public override void Write(ISerializerStream stream) { base.Write(stream); if (stream.DeepSerialize) { stream.SerializeObject("CanvasRoot", this.CanvasRoot); } ; stream.SerializeString("UIFlowStatus", this.UIFlowStatus.Name);; }
public override void Write(ISerializerStream stream) { base.Write(stream); stream.SerializeFloat("Life", this.Life); if (stream.DeepSerialize) { stream.SerializeObject("PowerUp", this.PowerUp); } stream.SerializeVector3("Position", this.Position); }
public override void Write(ISerializerStream stream) { base.Write(stream); stream.SerializeInt("State", (int)this.State);; if (stream.DeepSerialize) { stream.SerializeObject("TodoItem", this.TodoItem); } ; stream.SerializeString("OriginContent", this.OriginContent); }
public override void Write(ISerializerStream stream) { base.Write(stream); stream.SerializeString("TodoContent", this.TodoContent); stream.SerializeInt("PageType", (int)this.PageType);; if (stream.DeepSerialize) { stream.SerializeObject("TodoEditor", this.TodoEditor); } ; if (stream.DeepSerialize) { stream.SerializeObject("EventMask", this.EventMask); } ; if (stream.DeepSerialize) { stream.SerializeArray("TodoItems", this.TodoItems); } }
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); if (stream.DeepSerialize) { stream.SerializeObject("CurrentPlayer", this.CurrentPlayer); } stream.SerializeInt("Score", this.Score); stream.SerializeInt("Kills", this.Kills); stream.SerializeString("String1", this.String1); if (stream.DeepSerialize) { stream.SerializeArray("Enemies", this.Enemies); } }
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); 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); if (stream.DeepSerialize) stream.SerializeObject("Player", this.Player); stream.SerializeString("GameFlowState", this.GameFlowState.Name);; if (stream.DeepSerialize) stream.SerializeArray("Coins", this.Coins); }
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.SerializeFloat("Life", this.Life); if (stream.DeepSerialize) stream.SerializeObject("PowerUp", this.PowerUp); stream.SerializeVector3("Position", this.Position); }
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); }