Exemplo n.º 1
0
        public override object Read <T>(ES3Reader reader)
        {
            var instance = new UnityEngine.ParticleSystem.NoiseModule();

            ReadInto <T>(reader, instance);
            return(instance);
        }
Exemplo n.º 2
0
 protected override void GetDependencies(System.Collections.Generic.Dictionary <long, UnityEngine.Object> dependencies, object obj)
 {
     base.GetDependencies(dependencies, obj);
     if (obj == null)
     {
         return;
     }
     UnityEngine.ParticleSystem.NoiseModule o = (UnityEngine.ParticleSystem.NoiseModule)obj;
     GetDependencies(strength, o.strength, dependencies);
     GetDependencies(strengthX, o.strengthX, dependencies);
     GetDependencies(strengthY, o.strengthY, dependencies);
     GetDependencies(strengthZ, o.strengthZ, dependencies);
     GetDependencies(scrollSpeed, o.scrollSpeed, dependencies);
     GetDependencies(remap, o.remap, dependencies);
     GetDependencies(remapX, o.remapX, dependencies);
     GetDependencies(remapY, o.remapY, dependencies);
     GetDependencies(remapZ, o.remapZ, dependencies);
 }
Exemplo n.º 3
0
 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.ParticleSystem.NoiseModule o = (UnityEngine.ParticleSystem.NoiseModule)obj;
     o.enabled               = enabled;
     o.separateAxes          = separateAxes;
     o.strength              = Write(o.strength, strength, objects);
     o.strengthMultiplier    = strengthMultiplier;
     o.strengthX             = Write(o.strengthX, strengthX, objects);
     o.strengthXMultiplier   = strengthXMultiplier;
     o.strengthY             = Write(o.strengthY, strengthY, objects);
     o.strengthYMultiplier   = strengthYMultiplier;
     o.strengthZ             = Write(o.strengthZ, strengthZ, objects);
     o.strengthZMultiplier   = strengthZMultiplier;
     o.frequency             = frequency;
     o.damping               = damping;
     o.octaveCount           = octaveCount;
     o.octaveMultiplier      = octaveMultiplier;
     o.octaveScale           = octaveScale;
     o.quality               = (UnityEngine.ParticleSystemNoiseQuality)quality;
     o.scrollSpeed           = Write(o.scrollSpeed, scrollSpeed, objects);
     o.scrollSpeedMultiplier = scrollSpeedMultiplier;
     o.remapEnabled          = remapEnabled;
     o.remap            = Write(o.remap, remap, objects);
     o.remapMultiplier  = remapMultiplier;
     o.remapX           = Write(o.remapX, remapX, objects);
     o.remapXMultiplier = remapXMultiplier;
     o.remapY           = Write(o.remapY, remapY, objects);
     o.remapYMultiplier = remapYMultiplier;
     o.remapZ           = Write(o.remapZ, remapZ, objects);
     o.remapZMultiplier = remapZMultiplier;
     return(o);
 }
Exemplo n.º 4
0
 public override void ReadFrom(object obj)
 {
     base.ReadFrom(obj);
     if (obj == null)
     {
         return;
     }
     UnityEngine.ParticleSystem.NoiseModule o = (UnityEngine.ParticleSystem.NoiseModule)obj;
     enabled               = o.enabled;
     separateAxes          = o.separateAxes;
     strength              = Read(strength, o.strength);
     strengthMultiplier    = o.strengthMultiplier;
     strengthX             = Read(strengthX, o.strengthX);
     strengthXMultiplier   = o.strengthXMultiplier;
     strengthY             = Read(strengthY, o.strengthY);
     strengthYMultiplier   = o.strengthYMultiplier;
     strengthZ             = Read(strengthZ, o.strengthZ);
     strengthZMultiplier   = o.strengthZMultiplier;
     frequency             = o.frequency;
     damping               = o.damping;
     octaveCount           = o.octaveCount;
     octaveMultiplier      = o.octaveMultiplier;
     octaveScale           = o.octaveScale;
     quality               = (uint)o.quality;
     scrollSpeed           = Read(scrollSpeed, o.scrollSpeed);
     scrollSpeedMultiplier = o.scrollSpeedMultiplier;
     remapEnabled          = o.remapEnabled;
     remap            = Read(remap, o.remap);
     remapMultiplier  = o.remapMultiplier;
     remapX           = Read(remapX, o.remapX);
     remapXMultiplier = o.remapXMultiplier;
     remapY           = Read(remapY, o.remapY);
     remapYMultiplier = o.remapYMultiplier;
     remapZ           = Read(remapZ, o.remapZ);
     remapZMultiplier = o.remapZMultiplier;
 }
Exemplo n.º 5
0
        /// <summary>
        /// Write the specified value using the writer.
        /// </summary>
        /// <param name="value">Value.</param>
        /// <param name="writer">Writer.</param>
        public override void Write(object value, ISaveGameWriter writer)
        {
            UnityEngine.ParticleSystem.NoiseModule noiseModule = (UnityEngine.ParticleSystem.NoiseModule)value;
            writer.WriteProperty("enabled", noiseModule.enabled);
            writer.WriteProperty("separateAxes", noiseModule.separateAxes);
            writer.WriteProperty("strength", noiseModule.strength);
            writer.WriteProperty("strengthMultiplier", noiseModule.strengthMultiplier);
            writer.WriteProperty("strengthX", noiseModule.strengthX);
            writer.WriteProperty("strengthXMultiplier", noiseModule.strengthXMultiplier);
            writer.WriteProperty("strengthY", noiseModule.strengthY);
            writer.WriteProperty("strengthYMultiplier", noiseModule.strengthYMultiplier);
            writer.WriteProperty("strengthZ", noiseModule.strengthZ);
            writer.WriteProperty("strengthZMultiplier", noiseModule.strengthZMultiplier);
            writer.WriteProperty("frequency", noiseModule.frequency);
            writer.WriteProperty("damping", noiseModule.damping);
            writer.WriteProperty("octaveCount", noiseModule.octaveCount);
            writer.WriteProperty("octaveMultiplier", noiseModule.octaveMultiplier);
            writer.WriteProperty("octaveScale", noiseModule.octaveScale);
            writer.WriteProperty("quality", noiseModule.quality);
            writer.WriteProperty("scrollSpeed", noiseModule.scrollSpeed);
            writer.WriteProperty("scrollSpeedMultiplier", noiseModule.scrollSpeedMultiplier);
            writer.WriteProperty("remapEnabled", noiseModule.remapEnabled);
            writer.WriteProperty("remap", noiseModule.remap);
            writer.WriteProperty("remapMultiplier", noiseModule.remapMultiplier);
            writer.WriteProperty("remapX", noiseModule.remapX);
            writer.WriteProperty("remapXMultiplier", noiseModule.remapXMultiplier);
            writer.WriteProperty("remapY", noiseModule.remapY);
            writer.WriteProperty("remapYMultiplier", noiseModule.remapYMultiplier);
            writer.WriteProperty("remapZ", noiseModule.remapZ);
            writer.WriteProperty("remapZMultiplier", noiseModule.remapZMultiplier);
#if UNITY_2017_1_OR_NEWER
            writer.WriteProperty("positionAmount", noiseModule.positionAmount);
            writer.WriteProperty("rotationAmount", noiseModule.rotationAmount);
            writer.WriteProperty("sizeAmount", noiseModule.sizeAmount);
#endif
        }
Exemplo n.º 6
0
        /// <summary>
        /// Read the data using the reader.
        /// </summary>
        /// <param name="reader">Reader.</param>
        public override object Read(ISaveGameReader reader)
        {
            UnityEngine.ParticleSystem.NoiseModule noiseModule = new UnityEngine.ParticleSystem.NoiseModule();
            foreach (string property in reader.Properties)
            {
                switch (property)
                {
                case "enabled":
                    noiseModule.enabled = reader.ReadProperty <System.Boolean>();
                    break;

                case "separateAxes":
                    noiseModule.separateAxes = reader.ReadProperty <System.Boolean>();
                    break;

                case "strength":
                    noiseModule.strength = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve>();
                    break;

                case "strengthMultiplier":
                    noiseModule.strengthMultiplier = reader.ReadProperty <System.Single>();
                    break;

                case "strengthX":
                    noiseModule.strengthX = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve>();
                    break;

                case "strengthXMultiplier":
                    noiseModule.strengthXMultiplier = reader.ReadProperty <System.Single>();
                    break;

                case "strengthY":
                    noiseModule.strengthY = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve>();
                    break;

                case "strengthYMultiplier":
                    noiseModule.strengthYMultiplier = reader.ReadProperty <System.Single>();
                    break;

                case "strengthZ":
                    noiseModule.strengthZ = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve>();
                    break;

                case "strengthZMultiplier":
                    noiseModule.strengthZMultiplier = reader.ReadProperty <System.Single>();
                    break;

                case "frequency":
                    noiseModule.frequency = reader.ReadProperty <System.Single>();
                    break;

                case "damping":
                    noiseModule.damping = reader.ReadProperty <System.Boolean>();
                    break;

                case "octaveCount":
                    noiseModule.octaveCount = reader.ReadProperty <System.Int32>();
                    break;

                case "octaveMultiplier":
                    noiseModule.octaveMultiplier = reader.ReadProperty <System.Single>();
                    break;

                case "octaveScale":
                    noiseModule.octaveScale = reader.ReadProperty <System.Single>();
                    break;

                case "quality":
                    noiseModule.quality = reader.ReadProperty <UnityEngine.ParticleSystemNoiseQuality>();
                    break;

                case "scrollSpeed":
                    noiseModule.scrollSpeed = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve>();
                    break;

                case "scrollSpeedMultiplier":
                    noiseModule.scrollSpeedMultiplier = reader.ReadProperty <System.Single>();
                    break;

                case "remapEnabled":
                    noiseModule.remapEnabled = reader.ReadProperty <System.Boolean>();
                    break;

                case "remap":
                    noiseModule.remap = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve>();
                    break;

                case "remapMultiplier":
                    noiseModule.remapMultiplier = reader.ReadProperty <System.Single>();
                    break;

                case "remapX":
                    noiseModule.remapX = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve>();
                    break;

                case "remapXMultiplier":
                    noiseModule.remapXMultiplier = reader.ReadProperty <System.Single>();
                    break;

                case "remapY":
                    noiseModule.remapY = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve>();
                    break;

                case "remapYMultiplier":
                    noiseModule.remapYMultiplier = reader.ReadProperty <System.Single>();
                    break;

                case "remapZ":
                    noiseModule.remapZ = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve>();
                    break;

                case "remapZMultiplier":
                    noiseModule.remapZMultiplier = reader.ReadProperty <System.Single>();
                    break;

                case "positionAmount":
#if UNITY_2017_1_OR_NEWER
                    noiseModule.positionAmount = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve>();
#else
                    reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve>();
#endif
                    break;

                case "rotationAmount":
#if UNITY_2017_1_OR_NEWER
                    noiseModule.rotationAmount = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve>();
#else
                    reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve>();
#endif
                    break;

                case "sizeAmount":
#if UNITY_2017_1_OR_NEWER
                    noiseModule.sizeAmount = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve>();
#else
                    reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve>();
#endif
                    break;
                }
            }
            return(noiseModule);
        }