public override object Read <T>(ES3Reader reader) { var instance = new UnityEngine.ParticleSystem.NoiseModule(); ReadInto <T>(reader, instance); return(instance); }
protected override void GetDependencies(System.Collections.Generic.Dictionary <long, UnityEngine.Object> dependencies, object obj) { base.GetDependencies(dependencies, obj); if (obj == null) { return; } UnityEngine.ParticleSystem.NoiseModule o = (UnityEngine.ParticleSystem.NoiseModule)obj; GetDependencies(strength, o.strength, dependencies); GetDependencies(strengthX, o.strengthX, dependencies); GetDependencies(strengthY, o.strengthY, dependencies); GetDependencies(strengthZ, o.strengthZ, dependencies); GetDependencies(scrollSpeed, o.scrollSpeed, dependencies); GetDependencies(remap, o.remap, dependencies); GetDependencies(remapX, o.remapX, dependencies); GetDependencies(remapY, o.remapY, dependencies); GetDependencies(remapZ, o.remapZ, dependencies); }
public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects) { obj = base.WriteTo(obj, objects); if (obj == null) { return(null); } UnityEngine.ParticleSystem.NoiseModule o = (UnityEngine.ParticleSystem.NoiseModule)obj; o.enabled = enabled; o.separateAxes = separateAxes; o.strength = Write(o.strength, strength, objects); o.strengthMultiplier = strengthMultiplier; o.strengthX = Write(o.strengthX, strengthX, objects); o.strengthXMultiplier = strengthXMultiplier; o.strengthY = Write(o.strengthY, strengthY, objects); o.strengthYMultiplier = strengthYMultiplier; o.strengthZ = Write(o.strengthZ, strengthZ, objects); o.strengthZMultiplier = strengthZMultiplier; o.frequency = frequency; o.damping = damping; o.octaveCount = octaveCount; o.octaveMultiplier = octaveMultiplier; o.octaveScale = octaveScale; o.quality = (UnityEngine.ParticleSystemNoiseQuality)quality; o.scrollSpeed = Write(o.scrollSpeed, scrollSpeed, objects); o.scrollSpeedMultiplier = scrollSpeedMultiplier; o.remapEnabled = remapEnabled; o.remap = Write(o.remap, remap, objects); o.remapMultiplier = remapMultiplier; o.remapX = Write(o.remapX, remapX, objects); o.remapXMultiplier = remapXMultiplier; o.remapY = Write(o.remapY, remapY, objects); o.remapYMultiplier = remapYMultiplier; o.remapZ = Write(o.remapZ, remapZ, objects); o.remapZMultiplier = remapZMultiplier; return(o); }
public override void ReadFrom(object obj) { base.ReadFrom(obj); if (obj == null) { return; } UnityEngine.ParticleSystem.NoiseModule o = (UnityEngine.ParticleSystem.NoiseModule)obj; enabled = o.enabled; separateAxes = o.separateAxes; strength = Read(strength, o.strength); strengthMultiplier = o.strengthMultiplier; strengthX = Read(strengthX, o.strengthX); strengthXMultiplier = o.strengthXMultiplier; strengthY = Read(strengthY, o.strengthY); strengthYMultiplier = o.strengthYMultiplier; strengthZ = Read(strengthZ, o.strengthZ); strengthZMultiplier = o.strengthZMultiplier; frequency = o.frequency; damping = o.damping; octaveCount = o.octaveCount; octaveMultiplier = o.octaveMultiplier; octaveScale = o.octaveScale; quality = (uint)o.quality; scrollSpeed = Read(scrollSpeed, o.scrollSpeed); scrollSpeedMultiplier = o.scrollSpeedMultiplier; remapEnabled = o.remapEnabled; remap = Read(remap, o.remap); remapMultiplier = o.remapMultiplier; remapX = Read(remapX, o.remapX); remapXMultiplier = o.remapXMultiplier; remapY = Read(remapY, o.remapY); remapYMultiplier = o.remapYMultiplier; remapZ = Read(remapZ, o.remapZ); remapZMultiplier = o.remapZMultiplier; }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.ParticleSystem.NoiseModule noiseModule = (UnityEngine.ParticleSystem.NoiseModule)value; writer.WriteProperty("enabled", noiseModule.enabled); writer.WriteProperty("separateAxes", noiseModule.separateAxes); writer.WriteProperty("strength", noiseModule.strength); writer.WriteProperty("strengthMultiplier", noiseModule.strengthMultiplier); writer.WriteProperty("strengthX", noiseModule.strengthX); writer.WriteProperty("strengthXMultiplier", noiseModule.strengthXMultiplier); writer.WriteProperty("strengthY", noiseModule.strengthY); writer.WriteProperty("strengthYMultiplier", noiseModule.strengthYMultiplier); writer.WriteProperty("strengthZ", noiseModule.strengthZ); writer.WriteProperty("strengthZMultiplier", noiseModule.strengthZMultiplier); writer.WriteProperty("frequency", noiseModule.frequency); writer.WriteProperty("damping", noiseModule.damping); writer.WriteProperty("octaveCount", noiseModule.octaveCount); writer.WriteProperty("octaveMultiplier", noiseModule.octaveMultiplier); writer.WriteProperty("octaveScale", noiseModule.octaveScale); writer.WriteProperty("quality", noiseModule.quality); writer.WriteProperty("scrollSpeed", noiseModule.scrollSpeed); writer.WriteProperty("scrollSpeedMultiplier", noiseModule.scrollSpeedMultiplier); writer.WriteProperty("remapEnabled", noiseModule.remapEnabled); writer.WriteProperty("remap", noiseModule.remap); writer.WriteProperty("remapMultiplier", noiseModule.remapMultiplier); writer.WriteProperty("remapX", noiseModule.remapX); writer.WriteProperty("remapXMultiplier", noiseModule.remapXMultiplier); writer.WriteProperty("remapY", noiseModule.remapY); writer.WriteProperty("remapYMultiplier", noiseModule.remapYMultiplier); writer.WriteProperty("remapZ", noiseModule.remapZ); writer.WriteProperty("remapZMultiplier", noiseModule.remapZMultiplier); #if UNITY_2017_1_OR_NEWER writer.WriteProperty("positionAmount", noiseModule.positionAmount); writer.WriteProperty("rotationAmount", noiseModule.rotationAmount); writer.WriteProperty("sizeAmount", noiseModule.sizeAmount); #endif }
/// <summary> /// Read the data using the reader. /// </summary> /// <param name="reader">Reader.</param> public override object Read(ISaveGameReader reader) { UnityEngine.ParticleSystem.NoiseModule noiseModule = new UnityEngine.ParticleSystem.NoiseModule(); foreach (string property in reader.Properties) { switch (property) { case "enabled": noiseModule.enabled = reader.ReadProperty <System.Boolean>(); break; case "separateAxes": noiseModule.separateAxes = reader.ReadProperty <System.Boolean>(); break; case "strength": noiseModule.strength = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve>(); break; case "strengthMultiplier": noiseModule.strengthMultiplier = reader.ReadProperty <System.Single>(); break; case "strengthX": noiseModule.strengthX = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve>(); break; case "strengthXMultiplier": noiseModule.strengthXMultiplier = reader.ReadProperty <System.Single>(); break; case "strengthY": noiseModule.strengthY = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve>(); break; case "strengthYMultiplier": noiseModule.strengthYMultiplier = reader.ReadProperty <System.Single>(); break; case "strengthZ": noiseModule.strengthZ = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve>(); break; case "strengthZMultiplier": noiseModule.strengthZMultiplier = reader.ReadProperty <System.Single>(); break; case "frequency": noiseModule.frequency = reader.ReadProperty <System.Single>(); break; case "damping": noiseModule.damping = reader.ReadProperty <System.Boolean>(); break; case "octaveCount": noiseModule.octaveCount = reader.ReadProperty <System.Int32>(); break; case "octaveMultiplier": noiseModule.octaveMultiplier = reader.ReadProperty <System.Single>(); break; case "octaveScale": noiseModule.octaveScale = reader.ReadProperty <System.Single>(); break; case "quality": noiseModule.quality = reader.ReadProperty <UnityEngine.ParticleSystemNoiseQuality>(); break; case "scrollSpeed": noiseModule.scrollSpeed = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve>(); break; case "scrollSpeedMultiplier": noiseModule.scrollSpeedMultiplier = reader.ReadProperty <System.Single>(); break; case "remapEnabled": noiseModule.remapEnabled = reader.ReadProperty <System.Boolean>(); break; case "remap": noiseModule.remap = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve>(); break; case "remapMultiplier": noiseModule.remapMultiplier = reader.ReadProperty <System.Single>(); break; case "remapX": noiseModule.remapX = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve>(); break; case "remapXMultiplier": noiseModule.remapXMultiplier = reader.ReadProperty <System.Single>(); break; case "remapY": noiseModule.remapY = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve>(); break; case "remapYMultiplier": noiseModule.remapYMultiplier = reader.ReadProperty <System.Single>(); break; case "remapZ": noiseModule.remapZ = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve>(); break; case "remapZMultiplier": noiseModule.remapZMultiplier = reader.ReadProperty <System.Single>(); break; case "positionAmount": #if UNITY_2017_1_OR_NEWER noiseModule.positionAmount = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve>(); #else reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve>(); #endif break; case "rotationAmount": #if UNITY_2017_1_OR_NEWER noiseModule.rotationAmount = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve>(); #else reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve>(); #endif break; case "sizeAmount": #if UNITY_2017_1_OR_NEWER noiseModule.sizeAmount = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve>(); #else reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve>(); #endif break; } } return(noiseModule); }