// Returns the object as a byte list public List <byte> getAsByteList() { List <byte> data = new List <byte>(); data.AddRange(BinaryHandler.uintAsBytes(TotalSize)); // Entries foreach (Str_EntryItem entry in Entries) { data.AddRange(entry.getAsByteList()); } return(data); }
// Returns the object as a byte list public List <byte> getAsByteList() { List <byte> data = new List <byte>(); recalcPointers(); // 70 Pointers foreach (uint pointer in Pointers) { data.AddRange(BinaryHandler.uintAsBytes(pointer)); } // 24 Sets foreach (WentSet inventory in WeaponSets) { data.AddRange(inventory.getAsByteList()); } return(data); }
// Returns the object as a byte list public List <byte> getAsByteList() { List <byte> data = new List <byte>(); //recalcPointers(); Not doing it, don't mess with the preferences dude // Header data.AddRange(BinaryHandler.uintAsBytes(settingCount)); // Pointers foreach (uint pointer in Pointers) { data.AddRange(BinaryHandler.uintAsBytes(pointer)); } // Settings foreach (PlyrItem setting in PlayerPrefs) { data.AddRange(setting.getAsByteList()); } return(data); }
// Returns the object as a byte list public List<byte> getAsByteList() { List<byte> data = new List<byte>(); recalcPointers(); // PointerCount data.AddRange(BinaryHandler.uintAsBytes(pointerCount)); // Pointers foreach (uint pointer in Pointers) { data.AddRange(BinaryHandler.uintAsBytes(pointer)); } // Items foreach (FmabItem item in FormAbs) { data.AddRange(item.getAsByteList()); } return data; }
// Returns the object as a byte list public List <byte> getAsByteList() { List <byte> data = new List <byte>(); recalcPointers(); data.AddRange(Header); // 70 Pointers foreach (uint pointer in Pointers) { data.AddRange(BinaryHandler.uintAsBytes(pointer)); } // 17 Sets foreach (PtyaSet inventory in PtyaSets) { data.AddRange(inventory.getAsByteList()); } return(data); //return tempRaw; }