public override void Serialize(ref byte[] buffer, Pointer p) { BitPacker.AddInt(ref buffer, p, GamesPlayed); BitPacker.AddDouble(ref buffer, p, RatingMean); BitPacker.AddDouble(ref buffer, p, RatingStandardDeviation); base.Serialize(ref buffer, p); }
public override void SerializeValue(ref byte[] dat, Pointer p) { BitPacker.AddInt(ref dat, p, m_Value.Length); for (int i = 0; i < m_Value.Length; i++) { BitPacker.AddString(ref dat, p, Name); BitPacker.AddDouble(ref dat, p, m_Value[i]); } }
public virtual void Serialize(ref byte[] buffer, Pointer p) { BitPacker.AddInt(ref buffer, p, Scripts.AttachedScripts.Count); foreach (GameObjectScript s in Scripts.AttachedScripts.Values) { BitPacker.AddUInt(ref buffer, p, s.TypeHash); } BitPacker.AddInt(ref buffer, p, Effects.AttachedEffects.Count); foreach (Effect e in Effects.AttachedEffects.Values) { BitPacker.AddUInt(ref buffer, p, e.Information.EffectKind); e.Serialize(ref buffer, p); } BitPacker.AddDouble(ref buffer, p, PhysicalState.Position.X); BitPacker.AddDouble(ref buffer, p, PhysicalState.Position.Y); BitPacker.AddDouble(ref buffer, p, PhysicalState.Position.Z); BitPacker.AddDouble(ref buffer, p, PhysicalState.Rotation.X); BitPacker.AddDouble(ref buffer, p, PhysicalState.Rotation.Y); BitPacker.AddDouble(ref buffer, p, PhysicalState.Rotation.Z); }
public override void SerializeValue(ref byte[] dat, Pointer p) { BitPacker.AddString(ref dat, p, Name); BitPacker.AddDouble(ref dat, p, m_Value); }