void LoadColor(GameDataReader reader) { int count = reader.ReadInt(); int max = count <= colors.Length ? count : colors.Length; int i = 0; for (; i < max; ++i) { SetColor(reader.ReadColor(), i); } if (count > max) { for (; i < count; i++) { reader.ReadColor(); } } else if (count < max) { for (; i < max; i++) { SetColor(Color.white, i); } } }
private void LoadColors(GameDataReader reader) { int count = reader.ReadInt(); int max = Mathf.Min(count, _colors.Length); int i = 0; for (; i < max; i++) { SetColor(reader.ReadColor(), i); } if (count > _colors.Length) { /// Read excess colors to maintain file index at correct position. for (; i < count; i++) { reader.ReadColor(); } } else if (count < _colors.Length) { /// Set missing colors to default. for (; i < _colors.Length; i++) { SetColor(Color.white, i); } } }
public override void Load(GameDataReader reader) { if (reader.Version >= 7) { base.Load(reader); } nextSequentialIndex = reader.ReadInt(); }
public override void Load(GameDataReader reader) { int savedCount = reader.ReadInt(); for (int i = 0; i < savedCount; i++) { levelObjects[i].Load(reader); } }
public override void Load(GameDataReader reader) { int count = reader.ReadInt(); for (int i = 0; i < count; ++i) { persistableObjects[i].Load(reader); } }
private IEnumerator LoadGame(GameDataReader reader) { int version = reader.Version; int count = version <= 0 ? -version : reader.ReadInt(); if (version >= 3) { Random.State state = reader.ReadRandomState(); if (!reseedOnLoad) { Random.state = state; } CreationSpeed = creationSpeedSlider.value = reader.ReadFloat(); creationProgress = reader.ReadFloat(); DestructionSpeed = destructionSpeedSlider.value = reader.ReadFloat(); destructionProgress = reader.ReadFloat(); } yield return(LoadLevel(version < 2 ? 1 : reader.ReadInt())); if (version >= 3) { GameLevel.Current.Load(reader); } for (int i = 0; i < count; i++) { int factoryId = version >= 5 ? reader.ReadInt() : 0; int shapeId = version > 0 ? reader.ReadInt() : 0; int materialId = version > 0 ? reader.ReadInt() : 0; Shape instance = shapeFactories[factoryId].Get(shapeId, materialId); instance.Load(reader); } for (int i = 0; i < shapes.Count; i++) { shapes[i].ResolveShapeInstances(); } }
IEnumerator LoadGame(GameDataReader reader) { int version = reader.Version; int count = version > 0 ? reader.ReadInt() : -version; if (version >= 3) { Random.State state = reader.ReadRandomState(); if (resetOnLoad) { Random.state = state; } creationSpeedSlider.value = CreationSpeed = reader.ReadFloat(); creationProgress = reader.ReadFloat(); destructionSpeedSlider.value = DestructionSpeed = reader.ReadFloat(); destructionProgress = reader.ReadFloat(); } yield return(LoadLevel(version < 2 ? 1 : reader.ReadInt())); if (version >= 3) { GameLevel.Current.Load(reader); } var tran = transform; for (int i = 0; i < count; i++) { int factoryId = version >= 5 ? reader.ReadInt() : 0; int shapeId = version > 0 ? reader.ReadInt() : 0; int matId = version > 0 ? reader.ReadInt() : 0; Shape o = shapeFactorys[factoryId].Get(shapeId, matId); o.transform.parent = tran; o.Load(reader); shapes.Add(o); } }
public override void Load(GameDataReader reader) { _sequentialIndex = reader.ReadInt(); }