public override object Read(ES2Reader reader) { MiniGameSettingsSaves data = new MiniGameSettingsSaves(); Read(reader, data); return(data); }
public override void Write(object obj, ES2Writer writer) { MiniGameSettingsSaves data = (MiniGameSettingsSaves)obj; // Add your writer.Write calls here. writer.Write(0); // Version 1 is current version number // Make sure to edit Read() function to properly handle version control! // VERSION 0: writer.Write(data.angleSensorSensitivity); writer.Write(data.gravityStrength); writer.Write(data.groundBounce); writer.Write(data.groundFriction); writer.Write(data.groundPositionY); writer.Write(data.jointMotorForce); writer.Write(data.jointMotorSpeed); writer.Write(data.maxScoreDistance); writer.Write(data.maxTargetX); writer.Write(data.maxTargetY); writer.Write(data.maxTargetZ); writer.Write(data.minScoreDistance); writer.Write(data.minTargetX); writer.Write(data.minTargetY); writer.Write(data.minTargetZ); writer.Write(data.targetRadius); writer.Write(data.viscosityDrag); writer.Write(data.initForceMax); writer.Write(data.initForceMin); writer.Write(data.useRandomTargetPos); writer.Write(data.variableMass); }
public override void Read(ES2Reader reader, object c) { MiniGameSettingsSaves data = (MiniGameSettingsSaves)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.angleSensorSensitivity = reader.Read <float>(); data.gravityStrength = reader.Read <float>(); data.groundBounce = reader.Read <float>(); data.groundFriction = reader.Read <float>(); data.groundPositionY = reader.Read <float>(); data.jointMotorForce = reader.Read <float>(); data.jointMotorSpeed = reader.Read <float>(); data.maxScoreDistance = reader.Read <float>(); data.maxTargetX = reader.Read <float>(); data.maxTargetY = reader.Read <float>(); data.maxTargetZ = reader.Read <float>(); data.minScoreDistance = reader.Read <float>(); data.minTargetX = reader.Read <float>(); data.minTargetY = reader.Read <float>(); data.minTargetZ = reader.Read <float>(); data.targetRadius = reader.Read <float>(); data.viscosityDrag = reader.Read <float>(); data.initForceMax = reader.Read <float>(); data.initForceMin = reader.Read <float>(); data.useRandomTargetPos = reader.Read <float>(); data.variableMass = reader.Read <float>(); if (fileVersion >= 1) { // new attributes } } }
public override void CopySettingsFromLoad(MiniGameSettingsSaves miniGameSettingsSaves) { viscosityDrag[0] = miniGameSettingsSaves.viscosityDrag; gravityStrength[0] = miniGameSettingsSaves.gravityStrength; jointMotorForce[0] = miniGameSettingsSaves.jointMotorForce; jointMotorSpeed[0] = miniGameSettingsSaves.jointMotorSpeed; minTargetX[0] = miniGameSettingsSaves.minTargetX; maxTargetX[0] = miniGameSettingsSaves.maxTargetX; minTargetY[0] = miniGameSettingsSaves.minTargetY; maxTargetY[0] = miniGameSettingsSaves.maxTargetY; minTargetZ[0] = miniGameSettingsSaves.minTargetZ; maxTargetZ[0] = miniGameSettingsSaves.maxTargetZ; minScoreDistance[0] = miniGameSettingsSaves.minScoreDistance; maxScoreDistance[0] = miniGameSettingsSaves.maxScoreDistance; targetRadius[0] = miniGameSettingsSaves.targetRadius; groundPositionY[0] = miniGameSettingsSaves.groundPositionY; groundBounce[0] = miniGameSettingsSaves.groundBounce; groundFriction[0] = miniGameSettingsSaves.groundFriction; angleSensorSensitivity[0] = miniGameSettingsSaves.angleSensorSensitivity; initForceMin[0] = miniGameSettingsSaves.initForceMin; initForceMax[0] = miniGameSettingsSaves.initForceMax; useRandomTargetPos[0] = miniGameSettingsSaves.useRandomTargetPos; variableMass[0] = miniGameSettingsSaves.variableMass; }
public override void CopySettingsToSave(MiniGameSettingsSaves miniGameSettingsSaves) { miniGameSettingsSaves.angleSensorSensitivity = angleSensorSensitivity[0]; miniGameSettingsSaves.gravityStrength = gravityStrength[0]; miniGameSettingsSaves.groundBounce = groundBounce[0]; miniGameSettingsSaves.groundFriction = groundFriction[0]; miniGameSettingsSaves.groundPositionY = groundPositionY[0]; miniGameSettingsSaves.jointMotorForce = jointMotorForce[0]; miniGameSettingsSaves.jointMotorSpeed = jointMotorSpeed[0]; miniGameSettingsSaves.maxScoreDistance = maxScoreDistance[0]; miniGameSettingsSaves.maxTargetX = maxTargetX[0]; miniGameSettingsSaves.maxTargetY = maxTargetY[0]; miniGameSettingsSaves.maxTargetZ = maxTargetZ[0]; miniGameSettingsSaves.minScoreDistance = minScoreDistance[0]; miniGameSettingsSaves.minTargetX = minTargetX[0]; miniGameSettingsSaves.minTargetY = minTargetY[0]; miniGameSettingsSaves.minTargetZ = minTargetZ[0]; miniGameSettingsSaves.targetRadius = targetRadius[0]; miniGameSettingsSaves.viscosityDrag = viscosityDrag[0]; miniGameSettingsSaves.initForceMin = initForceMin[0]; miniGameSettingsSaves.initForceMax = initForceMax[0]; miniGameSettingsSaves.useRandomTargetPos = useRandomTargetPos[0]; miniGameSettingsSaves.variableMass = variableMass[0]; }
public override object Read(ES2Reader reader) { MiniGameSettingsSaves data = new MiniGameSettingsSaves(); Read(reader, data); return data; }
public virtual void CopySettingsFromLoad(MiniGameSettingsSaves miniGameSettingsSaves) { }
public virtual void CopySettingsToSave(MiniGameSettingsSaves miniGameSettingsSaves) { }