public override void Write(BinaryWriter writer, object obj_) { Volume obj = (Volume)obj_; FmbUtil.WriteObject(writer, FmbHelper.HashSetOrListToArray <FaceOrientation>(obj.Orientations)); FmbUtil.GetTypeHandler <Vector3>().Write(writer, obj.From); FmbUtil.GetTypeHandler <Vector3>().Write(writer, obj.To); FmbUtil.WriteObject(writer, obj.ActorSettings); }
public override void Write(BinaryWriter writer, object obj_) { ArtObjectActorSettings obj = (ArtObjectActorSettings)obj_; writer.Write(obj.Inactive); FmbUtil.WriteObject(writer, obj.ContainedTrile); FmbUtil.WriteObject(writer, obj.AttachedGroup); FmbUtil.WriteObject(writer, obj.SpinView); writer.Write(obj.SpinEvery); writer.Write(obj.SpinOffset); writer.Write(obj.OffCenter); FmbUtil.GetTypeHandler <Vector3>().Write(writer, obj.RotationCenter); FmbUtil.WriteObject(writer, obj.VibrationPattern); FmbUtil.WriteObject(writer, obj.CodePattern); FmbUtil.WriteObject(writer, obj.Segment); FmbUtil.WriteObject(writer, obj.NextNode); FmbUtil.WriteObject(writer, obj.DestinationLevel); FmbUtil.WriteObject(writer, obj.TreasureMapName); FmbUtil.WriteObject(writer, FmbHelper.HashSetOrListToArray <FaceOrientation>(obj.InvisibleSides)); writer.Write(obj.TimeswitchWindBackSpeed); }