/// <summary> /// Serialize /// </summary> /// <param name="binaryWriter">BinaryWriter</param> public override void Serialize(BinaryWriter binaryWriter) { base.Serialize(binaryWriter); SerializerKun.Serialize <MainModuleKun>(binaryWriter, main); binaryWriter.Write(emission); binaryWriter.Write(shape); binaryWriter.Write(velocityOverLifetime); binaryWriter.Write(limitVelocityOverLifetime); binaryWriter.Write(inheritVelocity); binaryWriter.Write(forceOverLifetime); binaryWriter.Write(colorOverLifetime); binaryWriter.Write(colorBySpeed); binaryWriter.Write(sizeOverLifetime); binaryWriter.Write(sizeBySpeed); binaryWriter.Write(rotationOverLifetime); binaryWriter.Write(rotationBySpeed); binaryWriter.Write(externalForces); binaryWriter.Write(noise); binaryWriter.Write(collision); binaryWriter.Write(trigger); binaryWriter.Write(subEmitters); binaryWriter.Write(textureSheetAnimation); binaryWriter.Write(trails); binaryWriter.Write(customData); binaryWriter.Write(isEmitting); binaryWriter.Write(isPaused); binaryWriter.Write(isPlaying); binaryWriter.Write(isStopped); }
/// <summary> /// /// </summary> /// <param name="binaryWriter"></param> public override void Serialize(BinaryWriter binaryWriter) { base.Serialize(binaryWriter); #if UNITY_2019_1_OR_NEWER binaryWriter.Write((int)lightShape); binaryWriter.Write(colorTemperature); binaryWriter.Write(useColorTemperature); binaryWriter.Write(renderingLayerMask); #endif binaryWriter.Write((int)lightType); binaryWriter.Write(range); binaryWriter.Write(spotAngle); binaryWriter.Write(innerSpotAngle); binaryWriter.Write(cookieSize); SerializerKun.Serialize <ColorKun>(binaryWriter, m_colorKun); binaryWriter.Write(intensity); binaryWriter.Write(bounceIntensity); binaryWriter.Write(cookie); binaryWriter.Write((int)shadowsType); binaryWriter.Write(shadowsStrength); binaryWriter.Write((int)shadowsResolution); binaryWriter.Write(shadowsBias); binaryWriter.Write(shadowsNormalBias); binaryWriter.Write(shadowsNearPlane); binaryWriter.Write(halo); binaryWriter.Write(flare); binaryWriter.Write((int)renderMode); binaryWriter.Write(cullingMask); }
public override void Serialize(BinaryWriter binaryWriter) { base.Serialize(binaryWriter); binaryWriter.Write((Int32)clearFlags); binaryWriter.Write(cullingMask); binaryWriter.Write(orthographic); binaryWriter.Write(orthographicSize); binaryWriter.Write(fieldOfView); binaryWriter.Write(usePhysicalProperties); binaryWriter.Write(focalLength); binaryWriter.Write(sensorType); binaryWriter.Write((Int32)gateFit); binaryWriter.Write(nearClipPlane); binaryWriter.Write(farClipPlane); binaryWriter.Write(depth); binaryWriter.Write(renderingPath); binaryWriter.Write(useOcclusionCulling); binaryWriter.Write(allowHDR); binaryWriter.Write(allowMSAA); binaryWriter.Write(allowDynamicResolution); binaryWriter.Write(targetEye); SerializerKun.Serialize <ColorKun>(binaryWriter, m_backgroundColor); SerializerKun.Serialize <Vector2Kun>(binaryWriter, m_lensShift); SerializerKun.Serialize <RectKun>(binaryWriter, m_rect); }
/// <summary> /// Serialize /// </summary> /// <param name="binaryWriter">BinaryWriter</param> public virtual void Serialize(BinaryWriter binaryWriter) { binaryWriter.Write(m_currentResolutionWidth); binaryWriter.Write(m_currentResolutionHeight); binaryWriter.Write(m_currentResolutionRefreshRate); binaryWriter.Write(m_width); binaryWriter.Write(m_height); binaryWriter.Write(m_sleepTimeout); binaryWriter.Write(m_preferredRefreshRate); binaryWriter.Write(m_autorotateToLandscapeLeft); binaryWriter.Write(m_autorotateToLandscapeRight); binaryWriter.Write(m_autorotateToPortrait); binaryWriter.Write(m_autorotateToPortraitUpsideDown); binaryWriter.Write(m_fullScreen); #if UNITY_2019_1_OR_NEWER binaryWriter.Write(m_brightness); #endif binaryWriter.Write(m_dpi); binaryWriter.Write((int)m_fullScreenMode); binaryWriter.Write((int)m_orientation); SerializerKun.Serialize <RectKun>(binaryWriter, m_safeArea); #if UNITY_2019_1_OR_NEWER SerializerKun.Serialize <RectKun>(binaryWriter, m_cutouts); #endif SerializerKun.Serialize <ResolutionKun>(binaryWriter, m_resolutions); }
/// <summary> /// /// </summary> /// <param name="binaryWriter"></param> public override void Serialize(BinaryWriter binaryWriter) { base.Serialize(binaryWriter); SerializerKun.Serialize <Vector3Kun>(binaryWriter, m_center); binaryWriter.Write(direction); binaryWriter.Write(height); binaryWriter.Write(radius); }
/// <summary> /// /// </summary> /// <param name="binaryWriter"></param> public virtual void Serialize(BinaryWriter binaryWriter) { binaryWriter.Write(m_isSustainedPerformanceMode); binaryWriter.Write(m_requestSustainedPerformanceMode); SerializerKun.Serialize(binaryWriter, m_hasUserAuthorizedPermissions); SerializerKun.Serialize(binaryWriter, m_requestUserPermissions); SerializerKun.Serialize(binaryWriter, m_permissions); }
/// <summary> /// Serialize /// </summary> /// <param name="binaryWriter">BinaryWriter</param> public override void Serialize(BinaryWriter binaryWriter) { base.Serialize(binaryWriter); SerializerKun.Serialize <BoundsKun>(binaryWriter, m_bounds); binaryWriter.Write(contactOffset); binaryWriter.Write(enabled); binaryWriter.Write(isTrigger); binaryWriter.Write(material); }
/// <summary> /// /// </summary> /// <param name="binaryWriter"></param> public override void Serialize(BinaryWriter binaryWriter) { base.Serialize(binaryWriter); SerializerKun.Serialize <Vector3Kun>(binaryWriter, m_localPosition); SerializerKun.Serialize <Vector3Kun>(binaryWriter, m_localScale); SerializerKun.Serialize <Vector3Kun>(binaryWriter, m_localRotation); binaryWriter.Write(m_parentInstanceID); binaryWriter.Write(m_childCount); }
/// <summary> /// Serialize /// </summary> /// <param name="binaryWriter">BinaryWriter</param> public override void Serialize(BinaryWriter binaryWriter) { base.Serialize(binaryWriter); binaryWriter.Write(sharedMesh); binaryWriter.Write((int)m_quality); binaryWriter.Write(m_forceMatrixRecalculationPerRender); binaryWriter.Write(m_skinnedMotionVectors); binaryWriter.Write(m_updateWhenOffscreen); SerializerKun.Serialize <BoundsKun>(binaryWriter, m_localBounds); SerializerKun.Serialize <TransformKun>(binaryWriter, m_bones); }
public override void Serialize(BinaryWriter binaryWriter) { base.Serialize(binaryWriter); SerializerKun.Serialize <SpriteKun>(binaryWriter, m_Sprite); SerializerKun.Serialize <ColorKun>(binaryWriter, m_Color); binaryWriter.Write(m_FlipX); binaryWriter.Write(m_FlipY); binaryWriter.Write((int)m_DrawMode); binaryWriter.Write((int)m_MaskInteraction); binaryWriter.Write((int)m_SpriteSortPoint); }
public override void Serialize(BinaryWriter binaryWriter) { base.Serialize(binaryWriter); binaryWriter.Write(m_doubleSidedGI); binaryWriter.Write(m_enableInstancing); binaryWriter.Write(m_mainTexPropIdx); binaryWriter.Write(m_passCount); binaryWriter.Write(m_renderQueue); binaryWriter.Write((int)m_globalIlluminationFlags); SerializerKun.Serialize <ShaderKun>(binaryWriter, m_shader); SerializerKun.Serialize(binaryWriter, m_shaderKeywords); SerializerKun.Serialize <Property>(binaryWriter, m_propertys); }
public override void Serialize(BinaryWriter binaryWriter) { base.Serialize(binaryWriter); binaryWriter.Write((int)renderMode); binaryWriter.Write(pixelPerfect); binaryWriter.Write(sortingOrder); binaryWriter.Write(targetDisplay); binaryWriter.Write((int)additionalShaderChannels); SerializerKun.Serialize <CameraKun>(binaryWriter, worldCamera); binaryWriter.Write(sortingLayerID); binaryWriter.Write(sortingLayerName); }
public void Serialize(BinaryWriter binaryWriter) { binaryWriter.Write((uint)m_flags); binaryWriter.Write((int)m_textureDimension); binaryWriter.Write((int)m_type); binaryWriter.Write(m_description); binaryWriter.Write(m_name); binaryWriter.Write(m_textureDefaultName); binaryWriter.Write(m_nameId); binaryWriter.Write(m_defaultFloatValue); SerializerKun.Serialize(binaryWriter, m_attributes); SerializerKun.Serialize <Vector2Kun>(binaryWriter, m_rangeLimits); SerializerKun.Serialize <Vector4Kun>(binaryWriter, m_defaultVectorValue); }
/// <summary> /// /// </summary> /// <param name="binaryWriter"></param> public virtual void Serialize(BinaryWriter binaryWriter) { #if UNITY_2019_1_OR_NEWER binaryWriter.Write((int)m_flags); binaryWriter.Write((int)m_type); #endif binaryWriter.Write((int)m_textureDimension); binaryWriter.Write(m_dirty); binaryWriter.Write(m_nameId); binaryWriter.Write(m_floatValue); binaryWriter.Write(m_displayName); binaryWriter.Write(m_name); SerializerKun.Serialize <ColorKun>(binaryWriter, m_colorValue); SerializerKun.Serialize <TextureKun>(binaryWriter, m_textureValue); SerializerKun.Serialize <Vector2Kun>(binaryWriter, m_rangeLimits); SerializerKun.Serialize <Vector2Kun>(binaryWriter, m_scale); SerializerKun.Serialize <Vector2Kun>(binaryWriter, m_offset); SerializerKun.Serialize <Vector4Kun>(binaryWriter, m_vectorValue); }
/// <summary> /// /// </summary> /// <param name="binaryWriter"></param> public virtual void Serialize(BinaryWriter binaryWriter) { binaryWriter.Write((int)activeColorSpace); binaryWriter.Write((int)anisotropicFiltering); binaryWriter.Write(antiAliasing); binaryWriter.Write(asyncUploadBufferSize); binaryWriter.Write(asyncUploadPersistentBuffer); binaryWriter.Write(asyncUploadTimeSlice); binaryWriter.Write(billboardsFaceCameraPosition); binaryWriter.Write((int)desiredColorSpace); binaryWriter.Write(lodBias); binaryWriter.Write(masterTextureLimit); binaryWriter.Write(maximumLODLevel); binaryWriter.Write(maxQueuedFrames); SerializerKun.Serialize(binaryWriter, names); binaryWriter.Write(particleRaycastBudget); binaryWriter.Write(pixelLightCount); binaryWriter.Write(realtimeReflectionProbes); binaryWriter.Write(resolutionScalingFixedDPIFactor); binaryWriter.Write(shadowCascade2Split); SerializerKun.Serialize <Vector3Kun>(binaryWriter, mShadowCascade4Split); binaryWriter.Write(shadowCascades); binaryWriter.Write(shadowDistance); binaryWriter.Write((int)shadowmaskMode); binaryWriter.Write(shadowNearPlaneOffset); binaryWriter.Write((int)shadowProjection); binaryWriter.Write((int)shadowResolution); binaryWriter.Write((int)shadows); #if UNITY_2019_1_OR_NEWER binaryWriter.Write((int)skinWeights); #endif binaryWriter.Write(softParticles); binaryWriter.Write(softVegetation); binaryWriter.Write(streamingMipmapsActive); binaryWriter.Write(streamingMipmapsAddAllCameras); binaryWriter.Write(streamingMipmapsMaxFileIORequests); binaryWriter.Write(streamingMipmapsMaxLevelReduction); binaryWriter.Write(streamingMipmapsMemoryBudget); binaryWriter.Write(streamingMipmapsRenderersPerFrame); binaryWriter.Write(vSyncCount); binaryWriter.Write(isDirty); }
/// <summary> /// /// </summary> /// <param name="binaryWriter"></param> public override void Serialize(BinaryWriter binaryWriter) { base.Serialize(binaryWriter); #if UNITY_2019_1_OR_NEWER binaryWriter.Write(m_forceRenderingOff); binaryWriter.Write((int)m_rayTracingMode); #endif binaryWriter.Write((int)m_lightProbeUsage); binaryWriter.Write((int)m_motionVectorGenerationMode); binaryWriter.Write((int)m_reflectionProbeUsage); binaryWriter.Write((int)m_shadowCastingMode); binaryWriter.Write(m_lightmapIndex); binaryWriter.Write(m_rendererPriority); binaryWriter.Write(m_realtimeLightmapIndex); binaryWriter.Write(m_sortingLayerID); binaryWriter.Write(m_sortingOrder); binaryWriter.Write(m_renderingLayerMask); binaryWriter.Write(m_lightProbeProxyVolumeOverride); binaryWriter.Write(m_sortingLayerName); binaryWriter.Write(m_receiveShadows); binaryWriter.Write(m_allowOcclusionWhenDynamic); binaryWriter.Write(m_enabled); binaryWriter.Write(m_isPartOfStaticBatch); binaryWriter.Write(m_isVisible); SerializerKun.Serialize <BoundsKun>(binaryWriter, m_bounds); SerializerKun.Serialize <TransformKun>(binaryWriter, m_probeAnchor); SerializerKun.Serialize <Vector4Kun>(binaryWriter, m_lightmapScaleOffset); SerializerKun.Serialize <Vector4Kun>(binaryWriter, m_realtimeLightmapScaleOffset); SerializerKun.Serialize <Matrix4x4Kun>(binaryWriter, m_localToWorldMatrix); SerializerKun.Serialize <Matrix4x4Kun>(binaryWriter, m_worldToLocalMatrix); SerializerKun.Serialize <MaterialKun>(binaryWriter, m_material); SerializerKun.Serialize <MaterialKun>(binaryWriter, m_sharedMaterial); SerializerKun.Serialize <MaterialKun>(binaryWriter, m_materials); SerializerKun.Serialize <MaterialKun>(binaryWriter, m_sharedMaterials); }
/// <summary> /// /// </summary> /// <param name="binaryWriter"></param> public virtual void Serialize(BinaryWriter binaryWriter) { SerializerKun.Serialize <Vector3Kun>(binaryWriter, m_center); SerializerKun.Serialize <Vector3Kun>(binaryWriter, m_size); }
public override void Serialize(BinaryWriter binaryWriter) { base.Serialize(binaryWriter); SerializerKun.Serialize <Vector2Kun>(binaryWriter, pivot); SerializerKun.Serialize <Vector4Kun>(binaryWriter, border); }
/// <summary> /// Serialize /// </summary> /// <param name="binaryWriter">BinaryWriter</param> public virtual void Serialize(BinaryWriter binaryWriter) { SerializerKun.Serialize <Vector4Kun>(binaryWriter, columns); }
public virtual void Serialize(BinaryWriter binaryWriter) { SerializerKun.Serialize <SortingLayerKun>(binaryWriter, layers); }