public void WriteData(MyData.Writer writer) { writer.Float(Kf.time, "t"); writer.Float(Kf.value, "val"); writer.Float(Kf.inTangent, "inTangent"); writer.Float(Kf.outTangent, "outTangent"); }
public void WriteData(MyData.Writer writer) { writer.Int(NRooms, "nRooms"); writer.Int(RoomSpacing, "roomSpacing"); writer.Int(MinCirclesPerRoom, "minCirclesPerRoom"); writer.Int(MaxCirclesPerRoom, "maxCirclesPerRoom"); writer.Float(CirclePosVariance, "circlePosVariance"); writer.Float(CircleMinRadius, "circleMinRadius"); writer.Float(CircleMaxRadius, "circleMaxRadius"); }
public void WriteData(MyData.Writer writer) { writer.Int(MoveToPos_MaxDist, "moveToPos_MaxDist"); writer.Bool(AcceptJob_Mining, "acceptJob_Mining"); writer.Bool(AcceptJob_Build, "acceptJob_Build"); writer.Float(SleepWhen_EnergyBelow, "sleepWhen_EnergyBelow"); writer.Float(SleepWhen_HealthBelow, "sleepWhen_HealthBelow"); writer.Bool(GrowingUpIsEmergency, "growingUpIsEmergency"); }
//Serialization stuff: public void WriteData(MyData.Writer writer) { writer.Int(NIterations, "nIterations"); writer.Float(TileVariation, "tileVariation"); KeyframeSerializer kfs = new KeyframeSerializer(); writer.Collection( TileChangeChances.keys, "tileChangeChances", (MyData.Writer w, Keyframe k, string name) => { kfs.Kf = k; w.Structure(kfs, name); }); }
public void WriteData(MyData.Writer writer) { writer.Structure(Noise, "noise"); writer.Float(Exponent, "exponent"); writer.Float(Threshold, "threshold"); }
public void WriteData(MyData.Writer writer) { writer.Int(defaultMaxEnemyDistSqr, "maxEnemyDistSqr"); writer.Float(enemyDistHeuristicMax, "enemyDistHeuristicMax"); }
public void WriteData(MyData.Writer writer) { writer.Int(NStartingChars, "nStartingChars"); writer.Float(StartingStatAbilities, "startingStatAbilities"); }