Exemplo n.º 1
0
        /// <summary>
        /// Handles the serialization using the specified serializer
        /// </summary>
        /// <param name="s">The serializer</param>
        public override void Serialize(IBinarySerializer s)
        {
            // Serialize header
            base.Serialize(s);

            // Serialize the file table
            if (s.IsReading)
            {
                var tempList = new List <Rayman1PCArchiveEntry>();

                while (!tempList.Any() || tempList.Last().FileName != "ENDFILE")
                {
                    tempList.Add(s.SerializeObject <Rayman1PCArchiveEntry>(null, name: $"{nameof(Files)}[{tempList.Count}]"));
                }

                Files = tempList.Take(tempList.Count - 1).ToArray();
            }
            else
            {
                s.SerializeObjectArray <Rayman1PCArchiveEntry>(Files, Files.Length, name: nameof(Files));
                s.SerializeObject <Rayman1PCArchiveEntry>(new Rayman1PCArchiveEntry()
                {
                    FileName = "ENDFILE"
                }, name: $"ENDFILE");
            }
        }
 public void Serialize(IBinarySerializer s)
 {
     WorldsInfo      = s.SerializeUbiArtObjectArray <UbiArtObjKeyObjValuePair <UbiArtStringID, WorldInfo> >(WorldsInfo, name: nameof(WorldsInfo));
     CurrentWorld    = s.SerializeObject <ObjectPath>(CurrentWorld, name: nameof(CurrentWorld));
     CurrentWorldTag = s.SerializeObject <UbiArtStringID>(CurrentWorldTag, name: nameof(CurrentWorldTag));
     CurrentLevel    = s.SerializeObject <ObjectPath>(CurrentLevel, name: nameof(CurrentLevel));
     CurrentLevelTag = s.SerializeObject <UbiArtStringID>(CurrentLevelTag, name: nameof(CurrentLevelTag));
 }
Exemplo n.º 3
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 public void Serialize(IBinarySerializer s)
 {
     Lums     = s.SerializeObject <PlayerStatsDataItem>(Lums, name: nameof(Lums));
     Distance = s.SerializeObject <PlayerStatsDataItem>(Distance, name: nameof(Distance));
     Kills    = s.SerializeObject <PlayerStatsDataItem>(Kills, name: nameof(Kills));
     Jumps    = s.SerializeObject <PlayerStatsDataItem>(Jumps, name: nameof(Jumps));
     Deaths   = s.SerializeObject <PlayerStatsDataItem>(Deaths, name: nameof(Deaths));
 }
 public void Serialize(IBinarySerializer s)
 {
     Levels                 = s.SerializeUbiArtObjectArray <UbiArtObjKeyObjValuePair <UbiArtStringID, UbiArtGeneric <PersistentGameData_Level> > >(Levels, name: nameof(Levels));
     Rewards                = s.SerializeObject <SaveSession>(Rewards, name: nameof(Rewards));
     Score                  = s.SerializeObject <Ray_PersistentGameData_Score>(Score, name: nameof(Score));
     WorldMapData           = s.SerializeObject <Ray_PersistentGameData_WorldMap>(WorldMapData, name: nameof(WorldMapData));
     TrackingData           = s.SerializeObject <Ray_PersistentGameData_UniverseTracking>(TrackingData, name: nameof(TrackingData));
     DiscoveredCageMapList  = s.SerializeUbiArtObjectArray <AbsoluteObjectPath>(DiscoveredCageMapList, name: nameof(DiscoveredCageMapList));
     TeethReturned          = s.Serialize <uint>(TeethReturned, name: nameof(TeethReturned));
     UsedPlayerIDInfo       = s.SerializeObject <UbiArtStringID>(UsedPlayerIDInfo, name: nameof(UsedPlayerIDInfo));
     SprintTutorialDisabled = s.Serialize <int>(SprintTutorialDisabled, name: nameof(SprintTutorialDisabled));
     CostumeLastPrice       = s.Serialize <uint>(CostumeLastPrice, name: nameof(CostumeLastPrice));
     CostumesUsed           = s.SerializeUbiArtObjectArray <UbiArtStringID>(CostumesUsed, name: nameof(CostumesUsed));
 }
Exemplo n.º 5
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 public void Serialize(IBinarySerializer s)
 {
     Path       = s.SerializeObject <UbiArtPath>(Path, name: nameof(Path));
     IsFree     = s.SerializeBool <uint>(IsFree, name: nameof(IsFree));
     IndexType  = s.Serialize <Index>(IndexType, name: nameof(IndexType));
     VisualType = s.Serialize <Prisoner>(VisualType, name: nameof(VisualType));
 }
        /// <summary>
        /// Handles the serialization using the specified serializer
        /// </summary>
        /// <param name="s">The serializer</param>
        public void Serialize(IBinarySerializer s)
        {
            // 3DS files can not be serialized separately
            if (IPKVersion == 4)
            {
                throw new BinarySerializableException("File data for IPK 4 can not be serialized separately");
            }

            // Read common values
            OffsetCount    = s.Serialize <uint>(OffsetCount, name: nameof(OffsetCount));
            Size           = s.Serialize <uint>(Size, name: nameof(Size));
            CompressedSize = s.Serialize <uint>(CompressedSize, name: nameof(CompressedSize));
            TStamp         = s.Serialize <ulong>(TStamp, name: nameof(TStamp));

            Offsets = s.SerializeArray <ulong>(Offsets, (int)OffsetCount, name: nameof(Offsets));

            // For any game after Origins the path is in the standard format
            if (IPKVersion >= 5)
            {
                Path = s.SerializeObject <UbiArtPath>(Path, name: nameof(Path));
            }
            else
            {
                Path = new UbiArtPath(s.SerializeLengthPrefixedString(Path?.FullPath, name: nameof(Path)));
            }
        }
 public void Serialize(IBinarySerializer s)
 {
     Unknown1 = s.SerializeArray <byte>(Unknown1, 528, name: nameof(Unknown1));
     Unknown2 = s.SerializeBool <uint>(Unknown2, name: nameof(Unknown2));
     SaveData = s.SerializeObject <PersistentGameData_Universe>(SaveData, name: nameof(SaveData));
     Unknown3 = s.SerializeArray <byte>(Unknown3, (int)(s.Stream.Length - s.Stream.Position), name: nameof(Unknown3));
 }
Exemplo n.º 8
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 public void Serialize(IBinarySerializer s)
 {
     Tag               = s.SerializeObject <UbiArtStringID>(Tag, name: nameof(Tag));
     UnteaseSeen       = s.SerializeBool <uint>(UnteaseSeen, name: nameof(UnteaseSeen));
     UnlockSeend       = s.SerializeBool <uint>(UnlockSeend, name: nameof(UnlockSeend));
     SentUnlockMessage = s.SerializeBool <uint>(SentUnlockMessage, name: nameof(SentUnlockMessage));
 }
 public void Serialize(IBinarySerializer s)
 {
     ISDs = s.SerializeUbiArtObjectArray <UbiArtObjKeyObjValuePair <UbiArtStringID, UbiArtGeneric <Ray_PersistentGameData_ISD> > >(ISDs, name: nameof(ISDs));
     CageMapPassedDoors = s.SerializeUbiArtObjectArray <PackedObjectPath>(CageMapPassedDoors, name: nameof(CageMapPassedDoors));
     WonChallenges      = s.Serialize <uint>(WonChallenges, name: nameof(WonChallenges));
     LevelState         = s.Serialize <SPOT_STATE>(LevelState, name: nameof(LevelState));
     BestTimeAttack     = s.Serialize <uint>(BestTimeAttack, name: nameof(BestTimeAttack));
     BestLumAttack      = s.Serialize <uint>(BestLumAttack, name: nameof(BestLumAttack));
     HasWarning         = s.SerializeBool <uint>(HasWarning, name: nameof(HasWarning));
     IsSkipped          = s.SerializeBool <uint>(IsSkipped, name: nameof(IsSkipped));
     Trackingdata       = s.SerializeObject <Ray_PersistentGameData_LevelTracking>(Trackingdata, name: nameof(Ray_PersistentGameData_LevelTracking));
 }
Exemplo n.º 10
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 public void Serialize(IBinarySerializer s)
 {
     Message_handle      = s.Serialize <uint>(Message_handle, name: nameof(Message_handle));
     Type                = s.Serialize <uint>(Type, name: nameof(Type));
     Onlinedate          = s.SerializeObject <UbiArtDateTime>(Onlinedate, name: nameof(Onlinedate));
     LocalDate           = s.SerializeObject <UbiArtDateTime>(LocalDate, name: nameof(LocalDate));
     PersistentSeconds   = s.Serialize <uint>(PersistentSeconds, name: nameof(PersistentSeconds));
     Title               = s.SerializeObject <SmartLocId>(Title, name: nameof(Title));
     Body                = s.SerializeObject <SmartLocId>(Body, name: nameof(Body));
     IsPrompt            = s.SerializeBool <uint>(IsPrompt, name: nameof(IsPrompt));
     IsDrc               = s.SerializeBool <uint>(IsDrc, name: nameof(IsDrc));
     HasBeenRead         = s.SerializeBool <uint>(HasBeenRead, name: nameof(HasBeenRead));
     IsOnline            = s.SerializeBool <uint>(IsOnline, name: nameof(IsOnline));
     RemoveAfterRead     = s.SerializeBool <uint>(RemoveAfterRead, name: nameof(RemoveAfterRead));
     HasBeenInteract     = s.SerializeBool <uint>(HasBeenInteract, name: nameof(HasBeenInteract));
     RemoveAfterInteract = s.SerializeBool <uint>(RemoveAfterInteract, name: nameof(RemoveAfterInteract));
     LockedAfterInteract = s.SerializeBool <uint>(LockedAfterInteract, name: nameof(LockedAfterInteract));
     Buttons             = s.SerializeUbiArtObjectArray <SmartLocId>(Buttons, name: nameof(Buttons));
     Attributes          = s.SerializeUbiArtObjectArray <Attribute>(Attributes, name: nameof(Attributes));
     Markers             = s.SerializeUbiArtObjectArray <Marker>(Markers, name: nameof(Markers));
 }
Exemplo n.º 11
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 /// <summary>
 /// Handles the serialization using the specified serializer
 /// </summary>
 /// <param name="s">The serializer</param>
 public void Serialize(IBinarySerializer s)
 {
     Pid                  = s.Serialize <int>(Pid, name: nameof(Pid));
     Name                 = s.SerializeLengthPrefixedString(Name, name: nameof(Name));
     StatusIcon           = s.Serialize <uint>(StatusIcon, name: nameof(StatusIcon));
     Country              = s.Serialize <int>(Country, name: nameof(Country));
     GlobalMedalsRank     = s.Serialize <uint>(GlobalMedalsRank, name: nameof(GlobalMedalsRank));
     GlobalMedalsMaxRank  = s.Serialize <uint>(GlobalMedalsMaxRank, name: nameof(GlobalMedalsMaxRank));
     DiamondMedals        = s.Serialize <uint>(DiamondMedals, name: nameof(DiamondMedals));
     GoldMedals           = s.Serialize <uint>(GoldMedals, name: nameof(GoldMedals));
     SilverMedals         = s.Serialize <uint>(SilverMedals, name: nameof(SilverMedals));
     BronzeMedals         = s.Serialize <uint>(BronzeMedals, name: nameof(BronzeMedals));
     PlayerStats          = s.SerializeObject <PlayerStatsData>(PlayerStats, name: nameof(PlayerStats));
     Costume              = s.Serialize <uint>(Costume, name: nameof(Costume));
     TotalChallengePlayed = s.Serialize <uint>(TotalChallengePlayed, name: nameof(TotalChallengePlayed));
 }
Exemplo n.º 12
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 /// <summary>
 /// Handles the serialization using the specified serializer
 /// </summary>
 /// <param name="s">The serializer</param>
 public void Serialize(IBinarySerializer s)
 {
     Id                  = s.SerializeObject <UbiArtStringID>(Id, name: nameof(Id));
     BestLumsTaken       = s.Serialize <uint>(BestLumsTaken, name: nameof(BestLumsTaken));
     BestDistance        = s.Serialize <float>(BestDistance, name: nameof(BestDistance));
     BestTime            = s.Serialize <float>(BestTime, name: nameof(BestTime));
     FreedPrisoners      = s.SerializeUbiArtObjectArray <PrisonerData>(FreedPrisoners, name: nameof(FreedPrisoners));
     Cups                = s.Serialize <uint>(Cups, name: nameof(Cups));
     Medals              = s.Serialize <uint>(Medals, name: nameof(Medals));
     Completed           = s.SerializeBool <uint>(Completed, name: nameof(Completed));
     IsVisited           = s.SerializeBool <uint>(IsVisited, name: nameof(IsVisited));
     BestTimeSent        = s.SerializeBool <uint>(BestTimeSent, name: nameof(BestTimeSent));
     Type                = s.Serialize <uint>(Type, name: nameof(Type));
     LuckyTicketsLeft    = s.Serialize <uint>(LuckyTicketsLeft, name: nameof(LuckyTicketsLeft));
     SequenceAlreadySeen = s.SerializeUbiArtObjectArray <ObjectPath>(SequenceAlreadySeen, name: nameof(SequenceAlreadySeen));
     OnlineSynced        = s.Serialize <int>(OnlineSynced, name: nameof(OnlineSynced));
 }
Exemplo n.º 13
0
        /// <summary>
        /// Handles the serialization using the specified serializer
        /// </summary>
        /// <param name="s">The serializer</param>
        public void Serialize(IBinarySerializer s)
        {
            SaveName       = s.SerializeString(SaveName, 4, name: nameof(SaveName));
            ContinuesCount = s.Serialize <byte>(ContinuesCount, name: nameof(ContinuesCount));
            Wi_Save_Zone   = s.SerializeObjectArray <Rayman1PCSaveDataLevel>(Wi_Save_Zone, 24, name: nameof(Wi_Save_Zone));
            RayEvts        = s.Serialize <RayEvtsFlags>(RayEvts, name: nameof(RayEvts));
            Poing          = s.SerializeArray <byte>(Poing, 20, name: nameof(Poing));
            StatusBar      = s.SerializeObject <Rayman1PCSaveDataStatusBar>(StatusBar, name: nameof(StatusBar));
            CurrentHealth  = s.Serialize <byte>(CurrentHealth, name: nameof(CurrentHealth));

            SaveZone ??= new byte[81][];

            for (int i = 0; i < SaveZone.Length; i++)
            {
                SaveZone[i] = s.SerializeArray <byte>(SaveZone[i], 32, name: $"{nameof(SaveZone)}[{i}]");
            }

            BonusPerfect = s.SerializeArray <byte>(BonusPerfect, 24, name: nameof(BonusPerfect));
            WorldIndex   = s.Serialize <ushort>(WorldIndex, name: nameof(WorldIndex));
            FinBossLevel = s.Serialize <Rayman1FinBossLevelFlags>(FinBossLevel, name: nameof(FinBossLevel));
        }
Exemplo n.º 14
0
        /// <summary>
        /// Handles the serialization using the specified serializer
        /// </summary>
        /// <param name="s">The serializer</param>
        public void Serialize(IBinarySerializer s)
        {
            // Just Dance reads the values in reverse
            if (s.GetSettings <UbiArtSettings>().Game == UbiArtGame.JustDance2017)
            {
                // Read the path
                FileName      = s.SerializeLengthPrefixedString(FileName, name: nameof(FileName));
                DirectoryPath = s.SerializeLengthPrefixedString(DirectoryPath, name: nameof(DirectoryPath));
            }
            else
            {
                // Read the path
                DirectoryPath = s.SerializeLengthPrefixedString(DirectoryPath, name: nameof(DirectoryPath));
                FileName      = s.SerializeLengthPrefixedString(FileName, name: nameof(FileName));
            }

            StringID = s.SerializeObject <UbiArtStringID>(StringID, name: nameof(StringID));

            if (s.GetSettings <UbiArtSettings>().Game != UbiArtGame.RaymanOrigins)
            {
                Flags = s.Serialize <uint>(Flags, name: nameof(Flags));
            }
        }
Exemplo n.º 15
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 /// <summary>
 /// Handles the serialization using the specified serializer
 /// </summary>
 /// <param name="s">The serializer</param>
 public void Serialize(IBinarySerializer s)
 {
     Name   = s.SerializeObject <UbiArtStringID>(Name, name: nameof(Name));
     Object = s.SerializeObject <T>(Object, name: nameof(Object));
 }
Exemplo n.º 16
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 public void Serialize(IBinarySerializer s)
 {
     PackedObjectPath = s.SerializeObject <PackedObjectPath>(PackedObjectPath, name: nameof(PackedObjectPath));
     LevelCRC         = s.Serialize <uint>(LevelCRC, name: nameof(LevelCRC));
 }
Exemplo n.º 17
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 public void Serialize(IBinarySerializer s)
 {
     Levels                             = s.SerializeUbiArtObjectArray <UbiArtObjKeyObjValuePair <UbiArtStringID, UbiArtGeneric <PersistentGameData_Level> > >(Levels, name: nameof(Levels));
     Rewards                            = s.SerializeObject <SaveSession>(Rewards, name: nameof(Rewards));
     Score                              = s.SerializeObject <PersistentGameData_Score>(Score, name: nameof(Score));
     Profile                            = s.SerializeObject <ProfileData>(Profile, name: nameof(Profile));
     BubbleDreamer                      = s.SerializeObject <PersistentGameData_BubbleDreamerData>(BubbleDreamer, name: nameof(BubbleDreamer));
     UnlockedPets                       = s.SerializeUbiArtArray <int>(UnlockedPets, name: nameof(UnlockedPets));
     PetsDailyReward                    = s.SerializeUbiArtObjectArray <PetRewardData>(PetsDailyReward, name: nameof(PetsDailyReward));
     UnlockedCupsForPets                = s.SerializeUbiArtObjectArray <St_petCups>(UnlockedCupsForPets, name: nameof(UnlockedCupsForPets));
     GivenPetCount                      = s.Serialize <uint>(GivenPetCount, name: nameof(GivenPetCount));
     NewPetsUnlocked                    = s.SerializeBool <uint>(NewPetsUnlocked, name: nameof(NewPetsUnlocked));
     FirstPetShown                      = s.SerializeBool <uint>(FirstPetShown, name: nameof(FirstPetShown));
     HasShownMessageAllPet              = s.SerializeBool <uint>(HasShownMessageAllPet, name: nameof(HasShownMessageAllPet));
     Messages                           = s.SerializeUbiArtObjectArray <Message>(Messages, name: nameof(Messages));
     MessagesTotalCount                 = s.Serialize <uint>(MessagesTotalCount, name: nameof(MessagesTotalCount));
     Messages_onlineDate                = s.SerializeObject <UbiArtDateTime>(Messages_onlineDate, name: nameof(Messages_onlineDate));
     Messages_localDate                 = s.SerializeObject <UbiArtDateTime>(Messages_localDate, name: nameof(Messages_localDate));
     Messages_readDrcCount              = s.Serialize <uint>(Messages_readDrcCount, name: nameof(Messages_readDrcCount));
     Messages_interactDrcCount          = s.Serialize <uint>(Messages_interactDrcCount, name: nameof(Messages_interactDrcCount));
     Messages_lastSeenMessageHandle     = s.Serialize <uint>(Messages_lastSeenMessageHandle, name: nameof(Messages_lastSeenMessageHandle));
     Messages_tutoCount                 = s.Serialize <uint>(Messages_tutoCount, name: nameof(Messages_tutoCount));
     Messages_drcCountSinceLastInteract = s.Serialize <uint>(Messages_drcCountSinceLastInteract, name: nameof(Messages_drcCountSinceLastInteract));
     PlayerCard_displayedCount          = s.Serialize <uint>(PlayerCard_displayedCount, name: nameof(PlayerCard_displayedCount));
     PlayerCard_tutoSeen                = s.SerializeBool <uint>(PlayerCard_tutoSeen, name: nameof(PlayerCard_tutoSeen));
     GameCompleted                      = s.SerializeBool <uint>(GameCompleted, name: nameof(GameCompleted));
     TimeToCompleteGameInSec            = s.Serialize <uint>(TimeToCompleteGameInSec, name: nameof(TimeToCompleteGameInSec));
     TimeSpendInGameInSec               = s.Serialize <uint>(TimeSpendInGameInSec, name: nameof(TimeSpendInGameInSec));
     TeensiesBonusCounter               = s.Serialize <uint>(TeensiesBonusCounter, name: nameof(TeensiesBonusCounter));
     LuckyTicketsCounter                = s.Serialize <uint>(LuckyTicketsCounter, name: nameof(LuckyTicketsCounter));
     LuckyTicketLevelCount              = s.Serialize <uint>(LuckyTicketLevelCount, name: nameof(LuckyTicketLevelCount));
     RetroMapUnlockedCounter            = s.Serialize <uint>(RetroMapUnlockedCounter, name: nameof(RetroMapUnlockedCounter));
     MrDarkUnlockCount                  = s.SerializeUbiArtObjectArray <UbiArtStringID>(MrDarkUnlockCount, name: nameof(MrDarkUnlockCount));
     CatchEmAllIndex                    = s.Serialize <uint>(CatchEmAllIndex, name: nameof(CatchEmAllIndex));
     NewCostumes                        = s.SerializeUbiArtObjectArray <UbiArtStringID>(NewCostumes, name: nameof(NewCostumes));
     CostumeUnlockSeen                  = s.SerializeUbiArtObjectArray <UbiArtStringID>(CostumeUnlockSeen, name: nameof(CostumeUnlockSeen));
     RetroUnlocks                       = s.SerializeUbiArtObjectArray <UbiArtStringID>(RetroUnlocks, name: nameof(RetroUnlocks));
     NewUnlockedDoor                    = s.SerializeUbiArtObjectArray <UnlockedDoor>(NewUnlockedDoor, name: nameof(NewUnlockedDoor));
     LuckyTicketRewardList              = s.SerializeUbiArtObjectArray <RO2_LuckyTicketReward>(LuckyTicketRewardList, name: nameof(LuckyTicketRewardList));
     NodeData                           = s.SerializeUbiArtObjectArray <NodeDataStruct>(NodeData, name: nameof(NodeData));
     LuckyTicketsRewardGivenCounter     = s.Serialize <uint>(LuckyTicketsRewardGivenCounter, name: nameof(LuckyTicketsRewardGivenCounter));
     ConsecutiveLuckyTicketCount        = s.Serialize <uint>(ConsecutiveLuckyTicketCount, name: nameof(ConsecutiveLuckyTicketCount));
     TicketReminderMessageCount         = s.Serialize <uint>(TicketReminderMessageCount, name: nameof(TicketReminderMessageCount));
     DisplayGhosts                      = s.Serialize <uint>(DisplayGhosts, name: nameof(DisplayGhosts));
     UplayDoneAction0                   = s.SerializeBool <uint>(UplayDoneAction0, name: nameof(UplayDoneAction0));
     UplayDoneAction1                   = s.SerializeBool <uint>(UplayDoneAction1, name: nameof(UplayDoneAction1));
     UplayDoneAction2                   = s.SerializeBool <uint>(UplayDoneAction2, name: nameof(UplayDoneAction2));
     UplayDoneAction3                   = s.SerializeBool <uint>(UplayDoneAction3, name: nameof(UplayDoneAction3));
     UplayDoneReward0                   = s.SerializeBool <uint>(UplayDoneReward0, name: nameof(UplayDoneReward0));
     UplayDoneReward1                   = s.SerializeBool <uint>(UplayDoneReward1, name: nameof(UplayDoneReward1));
     UplayDoneReward2                   = s.SerializeBool <uint>(UplayDoneReward2, name: nameof(UplayDoneReward2));
     UplayDoneReward3                   = s.SerializeBool <uint>(UplayDoneReward3, name: nameof(UplayDoneReward3));
     PlayedDiamondCupSequence           = s.SerializeUbiArtObjectArray <UbiArtStringID>(PlayedDiamondCupSequence, name: nameof(PlayedDiamondCupSequence));
     Costumes                           = s.SerializeUbiArtObjectArray <UbiArtStringID>(Costumes, name: nameof(Costumes));
     PlayedChallenge                    = s.SerializeUbiArtArray <uint>(PlayedChallenge, name: nameof(PlayedChallenge));
     PlayedInvasion                     = s.SerializeUbiArtObjectArray <UbiArtStringID>(PlayedInvasion, name: nameof(PlayedInvasion));
     TvOffOptionEnabledNb               = s.Serialize <uint>(TvOffOptionEnabledNb, name: nameof(TvOffOptionEnabledNb));
     TvOffOptionActivatedTime           = s.Serialize <uint>(TvOffOptionActivatedTime, name: nameof(TvOffOptionActivatedTime));
     BarbaraCostumeUnlockSeen           = s.SerializeBool <uint>(BarbaraCostumeUnlockSeen, name: nameof(BarbaraCostumeUnlockSeen));
     WorldUnlockMessagesSeen            = s.SerializeUbiArtObjectArray <UbiArtStringID>(WorldUnlockMessagesSeen, name: nameof(WorldUnlockMessagesSeen));
     RetroWorldUnlockMessageSeen        = s.SerializeBool <uint>(RetroWorldUnlockMessageSeen, name: nameof(RetroWorldUnlockMessageSeen));
     FreedAllTeensiesMessageSeen        = s.SerializeBool <uint>(FreedAllTeensiesMessageSeen, name: nameof(FreedAllTeensiesMessageSeen));
     MisterDarkCompletionMessageSeen    = s.SerializeBool <uint>(MisterDarkCompletionMessageSeen, name: nameof(MisterDarkCompletionMessageSeen));
     FirstInvasionMessageSeen           = s.SerializeBool <uint>(FirstInvasionMessageSeen, name: nameof(FirstInvasionMessageSeen));
     InvitationTutoSeen                 = s.SerializeBool <uint>(InvitationTutoSeen, name: nameof(InvitationTutoSeen));
     MessageSeen8Bit                    = s.SerializeBool <uint>(MessageSeen8Bit, name: nameof(MessageSeen8Bit));
     ChallengeWorldUnlockMessageSeen    = s.SerializeBool <uint>(ChallengeWorldUnlockMessageSeen, name: nameof(ChallengeWorldUnlockMessageSeen));
     DoorUnlockMessageSeen              = s.SerializeUbiArtObjectArray <UbiArtStringID>(DoorUnlockMessageSeen, name: nameof(DoorUnlockMessageSeen));
     DoorUnlockDRCMessageRequired       = s.SerializeUbiArtObjectArray <UbiArtStringID>(DoorUnlockDRCMessageRequired, name: nameof(DoorUnlockDRCMessageRequired));
     LuckyTicketRewardWorldName         = s.SerializeObject <UbiArtStringID>(LuckyTicketRewardWorldName, name: nameof(LuckyTicketRewardWorldName));
     IsUGCMiiverseWarningSet            = s.SerializeBool <uint>(IsUGCMiiverseWarningSet, name: nameof(IsUGCMiiverseWarningSet));
     Reward39Failed                     = s.Serialize <int>(Reward39Failed, name: nameof(Reward39Failed));
     UnlockPrivilegesData               = s.SerializeLengthPrefixedString(UnlockPrivilegesData, name: nameof(UnlockPrivilegesData));
     IsDemoRewardChecked                = s.Serialize <int>(IsDemoRewardChecked, name: nameof(IsDemoRewardChecked));
     PrisonerDataDummy                  = s.SerializeObject <PrisonerData>(PrisonerDataDummy, name: nameof(PrisonerDataDummy));
     PersistentGameDataLevelDummy       = s.SerializeObject <PersistentGameData_Level>(PersistentGameDataLevelDummy, name: nameof(PersistentGameDataLevelDummy));
     MessageDummy                       = s.SerializeObject <Message>(MessageDummy, name: nameof(MessageDummy));
     UnlockedDoorDummy                  = s.SerializeObject <UnlockedDoor>(UnlockedDoorDummy, name: nameof(UnlockedDoorDummy));
     BubbleDreamerDataDummy             = s.SerializeObject <PersistentGameData_BubbleDreamerData>(BubbleDreamerDataDummy, name: nameof(BubbleDreamerDataDummy));
     DummmyNodeData                     = s.SerializeObject <NodeDataStruct>(DummmyNodeData, name: nameof(DummmyNodeData));
 }
Exemplo n.º 18
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 public void Serialize(IBinarySerializer s)
 {
     LocId    = s.SerializeObject <SmartLocId>(LocId, name: nameof(LocId));
     Color    = s.Serialize <uint>(Color, name: nameof(Color));
     FontSize = s.Serialize <float>(FontSize, name: nameof(FontSize));
 }
Exemplo n.º 19
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 /// <summary>
 /// Handles the serialization using the specified serializer
 /// </summary>
 /// <param name="s">The serializer</param>
 public void Serialize(IBinarySerializer s)
 {
     DefaultText = s.SerializeLengthPrefixedString(DefaultText, name: nameof(DefaultText));
     LocId       = s.SerializeObject <LocalisationId>(LocId, name: nameof(LocId));
     UseText     = s.SerializeBool <uint>(UseText, name: nameof(UseText));
 }
Exemplo n.º 20
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 public void Serialize(IBinarySerializer s)
 {
     WorldTag = s.SerializeObject <UbiArtStringID>(WorldTag, name: nameof(WorldTag));
     Type     = s.Serialize <uint>(Type, name: nameof(Type));
     IsNew    = s.SerializeBool <uint>(IsNew, name: nameof(IsNew));
 }
 /// <summary>
 /// Handles the serialization using the specified serializer
 /// </summary>
 /// <param name="s">The serializer</param>
 public void Serialize(IBinarySerializer s)
 {
     Key   = s.SerializeUbiArtGenericValue <TKey>(Key, name: nameof(Key));
     Value = s.SerializeObject <TValue>(Value, name: nameof(Value));
 }
Exemplo n.º 22
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 /// <summary>
 /// Handles the serialization using the specified serializer
 /// </summary>
 /// <param name="s">The serializer</param>
 public void Serialize(IBinarySerializer s)
 {
     TexHeader = s.SerializeObject <UbiArtTEXData>(TexHeader, name: nameof(TexHeader));
     ImageData = s.SerializeArray <byte>(ImageData, (int)(s.Stream.Length - s.Stream.Position), name: nameof(ImageData));
 }