public override void DeserializeAsset(AssetFile assetFile, StreamReader stream) { m_playersSelectRespawn = stream.ReadBoolean(); stream.AlignTo(); m_spawnInDuringMovement = stream.ReadBoolean(); stream.AlignTo(); m_respawnDelay = stream.ReadInt32(); m_respawnInnerRadius = stream.ReadSingle(); m_respawnOuterRadius = stream.ReadSingle(); m_respawnMethod = (RespawnMethod)stream.ReadInt32(); m_spawnRegionsTeamA = new BoardRegion(assetFile, stream); m_spawnRegionsTeamB = new BoardRegion(assetFile, stream); m_initialSpawnPointsTeamA = new BoardRegion(assetFile, stream); m_initialSpawnPointsTeamB = new BoardRegion(assetFile, stream); m_initialSpawnLookAtPoint = new SerializedComponent(assetFile, stream); m_startMinDistToFriend = stream.ReadSingle(); m_startMinDistToEnemy = stream.ReadSingle(); m_minDistToFriend = stream.ReadSingle(); m_minDistToEnemy = stream.ReadSingle(); m_generatePerimeterSize = stream.ReadSingle(); m_onlyAvoidVisibleEnemies = stream.ReadBoolean(); stream.AlignTo(); m_brushHidesRespawnFlares = stream.ReadBoolean(); stream.AlignTo(); m_respawnActorsCanCollectPowerUps = stream.ReadBoolean(); stream.AlignTo(); m_respawnActorsCanBeHitDuringMovement = stream.ReadBoolean(); stream.AlignTo(); m_minValidRespawnSquaresForPlayerSelection = stream.ReadInt32(); }
public override void DeserializeAsset(AssetFile assetFile, StreamReader stream) { m_script = new SerializedArray <SinglePlayerState>(assetFile, stream); m_forbiddenSquares = new BoardRegion(assetFile, stream); m_activationsOnForbiddenPath = new SerializedArray <ActivatableObject>(assetFile, stream); m_activationsOnFailedToShootAndMove = new SerializedArray <ActivatableObject>(assetFile, stream); m_activationsOnFailedToUseAllAbilities = new SerializedArray <ActivatableObject>(assetFile, stream); m_initialCameraRotationTarget = new SerializedComponent(assetFile, stream); m_chatTextOnLowHealth = new SerializedArray <SinglePlayerScriptedChat>(assetFile, stream); m_chatTextAtEndOfMatch = new SerializedArray <SinglePlayerScriptedChat>(assetFile, stream); }
public void DeserializeAsset(AssetFile assetFile, StreamReader stream) { m_stateTitle = stream.ReadString32(); m_allowedAbilities = new SerializedArray <int>(assetFile, stream); m_allowedDestinations = new BoardRegion(assetFile, stream); m_advanceScriptDestinations = new BoardRegion(assetFile, stream); m_respawnDestinations = new BoardRegion(assetFile, stream); m_allowedTargets = new BoardRegion(assetFile, stream); m_mustTargetNearCenter = stream.ReadBoolean(); stream.AlignTo(); m_onlyAllowWaypointMovement = stream.ReadBoolean(); stream.AlignTo(); m_rightClickHighlight = new BoardRegion(assetFile, stream); m_rightClickText = stream.ReadString32(); m_rightClickHeight = stream.ReadSingle(); m_shiftRightClickHighlight = new BoardRegion(assetFile, stream); m_shiftRightClickText = stream.ReadString32(); m_shiftRightClickHeight = stream.ReadSingle(); m_leftClickHighlight = new BoardRegion(assetFile, stream); m_leftClickText = stream.ReadString32(); m_leftClickHeight = stream.ReadSingle(); m_minAbilityTargetsForAiming = stream.ReadInt32(); m_bannerText = stream.ReadString32(); m_tutorialBoxText = new TextRegion(assetFile, stream); m_tutorialBoxText2 = new TextRegion(assetFile, stream); m_tutorialBoxText3 = new TextRegion(assetFile, stream); m_tutorialCameraMovementText = new TextRegion(assetFile, stream); m_tutorialCameraRotationText = new TextRegion(assetFile, stream); m_errorStringOnForbiddenPath = stream.ReadString32(); m_cameraRotationTarget = new SerializedComponent(assetFile, stream); m_advanceAfterSeconds = stream.ReadSingle(); m_minPlayerHitPoints = stream.ReadInt32(); m_minAllyHitPoints = stream.ReadInt32(); m_audioEventOnPreEnter = stream.ReadString32(); m_audioEventOnEnter = stream.ReadString32(); m_audioEventOnExit = stream.ReadString32(); m_chatTextOnEnter = new SerializedArray <SinglePlayerScriptedChat>(assetFile, stream); m_tutorialVideoPreviewOnEnter = stream.ReadString32(); m_markedForAdvanceState = stream.ReadBoolean(); stream.AlignTo(); m_stateIndex = stream.ReadInt32(); m_startTime = stream.ReadSingle(); m_tags = new SerializedArray <SinglePlayerTag>(assetFile, stream); m_activationsOnEnter = new SerializedArray <ActivatableObject>(assetFile, stream); m_activationsOnExit = new SerializedArray <ActivatableObject>(assetFile, stream); m_uiActivationsOnEnter = new SerializedArray <ActivatableUI>(assetFile, stream); m_uiActivationsOnExit = new SerializedArray <ActivatableUI>(assetFile, stream); m_npcsToSpawnOnEnter = new SerializedArray <string>(assetFile, stream); m_npcsToDespawnOnEnter = new SerializedArray <string>(assetFile, stream); m_advanceScriptIfActorDies = (ActorDiesTrigger)stream.ReadInt32(); m_advanceScriptIfActorDiesCount = stream.ReadInt32(); m_actorDeaths = stream.ReadInt32(); }