/// <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);
 }
Пример #5
0
 /// <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);
 }
Пример #6
0
 /// <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);
 }
Пример #7
0
 /// <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);
 }
Пример #9
0
        /// <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);
        }
Пример #10
0
 /// <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);
 }
Пример #11
0
 /// <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);
 }
Пример #12
0
 /// <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);
 }
Пример #16
0
 /// <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);
 }
Пример #18
0
 /// <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);
 }
Пример #19
0
 /// <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);
 }
Пример #20
0
 /// <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);
 }
Пример #21
0
 /// <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);
 }
Пример #22
0
 /// <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);
 }
Пример #23
0
 /// <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);
 }
Пример #24
0
 /// <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);
 }
Пример #25
0
        /// <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);
        }
Пример #26
0
        /// <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);
        }
Пример #27
0
 /// <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);
        }
Пример #29
0
 /// <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);
 }