public override void Write(ISerializerStream stream) { base.Write(stream); stream.SerializeInt("ActerId", this.ActerId); stream.SerializeBool("Ready", this.Ready); stream.SerializeBool("IsLocal", this.IsLocal); }
public override void Write(ISerializerStream stream) { base.Write(stream); stream.SerializeBool("IsAmazing", this.IsAmazing); stream.SerializeString("TheStateMachine", this.TheStateMachine.Name);; stream.SerializeVector3("SomeUnityType", this.SomeUnityType); }
public override void Write(ISerializerStream stream) { base.Write(stream); stream.SerializeBool("IsMoving", this.IsMoving); stream.SerializeString("MovementStateMachine", this.MovementStateMachine.Name);; stream.SerializeBool("FiringCommand", this.FiringCommand); stream.SerializeString("FireStateMachine", this.FireStateMachine.Name);; stream.SerializeBool("FireTimeOutElapsed", this.FireTimeOutElapsed); stream.SerializeBool("ShouldFire", this.ShouldFire); stream.SerializeInt("AsteroidsDestroyed", this.AsteroidsDestroyed); if (stream.DeepSerialize) { stream.SerializeObject("Weapon", this.Weapon); } stream.SerializeBool("IsAlive", this.IsAlive); stream.SerializeFloat("MovementSpeed", this.MovementSpeed); }
public override void Write(ISerializerStream stream) { base.Write(stream); if (stream.DeepSerialize) { stream.SerializeObject("Player", this.Player); } stream.SerializeVector3("SpawnPoint", this.SpawnPoint); stream.SerializeBool("GameOver", this.GameOver); stream.SerializeString("NotificationText", this.NotificationText); if (stream.DeepSerialize) { stream.SerializeArray("Asteroids", this.Asteroids); } }
public override void Write(ISerializerStream stream) { base.Write(stream); stream.SerializeBool("IsActive", this.IsActive); }
public override void Write(ISerializerStream stream) { base.Write(stream); stream.SerializeBool("Finished", this.Finished); }
public override void Write(ISerializerStream stream) { base.Write(stream); stream.SerializeString("InGameState", this.InGameState.Name);; stream.SerializeInt("IdleAnimalsCount", this.IdleAnimalsCount); stream.SerializeInt("NullAnimalsCount", this.NullAnimalsCount); stream.SerializeBool("IsDropping", this.IsDropping); if (stream.DeepSerialize) stream.SerializeArray("AnimalCollections", this.AnimalCollections); }
public override void Write(ISerializerStream stream) { base.Write(stream); stream.SerializeInt("AnimalType", (int)this.AnimalType);; stream.SerializeInt("SameCount", this.SameCount); stream.SerializeBool("needDestroy", this.needDestroy); stream.SerializeString("AnimalState", this.AnimalState.Name);; }
public override void Write(ISerializerStream stream) { base.Write(stream); stream.SerializeFloat("Health", this.Health); stream.SerializeFloat("Max_Health", this.Max_Health); stream.SerializeInt("AttackSpeed", this.AttackSpeed); stream.SerializeInt("Movement", (int)this.Movement);; stream.SerializeInt("Power", this.Power); stream.SerializeBool("isAttack", this.isAttack); stream.SerializeInt("Action", (int)this.Action);; stream.SerializeInt("MAXROUNDS", this.MAXROUNDS); stream.SerializeFloat("Physique", this.Physique); stream.SerializeInt("HitPoint", this.HitPoint); stream.SerializeInt("WeaponProficieny", this.WeaponProficieny); stream.SerializeFloat("Dodge", this.Dodge); stream.SerializeFloat("Hurt", this.Hurt); stream.SerializeFloat("Dead", this.Dead); stream.SerializeInt("InitialMorale", this.InitialMorale); stream.SerializeInt("Prestige", this.Prestige); stream.SerializeBool("DEBUG", this.DEBUG); stream.SerializeInt("counter", this.counter); stream.SerializeInt("Counter", this.Counter); stream.SerializeInt("UpdatePerRound", this.UpdatePerRound); stream.SerializeInt("ElementsPerSecond", this.ElementsPerSecond); stream.SerializeInt("WarTimeLimitInSecond", this.WarTimeLimitInSecond); stream.SerializeFloat("starttime", this.starttime); stream.SerializeBool("TimeStarted", this.TimeStarted); stream.SerializeInt("WeaponProficiency", this.WeaponProficiency); stream.SerializeInt("moraleStandard", this.moraleStandard); if (stream.DeepSerialize) stream.SerializeObject("Opponent", this.Opponent);; stream.SerializeInt("BattleState", (int)this.BattleState);; stream.SerializeInt("Career", (int)this.Career);; stream.SerializeBool("Moving", this.Moving); stream.SerializeInt("Sense", (int)this.Sense);; }
public override void Write(ISerializerStream stream) { base.Write(stream); stream.SerializeInt("MovementIntention", (int)this.MovementIntention); stream.SerializeString("MovementState", this.MovementState.Name);; stream.SerializeInt("JumpIntention", (int)this.JumpIntention); stream.SerializeString("JumpState", this.JumpState.Name);; stream.SerializeBool("IsOnTheGround", this.IsOnTheGround); stream.SerializeBool("JumpLocked", this.JumpLocked); stream.SerializeInt("JumpsPerformed", this.JumpsPerformed); stream.SerializeInt("CoinsCollected", this.CoinsCollected); stream.SerializeBool("IsAlive", this.IsAlive); stream.SerializeBool("IsInvulnarable", this.IsInvulnarable); stream.SerializeInt("Lives", this.Lives); }
public override void Write(ISerializerStream stream) { base.Write(stream); if (stream.DeepSerialize) stream.SerializeObject("Player", this.Player); stream.SerializeVector3("SpawnPoint", this.SpawnPoint); stream.SerializeBool("GameOver", this.GameOver); stream.SerializeString("NotificationText", this.NotificationText); if (stream.DeepSerialize) stream.SerializeArray("Asteroids", this.Asteroids); }
public override void Write(ISerializerStream stream) { base.Write(stream); stream.SerializeBool("IsMoving", this.IsMoving); stream.SerializeString("MovementStateMachine", this.MovementStateMachine.Name);; stream.SerializeBool("FiringCommand", this.FiringCommand); stream.SerializeString("FireStateMachine", this.FireStateMachine.Name);; stream.SerializeBool("FireTimeOutElapsed", this.FireTimeOutElapsed); stream.SerializeBool("ShouldFire", this.ShouldFire); stream.SerializeInt("AsteroidsDestroyed", this.AsteroidsDestroyed); if (stream.DeepSerialize) stream.SerializeObject("Weapon", this.Weapon); stream.SerializeBool("IsAlive", this.IsAlive); stream.SerializeFloat("MovementSpeed", this.MovementSpeed); }