ES2Reader reader, object c) { Population data = (Population)c; // Add your reader.Read calls here to read the data into the object. // Read the version number. int fileVersion = reader.Read <int>(); // VERSION 0: if (fileVersion >= 0) { //data.brainType = reader.Read<Population.BrainType>(); data.templateGenome = reader.Read <CritterGenome>(); data.numInputNodes = reader.Read <System.Int32>(); data.numOutputNodes = reader.Read <System.Int32>(); data.populationMaxSize = reader.Read <System.Int32>(); data.numAgents = reader.Read <System.Int32>(); data.masterAgentArray = reader.ReadArray <Agent>(); data.speciesBreedingPoolList = reader.ReadList <SpeciesBreedingPool>(); data.nextAvailableSpeciesID = reader.Read <int>(); data.trainingGenerations = reader.Read <int>(); data.nextAvailableGeneInno = reader.Read <int>(); if (fileVersion >= 1) { // new attributes } } }
public static List <T> LoadList <T>(string identifier, ES2Settings settings) { ES2Settings newSettings = settings.Clone(identifier); using (ES2Reader reader = ES2Reader.Create(newSettings)) return(reader.ReadList <T>(newSettings.filenameData.tag)); }
public override void Read(ES2Reader reader, object c) { Population data = (Population)c; // Add your reader.Read calls here to read the data into the object. // Read the version number. int fileVersion = reader.Read<int>(); // VERSION 0: if (fileVersion >= 0) { //data.brainType = reader.Read<Population.BrainType>(); data.templateGenome = reader.Read<CritterGenome>(); data.numInputNodes = reader.Read<System.Int32>(); data.numOutputNodes = reader.Read<System.Int32>(); data.populationMaxSize = reader.Read<System.Int32>(); data.numAgents = reader.Read<System.Int32>(); data.masterAgentArray = reader.ReadArray<Agent>(); data.speciesBreedingPoolList = reader.ReadList<SpeciesBreedingPool>(); data.nextAvailableSpeciesID = reader.Read<int>(); data.trainingGenerations = reader.Read<int>(); data.nextAvailableGeneInno = reader.Read<int>(); if (fileVersion >= 1) { // new attributes } } }
public List <T> LoadList <T>(string tag) { CheckWWWUsage(); CheckDownloadUsage(); using (ES2Reader reader = ES2Reader.Create(data, settings)) return(reader.ReadList <T>(tag)); }
public override void Read(ES2Reader reader, Component c) { Company data = (Company)c; // Add your reader.Read calls here to read the data into the Component. data.name = reader.Read <System.String>(); data.id = reader.Read <System.String>(); data.companyName = reader.Read <System.String>(); data.money = reader.Read <System.Single>(); data.maxRosterSize = reader.Read <System.Int32>(); data.phase = reader.Read <System.Int32>(); data.eventHistory = reader.ReadList <HistoricalWrestlingEvent>(); data.unlockedVenues = reader.ReadList <Venue>(); data.unlockedMatchTypes = reader.ReadList <WrestlingMatchType>(); data.isInAlliance = reader.Read <System.Boolean>(); data.roster = reader.ReadList <Wrestler>(); }
public override void Read(ES2Reader reader, object c) { Layer data = (Layer)c; // Add your reader.Read calls here to read the data into the object. data.layer = reader.ReadList <VoxelPlatform>(); data.isDrawing = reader.Read <System.Boolean>(); }
public override void Read(ES2Reader reader, object c) { GameState data = (GameState)c; // Add your reader.Read calls here to read the data into the object. data.id = reader.Read <System.Int32>(); data.states = reader.ReadList <ObjectState>(); data.merky = reader.Read <ObjectState>(); }
public override void Read(ES2Reader reader, Component c) { Venue data = (Venue)c; // Add your reader.Read calls here to read the data into the Component. data.id = reader.Read <System.String>(); data.venueName = reader.Read <System.String>(); data.venueDescription = reader.Read <System.String>(); data.baseCost = reader.Read <System.Single>(); data.gatePercentage = reader.Read <System.Single>(); data.capacity = reader.Read <System.Int32>(); data.popularity = reader.Read <System.Single>(); data.phase = reader.Read <System.Int32>(); data.unlockableMatchType = reader.Read <System.String>(); data.matchTypePreferences = reader.ReadDictionary <System.String, System.Single>(); data.matchFinishPreferences = reader.ReadDictionary <System.String, System.Single>(); data.seenMatchTypes = reader.ReadList <System.String>(); data.seenMatchFinishes = reader.ReadList <System.String>(); }
private WorldCreatFlugHelper() { PioneerManager.getInstance().setObserver(this); if (ES2.Exists("BasicData")) { ES2Reader reader = ES2Reader.Create("BasicData"); this.worldPasses = reader.ReadList <Int32>("WorldPass"); this.worldIdDefault = reader.Read <Int32>("WorldIdDefault"); } }
public override void Read(ES2Reader reader, object c) { TownBuilder data = (TownBuilder)c; // Add your reader.Read calls here to read the data into the object. data.Id = reader.Read <System.Int32>(); data.Level = reader.Read <System.Int32>(); data.Size = reader.Read <System.Int32>(); data.Citizens = reader.ReadList <Character.Citizen>(); data.Merchants = reader.ReadList <Character.Merchant>(); data.Clients = reader.ReadList <Character.Client>(); data.PriseMag = reader.Read <System.Single>(); data.BuildingDatas = reader.ReadList <BuildingSaveData>(); data.AttributeMag = reader.ReadDictionary <Item.ItemParameters.ItemAttribute, System.Single>(); data.Grid = reader.Read2DArray <System.Boolean>(); data.TownAttributeId = reader.Read <System.Int32>(); data.Direction = reader.Read <FieldMap.Town.RoadDirection>(); data.Position = reader.Read <UnityEngine.Vector3>(); data.Quaternion = reader.Read <UnityEngine.Quaternion>(); }
public List <Vector3> GetDungeonData() { string loadName = SelectedLoadFile + ".edg"; List <Vector3> tileSpawnPositions = new List <Vector3>(); using (ES2Reader reader = ES2Reader.Create("dungeonSaves/" + loadName)) { tileSpawnPositions = reader.ReadList <Vector3>("tilePositions"); } return(tileSpawnPositions); }
public override void Read(ES2Reader reader, Component c) { Wrestler data = (Wrestler)c; // Add your reader.Read calls here to read the data into the Component. data.id = reader.Read <System.String>(); data.wrestlerName = reader.Read <System.String>(); data.description = reader.Read <System.String>(); data.perMatchCost = reader.Read <System.Single>(); data.popularity = reader.Read <System.Single>(); data.isHeel = reader.Read <System.Boolean>(); data.hiringCost = reader.Read <System.Single>(); data.phase = reader.Read <System.Int32>(); data.charisma = reader.Read <System.Single>(); data.work = reader.Read <System.Single>(); data.appearance = reader.Read <System.Single>(); data.matchTypeAffinities = reader.ReadDictionary <System.String, System.Single>(); data.matchFinishAffinities = reader.ReadDictionary <System.String, System.Single>(); data.usedMatchTypes = reader.ReadList <System.String>(); data.usedMatchFinishes = reader.ReadList <System.String>(); }
public override void Read(ES2Reader reader, object c) { ObjectState data = (ObjectState)c; // Add your reader.Read calls here to read the data into the object. data.position = reader.Read <UnityEngine.Vector3>(); data.localScale = reader.Read <UnityEngine.Vector3>(); data.rotation = reader.Read <UnityEngine.Quaternion>(); data.velocity = reader.Read <UnityEngine.Vector2>(); data.angularVelocity = reader.Read <System.Single>(); data.soList = reader.ReadList <SavableObject>(); data.objectName = reader.Read <System.String>(); data.sceneName = reader.Read <System.String>(); }
public override void Read(ES2Reader reader, object c) { TrainingSave data = (TrainingSave)c; // Add your reader.Read calls here to read the data into the object. // Read the version number. int fileVersion = reader.Read<int>(); // VERSION 0: if (fileVersion >= 0) { data.beginGeneration = reader.Read<int>(); data.endGeneration = reader.Read<int>(); data.savedCrossoverManager = reader.Read<CrossoverManager>(); data.savedFitnessComponentList = reader.ReadList<FitnessComponent>(); data.savedMiniGameSettings = reader.Read<MiniGameSettingsSaves>(); data.savedPopulation = reader.Read<Population>(); data.savedTrialDataBegin = reader.Read<TrialData>(); data.savedTrialDataEnd = reader.Read<TrialData>(); data.savedTrainingModifierList = reader.ReadList<TrainingModifier>(); if (fileVersion >= 1) { // new attributes } } }
public override void Read(ES2Reader reader, object c) { SpeciesBreedingPool data = (SpeciesBreedingPool)c; // Add your reader.Read calls here to read the data into the object. // Read the version number. int fileVersion = reader.Read<int>(); // VERSION 0: if (fileVersion >= 0) { data.agentList = reader.ReadList<Agent>(); data.nextAgentIndex = reader.Read<int>(); data.speciesID = reader.Read<int>(); data.templateGenome = reader.Read<GenomeNEAT>(); if (fileVersion >= 1) { // new attributes } } }
public override void Read(ES2Reader reader, object c) { CritterNode data = (CritterNode)c; // Add your reader.Read calls here to read the data into the object. // Read the version number. int fileVersion = reader.Read<int>(); // VERSION 0: if (fileVersion >= 0) { //data.attachedJointLinkList = reader.ReadList<CritterJointLink>(); //if (data.jointLink != null) data.attachedChildNodesIdList = reader.ReadList<System.Int32>(); data.jointLink = reader.Read<CritterJointLink>(); data.dimensions = reader.Read<Vector3>(); data.ID = reader.Read<System.Int32>(); data.innov = reader.Read<System.Int32>(); } }
public override void Read(ES2Reader reader, object c) { CritterNode data = (CritterNode)c; // Add your reader.Read calls here to read the data into the object. // Read the version number. int fileVersion = reader.Read <int>(); // VERSION 0: if (fileVersion >= 0) { //data.attachedJointLinkList = reader.ReadList<CritterJointLink>(); //if (data.jointLink != null) data.attachedChildNodesIdList = reader.ReadList <System.Int32>(); data.jointLink = reader.Read <CritterJointLink>(); data.dimensions = reader.Read <Vector3>(); data.ID = reader.Read <System.Int32>(); data.innov = reader.Read <System.Int32>(); } }
public override void Read(ES2Reader reader, object c) { SpeciesBreedingPool data = (SpeciesBreedingPool)c; // Add your reader.Read calls here to read the data into the object. // Read the version number. int fileVersion = reader.Read <int>(); // VERSION 0: if (fileVersion >= 0) { data.agentList = reader.ReadList <Agent>(); data.nextAgentIndex = reader.Read <int>(); data.speciesID = reader.Read <int>(); data.templateGenome = reader.Read <GenomeNEAT>(); if (fileVersion >= 1) { // new attributes } } }
/* * Reads an Auto Save from a reader. * Returns false if there are no more Auto Saves to load. * Optionally allows you to specify an Auto Save to load it into. */ private bool ReadAutoSave(ES2Reader reader, ES2AutoSave autoSave = null) { // If we've not already read the Auto Save's ID, read it. string autoSaveID = reader.reader.ReadString(); if (autoSaveID == "null") { return(false); } int endPosition = (int)reader.stream.Position; int length = reader.reader.ReadInt32(); endPosition += length; bool isPrefab = reader.reader.ReadBoolean(); string prefabID = isPrefab ? reader.reader.ReadString() : ""; if (autoSave != null) { // If an Auto Save has already been specified, do nothing. // i.e. this happens when loading a child Auto Save. } // Manage loading of scene objects. else if (!isPrefab) { // If no Auto Save exists, create a GameObject and Auto Save for it. if ((autoSave = GetAutoSave(autoSaveID)) == null) { autoSave = ES2AutoSave.AddAutoSave(new GameObject(), Color.red, true, false, autoSaveID); } } // Manage loading of prefabs. else { ES2AutoSave prefabAutoSave = null; ES2AutoSave[] prefabs = globalManager.prefabArray; // TODO: Use Dictionary for performance? for (int i = 0; i < prefabs.Length; i++) { if (prefabs[i] != null && prefabs[i].prefabID == prefabID) { prefabAutoSave = prefabs[i]; break; } } GameObject instance; if (prefabAutoSave == null) { // If Auto Save with ID doesn't exist, create a blank object with a new Auto Save instead. instance = new GameObject(); autoSave = ES2AutoSave.AddAutoSave(instance, Color.clear, true, false, autoSaveID); autoSave.prefabID = prefabID; } else { // If an object with this ID doesn't already exist, instantiate the prefab. if (autoSaves.TryGetValue(autoSaveID, out autoSave)) { instance = autoSave.gameObject; } else { instance = Instantiate(prefabAutoSave.gameObject); autoSave = instance.GetComponent <ES2AutoSave>(); autoSave.id = autoSaveID; AddAutoSave(autoSave, autoSaveID); } } } /* Read Instance Variables. */ // Parent string parentID = reader.reader.ReadString(); if (parentID != "") { if (parentID == "null") { autoSave.transform.SetParent(null, false); } else { ES2AutoSave parentAutoSave; if (!autoSaves.TryGetValue(parentID, out parentAutoSave)) { // Only set parent if the parent actually exists. } else { autoSave.transform.SetParent(parentAutoSave.transform, false); } } } // activeSelf string activeSelf = reader.reader.ReadString(); if (activeSelf == "True") { autoSave.gameObject.SetActive(true); } if (activeSelf == "False") { autoSave.gameObject.SetActive(false); } // name string name = reader.reader.ReadString(); if (name != "") { autoSave.name = name; } // tag string tag = reader.reader.ReadString(); if (tag != "") { autoSave.tag = tag; } // layer int layer = reader.reader.ReadInt32(); if (layer > -1) { autoSave.gameObject.layer = layer; } // If this is a prefab, we'll need to load it's children too. if (autoSave.isPrefab) { List <string> childPrefabIDs = reader.ReadList <string>(); for (int i = 0; i < childPrefabIDs.Count; i++) { bool foundAutoSave = false; // Get the child with the given prefab ID, and load the data into it. foreach (Transform t in autoSave.transform) { ES2AutoSave childAutoSave = t.GetComponent <ES2AutoSave>(); if (childAutoSave != null) { if (childAutoSave.prefabID == childPrefabIDs[i]) { foundAutoSave = true; ReadAutoSave(reader, childAutoSave); break; } } } // If we didn't find an appropriate Auto Save, it's likely that this has been made a child of // the prefab at runtime, so load it as a normal auto save. if (!foundAutoSave) { ReadAutoSave(reader, null); /* * // Skip the Auto Save. * reader.reader.ReadString(); * int endPos = (int)reader.stream.Position; * int len = reader.reader.ReadInt32(); * endPos += len; * reader.stream.Position = endPos;*/ } } } while (reader.stream.Position != endPosition) { ReadComponent(autoSave, reader); } return(true); }
public override void Read(ES2Reader reader, object c) { SavedState data = (SavedState)c; // Add your reader.Read calls here to read the data into the object. data.Level = reader.Read <System.Int32>(); data.ObstacleXPositions = reader.ReadList <System.Int32>(); data.ObstacleYPositions = reader.ReadList <System.Int32>(); data.ObstacleLevelType = reader.Read <ObstacleLibrary.LevelTypes>(); data.CardsInHand = reader.ReadList <LibraryCard>(); data.CardsInDeck = reader.ReadList <System.String>(); data.CardsInDiscard = reader.ReadList <LibraryCard>(); data.Enemies = reader.ReadList <System.String>(); data.EnemyHealths = reader.ReadList <System.Int32>(); data.EnemyXPositions = reader.ReadList <System.Int32>(); data.EnemyYPositions = reader.ReadList <System.Int32>(); data.EnemyPlays = reader.ReadList <System.Int32>(); data.PlayerPosition = reader.ReadArray <System.Int32>(); data.PlayerHealth = reader.Read <System.Int32>(); data.PlayerMoves = reader.Read <System.Int32>(); data.PlayerPlays = reader.Read <System.Int32>(); data.Dollars = reader.Read <System.Int32>(); data.BleedingTurns = reader.Read <System.Int32>(); data.SwollenTurns = reader.Read <System.Int32>(); data.HungerTurns = reader.Read <System.Int32>(); data.Goals = reader.ReadArray <Goal>(); data.TriggerList = reader.ReadList <System.String>(); data.ShopCardList1 = reader.ReadList <LibraryCard>(); data.ShopCardList2 = reader.ReadList <LibraryCard>(); data.ShopCardList3 = reader.ReadList <LibraryCard>(); data.ShopMode = reader.Read <System.Boolean>(); }
private void ReadEncryptedList <T>(ES2Type type, List <T> c) where T : class { using (ES2Reader encryptedReader = GetEncryptedReader()) encryptedReader.ReadList <T>(type, c); }
public override void Read(ES2Reader reader, object c) { CritterGenome data = (CritterGenome)c; // Add your reader.Read calls here to read the data into the object. // Read the version number. int fileVersion = reader.Read <int>(); // VERSION 0: if (fileVersion >= 0) { data.CritterNodeList = reader.ReadList <CritterNode>(); data.savedNextNodeInno = reader.Read <int>(); data.savedNextAddonInno = reader.Read <int>(); data.addonPhysicalAttributesList = reader.ReadList <AddonPhysicalAttributes>(); data.addonJointAngleSensorList = reader.ReadList <AddonJointAngleSensor>(); data.addonContactSensorList = reader.ReadList <AddonContactSensor>(); data.addonRaycastSensorList = reader.ReadList <AddonRaycastSensor>(); data.addonCompassSensor1DList = reader.ReadList <AddonCompassSensor1D>(); data.addonCompassSensor3DList = reader.ReadList <AddonCompassSensor3D>(); data.addonPositionSensor1DList = reader.ReadList <AddonPositionSensor1D>(); data.addonPositionSensor3DList = reader.ReadList <AddonPositionSensor3D>(); data.addonRotationSensor1DList = reader.ReadList <AddonRotationSensor1D>(); data.addonRotationSensor3DList = reader.ReadList <AddonRotationSensor3D>(); data.addonVelocitySensor1DList = reader.ReadList <AddonVelocitySensor1D>(); data.addonVelocitySensor3DList = reader.ReadList <AddonVelocitySensor3D>(); data.addonAltimeterList = reader.ReadList <AddonAltimeter>(); data.addonEarBasicList = reader.ReadList <AddonEarBasic>(); data.addonGravitySensorList = reader.ReadList <AddonGravitySensor>(); data.addonOscillatorInputList = reader.ReadList <AddonOscillatorInput>(); data.addonValueInputList = reader.ReadList <AddonValueInput>(); data.addonTimerInputList = reader.ReadList <AddonTimerInput>(); data.addonJointMotorList = reader.ReadList <AddonJointMotor>(); data.addonThrusterEffector1DList = reader.ReadList <AddonThrusterEffector1D>(); data.addonThrusterEffector3DList = reader.ReadList <AddonThrusterEffector3D>(); data.addonTorqueEffector1DList = reader.ReadList <AddonTorqueEffector1D>(); data.addonTorqueEffector3DList = reader.ReadList <AddonTorqueEffector3D>(); data.addonMouthBasicList = reader.ReadList <AddonMouthBasic>(); data.addonNoiseMakerBasicList = reader.ReadList <AddonNoiseMakerBasic>(); data.addonStickyList = reader.ReadList <AddonSticky>(); data.addonWeaponBasicList = reader.ReadList <AddonWeaponBasic>(); } }
public override void Read(ES2Reader reader, object c) { SavedState data = (SavedState)c; // Add your reader.Read calls here to read the data into the object. data.Level = reader.Read<System.Int32>(); data.ObstacleXPositions = reader.ReadList<System.Int32>(); data.ObstacleYPositions = reader.ReadList<System.Int32>(); data.ObstacleLevelType = reader.Read<ObstacleLibrary.LevelTypes>(); data.CardsInHand = reader.ReadList<LibraryCard>(); data.CardsInDeck = reader.ReadList<System.String>(); data.CardsInDiscard = reader.ReadList<LibraryCard>(); data.Enemies = reader.ReadList<System.String>(); data.EnemyHealths = reader.ReadList<System.Int32>(); data.EnemyXPositions = reader.ReadList<System.Int32>(); data.EnemyYPositions = reader.ReadList<System.Int32>(); data.EnemyPlays = reader.ReadList<System.Int32>(); data.PlayerPosition = reader.ReadArray<System.Int32>(); data.PlayerHealth = reader.Read<System.Int32>(); data.PlayerMoves = reader.Read<System.Int32>(); data.PlayerPlays = reader.Read<System.Int32>(); data.Dollars = reader.Read<System.Int32>(); data.BleedingTurns = reader.Read<System.Int32>(); data.SwollenTurns = reader.Read<System.Int32>(); data.HungerTurns = reader.Read<System.Int32>(); data.Goals = reader.ReadArray<Goal>(); data.TriggerList = reader.ReadList<System.String>(); data.ShopCardList1 = reader.ReadList<LibraryCard>(); data.ShopCardList2 = reader.ReadList<LibraryCard>(); data.ShopCardList3 = reader.ReadList<LibraryCard>(); data.ShopMode = reader.Read<System.Boolean>(); }
public override void Read(ES2Reader reader, object c) { CritterGenome data = (CritterGenome)c; // Add your reader.Read calls here to read the data into the object. // Read the version number. int fileVersion = reader.Read<int>(); // VERSION 0: if (fileVersion >= 0) { data.CritterNodeList = reader.ReadList<CritterNode>(); data.savedNextNodeInno = reader.Read<int>(); data.savedNextAddonInno = reader.Read<int>(); data.addonPhysicalAttributesList = reader.ReadList<AddonPhysicalAttributes>(); data.addonJointAngleSensorList = reader.ReadList<AddonJointAngleSensor>(); data.addonContactSensorList = reader.ReadList<AddonContactSensor>(); data.addonRaycastSensorList = reader.ReadList<AddonRaycastSensor>(); data.addonCompassSensor1DList = reader.ReadList<AddonCompassSensor1D>(); data.addonCompassSensor3DList = reader.ReadList<AddonCompassSensor3D>(); data.addonPositionSensor1DList = reader.ReadList<AddonPositionSensor1D>(); data.addonPositionSensor3DList = reader.ReadList<AddonPositionSensor3D>(); data.addonRotationSensor1DList = reader.ReadList<AddonRotationSensor1D>(); data.addonRotationSensor3DList = reader.ReadList<AddonRotationSensor3D>(); data.addonVelocitySensor1DList = reader.ReadList<AddonVelocitySensor1D>(); data.addonVelocitySensor3DList = reader.ReadList<AddonVelocitySensor3D>(); data.addonAltimeterList = reader.ReadList<AddonAltimeter>(); data.addonEarBasicList = reader.ReadList<AddonEarBasic>(); data.addonGravitySensorList = reader.ReadList<AddonGravitySensor>(); data.addonOscillatorInputList = reader.ReadList<AddonOscillatorInput>(); data.addonValueInputList = reader.ReadList<AddonValueInput>(); data.addonTimerInputList = reader.ReadList<AddonTimerInput>(); data.addonJointMotorList = reader.ReadList<AddonJointMotor>(); data.addonThrusterEffector1DList = reader.ReadList<AddonThrusterEffector1D>(); data.addonThrusterEffector3DList = reader.ReadList<AddonThrusterEffector3D>(); data.addonTorqueEffector1DList = reader.ReadList<AddonTorqueEffector1D>(); data.addonTorqueEffector3DList = reader.ReadList<AddonTorqueEffector3D>(); data.addonMouthBasicList = reader.ReadList<AddonMouthBasic>(); data.addonNoiseMakerBasicList = reader.ReadList<AddonNoiseMakerBasic>(); data.addonStickyList = reader.ReadList<AddonSticky>(); data.addonWeaponBasicList = reader.ReadList<AddonWeaponBasic>(); } }
private List <T> ReadEncryptedList <T>(ES2Type type) { using (ES2Reader encryptedReader = GetEncryptedReader()) return(encryptedReader.ReadList <T>(type)); }