public override void Save(GameDataWrite writer) { writer.Write(focalShape); writer.Write(frequency); writer.Write(cosOffset); writer.Write(sinOffset); writer.Write(previousPosition); }
public override void Save(GameDataWrite writer) { base.Save(writer); writer.Write(nextSequentialIndex); foreach (SpawnZone zone in spawnZones) { writer.Write(zone.transform.position); } }
public override void Save(GameDataWrite writer) { base.Save(writer); //存储保存的颜色数量来兼容旧版本的保存文件 writer.Write(colors.Length); for (int i = 0; i < colors.Length; i++) { writer.Write(colors[i]); } writer.Write(Age); writer.Write(behaviorList.Count); for (int i = 0; i < behaviorList.Count; i++) { writer.Write((int)behaviorList[i].BehaviorType); behaviorList[i].Save(writer); } }
public override void Save(GameDataWrite writer) { /* * * 必须确保放入数组的内容保持在同一索引下,即不能更改持久对象在数组中的位置 * 否则将破坏与较早保存文件的向后兼容性,因为更改持久对象的索引位置后导致加载 * 较早保存文件时持久对象与读取到的数据不匹配。 * * 写入要保存的持久对象的数目 * 因为在将来添加更多内容时,加载旧文件可以将新对象跳过,保留它们在场景中的保存方式。 */ writer.Write(levelObjects.Length); for (int i = 0; i < levelObjects.Length; i++) { levelObjects[i].Save(writer); } }
public override void Save(GameDataWrite writer) { writer.Write(shapes.Count); writer.Write(Random.state); writer.Write(CreationSpeed); writer.Write(creationProgress); writer.Write(DestructionSpeed); writer.Write(destructionProgress); writer.Write(loadedLevelBuildIndex); GameLevel.Current.Save(writer); for (int i = 0; i < shapes.Count; i++) { writer.Write(shapes[i].OriginFactory.FactoryId); //shapeId需要先于形状实例之前保存,因为在读取时它需要先被读取以确定实例化的是哪个形状 writer.Write(shapes[i].ShapeId); writer.Write(shapes[i].MaterialId); shapes[i].Save(writer); } }
public virtual void Save(GameDataWrite writer) { writer.Write(transform.localPosition); writer.Write(transform.localRotation); writer.Write(transform.localScale); }
public override void Save(GameDataWrite writer) { writer.Write(Velocity); }
public override void Save(GameDataWrite writer) { writer.Write(offset); writer.Write(Frequency); writer.Write(previousOscillation); }
public override void Save(GameDataWrite writer) { writer.Write(originalScale); writer.Write(duration); writer.Write(dyingAge); }
public override void Save(GameDataWrite writer) { writer.Write(adultDuration); writer.Write(dyingDuration); writer.Write(dyingAge); }
public abstract void Save(GameDataWrite writer);
public override void Save(GameDataWrite writer) { writer.Write(spawnProgress); }