public void Serialize(IUnrealStream stream)
 {
     stream.WriteIndex(Count);
     for (int i = 0; i < Count; ++i)
     {
         this[i].Serialize(stream);
     }
 }
Exemplo n.º 2
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 public void Serialize(IUnrealStream stream)
 {
     stream.WriteIndex(_Index);
     if (stream.Version >= VNameNumbered)
     {
         Console.WriteLine(_Number + " " + _Text);
         stream.Write((uint)_Number + 1);
     }
 }
Exemplo n.º 3
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 public void Serialize( IUnrealStream stream )
 {
     stream.WriteIndex( _Index );
     if( stream.Version >= VNameNumbered )
     {
         Console.WriteLine( _Number + " " + _Text );
         stream.Write( (uint)_Number + 1 );
     }
 }
        public void Serialize(IUnrealStream stream)
        {
            stream.WriteIndex(Index);

            if (stream.Version < VNameNumbered)
            {
                return;
            }

            Console.WriteLine(_Number + " " + Text);
            stream.Write((uint)_Number + 1);
        }
Exemplo n.º 5
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        //public Dictionary<int, int> Components;
        //public List<int> NetObjects;
        #endregion

        // @Warning - Only supports Official builds.
        public void Serialize(IUnrealStream stream)
        {
            stream.Write(ClassTable.Object);
            stream.Write(SuperTable.Object);
            stream.Write((int)OuterTable.Object);

            stream.Write(ObjectName);

            if (stream.Version >= VArchetype)
            {
                ArchetypeIndex = stream.ReadInt32();
            }
            stream.UW.Write(stream.Version >= VObjectFlagsToULONG ? ObjectFlags : (uint)ObjectFlags);
            stream.WriteIndex(SerialSize);      // Assumes SerialSize has been updated to @Object's buffer size.
            if (SerialSize > 0 || stream.Version >= VSerialSizeConditionless)
            {
                // SerialOffset has to be set and written after this object has been serialized.
                stream.WriteIndex(SerialOffset);    // Assumes the same as @SerialSize comment.
            }

            // TODO: Continue.
        }
Exemplo n.º 6
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        //public Dictionary<int, int> Components;
        //public List<int> NetObjects;
        #endregion

        // @Warning - Only supports Official builds.
        public void Serialize( IUnrealStream stream )
        {
            stream.Write( ClassTable.Object );
            stream.Write( SuperTable.Object );
            stream.Write( (int)OuterTable.Object );

            stream.Write( ObjectName );

            if( stream.Version >= VArchetype )
            {
                ArchetypeIndex = stream.ReadInt32();
            }
            stream.UW.Write( stream.Version >= VObjectFlagsToULONG ? ObjectFlags : (uint)ObjectFlags );
            stream.WriteIndex( SerialSize );    // Assumes SerialSize has been updated to @Object's buffer size.
            if( SerialSize > 0 || stream.Version >= VSerialSizeConditionless )
            {
                // SerialOffset has to be set and written after this object has been serialized.
                stream.WriteIndex( SerialOffset );  // Assumes the same as @SerialSize comment.
            }

            // TODO: Continue.
        }