Пример #1
0
    public override void Read(ES2Reader reader, object c)
    {
        TrainingSave data = (TrainingSave)c;
        // Add your reader.Read calls here to read the data into the object.
        // Read the version number.
        int fileVersion = reader.Read <int>();

        // VERSION 0:
        if (fileVersion >= 0)
        {
            data.beginGeneration           = reader.Read <int>();
            data.endGeneration             = reader.Read <int>();
            data.savedCrossoverManager     = reader.Read <CrossoverManager>();
            data.savedFitnessComponentList = reader.ReadList <FitnessComponent>();
            data.savedMiniGameSettings     = reader.Read <MiniGameSettingsSaves>();
            data.savedPopulation           = reader.Read <Population>();
            data.savedTrialDataBegin       = reader.Read <TrialData>();
            data.savedTrialDataEnd         = reader.Read <TrialData>();
            data.savedTrainingModifierList = reader.ReadList <TrainingModifier>();
            if (fileVersion >= 1)
            {
                // new attributes
            }
        }
    }
Пример #2
0
 public override void Read(ES2Reader reader, object c)
 {
     SavedGame data = (SavedGame)c;
     // Add your reader.Read calls here to read the data into the object.
     data.UnlockedCards = reader.ReadList<LibraryCard>();
     data.StartingDeckCards = reader.ReadList<LibraryCard>();
     data.DefeatedEnemies = reader.ReadList<System.String>();
     data.UnlockedGods = reader.ReadList<System.Int32>();
     data.GoalHighScores = reader.ReadDictionary<System.String,System.Int32>();
     data.FinishedTutorial = reader.Read<System.Boolean>();
     data.NewCardsAvailable = reader.Read<System.Boolean>();
 }
Пример #3
0
    public override void Read(ES2Reader reader, object c)
    {
        SavedGame data = (SavedGame)c;

        // Add your reader.Read calls here to read the data into the object.
        data.UnlockedCards     = reader.ReadList <LibraryCard>();
        data.StartingDeckCards = reader.ReadList <LibraryCard>();
        data.DefeatedEnemies   = reader.ReadList <System.String>();
        data.UnlockedGods      = reader.ReadList <System.Int32>();
        data.GoalHighScores    = reader.ReadDictionary <System.String, System.Int32>();
        data.FinishedTutorial  = reader.Read <System.Boolean>();
        data.NewCardsAvailable = reader.Read <System.Boolean>();
    }
	public override void Read(ES2Reader reader, object c)
	{
		GenomeNEAT data = (GenomeNEAT)c;
        // Add your reader.Read calls here to read the data into the object.
        // Read the version number.
        int fileVersion = reader.Read<int>();

        // VERSION 0:
        if (fileVersion >= 0) {
            data.nodeNEATList = reader.ReadList<GeneNodeNEAT>();
            data.linkNEATList = reader.ReadList<GeneLinkNEAT>();
        }
    }
Пример #5
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    public override void Read(ES2Reader reader, object c)
    {
        Datas data = (Datas)c;

        // Add your reader.Read calls here to read the data into the object.
        data._colors       = reader.ReadList <VoxelColor>();
        data._model        = reader.ReadList <Layer>();
        data._isBeginning  = reader.Read <System.Boolean>();
        data._isFinished   = reader.Read <System.Boolean>();
        data._mainPosition = reader.Read <UnityEngine.Vector3>();
        data._mainRotation = reader.Read <UnityEngine.Vector3>();
        data._mainZoom     = reader.Read <System.Single>();
        data._isVip        = reader.Read <System.Boolean>();
    }
Пример #6
0
    public override void Read(ES2Reader reader, object c)
    {
        GenomeNEAT data = (GenomeNEAT)c;
        // Add your reader.Read calls here to read the data into the object.
        // Read the version number.
        int fileVersion = reader.Read <int>();

        // VERSION 0:
        if (fileVersion >= 0)
        {
            data.nodeNEATList = reader.ReadList <GeneNodeNEAT>();
            data.linkNEATList = reader.ReadList <GeneLinkNEAT>();
        }
    }
Пример #7
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    public override void Read(ES2Reader reader, object c)
    {
        AchievementData data = (AchievementData)c;

        // Add your reader.Read calls here to read the data into the object.
        data.Achievements = reader.ReadList <AchievementMeta>();
    }
Пример #8
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    public static void LoadList <T>(string identifier, List <T> c, ES2Settings settings) where T : class
    {
        ES2Settings newSettings = settings.Clone(identifier);

        using (ES2Reader reader = ES2Reader.Create(newSettings))
            reader.ReadList <T>(newSettings.filenameData.tag, c);
    }
    public override void Read(ES2Reader reader, object c)
    {
        Population data = (Population)c;
        // Add your reader.Read calls here to read the data into the object.
        // Read the version number.
        int fileVersion = reader.Read <int>();

        // VERSION 0:
        if (fileVersion >= 0)
        {
            //data.brainType = reader.Read<Population.BrainType>();
            data.templateGenome          = reader.Read <CritterGenome>();
            data.numInputNodes           = reader.Read <System.Int32>();
            data.numOutputNodes          = reader.Read <System.Int32>();
            data.populationMaxSize       = reader.Read <System.Int32>();
            data.numAgents               = reader.Read <System.Int32>();
            data.masterAgentArray        = reader.ReadArray <Agent>();
            data.speciesBreedingPoolList = reader.ReadList <SpeciesBreedingPool>();
            data.nextAvailableSpeciesID  = reader.Read <int>();
            data.trainingGenerations     = reader.Read <int>();
            data.nextAvailableGeneInno   = reader.Read <int>();
            if (fileVersion >= 1)
            {
                // new attributes
            }
        }
    }
Пример #10
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    public static List <T> LoadList <T>(string identifier, ES2Settings settings)
    {
        ES2Settings newSettings = settings.Clone(identifier);

        using (ES2Reader reader = ES2Reader.Create(newSettings))
            return(reader.ReadList <T>(newSettings.filenameData.tag));
    }
	public override void Read(ES2Reader reader, object c)
	{
		Population data = (Population)c;
        // Add your reader.Read calls here to read the data into the object.
        // Read the version number.
        int fileVersion = reader.Read<int>();

        // VERSION 0:
        if (fileVersion >= 0)
        {
            //data.brainType = reader.Read<Population.BrainType>();
            data.templateGenome = reader.Read<CritterGenome>();
            data.numInputNodes = reader.Read<System.Int32>();
            data.numOutputNodes = reader.Read<System.Int32>();
            data.populationMaxSize = reader.Read<System.Int32>();
            data.numAgents = reader.Read<System.Int32>();
            data.masterAgentArray = reader.ReadArray<Agent>();
            data.speciesBreedingPoolList = reader.ReadList<SpeciesBreedingPool>();
            data.nextAvailableSpeciesID = reader.Read<int>();
            data.trainingGenerations = reader.Read<int>();
            data.nextAvailableGeneInno = reader.Read<int>();
            if (fileVersion >= 1)
            {
                // new attributes
            }
        }
	}
Пример #12
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    public List <T> LoadList <T>(string tag)
    {
        CheckWWWUsage();
        CheckDownloadUsage();

        using (ES2Reader reader = ES2Reader.Create(data, settings))
            return(reader.ReadList <T>(tag));
    }
    public override void Read(ES2Reader reader, Component c)
    {
        Company data = (Company)c;

        // Add your reader.Read calls here to read the data into the Component.
        data.name               = reader.Read <System.String>();
        data.id                 = reader.Read <System.String>();
        data.companyName        = reader.Read <System.String>();
        data.money              = reader.Read <System.Single>();
        data.maxRosterSize      = reader.Read <System.Int32>();
        data.phase              = reader.Read <System.Int32>();
        data.eventHistory       = reader.ReadList <HistoricalWrestlingEvent>();
        data.unlockedVenues     = reader.ReadList <Venue>();
        data.unlockedMatchTypes = reader.ReadList <WrestlingMatchType>();
        data.isInAlliance       = reader.Read <System.Boolean>();
        data.roster             = reader.ReadList <Wrestler>();
    }
Пример #14
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    public override void Read(ES2Reader reader, object c)
    {
        Layer data = (Layer)c;

        // Add your reader.Read calls here to read the data into the object.
        data.layer     = reader.ReadList <VoxelPlatform>();
        data.isDrawing = reader.Read <System.Boolean>();
    }
Пример #15
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    public override void Read(ES2Reader reader, object c)
    {
        GameState data = (GameState)c;

        // Add your reader.Read calls here to read the data into the object.
        data.id     = reader.Read <System.Int32>();
        data.states = reader.ReadList <ObjectState>();
        data.merky  = reader.Read <ObjectState>();
    }
    public override void Read(ES2Reader reader, Component c)
    {
        Venue data = (Venue)c;

        // Add your reader.Read calls here to read the data into the Component.
        data.id                     = reader.Read <System.String>();
        data.venueName              = reader.Read <System.String>();
        data.venueDescription       = reader.Read <System.String>();
        data.baseCost               = reader.Read <System.Single>();
        data.gatePercentage         = reader.Read <System.Single>();
        data.capacity               = reader.Read <System.Int32>();
        data.popularity             = reader.Read <System.Single>();
        data.phase                  = reader.Read <System.Int32>();
        data.unlockableMatchType    = reader.Read <System.String>();
        data.matchTypePreferences   = reader.ReadDictionary <System.String, System.Single>();
        data.matchFinishPreferences = reader.ReadDictionary <System.String, System.Single>();
        data.seenMatchTypes         = reader.ReadList <System.String>();
        data.seenMatchFinishes      = reader.ReadList <System.String>();
    }
Пример #17
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 private WorldCreatFlugHelper()
 {
     PioneerManager.getInstance().setObserver(this);
     if (ES2.Exists("BasicData"))
     {
         ES2Reader reader = ES2Reader.Create("BasicData");
         this.worldPasses    = reader.ReadList <Int32>("WorldPass");
         this.worldIdDefault = reader.Read <Int32>("WorldIdDefault");
     }
 }
Пример #18
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    public override void Read(ES2Reader reader, object c)
    {
        TownBuilder data = (TownBuilder)c;

        // Add your reader.Read calls here to read the data into the object.
        data.Id              = reader.Read <System.Int32>();
        data.Level           = reader.Read <System.Int32>();
        data.Size            = reader.Read <System.Int32>();
        data.Citizens        = reader.ReadList <Character.Citizen>();
        data.Merchants       = reader.ReadList <Character.Merchant>();
        data.Clients         = reader.ReadList <Character.Client>();
        data.PriseMag        = reader.Read <System.Single>();
        data.BuildingDatas   = reader.ReadList <BuildingSaveData>();
        data.AttributeMag    = reader.ReadDictionary <Item.ItemParameters.ItemAttribute, System.Single>();
        data.Grid            = reader.Read2DArray <System.Boolean>();
        data.TownAttributeId = reader.Read <System.Int32>();
        data.Direction       = reader.Read <FieldMap.Town.RoadDirection>();
        data.Position        = reader.Read <UnityEngine.Vector3>();
        data.Quaternion      = reader.Read <UnityEngine.Quaternion>();
    }
Пример #19
0
    public List <Vector3> GetDungeonData()
    {
        string         loadName           = SelectedLoadFile + ".edg";
        List <Vector3> tileSpawnPositions = new List <Vector3>();

        using (ES2Reader reader = ES2Reader.Create("dungeonSaves/" + loadName))
        {
            tileSpawnPositions = reader.ReadList <Vector3>("tilePositions");
        }
        return(tileSpawnPositions);
    }
    public override void Read(ES2Reader reader, Component c)
    {
        Wrestler data = (Wrestler)c;

        // Add your reader.Read calls here to read the data into the Component.
        data.id                    = reader.Read <System.String>();
        data.wrestlerName          = reader.Read <System.String>();
        data.description           = reader.Read <System.String>();
        data.perMatchCost          = reader.Read <System.Single>();
        data.popularity            = reader.Read <System.Single>();
        data.isHeel                = reader.Read <System.Boolean>();
        data.hiringCost            = reader.Read <System.Single>();
        data.phase                 = reader.Read <System.Int32>();
        data.charisma              = reader.Read <System.Single>();
        data.work                  = reader.Read <System.Single>();
        data.appearance            = reader.Read <System.Single>();
        data.matchTypeAffinities   = reader.ReadDictionary <System.String, System.Single>();
        data.matchFinishAffinities = reader.ReadDictionary <System.String, System.Single>();
        data.usedMatchTypes        = reader.ReadList <System.String>();
        data.usedMatchFinishes     = reader.ReadList <System.String>();
    }
Пример #21
0
    public override void Read(ES2Reader reader, object c)
    {
        ObjectState data = (ObjectState)c;

        // Add your reader.Read calls here to read the data into the object.
        data.position        = reader.Read <UnityEngine.Vector3>();
        data.localScale      = reader.Read <UnityEngine.Vector3>();
        data.rotation        = reader.Read <UnityEngine.Quaternion>();
        data.velocity        = reader.Read <UnityEngine.Vector2>();
        data.angularVelocity = reader.Read <System.Single>();
        data.soList          = reader.ReadList <SavableObject>();
        data.objectName      = reader.Read <System.String>();
        data.sceneName       = reader.Read <System.String>();
    }
	public override void Read(ES2Reader reader, object c)
	{
		TrainingSave data = (TrainingSave)c;
        // Add your reader.Read calls here to read the data into the object.
        // Read the version number.
        int fileVersion = reader.Read<int>();

        // VERSION 0:
        if (fileVersion >= 0) {
            data.beginGeneration = reader.Read<int>();
            data.endGeneration = reader.Read<int>();
            data.savedCrossoverManager = reader.Read<CrossoverManager>();
            data.savedFitnessComponentList = reader.ReadList<FitnessComponent>();
            data.savedMiniGameSettings = reader.Read<MiniGameSettingsSaves>();
            data.savedPopulation = reader.Read<Population>();
            data.savedTrialDataBegin = reader.Read<TrialData>();
            data.savedTrialDataEnd = reader.Read<TrialData>();
            data.savedTrainingModifierList = reader.ReadList<TrainingModifier>();
            if (fileVersion >= 1) {
                // new attributes
            }
        }
    }
	public override void Read(ES2Reader reader, object c)
	{
		SpeciesBreedingPool data = (SpeciesBreedingPool)c;
        // Add your reader.Read calls here to read the data into the object.
        // Read the version number.
        int fileVersion = reader.Read<int>();

        // VERSION 0:
        if (fileVersion >= 0) {
            data.agentList = reader.ReadList<Agent>();
            data.nextAgentIndex = reader.Read<int>();
            data.speciesID = reader.Read<int>();
            data.templateGenome = reader.Read<GenomeNEAT>();
            if (fileVersion >= 1) {
                // new attributes
            }
        }
    }
	public override void Read(ES2Reader reader, object c)
	{
		CritterNode data = (CritterNode)c;
        // Add your reader.Read calls here to read the data into the object.
        // Read the version number.
        int fileVersion = reader.Read<int>();

        // VERSION 0:
        if (fileVersion >= 0) {
            //data.attachedJointLinkList = reader.ReadList<CritterJointLink>();
            //if (data.jointLink != null) 
            data.attachedChildNodesIdList = reader.ReadList<System.Int32>();           
            data.jointLink = reader.Read<CritterJointLink>();           
            data.dimensions = reader.Read<Vector3>();
            data.ID = reader.Read<System.Int32>();
            data.innov = reader.Read<System.Int32>();
        }
    }
Пример #25
0
    public override void Read(ES2Reader reader, object c)
    {
        CritterNode data = (CritterNode)c;
        // Add your reader.Read calls here to read the data into the object.
        // Read the version number.
        int fileVersion = reader.Read <int>();

        // VERSION 0:
        if (fileVersion >= 0)
        {
            //data.attachedJointLinkList = reader.ReadList<CritterJointLink>();
            //if (data.jointLink != null)
            data.attachedChildNodesIdList = reader.ReadList <System.Int32>();
            data.jointLink  = reader.Read <CritterJointLink>();
            data.dimensions = reader.Read <Vector3>();
            data.ID         = reader.Read <System.Int32>();
            data.innov      = reader.Read <System.Int32>();
        }
    }
    public override void Read(ES2Reader reader, object c)
    {
        SpeciesBreedingPool data = (SpeciesBreedingPool)c;
        // Add your reader.Read calls here to read the data into the object.
        // Read the version number.
        int fileVersion = reader.Read <int>();

        // VERSION 0:
        if (fileVersion >= 0)
        {
            data.agentList      = reader.ReadList <Agent>();
            data.nextAgentIndex = reader.Read <int>();
            data.speciesID      = reader.Read <int>();
            data.templateGenome = reader.Read <GenomeNEAT>();
            if (fileVersion >= 1)
            {
                // new attributes
            }
        }
    }
Пример #27
0
    /*
     *  Reads an Auto Save from a reader.
     *  Returns false if there are no more Auto Saves to load.
     *  Optionally allows you to specify an Auto Save to load it into.
     */
    private bool ReadAutoSave(ES2Reader reader, ES2AutoSave autoSave = null)
    {
        // If we've not already read the Auto Save's ID, read it.
        string autoSaveID = reader.reader.ReadString();

        if (autoSaveID == "null")
        {
            return(false);
        }

        int endPosition = (int)reader.stream.Position;
        int length      = reader.reader.ReadInt32();

        endPosition += length;

        bool   isPrefab = reader.reader.ReadBoolean();
        string prefabID = isPrefab ? reader.reader.ReadString() : "";

        if (autoSave != null)
        {
            // If an Auto Save has already been specified, do nothing.
            // i.e. this happens when loading a child Auto Save.
        }
        // Manage loading of scene objects.
        else if (!isPrefab)
        {
            // If no Auto Save exists, create a GameObject and Auto Save for it.
            if ((autoSave = GetAutoSave(autoSaveID)) == null)
            {
                autoSave = ES2AutoSave.AddAutoSave(new GameObject(), Color.red, true, false, autoSaveID);
            }
        }
        // Manage loading of prefabs.
        else
        {
            ES2AutoSave   prefabAutoSave = null;
            ES2AutoSave[] prefabs        = globalManager.prefabArray;
            // TODO: Use Dictionary for performance?
            for (int i = 0; i < prefabs.Length; i++)
            {
                if (prefabs[i] != null && prefabs[i].prefabID == prefabID)
                {
                    prefabAutoSave = prefabs[i];
                    break;
                }
            }

            GameObject instance;

            if (prefabAutoSave == null)
            {
                // If Auto Save with ID doesn't exist, create a blank object with a new Auto Save instead.
                instance          = new GameObject();
                autoSave          = ES2AutoSave.AddAutoSave(instance, Color.clear, true, false, autoSaveID);
                autoSave.prefabID = prefabID;
            }
            else
            {
                // If an object with this ID doesn't already exist, instantiate the prefab.
                if (autoSaves.TryGetValue(autoSaveID, out autoSave))
                {
                    instance = autoSave.gameObject;
                }
                else
                {
                    instance    = Instantiate(prefabAutoSave.gameObject);
                    autoSave    = instance.GetComponent <ES2AutoSave>();
                    autoSave.id = autoSaveID;
                    AddAutoSave(autoSave, autoSaveID);
                }
            }
        }

        /* Read Instance Variables. */

        // Parent
        string parentID = reader.reader.ReadString();

        if (parentID != "")
        {
            if (parentID == "null")
            {
                autoSave.transform.SetParent(null, false);
            }
            else
            {
                ES2AutoSave parentAutoSave;
                if (!autoSaves.TryGetValue(parentID, out parentAutoSave))
                {
                    // Only set parent if the parent actually exists.
                }
                else
                {
                    autoSave.transform.SetParent(parentAutoSave.transform, false);
                }
            }
        }

        // activeSelf
        string activeSelf = reader.reader.ReadString();

        if (activeSelf == "True")
        {
            autoSave.gameObject.SetActive(true);
        }
        if (activeSelf == "False")
        {
            autoSave.gameObject.SetActive(false);
        }

        // name
        string name = reader.reader.ReadString();

        if (name != "")
        {
            autoSave.name = name;
        }

        // tag
        string tag = reader.reader.ReadString();

        if (tag != "")
        {
            autoSave.tag = tag;
        }

        // layer
        int layer = reader.reader.ReadInt32();

        if (layer > -1)
        {
            autoSave.gameObject.layer = layer;
        }

        // If this is a prefab, we'll need to load it's children too.
        if (autoSave.isPrefab)
        {
            List <string> childPrefabIDs = reader.ReadList <string>();
            for (int i = 0; i < childPrefabIDs.Count; i++)
            {
                bool foundAutoSave = false;
                // Get the child with the given prefab ID, and load the data into it.
                foreach (Transform t in autoSave.transform)
                {
                    ES2AutoSave childAutoSave = t.GetComponent <ES2AutoSave>();
                    if (childAutoSave != null)
                    {
                        if (childAutoSave.prefabID == childPrefabIDs[i])
                        {
                            foundAutoSave = true;
                            ReadAutoSave(reader, childAutoSave);
                            break;
                        }
                    }
                }
                // If we didn't find an appropriate Auto Save, it's likely that this has been made a child of
                // the prefab at runtime, so load it as a normal auto save.
                if (!foundAutoSave)
                {
                    ReadAutoSave(reader, null);

                    /*
                     * // Skip the Auto Save.
                     * reader.reader.ReadString();
                     * int endPos = (int)reader.stream.Position;
                     * int len = reader.reader.ReadInt32();
                     * endPos += len;
                     * reader.stream.Position = endPos;*/
                }
            }
        }

        while (reader.stream.Position != endPosition)
        {
            ReadComponent(autoSave, reader);
        }

        return(true);
    }
Пример #28
0
    public override void Read(ES2Reader reader, object c)
    {
        SavedState data = (SavedState)c;

        // Add your reader.Read calls here to read the data into the object.
        data.Level = reader.Read <System.Int32>();
        data.ObstacleXPositions = reader.ReadList <System.Int32>();
        data.ObstacleYPositions = reader.ReadList <System.Int32>();
        data.ObstacleLevelType  = reader.Read <ObstacleLibrary.LevelTypes>();
        data.CardsInHand        = reader.ReadList <LibraryCard>();
        data.CardsInDeck        = reader.ReadList <System.String>();
        data.CardsInDiscard     = reader.ReadList <LibraryCard>();
        data.Enemies            = reader.ReadList <System.String>();
        data.EnemyHealths       = reader.ReadList <System.Int32>();
        data.EnemyXPositions    = reader.ReadList <System.Int32>();
        data.EnemyYPositions    = reader.ReadList <System.Int32>();
        data.EnemyPlays         = reader.ReadList <System.Int32>();
        data.PlayerPosition     = reader.ReadArray <System.Int32>();
        data.PlayerHealth       = reader.Read <System.Int32>();
        data.PlayerMoves        = reader.Read <System.Int32>();
        data.PlayerPlays        = reader.Read <System.Int32>();
        data.Dollars            = reader.Read <System.Int32>();
        data.BleedingTurns      = reader.Read <System.Int32>();
        data.SwollenTurns       = reader.Read <System.Int32>();
        data.HungerTurns        = reader.Read <System.Int32>();
        data.Goals         = reader.ReadArray <Goal>();
        data.TriggerList   = reader.ReadList <System.String>();
        data.ShopCardList1 = reader.ReadList <LibraryCard>();
        data.ShopCardList2 = reader.ReadList <LibraryCard>();
        data.ShopCardList3 = reader.ReadList <LibraryCard>();
        data.ShopMode      = reader.Read <System.Boolean>();
    }
Пример #29
0
 private void ReadEncryptedList <T>(ES2Type type, List <T> c) where T : class
 {
     using (ES2Reader encryptedReader = GetEncryptedReader())
         encryptedReader.ReadList <T>(type, c);
 }
    public override void Read(ES2Reader reader, object c)
    {
        CritterGenome data = (CritterGenome)c;
        // Add your reader.Read calls here to read the data into the object.
        // Read the version number.
        int fileVersion = reader.Read <int>();

        // VERSION 0:
        if (fileVersion >= 0)
        {
            data.CritterNodeList    = reader.ReadList <CritterNode>();
            data.savedNextNodeInno  = reader.Read <int>();
            data.savedNextAddonInno = reader.Read <int>();

            data.addonPhysicalAttributesList = reader.ReadList <AddonPhysicalAttributes>();

            data.addonJointAngleSensorList = reader.ReadList <AddonJointAngleSensor>();
            data.addonContactSensorList    = reader.ReadList <AddonContactSensor>();
            data.addonRaycastSensorList    = reader.ReadList <AddonRaycastSensor>();
            data.addonCompassSensor1DList  = reader.ReadList <AddonCompassSensor1D>();
            data.addonCompassSensor3DList  = reader.ReadList <AddonCompassSensor3D>();
            data.addonPositionSensor1DList = reader.ReadList <AddonPositionSensor1D>();
            data.addonPositionSensor3DList = reader.ReadList <AddonPositionSensor3D>();
            data.addonRotationSensor1DList = reader.ReadList <AddonRotationSensor1D>();
            data.addonRotationSensor3DList = reader.ReadList <AddonRotationSensor3D>();
            data.addonVelocitySensor1DList = reader.ReadList <AddonVelocitySensor1D>();
            data.addonVelocitySensor3DList = reader.ReadList <AddonVelocitySensor3D>();
            data.addonAltimeterList        = reader.ReadList <AddonAltimeter>();
            data.addonEarBasicList         = reader.ReadList <AddonEarBasic>();
            data.addonGravitySensorList    = reader.ReadList <AddonGravitySensor>();
            data.addonOscillatorInputList  = reader.ReadList <AddonOscillatorInput>();
            data.addonValueInputList       = reader.ReadList <AddonValueInput>();
            data.addonTimerInputList       = reader.ReadList <AddonTimerInput>();

            data.addonJointMotorList         = reader.ReadList <AddonJointMotor>();
            data.addonThrusterEffector1DList = reader.ReadList <AddonThrusterEffector1D>();
            data.addonThrusterEffector3DList = reader.ReadList <AddonThrusterEffector3D>();
            data.addonTorqueEffector1DList   = reader.ReadList <AddonTorqueEffector1D>();
            data.addonTorqueEffector3DList   = reader.ReadList <AddonTorqueEffector3D>();
            data.addonMouthBasicList         = reader.ReadList <AddonMouthBasic>();
            data.addonNoiseMakerBasicList    = reader.ReadList <AddonNoiseMakerBasic>();
            data.addonStickyList             = reader.ReadList <AddonSticky>();
            data.addonWeaponBasicList        = reader.ReadList <AddonWeaponBasic>();
        }
    }
Пример #31
0
 public override void Read(ES2Reader reader, object c)
 {
     SavedState data = (SavedState)c;
     // Add your reader.Read calls here to read the data into the object.
     data.Level = reader.Read<System.Int32>();
     data.ObstacleXPositions = reader.ReadList<System.Int32>();
     data.ObstacleYPositions = reader.ReadList<System.Int32>();
     data.ObstacleLevelType = reader.Read<ObstacleLibrary.LevelTypes>();
     data.CardsInHand = reader.ReadList<LibraryCard>();
     data.CardsInDeck = reader.ReadList<System.String>();
     data.CardsInDiscard = reader.ReadList<LibraryCard>();
     data.Enemies = reader.ReadList<System.String>();
     data.EnemyHealths = reader.ReadList<System.Int32>();
     data.EnemyXPositions = reader.ReadList<System.Int32>();
     data.EnemyYPositions = reader.ReadList<System.Int32>();
     data.EnemyPlays = reader.ReadList<System.Int32>();
     data.PlayerPosition = reader.ReadArray<System.Int32>();
     data.PlayerHealth = reader.Read<System.Int32>();
     data.PlayerMoves = reader.Read<System.Int32>();
     data.PlayerPlays = reader.Read<System.Int32>();
     data.Dollars = reader.Read<System.Int32>();
     data.BleedingTurns = reader.Read<System.Int32>();
     data.SwollenTurns = reader.Read<System.Int32>();
     data.HungerTurns = reader.Read<System.Int32>();
     data.Goals = reader.ReadArray<Goal>();
     data.TriggerList = reader.ReadList<System.String>();
     data.ShopCardList1 = reader.ReadList<LibraryCard>();
     data.ShopCardList2 = reader.ReadList<LibraryCard>();
     data.ShopCardList3 = reader.ReadList<LibraryCard>();
     data.ShopMode = reader.Read<System.Boolean>();
 }
	public override void Read(ES2Reader reader, object c)
	{
		CritterGenome data = (CritterGenome)c;
        // Add your reader.Read calls here to read the data into the object.
        // Read the version number.
        int fileVersion = reader.Read<int>();

        // VERSION 0:
        if (fileVersion >= 0) {
            data.CritterNodeList = reader.ReadList<CritterNode>();
            data.savedNextNodeInno = reader.Read<int>();
            data.savedNextAddonInno = reader.Read<int>();

            data.addonPhysicalAttributesList = reader.ReadList<AddonPhysicalAttributes>();

            data.addonJointAngleSensorList = reader.ReadList<AddonJointAngleSensor>();
            data.addonContactSensorList = reader.ReadList<AddonContactSensor>();
            data.addonRaycastSensorList = reader.ReadList<AddonRaycastSensor>();
            data.addonCompassSensor1DList = reader.ReadList<AddonCompassSensor1D>();
            data.addonCompassSensor3DList = reader.ReadList<AddonCompassSensor3D>();
            data.addonPositionSensor1DList = reader.ReadList<AddonPositionSensor1D>();
            data.addonPositionSensor3DList = reader.ReadList<AddonPositionSensor3D>();
            data.addonRotationSensor1DList = reader.ReadList<AddonRotationSensor1D>();
            data.addonRotationSensor3DList = reader.ReadList<AddonRotationSensor3D>();
            data.addonVelocitySensor1DList = reader.ReadList<AddonVelocitySensor1D>();
            data.addonVelocitySensor3DList = reader.ReadList<AddonVelocitySensor3D>();
            data.addonAltimeterList = reader.ReadList<AddonAltimeter>();
            data.addonEarBasicList = reader.ReadList<AddonEarBasic>();
            data.addonGravitySensorList = reader.ReadList<AddonGravitySensor>();
            data.addonOscillatorInputList = reader.ReadList<AddonOscillatorInput>();
            data.addonValueInputList = reader.ReadList<AddonValueInput>();
            data.addonTimerInputList = reader.ReadList<AddonTimerInput>();

            data.addonJointMotorList = reader.ReadList<AddonJointMotor>();
            data.addonThrusterEffector1DList = reader.ReadList<AddonThrusterEffector1D>();
            data.addonThrusterEffector3DList = reader.ReadList<AddonThrusterEffector3D>();
            data.addonTorqueEffector1DList = reader.ReadList<AddonTorqueEffector1D>();
            data.addonTorqueEffector3DList = reader.ReadList<AddonTorqueEffector3D>();
            data.addonMouthBasicList = reader.ReadList<AddonMouthBasic>();
            data.addonNoiseMakerBasicList = reader.ReadList<AddonNoiseMakerBasic>();
            data.addonStickyList = reader.ReadList<AddonSticky>();
            data.addonWeaponBasicList = reader.ReadList<AddonWeaponBasic>();
        }
    }
Пример #33
0
 private List <T> ReadEncryptedList <T>(ES2Type type)
 {
     using (ES2Reader encryptedReader = GetEncryptedReader())
         return(encryptedReader.ReadList <T>(type));
 }