public static AudioReverbFilter Deserialize(this SAudioReverbFilter _audioReverbFilter, ref GameObject _gameObject) { if (_audioReverbFilter.ExistsOnObject == false) { return(null); } AudioReverbFilter returnVal = _gameObject.GetComponent <AudioReverbFilter>(); returnVal.enabled = _audioReverbFilter.Enabled; returnVal.dryLevel = _audioReverbFilter.dryLevel; returnVal.room = _audioReverbFilter.room; returnVal.roomHF = _audioReverbFilter.roomHF; returnVal.decayTime = _audioReverbFilter.decayTime; returnVal.decayHFRatio = _audioReverbFilter.decayHFRatio; returnVal.reflectionsLevel = _audioReverbFilter.reflectionsLevel; returnVal.reverbLevel = _audioReverbFilter.reverbLevel; returnVal.reverbDelay = _audioReverbFilter.reverbDelay; returnVal.diffusion = _audioReverbFilter.diffusion; returnVal.density = _audioReverbFilter.density; returnVal.hfReference = _audioReverbFilter.hfReference; returnVal.lfReference = _audioReverbFilter.lfReference; returnVal.reflectionsDelay = _audioReverbFilter.reflectionsDelay; returnVal.reverbPreset = _audioReverbFilter.reverbPreset; return(returnVal); }
public static SAudioReverbFilter Serialize(this AudioReverbFilter _audioReverbFilter) { SAudioReverbFilter returnVal = new SAudioReverbFilter { ExistsOnObject = (_audioReverbFilter == null) ? false : true, Enabled = _audioReverbFilter.enabled, dryLevel = _audioReverbFilter.dryLevel, room = _audioReverbFilter.room, roomHF = _audioReverbFilter.roomHF, decayTime = _audioReverbFilter.decayTime, decayHFRatio = _audioReverbFilter.decayHFRatio, reflectionsLevel = _audioReverbFilter.reflectionsLevel, reverbLevel = _audioReverbFilter.reverbLevel, reverbDelay = _audioReverbFilter.reverbDelay, diffusion = _audioReverbFilter.diffusion, density = _audioReverbFilter.density, hfReference = _audioReverbFilter.hfReference, roomLF = _audioReverbFilter.roomLF, lfReference = _audioReverbFilter.lfReference, reflectionsDelay = _audioReverbFilter.reflectionsDelay, reverbPreset = _audioReverbFilter.reverbPreset, }; return(returnVal); }