void IXleSerializable.WriteData(XleSerializationInfo info) { info.Write("Tiles", Tiles.ToArray(), NumericEncoding.Csv); info.Write("AnimationTime", AnimationTime); info.WriteEnum("AnimationType", AnimationType, false); info.WriteEnum("GroupType", GroupType, false); info.Write("AnimateChance", AnimateChance); }
void IXleSerializable.WriteData(XleSerializationInfo info) { if (Cheater) { info.Write("Cheater", Cheater); } info.Write("Attributes", mAttributes); info.Write("Food", food); info.Write("Gold", gold); info.Write("GoldInBank", goldBank); info.Write("TimeDays", timedays); info.Write("TimeQuality", timequality); info.Write("OnRaft", onRaft); info.Write("Rafts", rafts); info.Write("GameSpeed", gamespeed); info.Write("Map", map); info.Write("LastMap", lastMap); info.Write("Dungeon", dungeon); info.Write("HP", hp); info.Write("Level", level); info.Write("ReturnMap", returnMap); info.Write("ReturnX", returnX); info.Write("ReturnY", returnY); info.WriteEnum <Direction>("ReturnFacing", returnFacing, false); info.Write("X", x); info.Write("Y", y); info.Write("DungeonLevel", dungeonLevel); info.Write("Facing", (int)faceDirection); info.Write("CurrentArmorIndex", currentArmorIndex); info.Write("CurrentWeaponIndex", currentWeaponIndex); info.Write("Weapons", Weapons); info.Write("Armor", Armor); info.Write("Item", Items); info.Write("Hold", hold); info.Write("LastAttacked", lastAttacked); info.Write("VaultGold", VaultGold); info.Write("Chests", chests); info.Write("Loan", loan); // loan amount info.Write("DueDate", dueDate); // time in days that the money is due info.Write("MailTown", mailTown); info.Write("Name", mName); info.Write("StoryData", StoryData); }
void IXleSerializable.WriteData(XleSerializationInfo info) { info.WriteEnum("Facing", Facing, false); info.Write("Location", Location); info.Write("DungeonLevel", DungeonLevel); }