public override void ParseObject(AssetsReader reader) { point = new WorldPoint(reader); prefab = SmartPtr <GameObject> .Read(ObjectInfo.ParentFile, this, reader); scale = new Vector3F(reader); }
public override void ParseObject(AssetsReader reader) { duration = reader.ReadSingle(); localStartingPoint = new WorldPoint(reader); localEndingPoint = new WorldPoint(reader); sequence = SmartPtr <EnemySequence> .Read(ObjectInfo.ParentFile, this, reader); sequenceStartTime = reader.ReadSingle(); }
public override void ParseObject(AssetsReader reader) { distance = reader.ReadEnum <Distance>(); placement = new Vector2F(reader); toughness = reader.ReadEnum <EnemyToughness>(); enemyOffset = new WorldPoint(reader); enemySequence = SmartPtr <EnemySequence> .Read(ObjectInfo.ParentFile, this, reader); ignoreForLevelRank = reader.ReadBoolean(); reader.AlignTo(4); }
public override void ParseObject(AssetsReader reader) { enemyType = reader.ReadEnum <EnemyToughness>(); actionHolder = SmartPtr <GameObject> .Read(ObjectInfo.ParentFile, this, reader); actions = reader.ReadArrayOf((r) => SmartPtr <MonoBehaviourObject> .Read(ObjectInfo.ParentFile, this, r)); playerActionLerp = reader.ReadSingle(); localActionPoint = new WorldPoint(reader); autospawn = reader.ReadBoolean(); reader.AlignTo(4); isThreat = reader.ReadBoolean(); reader.AlignTo(4); duration = reader.ReadSingle(); actor = SmartPtr <Enemy> .Read(ObjectInfo.ParentFile, this, reader); }