예제 #1
0
 public void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     m_spawnerTitle            = stream.ReadString32();
     m_actorPrefab             = new SerializedComponent(assetFile, stream);
     m_characterResourceLink   = new SerializedComponent(assetFile, stream);
     m_actorBrain              = new SerializedComponent(assetFile, stream);
     m_spawnPoint              = new SerializedComponent(assetFile, stream);
     m_destination             = new SerializedComponent(assetFile, stream);
     m_initialSpawnLookAtPoint = new SerializedComponent(assetFile, stream);
     m_spawnTurn          = stream.ReadInt32();
     m_respawnTime        = stream.ReadInt32();
     m_spawnScriptIndex   = stream.ReadInt32();
     m_despawnScriptIndex = stream.ReadInt32();
     m_skinIndex          = stream.ReadInt32();
     m_patternIndex       = stream.ReadInt32();
     m_colorIndex         = stream.ReadInt32();
     m_team = (Team)stream.ReadInt32();
     m_actorNameOverride = stream.ReadString32();
     m_isPlayer          = stream.ReadBoolean();
     stream.AlignTo();
     m_activationsOnDeath = new SerializedArray <ActivatableObject>(assetFile, stream);
     m_activationsOnSpawn = new SerializedArray <ActivatableObject>(assetFile, stream);
     m_applyEffectOnNPC   = stream.ReadBoolean();
     stream.AlignTo();
     m_effectOnNPC        = new StandardActorEffectData(assetFile, stream);
     m_tagsToApplyToActor = new SerializedArray <string>(assetFile, stream);
     m_actor = new SerializedComponent(assetFile, stream);
     m_id    = stream.ReadInt32();
 }
예제 #2
0
 public void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     m_applyEffect = stream.ReadBoolean(); stream.AlignTo();
     m_effectData  = new StandardActorEffectData(assetFile, stream);
 }