/// <summary> /// Read the data into the specified value. /// </summary> /// <param name="value">Value.</param> /// <param name="reader">Reader.</param> public override void ReadInto(object value, ISaveGameReader reader) { UnityEngine.PhysicsMaterial2D physicsMaterial2D = (UnityEngine.PhysicsMaterial2D)value; foreach (string property in reader.Properties) { switch (property) { case "bounciness": physicsMaterial2D.bounciness = reader.ReadProperty <System.Single> (); break; case "friction": physicsMaterial2D.friction = reader.ReadProperty <System.Single> (); break; case "name": physicsMaterial2D.name = reader.ReadProperty <System.String> (); break; case "hideFlags": physicsMaterial2D.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> (); break; } } }
/// <summary> /// Read the data using the reader. /// </summary> /// <param name="reader">Reader.</param> public override object Read(ISaveGameReader reader) { UnityEngine.RaycastHit2D raycastHit2D = new UnityEngine.RaycastHit2D(); foreach (string property in reader.Properties) { switch (property) { case "centroid": raycastHit2D.centroid = reader.ReadProperty <UnityEngine.Vector2> (); break; case "point": raycastHit2D.point = reader.ReadProperty <UnityEngine.Vector2> (); break; case "normal": raycastHit2D.normal = reader.ReadProperty <UnityEngine.Vector2> (); break; case "distance": raycastHit2D.distance = reader.ReadProperty <System.Single> (); break; case "fraction": raycastHit2D.fraction = reader.ReadProperty <System.Single> (); break; } } return(raycastHit2D); }
/// <summary> /// Read the data into the specified value. /// </summary> /// <param name="value">Value.</param> /// <param name="reader">Reader.</param> public override void ReadInto(object value, ISaveGameReader reader) { UnityEngine.AnimatorOverrideController animatorOverrideController = (UnityEngine.AnimatorOverrideController)value; foreach (string property in reader.Properties) { switch (property) { case "runtimeAnimatorController": if (animatorOverrideController.runtimeAnimatorController == null) { animatorOverrideController.runtimeAnimatorController = reader.ReadProperty <UnityEngine.RuntimeAnimatorController> (); } else { reader.ReadIntoProperty <UnityEngine.RuntimeAnimatorController> (animatorOverrideController.runtimeAnimatorController); } break; case "name": animatorOverrideController.name = reader.ReadProperty <System.String> (); break; case "hideFlags": animatorOverrideController.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> (); break; } } }
/// <summary> /// Read the data into the specified value. /// </summary> /// <param name="value">Value.</param> /// <param name="reader">Reader.</param> public override void ReadInto(object value, ISaveGameReader reader) { UnityEngine.Font font = (UnityEngine.Font)value; foreach (string property in reader.Properties) { switch (property) { case "fontNames": font.fontNames = reader.ReadProperty <System.String[]>(); break; case "characterInfo": font.characterInfo = reader.ReadProperty <UnityEngine.CharacterInfo[]>(); break; case "name": font.name = reader.ReadProperty <System.String>(); break; case "hideFlags": font.hideFlags = reader.ReadProperty <UnityEngine.HideFlags>(); break; } } }
/// <summary> /// Read the data into the specified value. /// </summary> /// <param name="value">Value.</param> /// <param name="reader">Reader.</param> public override void ReadInto(object value, ISaveGameReader reader) { UnityEngine.AnchoredJoint2D anchoredJoint2D = (UnityEngine.AnchoredJoint2D)value; foreach (string property in reader.Properties) { switch (property) { case "anchor": anchoredJoint2D.anchor = reader.ReadProperty <UnityEngine.Vector2> (); break; case "connectedAnchor": anchoredJoint2D.connectedAnchor = reader.ReadProperty <UnityEngine.Vector2> (); break; case "autoConfigureConnectedAnchor": anchoredJoint2D.autoConfigureConnectedAnchor = reader.ReadProperty <System.Boolean> (); break; case "connectedBody": if (anchoredJoint2D.connectedBody == null) { anchoredJoint2D.connectedBody = reader.ReadProperty <UnityEngine.Rigidbody2D> (); } else { reader.ReadIntoProperty <UnityEngine.Rigidbody2D> (anchoredJoint2D.connectedBody); } break; case "enableCollision": anchoredJoint2D.enableCollision = reader.ReadProperty <System.Boolean> (); break; case "breakForce": anchoredJoint2D.breakForce = reader.ReadProperty <System.Single> (); break; case "breakTorque": anchoredJoint2D.breakTorque = reader.ReadProperty <System.Single> (); break; case "enabled": anchoredJoint2D.enabled = reader.ReadProperty <System.Boolean> (); break; case "tag": anchoredJoint2D.tag = reader.ReadProperty <System.String> (); break; case "name": anchoredJoint2D.name = reader.ReadProperty <System.String> (); break; case "hideFlags": anchoredJoint2D.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> (); break; } } }
/// <summary> /// Read the data using the reader. /// </summary> /// <param name="reader">Reader.</param> public override object Read(ISaveGameReader reader) { UnityEngine.Color32 color32 = new UnityEngine.Color32(); foreach (string property in reader.Properties) { switch (property) { case "r": color32.r = reader.ReadProperty <System.Byte> (); break; case "g": color32.g = reader.ReadProperty <System.Byte> (); break; case "b": color32.b = reader.ReadProperty <System.Byte> (); break; case "a": color32.a = reader.ReadProperty <System.Byte> (); break; } } return(color32); }
/// <summary> /// Read the data into the specified value. /// </summary> /// <param name="value">Value.</param> /// <param name="reader">Reader.</param> public override void ReadInto(object value, ISaveGameReader reader) { UnityEngine.Tree tree = (UnityEngine.Tree)value; foreach (string property in reader.Properties) { switch (property) { case "data": Type dataType = Type.GetType(reader.ReadProperty <System.String> ()); if (tree.data == null) { tree.data = (UnityEngine.ScriptableObject)reader.ReadProperty(dataType); } else { reader.ReadIntoProperty(tree.data); } break; case "tag": tree.tag = reader.ReadProperty <System.String> (); break; case "name": tree.name = reader.ReadProperty <System.String> (); break; case "hideFlags": tree.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> (); break; } } }
/// <summary> /// Read the data using the reader. /// </summary> /// <param name="reader">Reader.</param> public override object Read(ISaveGameReader reader) { UnityEngine.Vector4 vector4 = new UnityEngine.Vector4(); foreach (string property in reader.Properties) { switch (property) { case "x": vector4.x = reader.ReadProperty <System.Single> (); break; case "y": vector4.y = reader.ReadProperty <System.Single> (); break; case "z": vector4.z = reader.ReadProperty <System.Single> (); break; case "w": vector4.w = reader.ReadProperty <System.Single> (); break; } } return(vector4); }
/// <summary> /// Read the data using the reader. /// </summary> /// <param name="reader">Reader.</param> public override object Read(ISaveGameReader reader) { UnityEngine.UI.ColorBlock colorBlock = new UnityEngine.UI.ColorBlock(); foreach (string property in reader.Properties) { switch (property) { case "normalColor": colorBlock.normalColor = reader.ReadProperty <UnityEngine.Color> (); break; case "highlightedColor": colorBlock.highlightedColor = reader.ReadProperty <UnityEngine.Color> (); break; case "pressedColor": colorBlock.pressedColor = reader.ReadProperty <UnityEngine.Color> (); break; case "disabledColor": colorBlock.disabledColor = reader.ReadProperty <UnityEngine.Color> (); break; case "colorMultiplier": colorBlock.colorMultiplier = reader.ReadProperty <System.Single> (); break; case "fadeDuration": colorBlock.fadeDuration = reader.ReadProperty <System.Single> (); break; } } return(colorBlock); }
/// <summary> /// Read the data into the specified value. /// </summary> /// <param name="value">Value.</param> /// <param name="reader">Reader.</param> public override void ReadInto(object value, ISaveGameReader reader) { UnityEngine.Effector2D effector2D = (UnityEngine.Effector2D)value; foreach (string property in reader.Properties) { switch (property) { case "useColliderMask": effector2D.useColliderMask = reader.ReadProperty <System.Boolean> (); break; case "colliderMask": effector2D.colliderMask = reader.ReadProperty <System.Int32> (); break; case "enabled": effector2D.enabled = reader.ReadProperty <System.Boolean> (); break; case "tag": effector2D.tag = reader.ReadProperty <System.String> (); break; case "name": effector2D.name = reader.ReadProperty <System.String> (); break; case "hideFlags": effector2D.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> (); break; } } }
/// <summary> /// Read the data into the specified value. /// </summary> /// <param name="value">Value.</param> /// <param name="reader">Reader.</param> public override void ReadInto(object value, ISaveGameReader reader) { UnityEngine.Audio.AudioMixer audioMixer = (UnityEngine.Audio.AudioMixer)value; foreach (string property in reader.Properties) { switch (property) { case "outputAudioMixerGroup": if (audioMixer.outputAudioMixerGroup == null) { audioMixer.outputAudioMixerGroup = reader.ReadProperty <UnityEngine.Audio.AudioMixerGroup> (); } else { reader.ReadIntoProperty <UnityEngine.Audio.AudioMixerGroup> (audioMixer.outputAudioMixerGroup); } break; case "updateMode": audioMixer.updateMode = reader.ReadProperty <UnityEngine.Audio.AudioMixerUpdateMode> (); break; case "name": audioMixer.name = reader.ReadProperty <System.String> (); break; case "hideFlags": audioMixer.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> (); break; } } }
/// <summary> /// Read the data into the specified value. /// </summary> /// <param name="value">Value.</param> /// <param name="reader">Reader.</param> public override void ReadInto(object value, ISaveGameReader reader) { UnityEngine.OcclusionPortal occlusionPortal = (UnityEngine.OcclusionPortal)value; foreach (string property in reader.Properties) { switch (property) { case "open": occlusionPortal.open = reader.ReadProperty <System.Boolean> (); break; case "tag": occlusionPortal.tag = reader.ReadProperty <System.String> (); break; case "name": occlusionPortal.name = reader.ReadProperty <System.String> (); break; case "hideFlags": occlusionPortal.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> (); break; } } }
/// <summary> /// Read the data using the reader. /// </summary> /// <param name="reader">Reader.</param> public override object Read(ISaveGameReader reader) { UnityEngine.ParticleSystem.EmissionModule emissionModule = new UnityEngine.ParticleSystem.EmissionModule(); foreach (string property in reader.Properties) { switch (property) { case "enabled": emissionModule.enabled = reader.ReadProperty <System.Boolean> (); break; case "rateOverTime": emissionModule.rateOverTime = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve> (); break; case "rateOverTimeMultiplier": emissionModule.rateOverTimeMultiplier = reader.ReadProperty <System.Single> (); break; case "rateOverDistance": emissionModule.rateOverDistance = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve> (); break; case "rateOverDistanceMultiplier": emissionModule.rateOverDistanceMultiplier = reader.ReadProperty <System.Single> (); break; } } return(emissionModule); }
/// <summary> /// Read the data using the reader. /// </summary> /// <param name="reader">Reader.</param> public override object Read(ISaveGameReader reader) { UnityEngine.AudioConfiguration audioConfiguration = new UnityEngine.AudioConfiguration(); foreach (string property in reader.Properties) { switch (property) { case "speakerMode": audioConfiguration.speakerMode = reader.ReadProperty <UnityEngine.AudioSpeakerMode> (); break; case "dspBufferSize": audioConfiguration.dspBufferSize = reader.ReadProperty <System.Int32> (); break; case "sampleRate": audioConfiguration.sampleRate = reader.ReadProperty <System.Int32> (); break; case "numRealVoices": audioConfiguration.numRealVoices = reader.ReadProperty <System.Int32> (); break; case "numVirtualVoices": audioConfiguration.numVirtualVoices = reader.ReadProperty <System.Int32> (); break; } } return(audioConfiguration); }
/// <summary> /// Read the data into the specified value. /// </summary> /// <param name="value">Value.</param> /// <param name="reader">Reader.</param> public override void ReadInto(object value, ISaveGameReader reader) { UnityEngine.UI.ToggleGroup toggleGroup = (UnityEngine.UI.ToggleGroup)value; foreach (string property in reader.Properties) { switch (property) { case "allowSwitchOff": toggleGroup.allowSwitchOff = reader.ReadProperty <System.Boolean> (); break; case "useGUILayout": toggleGroup.useGUILayout = reader.ReadProperty <System.Boolean> (); break; case "enabled": toggleGroup.enabled = reader.ReadProperty <System.Boolean> (); break; case "tag": toggleGroup.tag = reader.ReadProperty <System.String> (); break; case "name": toggleGroup.name = reader.ReadProperty <System.String> (); break; case "hideFlags": toggleGroup.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> (); break; } } }
/// <summary> /// Read the data using the reader. /// </summary> /// <param name="reader">Reader.</param> public override object Read(ISaveGameReader reader) { UnityEngine.RaycastHit raycastHit = new UnityEngine.RaycastHit(); foreach (string property in reader.Properties) { switch (property) { case "point": raycastHit.point = reader.ReadProperty <UnityEngine.Vector3> (); break; case "normal": raycastHit.normal = reader.ReadProperty <UnityEngine.Vector3> (); break; case "barycentricCoordinate": raycastHit.barycentricCoordinate = reader.ReadProperty <UnityEngine.Vector3> (); break; case "distance": raycastHit.distance = reader.ReadProperty <System.Single> (); break; } } return(raycastHit); }
/// <summary> /// Read the data into the specified value. /// </summary> /// <param name="value">Value.</param> /// <param name="reader">Reader.</param> public override void ReadInto(object value, ISaveGameReader reader) { UnityEngine.LightProbeGroup lightProbeGroup = (UnityEngine.LightProbeGroup)value; foreach (string property in reader.Properties) { switch (property) { case "probePositions": lightProbeGroup.probePositions = reader.ReadProperty <UnityEngine.Vector3[]> (); break; case "enabled": lightProbeGroup.enabled = reader.ReadProperty <System.Boolean> (); break; case "tag": lightProbeGroup.tag = reader.ReadProperty <System.String> (); break; case "name": lightProbeGroup.name = reader.ReadProperty <System.String> (); break; case "hideFlags": lightProbeGroup.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> (); break; } } }
/// <summary> /// Read the data using the reader. /// </summary> /// <param name="reader">Reader.</param> public override object Read(ISaveGameReader reader) { UnityEngine.Keyframe keyframe = new UnityEngine.Keyframe(); foreach (string property in reader.Properties) { switch (property) { case "time": keyframe.time = reader.ReadProperty <System.Single>(); break; case "value": keyframe.value = reader.ReadProperty <System.Single>(); break; case "inTangent": keyframe.inTangent = reader.ReadProperty <System.Single>(); break; case "outTangent": keyframe.outTangent = reader.ReadProperty <System.Single>(); break; case "tangentMode": // Obsolote reader.ReadProperty <System.Int32>(); break; } } return(keyframe); }
/// <summary> /// Read the data into the specified value. /// </summary> /// <param name="value">Value.</param> /// <param name="reader">Reader.</param> public override void ReadInto(object value, ISaveGameReader reader) { UnityEngine.CircleCollider2D circleCollider2D = (UnityEngine.CircleCollider2D)value; foreach (string property in reader.Properties) { switch (property) { case "radius": circleCollider2D.radius = reader.ReadProperty <System.Single> (); break; case "density": circleCollider2D.density = reader.ReadProperty <System.Single> (); break; case "isTrigger": circleCollider2D.isTrigger = reader.ReadProperty <System.Boolean> (); break; case "usedByEffector": circleCollider2D.usedByEffector = reader.ReadProperty <System.Boolean> (); break; case "usedByComposite": circleCollider2D.usedByComposite = reader.ReadProperty <System.Boolean> (); break; case "offset": circleCollider2D.offset = reader.ReadProperty <UnityEngine.Vector2> (); break; case "sharedMaterial": if (circleCollider2D.sharedMaterial == null) { circleCollider2D.sharedMaterial = reader.ReadProperty <UnityEngine.PhysicsMaterial2D> (); } else { reader.ReadIntoProperty <UnityEngine.PhysicsMaterial2D> (circleCollider2D.sharedMaterial); } break; case "enabled": circleCollider2D.enabled = reader.ReadProperty <System.Boolean> (); break; case "tag": circleCollider2D.tag = reader.ReadProperty <System.String> (); break; case "name": circleCollider2D.name = reader.ReadProperty <System.String> (); break; case "hideFlags": circleCollider2D.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> (); break; } } }
/// <summary> /// Read the data into the specified value. /// </summary> /// <param name="value">Value.</param> /// <param name="reader">Reader.</param> public override void ReadInto(object value, ISaveGameReader reader) { UnityEngine.AudioClip audioClip = (UnityEngine.AudioClip)value; foreach (string property in reader.Properties) { switch (property) { case "data": audioClip.SetData(reader.ReadProperty <float[]>(), 0); break; case "channels": reader.ReadProperty <System.Int32>(); break; case "frequency": reader.ReadProperty <System.Int32>(); break; case "name": audioClip.name = reader.ReadProperty <System.String>(); break; case "hideFlags": audioClip.hideFlags = reader.ReadProperty <UnityEngine.HideFlags>(); break; } } }
/// <summary> /// Read the data into the specified value. /// </summary> /// <param name="value">Value.</param> /// <param name="reader">Reader.</param> public override void ReadInto(object value, ISaveGameReader reader) { UnityEngine.AudioListener audioListener = (UnityEngine.AudioListener)value; foreach (string property in reader.Properties) { switch (property) { case "velocityUpdateMode": audioListener.velocityUpdateMode = reader.ReadProperty <UnityEngine.AudioVelocityUpdateMode> (); break; case "enabled": audioListener.enabled = reader.ReadProperty <System.Boolean> (); break; case "tag": audioListener.tag = reader.ReadProperty <System.String> (); break; case "name": audioListener.name = reader.ReadProperty <System.String> (); break; case "hideFlags": audioListener.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> (); break; } } }
/// <summary> /// Read the data into the specified value. /// </summary> /// <param name="value">Value.</param> /// <param name="reader">Reader.</param> public override void ReadInto(object value, ISaveGameReader reader) { UnityEngine.EventSystems.EventTrigger eventTrigger = (UnityEngine.EventSystems.EventTrigger)value; foreach (string property in reader.Properties) { switch (property) { case "triggers": eventTrigger.triggers = reader.ReadProperty <System.Collections.Generic.List <UnityEngine.EventSystems.EventTrigger.Entry> > (); break; case "useGUILayout": eventTrigger.useGUILayout = reader.ReadProperty <System.Boolean> (); break; case "enabled": eventTrigger.enabled = reader.ReadProperty <System.Boolean> (); break; case "tag": eventTrigger.tag = reader.ReadProperty <System.String> (); break; case "name": eventTrigger.name = reader.ReadProperty <System.String> (); break; case "hideFlags": eventTrigger.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> (); break; } } }
/// <summary> /// Read the data into the specified value. /// </summary> /// <param name="value">Value.</param> /// <param name="reader">Reader.</param> public override void ReadInto(object value, ISaveGameReader reader) { UnityEngine.FlareLayer flareLayer = (UnityEngine.FlareLayer)value; foreach (string property in reader.Properties) { switch (property) { case "enabled": flareLayer.enabled = reader.ReadProperty <System.Boolean> (); break; case "tag": flareLayer.tag = reader.ReadProperty <System.String> (); break; case "name": flareLayer.name = reader.ReadProperty <System.String> (); break; case "hideFlags": flareLayer.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> (); break; } } }
/// <summary> /// Read the data into the specified value. /// </summary> /// <param name="value">Value.</param> /// <param name="reader">Reader.</param> public override void ReadInto(object value, ISaveGameReader reader) { UnityEngine.EventSystems.PhysicsRaycaster physicsRaycaster = (UnityEngine.EventSystems.PhysicsRaycaster)value; foreach (string property in reader.Properties) { switch (property) { case "eventMask": physicsRaycaster.eventMask = reader.ReadProperty <UnityEngine.LayerMask> (); break; case "useGUILayout": physicsRaycaster.useGUILayout = reader.ReadProperty <System.Boolean> (); break; case "enabled": physicsRaycaster.enabled = reader.ReadProperty <System.Boolean> (); break; case "tag": physicsRaycaster.tag = reader.ReadProperty <System.String> (); break; case "name": physicsRaycaster.name = reader.ReadProperty <System.String> (); break; case "hideFlags": physicsRaycaster.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> (); break; } } }
/// <summary> /// Read the data into the specified value. /// </summary> /// <param name="value">Value.</param> /// <param name="reader">Reader.</param> public override void ReadInto(object value, ISaveGameReader reader) { UnityEngine.UI.AnimationTriggers animationTriggers = (UnityEngine.UI.AnimationTriggers)value; foreach (string property in reader.Properties) { switch (property) { case "normalTrigger": animationTriggers.normalTrigger = reader.ReadProperty <System.String> (); break; case "highlightedTrigger": animationTriggers.highlightedTrigger = reader.ReadProperty <System.String> (); break; case "pressedTrigger": animationTriggers.pressedTrigger = reader.ReadProperty <System.String> (); break; case "disabledTrigger": animationTriggers.disabledTrigger = reader.ReadProperty <System.String> (); break; } } }
/// <summary> /// Read the data using the reader. /// </summary> /// <param name="reader">Reader.</param> public override object Read(ISaveGameReader reader) { UnityEngine.Bounds bounds = new UnityEngine.Bounds(); foreach (string property in reader.Properties) { switch (property) { case "center": bounds.center = reader.ReadProperty <UnityEngine.Vector3> (); break; case "size": bounds.size = reader.ReadProperty <UnityEngine.Vector3> (); break; case "extents": bounds.extents = reader.ReadProperty <UnityEngine.Vector3> (); break; case "min": bounds.min = reader.ReadProperty <UnityEngine.Vector3> (); break; case "max": bounds.max = reader.ReadProperty <UnityEngine.Vector3> (); break; } } return(bounds); }
/// <summary> /// Read the data into the specified value. /// </summary> /// <param name="value">Value.</param> /// <param name="reader">Reader.</param> public override void ReadInto(object value, ISaveGameReader reader) { UnityEngine.UI.RectMask2D rectMask2D = (UnityEngine.UI.RectMask2D)value; foreach (string property in reader.Properties) { switch (property) { case "useGUILayout": rectMask2D.useGUILayout = reader.ReadProperty <System.Boolean> (); break; case "enabled": rectMask2D.enabled = reader.ReadProperty <System.Boolean> (); break; case "tag": rectMask2D.tag = reader.ReadProperty <System.String> (); break; case "name": rectMask2D.name = reader.ReadProperty <System.String> (); break; case "hideFlags": rectMask2D.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> (); break; } } }
/// <summary> /// Read the data using the reader. /// </summary> /// <param name="reader">Reader.</param> public override object Read(ISaveGameReader reader) { UnityEngine.ParticleSystem.TriggerModule triggerModule = new UnityEngine.ParticleSystem.TriggerModule(); foreach (string property in reader.Properties) { switch (property) { case "enabled": triggerModule.enabled = reader.ReadProperty <System.Boolean> (); break; case "inside": triggerModule.inside = reader.ReadProperty <UnityEngine.ParticleSystemOverlapAction> (); break; case "outside": triggerModule.outside = reader.ReadProperty <UnityEngine.ParticleSystemOverlapAction> (); break; case "enter": triggerModule.enter = reader.ReadProperty <UnityEngine.ParticleSystemOverlapAction> (); break; case "exit": triggerModule.exit = reader.ReadProperty <UnityEngine.ParticleSystemOverlapAction> (); break; case "radiusScale": triggerModule.radiusScale = reader.ReadProperty <System.Single> (); break; } } return(triggerModule); }
/// <summary> /// Read the data into the specified value. /// </summary> /// <param name="value">Value.</param> /// <param name="reader">Reader.</param> public override void ReadInto(object value, ISaveGameReader reader) { UnityEngine.Sprite sprite = (UnityEngine.Sprite)value; foreach (string property in reader.Properties) { switch (property) { case "texture": Texture2D texture = reader.ReadProperty <UnityEngine.Texture2D> (); sprite.texture.LoadRawTextureData(texture.GetRawTextureData()); break; case "rect": reader.ReadProperty <UnityEngine.Rect> (); break; case "pivot": reader.ReadProperty <UnityEngine.Vector2> (); break; case "pixelsPerUnit": reader.ReadProperty <float> (); break; case "name": sprite.name = reader.ReadProperty <System.String> (); break; case "hideFlags": sprite.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> (); break; } } }
/// <summary> /// Read the data using the reader. /// </summary> /// <param name="reader">Reader.</param> public override object Read(ISaveGameReader reader) { UnityEngine.JointLimits jointLimits = new UnityEngine.JointLimits(); foreach (string property in reader.Properties) { switch (property) { case "min": jointLimits.min = reader.ReadProperty <System.Single> (); break; case "max": jointLimits.max = reader.ReadProperty <System.Single> (); break; case "bounciness": jointLimits.bounciness = reader.ReadProperty <System.Single> (); break; case "bounceMinVelocity": jointLimits.bounceMinVelocity = reader.ReadProperty <System.Single> (); break; case "contactDistance": jointLimits.contactDistance = reader.ReadProperty <System.Single> (); break; } } return(jointLimits); }