public static AchievementConfig deserialize(byte[] buffer, ref uint offset) { // null bool _null = boolBuffer.deserialize(buffer, ref offset); if (_null) { return(null); } // Id int _Id = intBuffer.deserialize(buffer, ref offset); // Name int _Name = intBuffer.deserialize(buffer, ref offset); // Desc int _Desc = intBuffer.deserialize(buffer, ref offset); // Icon int _Icon = intBuffer.deserialize(buffer, ref offset); // Difficulty int _Difficulty = intBuffer.deserialize(buffer, ref offset); // Condition AchievementCondition _Condition = AchievementConditionBuffer.deserialize(buffer, ref offset); // RewardItem int _RewardItem_length = intBuffer.deserialize(buffer, ref offset); RewardItem[] _RewardItem = new RewardItem[_RewardItem_length]; for (int i = 0; i < _RewardItem_length; i++) { _RewardItem[i] = RewardItemBuffer.deserialize(buffer, ref offset); } // Buff IdPair _Buff = IdPairBuffer.deserialize(buffer, ref offset); // NeedAchievement int _NeedAchievement = intBuffer.deserialize(buffer, ref offset); // TargetSystem TargetSystem _TargetSystem = TargetSystemBuffer.deserialize(buffer, ref offset); // Group int _Group = intBuffer.deserialize(buffer, ref offset); AchievementConfig _AchievementConfig = new AchievementConfig(); _AchievementConfig.Id = _Id; _AchievementConfig.Name = _Name; _AchievementConfig.Desc = _Desc; _AchievementConfig.Icon = _Icon; _AchievementConfig.Difficulty = _Difficulty; _AchievementConfig.Condition = _Condition; _AchievementConfig.RewardItem = _RewardItem; _AchievementConfig.Buff = _Buff; _AchievementConfig.NeedAchievement = _NeedAchievement; _AchievementConfig.TargetSystem = _TargetSystem; _AchievementConfig.Group = _Group; return(_AchievementConfig); }
public static void serialize(AchievementConfig value, XSteam steam) { // null boolBuffer.serialize(value == null, steam); if (value == null) { return; } // Id intBuffer.serialize(value.Id, steam); // Name intBuffer.serialize(value.Name, steam); // Desc intBuffer.serialize(value.Desc, steam); // Icon intBuffer.serialize(value.Icon, steam); // Difficulty intBuffer.serialize(value.Difficulty, steam); // Condition AchievementConditionBuffer.serialize(value.Condition, steam); // RewardItem intBuffer.serialize(value.RewardItem.Length, steam); for (int i = 0; i < value.RewardItem.Length; i++) { RewardItemBuffer.serialize(value.RewardItem[i], steam); } // Buff IdPairBuffer.serialize(value.Buff, steam); // NeedAchievement intBuffer.serialize(value.NeedAchievement, steam); // TargetSystem TargetSystemBuffer.serialize(value.TargetSystem, steam); // Group intBuffer.serialize(value.Group, steam); }