public override void DeserializeAsset(AssetFile assetFile, StreamReader stream) { base.DeserializeAsset(assetFile, stream); m_barrierScaleMod = new AbilityModPropertyFloat(assetFile, stream); m_useEnemyMovedThroughOverride = stream.ReadBoolean(); stream.AlignTo(); m_enemyMovedThroughOverride = new GameplayResponseForActor(assetFile, stream); m_useAllyMovedThroughOverride = stream.ReadBoolean(); stream.AlignTo(); m_allyMovedThroughOverride = new GameplayResponseForActor(assetFile, stream); m_barrierDataMod = new AbilityModPropertyBarrierDataV2(assetFile, stream); m_cooldownReductionsWhenNoHits = new AbilityModCooldownReduction(assetFile, stream); m_barrierSequence = new SerializedVector <SerializedGameObject>(assetFile, stream); m_barrierPlaySequenceOnAllBarriers = stream.ReadBoolean(); stream.AlignTo(); }
public void DeserializeAsset(AssetFile assetFile, StreamReader stream) { m_width = stream.ReadSingle(); // float32 m_bidirectional = stream.ReadBoolean(); stream.AlignTo(); // bool m_blocksVision = (BlockingRules)stream.ReadInt32(); // valuetype BlockingRules m_blocksAbilities = (BlockingRules)stream.ReadInt32(); // valuetype BlockingRules m_blocksMovement = (BlockingRules)stream.ReadInt32(); // valuetype BlockingRules m_blocksMovementOnCrossover = (BlockingRules)stream.ReadInt32(); // valuetype BlockingRules m_blocksPositionTargeting = (BlockingRules)stream.ReadInt32(); // valuetype BlockingRules m_considerAsCover = stream.ReadBoolean(); stream.AlignTo(); // bool m_maxDuration = stream.ReadInt32(); // int32 m_barrierSequencePrefabs = new SerializedVector <SerializedGameObject>(assetFile, stream); // class [mscorlib]System.Collections.Generic.List`1<class [UnityEngine]UnityEngine.GameObject> m_onEnemyMovedThrough = new GameplayResponseForActor(assetFile, stream); // class GameplayResponseForActor m_onAllyMovedThrough = new GameplayResponseForActor(assetFile, stream); // class GameplayResponseForActor m_removeAtTurnEndIfEnemyMovedThrough = stream.ReadBoolean(); stream.AlignTo(); // bool m_removeAtTurnEndIfAllyMovedThrough = stream.ReadBoolean(); stream.AlignTo(); // bool m_removeAtPhaseEndIfEnemyMovedThrough = stream.ReadBoolean(); stream.AlignTo(); // bool m_removeAtPhaseEndIfAllyMovedThrough = stream.ReadBoolean(); stream.AlignTo(); // bool m_maxHits = stream.ReadInt32(); // int32 m_endOnCasterDeath = stream.ReadBoolean(); stream.AlignTo(); // bool m_responseOnShotBlock = new BarrierResponseOnShot(assetFile, stream); // class BarrierResponseOnShot }