public override object Read <T>(ES3Reader reader)
        {
            var instance = new UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule();

            ReadInto <T>(reader, instance);
            return(instance);
        }
Пример #2
0
        /// <summary>
        /// Read the data using the reader.
        /// </summary>
        /// <param name="reader">Reader.</param>
        public override object Read(ISaveGameReader reader)
        {
            UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule limitVelocityOverLifetimeModule = new UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule();
            foreach (string property in reader.Properties)
            {
                switch (property)
                {
                case "enabled":
                    limitVelocityOverLifetimeModule.enabled = reader.ReadProperty <System.Boolean> ();
                    break;

                case "limitX":
                    limitVelocityOverLifetimeModule.limitX = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve> ();
                    break;

                case "limitXMultiplier":
                    limitVelocityOverLifetimeModule.limitXMultiplier = reader.ReadProperty <System.Single> ();
                    break;

                case "limitY":
                    limitVelocityOverLifetimeModule.limitY = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve> ();
                    break;

                case "limitYMultiplier":
                    limitVelocityOverLifetimeModule.limitYMultiplier = reader.ReadProperty <System.Single> ();
                    break;

                case "limitZ":
                    limitVelocityOverLifetimeModule.limitZ = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve> ();
                    break;

                case "limitZMultiplier":
                    limitVelocityOverLifetimeModule.limitZMultiplier = reader.ReadProperty <System.Single> ();
                    break;

                case "limit":
                    limitVelocityOverLifetimeModule.limit = reader.ReadProperty <UnityEngine.ParticleSystem.MinMaxCurve> ();
                    break;

                case "limitMultiplier":
                    limitVelocityOverLifetimeModule.limitMultiplier = reader.ReadProperty <System.Single> ();
                    break;

                case "dampen":
                    limitVelocityOverLifetimeModule.dampen = reader.ReadProperty <System.Single> ();
                    break;

                case "separateAxes":
                    limitVelocityOverLifetimeModule.separateAxes = reader.ReadProperty <System.Boolean> ();
                    break;

                case "space":
                    limitVelocityOverLifetimeModule.space = reader.ReadProperty <UnityEngine.ParticleSystemSimulationSpace> ();
                    break;
                }
            }
            return(limitVelocityOverLifetimeModule);
        }
 protected override void GetDependencies(System.Collections.Generic.Dictionary <long, UnityEngine.Object> dependencies, object obj)
 {
     base.GetDependencies(dependencies, obj);
     if (obj == null)
     {
         return;
     }
     UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule o = (UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule)obj;
     GetDependencies(limitX, o.limitX, dependencies);
     GetDependencies(limitY, o.limitY, dependencies);
     GetDependencies(limitZ, o.limitZ, dependencies);
     GetDependencies(limit, o.limit, dependencies);
 }
Пример #4
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.LimitVelocityOverLifetimeModule limitVelocityOverLifetimeModule = (UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule)value;
     writer.WriteProperty("enabled", limitVelocityOverLifetimeModule.enabled);
     writer.WriteProperty("limitX", limitVelocityOverLifetimeModule.limitX);
     writer.WriteProperty("limitXMultiplier", limitVelocityOverLifetimeModule.limitXMultiplier);
     writer.WriteProperty("limitY", limitVelocityOverLifetimeModule.limitY);
     writer.WriteProperty("limitYMultiplier", limitVelocityOverLifetimeModule.limitYMultiplier);
     writer.WriteProperty("limitZ", limitVelocityOverLifetimeModule.limitZ);
     writer.WriteProperty("limitZMultiplier", limitVelocityOverLifetimeModule.limitZMultiplier);
     writer.WriteProperty("limit", limitVelocityOverLifetimeModule.limit);
     writer.WriteProperty("limitMultiplier", limitVelocityOverLifetimeModule.limitMultiplier);
     writer.WriteProperty("dampen", limitVelocityOverLifetimeModule.dampen);
     writer.WriteProperty("separateAxes", limitVelocityOverLifetimeModule.separateAxes);
     writer.WriteProperty("space", limitVelocityOverLifetimeModule.space);
 }
 public override void ReadFrom(object obj)
 {
     base.ReadFrom(obj);
     if (obj == null)
     {
         return;
     }
     UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule o = (UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule)obj;
     enabled          = o.enabled;
     limitX           = Read(limitX, o.limitX);
     limitXMultiplier = o.limitXMultiplier;
     limitY           = Read(limitY, o.limitY);
     limitYMultiplier = o.limitYMultiplier;
     limitZ           = Read(limitZ, o.limitZ);
     limitZMultiplier = o.limitZMultiplier;
     limit            = Read(limit, o.limit);
     limitMultiplier  = o.limitMultiplier;
     dampen           = o.dampen;
     separateAxes     = o.separateAxes;
     space            = (uint)o.space;
 }
 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule o = (UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule)obj;
     o.enabled          = enabled;
     o.limitX           = Write(o.limitX, limitX, objects);
     o.limitXMultiplier = limitXMultiplier;
     o.limitY           = Write(o.limitY, limitY, objects);
     o.limitYMultiplier = limitYMultiplier;
     o.limitZ           = Write(o.limitZ, limitZ, objects);
     o.limitZMultiplier = limitZMultiplier;
     o.limit            = Write(o.limit, limit, objects);
     o.limitMultiplier  = limitMultiplier;
     o.dampen           = dampen;
     o.separateAxes     = separateAxes;
     o.space            = (UnityEngine.ParticleSystemSimulationSpace)space;
     return(o);
 }