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);
     }
 }
Пример #3
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 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);
     }
 }
Пример #4
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 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);
     }
 }
Пример #5
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    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);
        }
    }
Пример #6
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 public virtual void Save(GameDataWrite writer)
 {
     writer.Write(transform.localPosition);
     writer.Write(transform.localRotation);
     writer.Write(transform.localScale);
 }
Пример #7
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 public override void Save(GameDataWrite writer)
 {
     writer.Write(Velocity);
 }
Пример #8
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 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);
Пример #12
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 public override void Save(GameDataWrite writer)
 {
     writer.Write(spawnProgress);
 }