示例#1
0
        public override void DeserializeAsset(AssetFile assetFile, StreamReader stream)
        {
            stream.AlignTo();

            IgnoreForLocalization = stream.ReadBoolean();
            stream.AlignTo();

            Ability0    = (Ability) new SerializedComponent(assetFile, stream).LoadMonoBehaviourChild();
            SpritePath0 = stream.ReadString32();
            Ability1    = (Ability) new SerializedComponent(assetFile, stream).LoadMonoBehaviourChild();
            SpritePath1 = stream.ReadString32();
            Ability2    = (Ability) new SerializedComponent(assetFile, stream).LoadMonoBehaviourChild();
            SpritePath2 = stream.ReadString32();
            Ability3    = (Ability) new SerializedComponent(assetFile, stream).LoadMonoBehaviourChild();
            SpritePath3 = stream.ReadString32();
            Ability4    = (Ability) new SerializedComponent(assetFile, stream).LoadMonoBehaviourChild();
            SpritePath4 = stream.ReadString32();
            Ability5    = (Ability) new SerializedComponent(assetFile, stream).LoadMonoBehaviourChild();
            SpritePath5 = stream.ReadString32();
            Ability6    = (Ability) new SerializedComponent(assetFile, stream).LoadMonoBehaviourChild();
            SpritePath6 = stream.ReadString32();
            BotDifficultyAbilityModSets = new SerializedVector <SerializedComponent>();
            BotDifficultyAbilityModSets.DeserializeAsset(assetFile, stream);
            CompsToInspectInAbilityKitInspector = new SerializedVector <SerializedComponent>();
            CompsToInspectInAbilityKitInspector.DeserializeAsset(assetFile, stream);
            SequenceDirNameOverride = stream.ReadString32();
            AbilitySetupNotes       = stream.ReadString32();
        }
示例#2
0
 public override void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     Passives = new SerializedVector <SerializedComponent>();
     Passives.DeserializeAsset(assetFile, stream);
     ToolTip      = stream.ReadString32();
     ToolTipTitle = stream.ReadString32();
 }
示例#3
0
        public void DeserializeAsset(AssetFile assetFile, StreamReader stream)
        {
            HealthBonus          = stream.ReadInt32();
            TechPointsBonus      = stream.ReadInt32();
            PersonalCreditsBonus = stream.ReadInt32();
            MechanicPointAdjust  = stream.ReadInt32();
            Actions = new SerializedVector <PassiveActionType>();
            Actions.DeserializeAsset(assetFile, stream);
            Effect = new SerializedComponent(assetFile, stream);
//            Effect = (StandardEffectInfo) (object) stream.ReadInt32();
        }
示例#4
0
        public override void DeserializeAsset(AssetFile assetFile, StreamReader stream)
        {
            PassiveName    = stream.ReadString32();
            SequencePrefab = new SerializedComponent();
            SequencePrefab.DeserializeAsset(assetFile, stream);
//            PassiveStatMods = new SerializedVector<AbilityStatMod>();
            PassiveStatMods = new SerializedVector <SerializedComponent>();
            PassiveStatMods.DeserializeAsset(assetFile, stream);
            PassiveStatusChanges = new SerializedVector <StatusType>();
            PassiveStatusChanges.DeserializeAsset(assetFile, stream);
//            OnEmptyTurn = new SerializedVector<EmptyTurnData>();
            OnEmptyTurn = new SerializedVector <SerializedComponent>();
            OnEmptyTurn.DeserializeAsset(assetFile, stream);
//            EventResponses = new SerializedVector<PassiveEventData>();
            EventResponses = new SerializedVector <SerializedComponent>();
            EventResponses.DeserializeAsset(assetFile, stream);
//            EffectsOnEveryTurn = new SerializedVector<StandardActorEffectData>();
            EffectsOnEveryTurn = new SerializedVector <SerializedComponent>();
            EffectsOnEveryTurn.DeserializeAsset(assetFile, stream);
        }
 public override void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     stream.AlignTo();
     Chatters = new SerializedVector <SerializedComponent>();
     Chatters.DeserializeAsset(assetFile, stream);
 }