示例#1
0
 public void Serialize(IBinarySerializer s)
 {
     Tag               = s.SerializeObject <UbiArtStringID>(Tag, name: nameof(Tag));
     UnteaseSeen       = s.SerializeBool <uint>(UnteaseSeen, name: nameof(UnteaseSeen));
     UnlockSeend       = s.SerializeBool <uint>(UnlockSeend, name: nameof(UnlockSeend));
     SentUnlockMessage = s.SerializeBool <uint>(SentUnlockMessage, name: nameof(SentUnlockMessage));
 }
示例#2
0
 public void Serialize(IBinarySerializer s)
 {
     HasMet               = s.SerializeBool <uint>(HasMet, name: nameof(HasMet));
     UpdateRequested      = s.SerializeBool <uint>(UpdateRequested, name: nameof(UpdateRequested));
     HasWonPetCup         = s.SerializeBool <uint>(HasWonPetCup, name: nameof(HasWonPetCup));
     TeensyLocksOpened    = s.Serialize <uint>(TeensyLocksOpened, name: nameof(TeensyLocksOpened));
     ChallengeLocksOpened = s.Serialize <uint>(ChallengeLocksOpened, name: nameof(ChallengeLocksOpened));
     TutoCount            = s.Serialize <uint>(TutoCount, name: nameof(TutoCount));
     DisplayQuoteStates   = s.SerializeUbiArtArray <bool>(DisplayQuoteStates, name: nameof(DisplayQuoteStates));
 }
 public void Serialize(IBinarySerializer s)
 {
     ISDs = s.SerializeUbiArtObjectArray <UbiArtObjKeyObjValuePair <UbiArtStringID, UbiArtGeneric <Ray_PersistentGameData_ISD> > >(ISDs, name: nameof(ISDs));
     CageMapPassedDoors = s.SerializeUbiArtObjectArray <PackedObjectPath>(CageMapPassedDoors, name: nameof(CageMapPassedDoors));
     WonChallenges      = s.Serialize <uint>(WonChallenges, name: nameof(WonChallenges));
     LevelState         = s.Serialize <SPOT_STATE>(LevelState, name: nameof(LevelState));
     BestTimeAttack     = s.Serialize <uint>(BestTimeAttack, name: nameof(BestTimeAttack));
     BestLumAttack      = s.Serialize <uint>(BestLumAttack, name: nameof(BestLumAttack));
     HasWarning         = s.SerializeBool <uint>(HasWarning, name: nameof(HasWarning));
     IsSkipped          = s.SerializeBool <uint>(IsSkipped, name: nameof(IsSkipped));
     Trackingdata       = s.SerializeObject <Ray_PersistentGameData_LevelTracking>(Trackingdata, name: nameof(Ray_PersistentGameData_LevelTracking));
 }
 public void Serialize(IBinarySerializer s)
 {
     Unknown1 = s.SerializeArray <byte>(Unknown1, 528, name: nameof(Unknown1));
     Unknown2 = s.SerializeBool <uint>(Unknown2, name: nameof(Unknown2));
     SaveData = s.SerializeObject <PersistentGameData_Universe>(SaveData, name: nameof(SaveData));
     Unknown3 = s.SerializeArray <byte>(Unknown3, (int)(s.Stream.Length - s.Stream.Position), name: nameof(Unknown3));
 }
示例#5
0
 public void Serialize(IBinarySerializer s)
 {
     Path       = s.SerializeObject <UbiArtPath>(Path, name: nameof(Path));
     IsFree     = s.SerializeBool <uint>(IsFree, name: nameof(IsFree));
     IndexType  = s.Serialize <Index>(IndexType, name: nameof(IndexType));
     VisualType = s.Serialize <Prisoner>(VisualType, name: nameof(VisualType));
 }
示例#6
0
 /// <summary>
 /// Handles the serialization using the specified serializer
 /// </summary>
 /// <param name="s">The serializer</param>
 public void Serialize(IBinarySerializer s)
 {
     Id                  = s.SerializeObject <UbiArtStringID>(Id, name: nameof(Id));
     BestLumsTaken       = s.Serialize <uint>(BestLumsTaken, name: nameof(BestLumsTaken));
     BestDistance        = s.Serialize <float>(BestDistance, name: nameof(BestDistance));
     BestTime            = s.Serialize <float>(BestTime, name: nameof(BestTime));
     FreedPrisoners      = s.SerializeUbiArtObjectArray <PrisonerData>(FreedPrisoners, name: nameof(FreedPrisoners));
     Cups                = s.Serialize <uint>(Cups, name: nameof(Cups));
     Medals              = s.Serialize <uint>(Medals, name: nameof(Medals));
     Completed           = s.SerializeBool <uint>(Completed, name: nameof(Completed));
     IsVisited           = s.SerializeBool <uint>(IsVisited, name: nameof(IsVisited));
     BestTimeSent        = s.SerializeBool <uint>(BestTimeSent, name: nameof(BestTimeSent));
     Type                = s.Serialize <uint>(Type, name: nameof(Type));
     LuckyTicketsLeft    = s.Serialize <uint>(LuckyTicketsLeft, name: nameof(LuckyTicketsLeft));
     SequenceAlreadySeen = s.SerializeUbiArtObjectArray <ObjectPath>(SequenceAlreadySeen, name: nameof(SequenceAlreadySeen));
     OnlineSynced        = s.Serialize <int>(OnlineSynced, name: nameof(OnlineSynced));
 }
示例#7
0
 public void Serialize(IBinarySerializer s)
 {
     if (s.GetSettings <UbiArtSettings>().Game == UbiArtGame.RaymanOrigins)
     {
         Id = s.SerializeLengthPrefixedString(Id, name: nameof(Id));
     }
     else
     {
         Levels   = s.SerializeUbiArtObjectArray <Level>(Levels, name: nameof(Levels));
         Id       = s.SerializeLengthPrefixedString(Id, name: nameof(Id));
         Absolute = s.SerializeBool <uint>(Absolute, name: nameof(Absolute));
     }
 }
示例#8
0
        /// <summary>
        /// Handles the serialization using the specified serializer
        /// </summary>
        /// <param name="s">The serializer</param>
        public void Serialize(IBinarySerializer s)
        {
            TotalCages = s.Serialize <int>(TotalCages, name: nameof(TotalCages));
            TotalScore = s.Serialize <int>(TotalScore, name: nameof(TotalScore));

            Levels = s.SerializeObjectArray <Rayman3PCSaveDataLevel>(Levels, 9, name: nameof(Levels));

            ForKeyAlgo       = s.Serialize <uint>(ForKeyAlgo, name: nameof(ForKeyAlgo));
            Dword_7FE504     = s.Serialize <uint>(Dword_7FE504, name: nameof(Dword_7FE504));
            Dword_7FE508     = s.Serialize <uint>(Dword_7FE508, name: nameof(Dword_7FE508));
            Dword_7FE50C     = s.Serialize <uint>(Dword_7FE50C, name: nameof(Dword_7FE50C));
            EndOfGameIsDone  = s.SerializeBool <uint>(EndOfGameIsDone, name: nameof(EndOfGameIsDone));
            MaxIndCurrentEnv = s.Serialize <uint>(MaxIndCurrentEnv, name: nameof(MaxIndCurrentEnv));
            UnusedDword1     = s.Serialize <uint>(UnusedDword1, name: nameof(UnusedDword1));
            UnusedDword2     = s.Serialize <uint>(UnusedDword2, name: nameof(UnusedDword2));

            DummyByte                    = s.Serialize <byte>(DummyByte, name: nameof(DummyByte));
            IsVibrationEnabled           = s.Serialize <bool>(IsVibrationEnabled, name: nameof(IsVibrationEnabled));
            IsHorizontalInversionEnabled = s.Serialize <bool>(IsHorizontalInversionEnabled, name: nameof(IsHorizontalInversionEnabled));
            IsVerticalInversionEnabled   = s.Serialize <bool>(IsVerticalInversionEnabled, name: nameof(IsVerticalInversionEnabled));

            KeyboardMapping   = s.SerializeArray <DirectXKey>(KeyboardMapping, 13, name: nameof(KeyboardMapping));
            ControllerMapping = s.SerializeArray <ushort>(ControllerMapping, 13, name: nameof(ControllerMapping));

            UserWarnedAboutAutoSave               = s.Serialize <int>(UserWarnedAboutAutoSave, name: nameof(UserWarnedAboutAutoSave));
            RevisitMode                           = s.Serialize <int>(RevisitMode, name: nameof(RevisitMode));
            RevisitEnvScoreAtBeginingOfLevel      = s.Serialize <int>(RevisitEnvScoreAtBeginingOfLevel, name: nameof(RevisitEnvScoreAtBeginingOfLevel));
            RevisitGlobalScoreAtBeginingOfLevel   = s.Serialize <int>(RevisitGlobalScoreAtBeginingOfLevel, name: nameof(RevisitGlobalScoreAtBeginingOfLevel));
            RevisitIndCurrentEnv                  = s.Serialize <int>(RevisitIndCurrentEnv, name: nameof(RevisitIndCurrentEnv));
            RevisitIndEnvironementFromWhereWeCome = s.Serialize <int>(RevisitIndEnvironementFromWhereWeCome, name: nameof(RevisitIndEnvironementFromWhereWeCome));

            LevelNameToSave            = s.SerializeString(LevelNameToSave, 20, LevelNameToSave);
            LevelNameAfterReinitToSave = s.SerializeString(LevelNameAfterReinitToSave, 20, LevelNameAfterReinitToSave);

            Unk1 = s.SerializeArray <byte>(Unk1, 16, name: nameof(Unk1));

            SetVolumeSound    = s.Serialize <int>(SetVolumeSound, name: nameof(SetVolumeSound));
            SetVolumeVoice    = s.Serialize <int>(SetVolumeVoice, name: nameof(SetVolumeVoice));
            SetVolumeMusic    = s.Serialize <int>(SetVolumeMusic, name: nameof(SetVolumeMusic));
            SetVolumeAmbiance = s.Serialize <int>(SetVolumeAmbiance, name: nameof(SetVolumeAmbiance));
            SetVolumeMenu     = s.Serialize <int>(SetVolumeMenu, name: nameof(SetVolumeMenu));

            if (s.IsReading)
            {
                var temp = new List <Rayman3PCSaveDataEntry>();

                var index = 0;

                while (temp.LastOrDefault()?.KeyLength != 0)
                {
                    temp.Add(s.SerializeObject <Rayman3PCSaveDataEntry>(default, name: $"{Items}[{index}]"));
示例#9
0
 public void Serialize(IBinarySerializer s)
 {
     Message_handle      = s.Serialize <uint>(Message_handle, name: nameof(Message_handle));
     Type                = s.Serialize <uint>(Type, name: nameof(Type));
     Onlinedate          = s.SerializeObject <UbiArtDateTime>(Onlinedate, name: nameof(Onlinedate));
     LocalDate           = s.SerializeObject <UbiArtDateTime>(LocalDate, name: nameof(LocalDate));
     PersistentSeconds   = s.Serialize <uint>(PersistentSeconds, name: nameof(PersistentSeconds));
     Title               = s.SerializeObject <SmartLocId>(Title, name: nameof(Title));
     Body                = s.SerializeObject <SmartLocId>(Body, name: nameof(Body));
     IsPrompt            = s.SerializeBool <uint>(IsPrompt, name: nameof(IsPrompt));
     IsDrc               = s.SerializeBool <uint>(IsDrc, name: nameof(IsDrc));
     HasBeenRead         = s.SerializeBool <uint>(HasBeenRead, name: nameof(HasBeenRead));
     IsOnline            = s.SerializeBool <uint>(IsOnline, name: nameof(IsOnline));
     RemoveAfterRead     = s.SerializeBool <uint>(RemoveAfterRead, name: nameof(RemoveAfterRead));
     HasBeenInteract     = s.SerializeBool <uint>(HasBeenInteract, name: nameof(HasBeenInteract));
     RemoveAfterInteract = s.SerializeBool <uint>(RemoveAfterInteract, name: nameof(RemoveAfterInteract));
     LockedAfterInteract = s.SerializeBool <uint>(LockedAfterInteract, name: nameof(LockedAfterInteract));
     Buttons             = s.SerializeUbiArtObjectArray <SmartLocId>(Buttons, name: nameof(Buttons));
     Attributes          = s.SerializeUbiArtObjectArray <Attribute>(Attributes, name: nameof(Attributes));
     Markers             = s.SerializeUbiArtObjectArray <Marker>(Markers, name: nameof(Markers));
 }
        /// <summary>
        /// Serializes an unknown generic value for UbiArt games
        /// </summary>
        /// <typeparam name="T">The type of value to serialize</typeparam>
        /// <param name="s">The serializer</param>
        /// <param name="value">The value</param>
        /// <param name="name">The object value name, for logging</param>
        /// <returns>The value</returns>
        public static T SerializeUbiArtGenericValue <T>(this IBinarySerializer s, T value, string name = null)
        {
            // Get the type
            var t = typeof(T);

            // Check if the value is a boolean or string, which we handle differently
            if (t == typeof(string))
            {
                return((T)(object)s.SerializeLengthPrefixedString((string)(object)value, name: name));
            }
            else if (t == typeof(bool))
            {
                return((T)(object)s.SerializeBool <uint>((bool)(object)value, name: name));
            }
            else
            {
                return(s.Serialize <T>(value, name: name));
            }
        }
 public void Serialize(IBinarySerializer s)
 {
     State      = s.Serialize <SPOT_STATE>(State, name: nameof(State));
     HasWarning = s.SerializeBool <uint>(HasWarning, name: nameof(HasWarning));
 }
 /// <summary>
 /// Handles the serialization using the specified serializer
 /// </summary>
 /// <param name="s">The serializer</param>
 public void Serialize(IBinarySerializer s)
 {
     IsLocked   = s.SerializeBool <byte>(IsLocked, name: nameof(IsLocked));
     LumsRecord = s.Serialize <ushort>(LumsRecord, name: nameof(LumsRecord));
     RecordTime = s.Serialize <uint>(RecordTime, name: nameof(RecordTime));
 }
示例#13
0
 public void Serialize(IBinarySerializer s)
 {
     WorldTag = s.SerializeObject <UbiArtStringID>(WorldTag, name: nameof(WorldTag));
     Type     = s.Serialize <uint>(Type, name: nameof(Type));
     IsNew    = s.SerializeBool <uint>(IsNew, name: nameof(IsNew));
 }
示例#14
0
 public void Serialize(IBinarySerializer s)
 {
     Levels                             = s.SerializeUbiArtObjectArray <UbiArtObjKeyObjValuePair <UbiArtStringID, UbiArtGeneric <PersistentGameData_Level> > >(Levels, name: nameof(Levels));
     Rewards                            = s.SerializeObject <SaveSession>(Rewards, name: nameof(Rewards));
     Score                              = s.SerializeObject <PersistentGameData_Score>(Score, name: nameof(Score));
     Profile                            = s.SerializeObject <ProfileData>(Profile, name: nameof(Profile));
     BubbleDreamer                      = s.SerializeObject <PersistentGameData_BubbleDreamerData>(BubbleDreamer, name: nameof(BubbleDreamer));
     UnlockedPets                       = s.SerializeUbiArtArray <int>(UnlockedPets, name: nameof(UnlockedPets));
     PetsDailyReward                    = s.SerializeUbiArtObjectArray <PetRewardData>(PetsDailyReward, name: nameof(PetsDailyReward));
     UnlockedCupsForPets                = s.SerializeUbiArtObjectArray <St_petCups>(UnlockedCupsForPets, name: nameof(UnlockedCupsForPets));
     GivenPetCount                      = s.Serialize <uint>(GivenPetCount, name: nameof(GivenPetCount));
     NewPetsUnlocked                    = s.SerializeBool <uint>(NewPetsUnlocked, name: nameof(NewPetsUnlocked));
     FirstPetShown                      = s.SerializeBool <uint>(FirstPetShown, name: nameof(FirstPetShown));
     HasShownMessageAllPet              = s.SerializeBool <uint>(HasShownMessageAllPet, name: nameof(HasShownMessageAllPet));
     Messages                           = s.SerializeUbiArtObjectArray <Message>(Messages, name: nameof(Messages));
     MessagesTotalCount                 = s.Serialize <uint>(MessagesTotalCount, name: nameof(MessagesTotalCount));
     Messages_onlineDate                = s.SerializeObject <UbiArtDateTime>(Messages_onlineDate, name: nameof(Messages_onlineDate));
     Messages_localDate                 = s.SerializeObject <UbiArtDateTime>(Messages_localDate, name: nameof(Messages_localDate));
     Messages_readDrcCount              = s.Serialize <uint>(Messages_readDrcCount, name: nameof(Messages_readDrcCount));
     Messages_interactDrcCount          = s.Serialize <uint>(Messages_interactDrcCount, name: nameof(Messages_interactDrcCount));
     Messages_lastSeenMessageHandle     = s.Serialize <uint>(Messages_lastSeenMessageHandle, name: nameof(Messages_lastSeenMessageHandle));
     Messages_tutoCount                 = s.Serialize <uint>(Messages_tutoCount, name: nameof(Messages_tutoCount));
     Messages_drcCountSinceLastInteract = s.Serialize <uint>(Messages_drcCountSinceLastInteract, name: nameof(Messages_drcCountSinceLastInteract));
     PlayerCard_displayedCount          = s.Serialize <uint>(PlayerCard_displayedCount, name: nameof(PlayerCard_displayedCount));
     PlayerCard_tutoSeen                = s.SerializeBool <uint>(PlayerCard_tutoSeen, name: nameof(PlayerCard_tutoSeen));
     GameCompleted                      = s.SerializeBool <uint>(GameCompleted, name: nameof(GameCompleted));
     TimeToCompleteGameInSec            = s.Serialize <uint>(TimeToCompleteGameInSec, name: nameof(TimeToCompleteGameInSec));
     TimeSpendInGameInSec               = s.Serialize <uint>(TimeSpendInGameInSec, name: nameof(TimeSpendInGameInSec));
     TeensiesBonusCounter               = s.Serialize <uint>(TeensiesBonusCounter, name: nameof(TeensiesBonusCounter));
     LuckyTicketsCounter                = s.Serialize <uint>(LuckyTicketsCounter, name: nameof(LuckyTicketsCounter));
     LuckyTicketLevelCount              = s.Serialize <uint>(LuckyTicketLevelCount, name: nameof(LuckyTicketLevelCount));
     RetroMapUnlockedCounter            = s.Serialize <uint>(RetroMapUnlockedCounter, name: nameof(RetroMapUnlockedCounter));
     MrDarkUnlockCount                  = s.SerializeUbiArtObjectArray <UbiArtStringID>(MrDarkUnlockCount, name: nameof(MrDarkUnlockCount));
     CatchEmAllIndex                    = s.Serialize <uint>(CatchEmAllIndex, name: nameof(CatchEmAllIndex));
     NewCostumes                        = s.SerializeUbiArtObjectArray <UbiArtStringID>(NewCostumes, name: nameof(NewCostumes));
     CostumeUnlockSeen                  = s.SerializeUbiArtObjectArray <UbiArtStringID>(CostumeUnlockSeen, name: nameof(CostumeUnlockSeen));
     RetroUnlocks                       = s.SerializeUbiArtObjectArray <UbiArtStringID>(RetroUnlocks, name: nameof(RetroUnlocks));
     NewUnlockedDoor                    = s.SerializeUbiArtObjectArray <UnlockedDoor>(NewUnlockedDoor, name: nameof(NewUnlockedDoor));
     LuckyTicketRewardList              = s.SerializeUbiArtObjectArray <RO2_LuckyTicketReward>(LuckyTicketRewardList, name: nameof(LuckyTicketRewardList));
     NodeData                           = s.SerializeUbiArtObjectArray <NodeDataStruct>(NodeData, name: nameof(NodeData));
     LuckyTicketsRewardGivenCounter     = s.Serialize <uint>(LuckyTicketsRewardGivenCounter, name: nameof(LuckyTicketsRewardGivenCounter));
     ConsecutiveLuckyTicketCount        = s.Serialize <uint>(ConsecutiveLuckyTicketCount, name: nameof(ConsecutiveLuckyTicketCount));
     TicketReminderMessageCount         = s.Serialize <uint>(TicketReminderMessageCount, name: nameof(TicketReminderMessageCount));
     DisplayGhosts                      = s.Serialize <uint>(DisplayGhosts, name: nameof(DisplayGhosts));
     UplayDoneAction0                   = s.SerializeBool <uint>(UplayDoneAction0, name: nameof(UplayDoneAction0));
     UplayDoneAction1                   = s.SerializeBool <uint>(UplayDoneAction1, name: nameof(UplayDoneAction1));
     UplayDoneAction2                   = s.SerializeBool <uint>(UplayDoneAction2, name: nameof(UplayDoneAction2));
     UplayDoneAction3                   = s.SerializeBool <uint>(UplayDoneAction3, name: nameof(UplayDoneAction3));
     UplayDoneReward0                   = s.SerializeBool <uint>(UplayDoneReward0, name: nameof(UplayDoneReward0));
     UplayDoneReward1                   = s.SerializeBool <uint>(UplayDoneReward1, name: nameof(UplayDoneReward1));
     UplayDoneReward2                   = s.SerializeBool <uint>(UplayDoneReward2, name: nameof(UplayDoneReward2));
     UplayDoneReward3                   = s.SerializeBool <uint>(UplayDoneReward3, name: nameof(UplayDoneReward3));
     PlayedDiamondCupSequence           = s.SerializeUbiArtObjectArray <UbiArtStringID>(PlayedDiamondCupSequence, name: nameof(PlayedDiamondCupSequence));
     Costumes                           = s.SerializeUbiArtObjectArray <UbiArtStringID>(Costumes, name: nameof(Costumes));
     PlayedChallenge                    = s.SerializeUbiArtArray <uint>(PlayedChallenge, name: nameof(PlayedChallenge));
     PlayedInvasion                     = s.SerializeUbiArtObjectArray <UbiArtStringID>(PlayedInvasion, name: nameof(PlayedInvasion));
     TvOffOptionEnabledNb               = s.Serialize <uint>(TvOffOptionEnabledNb, name: nameof(TvOffOptionEnabledNb));
     TvOffOptionActivatedTime           = s.Serialize <uint>(TvOffOptionActivatedTime, name: nameof(TvOffOptionActivatedTime));
     BarbaraCostumeUnlockSeen           = s.SerializeBool <uint>(BarbaraCostumeUnlockSeen, name: nameof(BarbaraCostumeUnlockSeen));
     WorldUnlockMessagesSeen            = s.SerializeUbiArtObjectArray <UbiArtStringID>(WorldUnlockMessagesSeen, name: nameof(WorldUnlockMessagesSeen));
     RetroWorldUnlockMessageSeen        = s.SerializeBool <uint>(RetroWorldUnlockMessageSeen, name: nameof(RetroWorldUnlockMessageSeen));
     FreedAllTeensiesMessageSeen        = s.SerializeBool <uint>(FreedAllTeensiesMessageSeen, name: nameof(FreedAllTeensiesMessageSeen));
     MisterDarkCompletionMessageSeen    = s.SerializeBool <uint>(MisterDarkCompletionMessageSeen, name: nameof(MisterDarkCompletionMessageSeen));
     FirstInvasionMessageSeen           = s.SerializeBool <uint>(FirstInvasionMessageSeen, name: nameof(FirstInvasionMessageSeen));
     InvitationTutoSeen                 = s.SerializeBool <uint>(InvitationTutoSeen, name: nameof(InvitationTutoSeen));
     MessageSeen8Bit                    = s.SerializeBool <uint>(MessageSeen8Bit, name: nameof(MessageSeen8Bit));
     ChallengeWorldUnlockMessageSeen    = s.SerializeBool <uint>(ChallengeWorldUnlockMessageSeen, name: nameof(ChallengeWorldUnlockMessageSeen));
     DoorUnlockMessageSeen              = s.SerializeUbiArtObjectArray <UbiArtStringID>(DoorUnlockMessageSeen, name: nameof(DoorUnlockMessageSeen));
     DoorUnlockDRCMessageRequired       = s.SerializeUbiArtObjectArray <UbiArtStringID>(DoorUnlockDRCMessageRequired, name: nameof(DoorUnlockDRCMessageRequired));
     LuckyTicketRewardWorldName         = s.SerializeObject <UbiArtStringID>(LuckyTicketRewardWorldName, name: nameof(LuckyTicketRewardWorldName));
     IsUGCMiiverseWarningSet            = s.SerializeBool <uint>(IsUGCMiiverseWarningSet, name: nameof(IsUGCMiiverseWarningSet));
     Reward39Failed                     = s.Serialize <int>(Reward39Failed, name: nameof(Reward39Failed));
     UnlockPrivilegesData               = s.SerializeLengthPrefixedString(UnlockPrivilegesData, name: nameof(UnlockPrivilegesData));
     IsDemoRewardChecked                = s.Serialize <int>(IsDemoRewardChecked, name: nameof(IsDemoRewardChecked));
     PrisonerDataDummy                  = s.SerializeObject <PrisonerData>(PrisonerDataDummy, name: nameof(PrisonerDataDummy));
     PersistentGameDataLevelDummy       = s.SerializeObject <PersistentGameData_Level>(PersistentGameDataLevelDummy, name: nameof(PersistentGameDataLevelDummy));
     MessageDummy                       = s.SerializeObject <Message>(MessageDummy, name: nameof(MessageDummy));
     UnlockedDoorDummy                  = s.SerializeObject <UnlockedDoor>(UnlockedDoorDummy, name: nameof(UnlockedDoorDummy));
     BubbleDreamerDataDummy             = s.SerializeObject <PersistentGameData_BubbleDreamerData>(BubbleDreamerDataDummy, name: nameof(BubbleDreamerDataDummy));
     DummmyNodeData                     = s.SerializeObject <NodeDataStruct>(DummmyNodeData, name: nameof(DummmyNodeData));
 }
示例#15
0
 public void Serialize(IBinarySerializer s)
 {
     Name   = s.SerializeLengthPrefixedString(Name, name: nameof(Name));
     Parent = s.SerializeBool <uint>(Parent);
 }
示例#16
0
 /// <summary>
 /// Handles the serialization using the specified serializer
 /// </summary>
 /// <param name="s">The serializer</param>
 public void Serialize(IBinarySerializer s)
 {
     DefaultText = s.SerializeLengthPrefixedString(DefaultText, name: nameof(DefaultText));
     LocId       = s.SerializeObject <LocalisationId>(LocId, name: nameof(LocId));
     UseText     = s.SerializeBool <uint>(UseText, name: nameof(UseText));
 }
示例#17
0
        /// <summary>
        /// Handles the serialization using the specified serializer
        /// </summary>
        /// <param name="s">The serializer</param>
        public void Serialize(IBinarySerializer s)
        {
            // Serialize and verify the magic header
            MagicHeader = s.Serialize <uint>(MagicHeader, name: nameof(MagicHeader));

            if (MagicHeader != 0x50EC12BA)
            {
                throw new Exception("The IPK header is not valid");
            }

            // Serialize version
            Version = s.Serialize <uint>(Version, name: nameof(Version));

            // Serialize first unknown value
            Unknown1 = s.Serialize <uint>(Unknown1, name: nameof(Unknown1));

            // Serialize second unknown value if version is above or equal to 8
            if (Version >= 8)
            {
                Unknown2 = s.Serialize <uint>(Unknown2, name: nameof(Unknown2));
            }

            // Serialize offset and file count
            BaseOffset = s.Serialize <uint>(BaseOffset, name: nameof(BaseOffset));
            FilesCount = s.Serialize <uint>(FilesCount, name: nameof(FilesCount));

            // Serialize unknown values
            Unknown3 = s.SerializeBool <uint>(Unknown3, name: nameof(Unknown3));
            Unknown4 = s.SerializeBool <uint>(Unknown4, name: nameof(Unknown4));
            Unknown5 = s.SerializeBool <uint>(Unknown5, name: nameof(Unknown5));
            Unknown6 = s.Serialize <uint>(Unknown6, name: nameof(Unknown6));

            if (s.GetSettings <UbiArtSettings>().Game == UbiArtGame.ValiantHearts)
            {
                Unknown9 = s.Serialize <uint>(Unknown9, name: nameof(Unknown9));
            }

            Unknown7      = s.Serialize <uint>(Unknown7, name: nameof(Unknown7));
            EngineVersion = s.Serialize <uint>(EngineVersion, name: nameof(EngineVersion));

            if (SupportsCompressedBlock)
            {
                BlockSize           = s.Serialize <uint>(BlockSize, name: nameof(BlockSize));
                BlockCompressedSize = s.Serialize <uint>(BlockCompressedSize, name: nameof(BlockCompressedSize));
            }

            // Serialize the file array size
            Files = s.SerializeArraySize <UbiArtIPKFileEntry, uint>(Files, name: nameof(Files));

            // NOTE: So far this only appears to be the case for the bundle_pc32.ipk file used in Child of Light
            // TODO: Add logging when migrated to BinarySerializer
            //if (Files.Length != FilesCount)
            //    Logger.Warn("The initial file count {0} does not match the file array size {1}", FilesCount, Files.Length);

            // Serialize the file entries
            Files = s.SerializeObjectArray <UbiArtIPKFileEntry>(Files, Files.Length, (s, o) => o.IPKVersion = Version, name: nameof(Files));

            // TODO: Add logging when migrated to BinarySerializer
            //if (!IsSerializingHeaderSize && s.Stream.Position != BaseOffset)
            //    Logger.Warn("Offset value {0} doesn't match file entry end offset {1}", BaseOffset, s.Stream.Position);
        }