public void Serialize(OverloadLevelConvertSerializer serializer) { serializer.StartCmd(CommandId); serializer.SerializeX(this, x => x.thisTransformGuid); serializer.SerializeX(this, x => x.newParentGuid); serializer.FinishCmd(CommandId); }
public void Serialize(OverloadLevelConvertSerializer serializer) { serializer.StartCmd(CommandId); serializer.SerializeX(this, x => x.thisGameObjectGuid); serializer.SerializeX(this, x => x.layer); serializer.FinishCmd(CommandId); }
public void Serialize(OverloadLevelConvertSerializer serializer) { serializer.StartCmd(CommandId); serializer.SerializeX(this, x => x.gameManagerName); serializer.SerializeX(this, x => x.levelObjectInitializerComponentGuid); serializer.FinishCmd(CommandId); }
public void Serialize(OverloadLevelConvertSerializer serializer) { serializer.StartCmd(CommandId); serializer.SerializeX(this, x => x.prefabName); serializer.SerializeX(this, x => x.prefabAssetReferenceGuid); serializer.FinishCmd(CommandId); }
public void Serialize(OverloadLevelConvertSerializer serializer) { serializer.StartCmd(CommandId); serializer.SerializeX(this, x => x.AssetFileGuid); serializer.SerializeX(this, x => x.AssetGuid); if (serializer.IsWriting) { // Write out the name of the type string assetDataTypeName = AssetObjectType.FullName; serializer.SerializeOut_string(assetDataTypeName); } else { // Read in the name of the type string assetDataTypeName = serializer.SerializeIn_string(); this.AssetObjectType = Type.GetType(assetDataTypeName); #if !OVERLOAD_LEVEL_EDITOR if (this.AssetObjectType == null) { // Look for the type in UnityEngine, as not all the Unity types resolve on Type.GetType var unityEngineAsm = System.Reflection.Assembly.GetAssembly(typeof(UnityEngine.Mesh)); this.AssetObjectType = unityEngineAsm.GetType(assetDataTypeName); } #endif } serializer.FinishCmd(CommandId); }
public void Serialize(OverloadLevelConvertSerializer serializer) { serializer.StartCmd(CommandId); serializer.SerializeX(this, x => x.materialGuid); serializer.SerializeX(this, x => x.keyword); serializer.FinishCmd(CommandId); }
public void Serialize(OverloadLevelConvertSerializer serializer) { serializer.StartCmd(CommandId); serializer.SerializeX(this, x => x.assemblyAssetName); serializer.SerializeX(this, x => x.bundleRefGuid); serializer.FinishCmd(CommandId); }
public void Serialize(OverloadLevelConvertSerializer serializer) { serializer.StartCmd(CommandId); serializer.SerializeX(this, x => x.RelativeAssetPath); serializer.SerializeX(this, x => x.AssetFileGuid); serializer.FinishCmd(CommandId); }
public void Serialize(OverloadLevelConvertSerializer serializer) { serializer.StartCmd(CommandId); serializer.SerializeX(this, x => x.relativeBundleFolder); serializer.SerializeX(this, x => x.bundleName); serializer.SerializeX(this, x => x.bundleRefGuid); serializer.FinishCmd(CommandId); }
public void Serialize(OverloadLevelConvertSerializer serializer) { serializer.StartCmd(CommandId); serializer.SerializeX(this, x => x.prefabAssetReferenceGuid); serializer.SerializeX(this, x => x.resultGameObjectGuid); serializer.SerializeX(this, x => x.resultGameObjectTransformGuid); serializer.FinishCmd(CommandId); }
public void Serialize(OverloadLevelConvertSerializer serializer) { serializer.StartCmd(CommandId); serializer.SerializeX(this, x => x.materialAssetGuid); serializer.SerializeX(this, x => x.geometryType); serializer.SerializeX(this, x => x.materialLookupName); serializer.FinishCmd(CommandId); }
public void Serialize(OverloadLevelConvertSerializer serializer) { serializer.StartCmd(CommandId); serializer.SerializeX(this, x => x.thisGameObjectGuid); serializer.SerializeX(this, x => x.newComponentGuid); serializer.SerializeX(this, x => x.componentTypeName); serializer.FinishCmd(CommandId); }
public void Serialize(OverloadLevelConvertSerializer serializer) { serializer.StartCmd(CommandId); int width = 0; int height = 0; string formatStr = UnityEngine.TextureFormat.RGB24.ToString(); string filterModeStr = UnityEngine.FilterMode.Bilinear.ToString(); string name = string.Empty; bool mipmap = false; if (serializer.IsWriting) { width = texture.width; height = texture.height; formatStr = texture.format.ToString(); filterModeStr = texture.filterMode.ToString(); name = texture.name; #if OVERLOAD_LEVEL_EDITOR mipmap = texture.mipmap; #endif } serializer.SerializeX(this, x => x.texture2DGuid); serializer.Serialize(ref width); serializer.Serialize(ref height); serializer.Serialize(ref formatStr); serializer.Serialize(ref mipmap); serializer.Serialize(ref filterModeStr); serializer.Serialize(ref name); UnityEngine.Color32[] pixelData = null; if (serializer.IsWriting) { serializer.SerializeOut_array(typeof(UnityEngine.Color32), texture.GetPixels32()); } else { pixelData = (UnityEngine.Color32[])serializer.SerializeIn_array(typeof(UnityEngine.Color32)); } if (!serializer.IsWriting) { UnityEngine.TextureFormat format = (UnityEngine.TextureFormat)Enum.Parse(typeof(UnityEngine.TextureFormat), formatStr); this.texture = new UnityEngine.Texture2D(width, height, format, mipmap); UnityEngine.FilterMode filterMode = (UnityEngine.FilterMode)Enum.Parse(typeof(UnityEngine.FilterMode), filterModeStr); this.texture.filterMode = filterMode; this.texture.name = name; this.texture.SetPixels32(pixelData); this.texture.Apply(); } serializer.FinishCmd(CommandId); }
public void Serialize(OverloadLevelConvertSerializer serializer) { serializer.StartCmd(CommandId); serializer.SerializeX(this, x => x.includeChildren); serializer.SerializeX(this, x => x.componentName); serializer.SerializeX(this, x => x.gameObjectGuid); serializer.SerializeX(this, x => x.searchResultGuid); serializer.FinishCmd(CommandId); }
public void Serialize(OverloadLevelConvertSerializer serializer) { serializer.StartCmd(CommandId); serializer.SerializeX(this, x => x.materialGuid); serializer.SerializeX(this, x => x.shaderGuid); serializer.SerializeX(this, x => x.color); serializer.SerializeX(this, x => x.enableInstancing); serializer.SerializeX(this, x => x.mainTexture); serializer.SerializeX(this, x => x.mainTextureOffset); serializer.SerializeX(this, x => x.mainTextureScale); serializer.SerializeX(this, x => x.renderQueue); serializer.SerializeX(this, x => x.shaderKeywords); serializer.SerializeX(this, x => x.name); serializer.FinishCmd(CommandId); }
public void Serialize(OverloadLevelConvertSerializer serializer) { serializer.StartCmd(CommandId); serializer.SerializeX(this, x => x.thisComponentGuid); serializer.SerializeX(this, x => x.propertyName); if (serializer.IsWriting) { serializer.SerializeOut_byte((byte)propertyValueNamespace); serializer.SerializeOut_byte((byte)targetType); serializer.SerializeOut_unknown(propertyValue, propertyValue.GetType()); } else { propertyValueNamespace = (ValueNamespace)serializer.SerializeIn_byte(); targetType = (TargetType)serializer.SerializeIn_byte(); propertyValue = serializer.SerializeIn_unknown(); } serializer.FinishCmd(CommandId); }
public void Serialize(OverloadLevelConvertSerializer serializer) { serializer.StartCmd(CommandId); serializer.SerializeX(this, x => x.AssetGuid); if (serializer.IsWriting) { serializer.SerializeOut_ExistingObject(this.AssetGuid, this.AssetData); } else { // Lookup this object in the asset database this.AssetData = null; #if !OVERLOAD_LEVEL_EDITOR // Lookup the UnityEngine.Object from the Guid this.AssetData = ((UserLevelLoader)serializer.Context).ResolveAsset(this.AssetGuid); if (this.AssetData == null) { // TODO: Report error } #endif serializer.SerializeIn_ExistingObject(this.AssetData); } serializer.FinishCmd(CommandId); }
public void Serialize(OverloadLevelConvertSerializer serializer) { serializer.StartCmd(CommandId); serializer.FinishCmd(CommandId); }