/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.JointSuspension2D jointSuspension2D = (UnityEngine.JointSuspension2D)value; writer.WriteProperty("dampingRatio", jointSuspension2D.dampingRatio); writer.WriteProperty("frequency", jointSuspension2D.frequency); writer.WriteProperty("angle", jointSuspension2D.angle); }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.Rigidbody rigidbody = (UnityEngine.Rigidbody)value; writer.WriteProperty("velocity", rigidbody.velocity); writer.WriteProperty("angularVelocity", rigidbody.angularVelocity); writer.WriteProperty("drag", rigidbody.drag); writer.WriteProperty("angularDrag", rigidbody.angularDrag); writer.WriteProperty("mass", rigidbody.mass); writer.WriteProperty("useGravity", rigidbody.useGravity); writer.WriteProperty("maxDepenetrationVelocity", rigidbody.maxDepenetrationVelocity); writer.WriteProperty("isKinematic", rigidbody.isKinematic); writer.WriteProperty("freezeRotation", rigidbody.freezeRotation); writer.WriteProperty("constraints", rigidbody.constraints); writer.WriteProperty("collisionDetectionMode", rigidbody.collisionDetectionMode); writer.WriteProperty("centerOfMass", rigidbody.centerOfMass); writer.WriteProperty("inertiaTensorRotation", rigidbody.inertiaTensorRotation); writer.WriteProperty("inertiaTensor", rigidbody.inertiaTensor); writer.WriteProperty("detectCollisions", rigidbody.detectCollisions); writer.WriteProperty("position", rigidbody.position); writer.WriteProperty("rotation", rigidbody.rotation); writer.WriteProperty("interpolation", rigidbody.interpolation); writer.WriteProperty("solverIterations", rigidbody.solverIterations); writer.WriteProperty("solverVelocityIterations", rigidbody.solverVelocityIterations); writer.WriteProperty("sleepThreshold", rigidbody.sleepThreshold); writer.WriteProperty("maxAngularVelocity", rigidbody.maxAngularVelocity); writer.WriteProperty("tag", rigidbody.tag); writer.WriteProperty("name", rigidbody.name); writer.WriteProperty("hideFlags", rigidbody.hideFlags); }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.BillboardRenderer billboardRenderer = (UnityEngine.BillboardRenderer)value; writer.WriteProperty("billboard", billboardRenderer.billboard); writer.WriteProperty("enabled", billboardRenderer.enabled); writer.WriteProperty("shadowCastingMode", billboardRenderer.shadowCastingMode); writer.WriteProperty("receiveShadows", billboardRenderer.receiveShadows); writer.WriteProperty("material", billboardRenderer.material); writer.WriteProperty("sharedMaterial", billboardRenderer.sharedMaterial); writer.WriteProperty("materials", billboardRenderer.materials); writer.WriteProperty("sharedMaterials", billboardRenderer.sharedMaterials); writer.WriteProperty("lightmapIndex", billboardRenderer.lightmapIndex); writer.WriteProperty("realtimeLightmapIndex", billboardRenderer.realtimeLightmapIndex); writer.WriteProperty("lightmapScaleOffset", billboardRenderer.lightmapScaleOffset); writer.WriteProperty("motionVectorGenerationMode", billboardRenderer.motionVectorGenerationMode); writer.WriteProperty("realtimeLightmapScaleOffset", billboardRenderer.realtimeLightmapScaleOffset); writer.WriteProperty("lightProbeUsage", billboardRenderer.lightProbeUsage); writer.WriteProperty("lightProbeProxyVolumeOverride", billboardRenderer.lightProbeProxyVolumeOverride); writer.WriteProperty("probeAnchor", billboardRenderer.probeAnchor); writer.WriteProperty("reflectionProbeUsage", billboardRenderer.reflectionProbeUsage); writer.WriteProperty("sortingLayerName", billboardRenderer.sortingLayerName); writer.WriteProperty("sortingLayerID", billboardRenderer.sortingLayerID); writer.WriteProperty("sortingOrder", billboardRenderer.sortingOrder); writer.WriteProperty("tag", billboardRenderer.tag); writer.WriteProperty("name", billboardRenderer.name); writer.WriteProperty("hideFlags", billboardRenderer.hideFlags); }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.JointSpring jointSpring = (UnityEngine.JointSpring)value; writer.WriteProperty("spring", jointSpring.spring); writer.WriteProperty("damper", jointSpring.damper); writer.WriteProperty("targetPosition", jointSpring.targetPosition); }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.Rigidbody2D rigidbody2D = (UnityEngine.Rigidbody2D)value; writer.WriteProperty("position", rigidbody2D.position); writer.WriteProperty("rotation", rigidbody2D.rotation); writer.WriteProperty("velocity", rigidbody2D.velocity); writer.WriteProperty("angularVelocity", rigidbody2D.angularVelocity); writer.WriteProperty("useAutoMass", rigidbody2D.useAutoMass); writer.WriteProperty("mass", rigidbody2D.mass); writer.WriteProperty("sharedMaterial", rigidbody2D.sharedMaterial); writer.WriteProperty("centerOfMass", rigidbody2D.centerOfMass); writer.WriteProperty("inertia", rigidbody2D.inertia); writer.WriteProperty("drag", rigidbody2D.drag); writer.WriteProperty("angularDrag", rigidbody2D.angularDrag); writer.WriteProperty("gravityScale", rigidbody2D.gravityScale); writer.WriteProperty("bodyType", rigidbody2D.bodyType); writer.WriteProperty("useFullKinematicContacts", rigidbody2D.useFullKinematicContacts); writer.WriteProperty("isKinematic", rigidbody2D.isKinematic); writer.WriteProperty("freezeRotation", rigidbody2D.freezeRotation); writer.WriteProperty("constraints", rigidbody2D.constraints); writer.WriteProperty("simulated", rigidbody2D.simulated); writer.WriteProperty("interpolation", rigidbody2D.interpolation); writer.WriteProperty("sleepMode", rigidbody2D.sleepMode); writer.WriteProperty("collisionDetectionMode", rigidbody2D.collisionDetectionMode); writer.WriteProperty("tag", rigidbody2D.tag); writer.WriteProperty("name", rigidbody2D.name); writer.WriteProperty("hideFlags", rigidbody2D.hideFlags); }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.UI.Slider slider = (UnityEngine.UI.Slider)value; writer.WriteProperty("fillRect", slider.fillRect); writer.WriteProperty("handleRect", slider.handleRect); writer.WriteProperty("direction", slider.direction); writer.WriteProperty("minValue", slider.minValue); writer.WriteProperty("maxValue", slider.maxValue); writer.WriteProperty("wholeNumbers", slider.wholeNumbers); writer.WriteProperty("value", slider.value); writer.WriteProperty("normalizedValue", slider.normalizedValue); writer.WriteProperty("navigation", slider.navigation); writer.WriteProperty("transition", slider.transition); writer.WriteProperty("colors", slider.colors); writer.WriteProperty("spriteState", slider.spriteState); writer.WriteProperty("animationTriggers", slider.animationTriggers); writer.WriteProperty("targetGraphicType", slider.targetGraphic.GetType().AssemblyQualifiedName); writer.WriteProperty("targetGraphic", slider.targetGraphic); writer.WriteProperty("interactable", slider.interactable); writer.WriteProperty("image", slider.image); writer.WriteProperty("useGUILayout", slider.useGUILayout); writer.WriteProperty("enabled", slider.enabled); writer.WriteProperty("tag", slider.tag); writer.WriteProperty("name", slider.name); writer.WriteProperty("hideFlags", slider.hideFlags); }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.SoftJointLimit softJointLimit = (UnityEngine.SoftJointLimit)value; writer.WriteProperty("limit", softJointLimit.limit); writer.WriteProperty("bounciness", softJointLimit.bounciness); writer.WriteProperty("contactDistance", softJointLimit.contactDistance); }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.Cloth cloth = (UnityEngine.Cloth)value; writer.WriteProperty("sleepThreshold", cloth.sleepThreshold); writer.WriteProperty("bendingStiffness", cloth.bendingStiffness); writer.WriteProperty("stretchingStiffness", cloth.stretchingStiffness); writer.WriteProperty("damping", cloth.damping); writer.WriteProperty("externalAcceleration", cloth.externalAcceleration); writer.WriteProperty("randomAcceleration", cloth.randomAcceleration); writer.WriteProperty("useGravity", cloth.useGravity); writer.WriteProperty("enabled", cloth.enabled); writer.WriteProperty("friction", cloth.friction); writer.WriteProperty("collisionMassScale", cloth.collisionMassScale); #if UNITY_2017_2_OR_NEWER writer.WriteProperty("enableContinuousCollision", cloth.enableContinuousCollision); #else writer.WriteProperty("useContinuousCollision", cloth.useContinuousCollision); #endif writer.WriteProperty("useVirtualParticles", cloth.useVirtualParticles); writer.WriteProperty("coefficients", cloth.coefficients); writer.WriteProperty("worldVelocityScale", cloth.worldVelocityScale); writer.WriteProperty("worldAccelerationScale", cloth.worldAccelerationScale); #if UNITY_2017_2_OR_NEWER writer.WriteProperty("clothSolverFrequency", cloth.clothSolverFrequency); #else writer.WriteProperty("solverFrequency", cloth.solverFrequency); #endif writer.WriteProperty("capsuleColliders", cloth.capsuleColliders); writer.WriteProperty("sphereColliders", cloth.sphereColliders); writer.WriteProperty("tag", cloth.tag); writer.WriteProperty("name", cloth.name); writer.WriteProperty("hideFlags", cloth.hideFlags); }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.SpringJoint springJoint = (UnityEngine.SpringJoint)value; writer.WriteProperty("spring", springJoint.spring); writer.WriteProperty("damper", springJoint.damper); writer.WriteProperty("minDistance", springJoint.minDistance); writer.WriteProperty("maxDistance", springJoint.maxDistance); writer.WriteProperty("tolerance", springJoint.tolerance); writer.WriteProperty("connectedBody", springJoint.connectedBody); writer.WriteProperty("axis", springJoint.axis); writer.WriteProperty("anchor", springJoint.anchor); writer.WriteProperty("connectedAnchor", springJoint.connectedAnchor); writer.WriteProperty("autoConfigureConnectedAnchor", springJoint.autoConfigureConnectedAnchor); writer.WriteProperty("breakForce", springJoint.breakForce); writer.WriteProperty("breakTorque", springJoint.breakTorque); writer.WriteProperty("enableCollision", springJoint.enableCollision); writer.WriteProperty("enablePreprocessing", springJoint.enablePreprocessing); #if UNITY_2017_1_OR_NEWER writer.WriteProperty("massScale", springJoint.massScale); writer.WriteProperty("connectedMassScale", springJoint.connectedMassScale); #endif writer.WriteProperty("tag", springJoint.tag); writer.WriteProperty("name", springJoint.name); writer.WriteProperty("hideFlags", springJoint.hideFlags); }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.Animator animator = (UnityEngine.Animator)value; writer.WriteProperty("rootPosition", animator.rootPosition); writer.WriteProperty("rootRotation", animator.rootRotation); writer.WriteProperty("applyRootMotion", animator.applyRootMotion); writer.WriteProperty("linearVelocityBlending", animator.linearVelocityBlending); writer.WriteProperty("updateMode", animator.updateMode); writer.WriteProperty("bodyPosition", animator.bodyPosition); writer.WriteProperty("bodyRotation", animator.bodyRotation); writer.WriteProperty("stabilizeFeet", animator.stabilizeFeet); writer.WriteProperty("feetPivotActive", animator.feetPivotActive); writer.WriteProperty("speed", animator.speed); writer.WriteProperty("cullingMode", animator.cullingMode); writer.WriteProperty("playbackTime", animator.playbackTime); writer.WriteProperty("recorderStartTime", animator.recorderStartTime); writer.WriteProperty("recorderStopTime", animator.recorderStopTime); writer.WriteProperty("runtimeAnimatorController", animator.runtimeAnimatorController); writer.WriteProperty("avatar", animator.avatar); writer.WriteProperty("layersAffectMassCenter", animator.layersAffectMassCenter); writer.WriteProperty("logWarnings", animator.logWarnings); writer.WriteProperty("fireEvents", animator.fireEvents); writer.WriteProperty("enabled", animator.enabled); writer.WriteProperty("tag", animator.tag); writer.WriteProperty("name", animator.name); writer.WriteProperty("hideFlags", animator.hideFlags); }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.UI.SpriteState spriteState = (UnityEngine.UI.SpriteState)value; writer.WriteProperty("highlightedSprite", spriteState.highlightedSprite); writer.WriteProperty("pressedSprite", spriteState.pressedSprite); writer.WriteProperty("disabledSprite", spriteState.disabledSprite); }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.UI.ScrollRect scrollRect = (UnityEngine.UI.ScrollRect)value; writer.WriteProperty("content", scrollRect.content); writer.WriteProperty("horizontal", scrollRect.horizontal); writer.WriteProperty("vertical", scrollRect.vertical); writer.WriteProperty("movementType", scrollRect.movementType); writer.WriteProperty("elasticity", scrollRect.elasticity); writer.WriteProperty("inertia", scrollRect.inertia); writer.WriteProperty("decelerationRate", scrollRect.decelerationRate); writer.WriteProperty("scrollSensitivity", scrollRect.scrollSensitivity); writer.WriteProperty("viewport", scrollRect.viewport); writer.WriteProperty("horizontalScrollbar", scrollRect.horizontalScrollbar); writer.WriteProperty("verticalScrollbar", scrollRect.verticalScrollbar); writer.WriteProperty("horizontalScrollbarVisibility", scrollRect.horizontalScrollbarVisibility); writer.WriteProperty("verticalScrollbarVisibility", scrollRect.verticalScrollbarVisibility); writer.WriteProperty("horizontalScrollbarSpacing", scrollRect.horizontalScrollbarSpacing); writer.WriteProperty("verticalScrollbarSpacing", scrollRect.verticalScrollbarSpacing); writer.WriteProperty("velocity", scrollRect.velocity); writer.WriteProperty("normalizedPosition", scrollRect.normalizedPosition); writer.WriteProperty("horizontalNormalizedPosition", scrollRect.horizontalNormalizedPosition); writer.WriteProperty("verticalNormalizedPosition", scrollRect.verticalNormalizedPosition); writer.WriteProperty("useGUILayout", scrollRect.useGUILayout); writer.WriteProperty("enabled", scrollRect.enabled); writer.WriteProperty("tag", scrollRect.tag); writer.WriteProperty("name", scrollRect.name); writer.WriteProperty("hideFlags", scrollRect.hideFlags); }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.LightProbes lightProbes = (UnityEngine.LightProbes)value; writer.WriteProperty("bakedProbes", lightProbes.bakedProbes); writer.WriteProperty("name", lightProbes.name); writer.WriteProperty("hideFlags", lightProbes.hideFlags); }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.ParticleSystem particleSystem = (UnityEngine.ParticleSystem)value; writer.WriteProperty("collision", particleSystem.collision); writer.WriteProperty("colorBySpeed", particleSystem.colorBySpeed); writer.WriteProperty("colorOverLifetime", particleSystem.colorOverLifetime); writer.WriteProperty("customData", particleSystem.customData); writer.WriteProperty("emission", particleSystem.emission); writer.WriteProperty("externalForces", particleSystem.externalForces); writer.WriteProperty("forceOverLifetime", particleSystem.forceOverLifetime); writer.WriteProperty("inheritVelocity", particleSystem.inheritVelocity); writer.WriteProperty("lights", particleSystem.lights); writer.WriteProperty("limitVelocityOverLifetime", particleSystem.limitVelocityOverLifetime); writer.WriteProperty("main", particleSystem.main); writer.WriteProperty("noise", particleSystem.noise); writer.WriteProperty("rotationBySpeed", particleSystem.rotationBySpeed); writer.WriteProperty("rotationOverLifetime", particleSystem.rotationOverLifetime); writer.WriteProperty("shape", particleSystem.shape); writer.WriteProperty("sizeBySpeed", particleSystem.sizeBySpeed); writer.WriteProperty("sizeOverLifetime", particleSystem.sizeOverLifetime); writer.WriteProperty("subEmitters", particleSystem.subEmitters); writer.WriteProperty("textureSheetAnimation", particleSystem.textureSheetAnimation); writer.WriteProperty("trails", particleSystem.trails); writer.WriteProperty("trigger", particleSystem.trigger); writer.WriteProperty("velocityOverLifetime", particleSystem.velocityOverLifetime); writer.WriteProperty("time", particleSystem.time); writer.WriteProperty("randomSeed", particleSystem.randomSeed); writer.WriteProperty("useAutoRandomSeed", particleSystem.useAutoRandomSeed); writer.WriteProperty("tag", particleSystem.tag); writer.WriteProperty("name", particleSystem.name); writer.WriteProperty("hideFlags", particleSystem.hideFlags); }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.JointDrive jointDrive = (UnityEngine.JointDrive)value; writer.WriteProperty("positionSpring", jointDrive.positionSpring); writer.WriteProperty("positionDamper", jointDrive.positionDamper); writer.WriteProperty("maximumForce", jointDrive.maximumForce); }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.Vector3 vector3 = (UnityEngine.Vector3)value; writer.WriteProperty("x", vector3.x); writer.WriteProperty("y", vector3.y); writer.WriteProperty("z", vector3.z); }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.AI.NavMeshTriangulation navMeshTriangulation = (UnityEngine.AI.NavMeshTriangulation)value; writer.WriteProperty("vertices", navMeshTriangulation.vertices); writer.WriteProperty("indices", navMeshTriangulation.indices); writer.WriteProperty("areas", navMeshTriangulation.areas); }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.ParticleSystem.ColorBySpeedModule colorBySpeedModule = (UnityEngine.ParticleSystem.ColorBySpeedModule)value; writer.WriteProperty("enabled", colorBySpeedModule.enabled); writer.WriteProperty("color", colorBySpeedModule.color); writer.WriteProperty("range", colorBySpeedModule.range); }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.AvatarMask avatarMask = (UnityEngine.AvatarMask)value; writer.WriteProperty("transformCount", avatarMask.transformCount); writer.WriteProperty("name", avatarMask.name); writer.WriteProperty("hideFlags", avatarMask.hideFlags); }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.AnimationCurve animationCurve = (UnityEngine.AnimationCurve)value; writer.WriteProperty("keys", animationCurve.keys); writer.WriteProperty("preWrapMode", animationCurve.preWrapMode); writer.WriteProperty("postWrapMode", animationCurve.postWrapMode); }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.Shader shader = (UnityEngine.Shader)value; writer.WriteProperty("name", shader.name); writer.WriteProperty("maximumLOD", shader.maximumLOD); writer.WriteProperty("hideFlags", shader.hideFlags); }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.UI.Text text = (UnityEngine.UI.Text)value; writer.WriteProperty("font", text.font); writer.WriteProperty("text", text.text); writer.WriteProperty("supportRichText", text.supportRichText); writer.WriteProperty("resizeTextForBestFit", text.resizeTextForBestFit); writer.WriteProperty("resizeTextMinSize", text.resizeTextMinSize); writer.WriteProperty("resizeTextMaxSize", text.resizeTextMaxSize); writer.WriteProperty("alignment", text.alignment); writer.WriteProperty("alignByGeometry", text.alignByGeometry); writer.WriteProperty("fontSize", text.fontSize); writer.WriteProperty("horizontalOverflow", text.horizontalOverflow); writer.WriteProperty("verticalOverflow", text.verticalOverflow); writer.WriteProperty("lineSpacing", text.lineSpacing); writer.WriteProperty("fontStyle", text.fontStyle); writer.WriteProperty("maskable", text.maskable); writer.WriteProperty("color", text.color); writer.WriteProperty("raycastTarget", text.raycastTarget); writer.WriteProperty("material", text.material); writer.WriteProperty("useGUILayout", text.useGUILayout); writer.WriteProperty("enabled", text.enabled); writer.WriteProperty("tag", text.tag); writer.WriteProperty("name", text.name); writer.WriteProperty("hideFlags", text.hideFlags); }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.RectTransform rectTransform = (UnityEngine.RectTransform)value; writer.WriteProperty("anchorMin", rectTransform.anchorMin); writer.WriteProperty("anchorMax", rectTransform.anchorMax); writer.WriteProperty("anchoredPosition3D", rectTransform.anchoredPosition3D); writer.WriteProperty("anchoredPosition", rectTransform.anchoredPosition); writer.WriteProperty("sizeDelta", rectTransform.sizeDelta); writer.WriteProperty("pivot", rectTransform.pivot); writer.WriteProperty("offsetMin", rectTransform.offsetMin); writer.WriteProperty("offsetMax", rectTransform.offsetMax); writer.WriteProperty("position", rectTransform.position); writer.WriteProperty("localPosition", rectTransform.localPosition); writer.WriteProperty("eulerAngles", rectTransform.eulerAngles); writer.WriteProperty("localEulerAngles", rectTransform.localEulerAngles); writer.WriteProperty("right", rectTransform.right); writer.WriteProperty("up", rectTransform.up); writer.WriteProperty("forward", rectTransform.forward); writer.WriteProperty("rotation", rectTransform.rotation); writer.WriteProperty("localRotation", rectTransform.localRotation); writer.WriteProperty("localScale", rectTransform.localScale); writer.WriteProperty("parent", rectTransform.parent); writer.WriteProperty("hasChanged", rectTransform.hasChanged); writer.WriteProperty("hierarchyCapacity", rectTransform.hierarchyCapacity); writer.WriteProperty("tag", rectTransform.tag); writer.WriteProperty("name", rectTransform.name); writer.WriteProperty("hideFlags", rectTransform.hideFlags); }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.JointMotor jointMotor = (UnityEngine.JointMotor)value; writer.WriteProperty("targetVelocity", jointMotor.targetVelocity); writer.WriteProperty("force", jointMotor.force); writer.WriteProperty("freeSpin", jointMotor.freeSpin); }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.CharacterJoint characterJoint = (UnityEngine.CharacterJoint)value; writer.WriteProperty("swingAxis", characterJoint.swingAxis); writer.WriteProperty("twistLimitSpring", characterJoint.twistLimitSpring); writer.WriteProperty("swingLimitSpring", characterJoint.swingLimitSpring); writer.WriteProperty("lowTwistLimit", characterJoint.lowTwistLimit); writer.WriteProperty("highTwistLimit", characterJoint.highTwistLimit); writer.WriteProperty("swing1Limit", characterJoint.swing1Limit); writer.WriteProperty("swing2Limit", characterJoint.swing2Limit); writer.WriteProperty("enableProjection", characterJoint.enableProjection); writer.WriteProperty("projectionDistance", characterJoint.projectionDistance); writer.WriteProperty("projectionAngle", characterJoint.projectionAngle); writer.WriteProperty("connectedBody", characterJoint.connectedBody); writer.WriteProperty("axis", characterJoint.axis); writer.WriteProperty("anchor", characterJoint.anchor); writer.WriteProperty("connectedAnchor", characterJoint.connectedAnchor); writer.WriteProperty("autoConfigureConnectedAnchor", characterJoint.autoConfigureConnectedAnchor); writer.WriteProperty("breakForce", characterJoint.breakForce); writer.WriteProperty("breakTorque", characterJoint.breakTorque); writer.WriteProperty("enableCollision", characterJoint.enableCollision); writer.WriteProperty("enablePreprocessing", characterJoint.enablePreprocessing); #if UNITY_2017_1_OR_NEWER writer.WriteProperty("massScale", characterJoint.massScale); writer.WriteProperty("connectedMassScale", characterJoint.connectedMassScale); #endif writer.WriteProperty("tag", characterJoint.tag); writer.WriteProperty("name", characterJoint.name); writer.WriteProperty("hideFlags", characterJoint.hideFlags); }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.Video.VideoPlayer videoPlayer = (UnityEngine.Video.VideoPlayer)value; writer.WriteProperty("source", videoPlayer.source); writer.WriteProperty("url", videoPlayer.url); writer.WriteProperty("clip", videoPlayer.clip); writer.WriteProperty("renderMode", videoPlayer.renderMode); writer.WriteProperty("targetCamera", videoPlayer.targetCamera); writer.WriteProperty("targetTexture", videoPlayer.targetTexture); writer.WriteProperty("targetMaterialRenderer", videoPlayer.targetMaterialRenderer); writer.WriteProperty("targetMaterialProperty", videoPlayer.targetMaterialProperty); writer.WriteProperty("aspectRatio", videoPlayer.aspectRatio); writer.WriteProperty("targetCameraAlpha", videoPlayer.targetCameraAlpha); writer.WriteProperty("waitForFirstFrame", videoPlayer.waitForFirstFrame); writer.WriteProperty("playOnAwake", videoPlayer.playOnAwake); writer.WriteProperty("time", videoPlayer.time); writer.WriteProperty("frame", videoPlayer.frame); writer.WriteProperty("playbackSpeed", videoPlayer.playbackSpeed); writer.WriteProperty("isLooping", videoPlayer.isLooping); writer.WriteProperty("timeSource", videoPlayer.timeSource); #if UNITY_2017_1_OR_NEWER writer.WriteProperty("timeReference", videoPlayer.timeReference); writer.WriteProperty("externalReferenceTime", videoPlayer.externalReferenceTime); #endif writer.WriteProperty("skipOnDrop", videoPlayer.skipOnDrop); writer.WriteProperty("controlledAudioTrackCount", videoPlayer.controlledAudioTrackCount); writer.WriteProperty("audioOutputMode", videoPlayer.audioOutputMode); writer.WriteProperty("sendFrameReadyEvents", videoPlayer.sendFrameReadyEvents); writer.WriteProperty("enabled", videoPlayer.enabled); writer.WriteProperty("tag", videoPlayer.tag); writer.WriteProperty("name", videoPlayer.name); writer.WriteProperty("hideFlags", videoPlayer.hideFlags); }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.UI.Dropdown dropdown = (UnityEngine.UI.Dropdown)value; writer.WriteProperty("template", dropdown.template); writer.WriteProperty("captionText", dropdown.captionText); writer.WriteProperty("captionImage", dropdown.captionImage); writer.WriteProperty("itemText", dropdown.itemText); writer.WriteProperty("itemImage", dropdown.itemImage); writer.WriteProperty("options", dropdown.options); writer.WriteProperty("value", dropdown.value); writer.WriteProperty("navigation", dropdown.navigation); writer.WriteProperty("transition", dropdown.transition); writer.WriteProperty("colors", dropdown.colors); writer.WriteProperty("spriteState", dropdown.spriteState); writer.WriteProperty("animationTriggers", dropdown.animationTriggers); writer.WriteProperty("targetGraphicType", dropdown.targetGraphic.GetType().AssemblyQualifiedName); writer.WriteProperty("targetGraphic", dropdown.targetGraphic); writer.WriteProperty("interactable", dropdown.interactable); writer.WriteProperty("image", dropdown.image); writer.WriteProperty("useGUILayout", dropdown.useGUILayout); writer.WriteProperty("enabled", dropdown.enabled); writer.WriteProperty("tag", dropdown.tag); writer.WriteProperty("name", dropdown.name); writer.WriteProperty("hideFlags", dropdown.hideFlags); }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.AI.NavMeshAgent navMeshAgent = (UnityEngine.AI.NavMeshAgent)value; writer.WriteProperty("destination", navMeshAgent.destination); writer.WriteProperty("stoppingDistance", navMeshAgent.stoppingDistance); writer.WriteProperty("velocity", navMeshAgent.velocity); writer.WriteProperty("nextPosition", navMeshAgent.nextPosition); writer.WriteProperty("baseOffset", navMeshAgent.baseOffset); writer.WriteProperty("autoTraverseOffMeshLink", navMeshAgent.autoTraverseOffMeshLink); writer.WriteProperty("autoBraking", navMeshAgent.autoBraking); writer.WriteProperty("autoRepath", navMeshAgent.autoRepath); writer.WriteProperty("isStopped", navMeshAgent.isStopped); writer.WriteProperty("path", navMeshAgent.path); #if UNITY_2017_1_OR_NEWER writer.WriteProperty("agentTypeID", navMeshAgent.agentTypeID); #endif writer.WriteProperty("areaMask", navMeshAgent.areaMask); writer.WriteProperty("speed", navMeshAgent.speed); writer.WriteProperty("angularSpeed", navMeshAgent.angularSpeed); writer.WriteProperty("acceleration", navMeshAgent.acceleration); writer.WriteProperty("updatePosition", navMeshAgent.updatePosition); writer.WriteProperty("updateRotation", navMeshAgent.updateRotation); writer.WriteProperty("updateUpAxis", navMeshAgent.updateUpAxis); writer.WriteProperty("radius", navMeshAgent.radius); writer.WriteProperty("height", navMeshAgent.height); writer.WriteProperty("obstacleAvoidanceType", navMeshAgent.obstacleAvoidanceType); writer.WriteProperty("avoidancePriority", navMeshAgent.avoidancePriority); writer.WriteProperty("enabled", navMeshAgent.enabled); writer.WriteProperty("tag", navMeshAgent.tag); writer.WriteProperty("name", navMeshAgent.name); writer.WriteProperty("hideFlags", navMeshAgent.hideFlags); }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.AnimatorOverrideController animatorOverrideController = (UnityEngine.AnimatorOverrideController)value; writer.WriteProperty("runtimeAnimatorController", animatorOverrideController.runtimeAnimatorController); writer.WriteProperty("name", animatorOverrideController.name); writer.WriteProperty("hideFlags", animatorOverrideController.hideFlags); }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.Gradient gradient = (UnityEngine.Gradient)value; writer.WriteProperty("colorKeys", gradient.colorKeys); writer.WriteProperty("alphaKeys", gradient.alphaKeys); writer.WriteProperty("mode", gradient.mode); }