public static Matrix4x4 BytesToMatrix4x4(byte[] data) { Matrix4x4 result = default(Matrix4x4); UnityBasetypeSerializer.BytesToMatrix4x4(ref result, data); return(result); }
public void ObjectDeserialize(ref object o, BinaryNode node) { BinaryNode child = node.GetChild(0); if (child == null) { Debug.LogError("Deserialize FieldObj.FOLevelGrid Failed, child binary node is null"); return; } byte[] value = child.GetValue(); MemoryStream memoryStream = new MemoryStream(value); BinaryReader binaryReader = new BinaryReader(memoryStream); FieldObj.FOLevelGrid fOLevelGrid = default(FieldObj.FOLevelGrid); fOLevelGrid.GridInfo = default(FieldObj.FOGridInfo); fOLevelGrid.GridInfo.CellNumX = UnityBasetypeSerializer.BytesToInt(binaryReader.ReadBytes(4)); fOLevelGrid.GridInfo.CellNumY = UnityBasetypeSerializer.BytesToInt(binaryReader.ReadBytes(4)); fOLevelGrid.GridInfo.CellSizeX = UnityBasetypeSerializer.BytesToInt(binaryReader.ReadBytes(4)); fOLevelGrid.GridInfo.CellSizeY = UnityBasetypeSerializer.BytesToInt(binaryReader.ReadBytes(4)); fOLevelGrid.GridInfo.GridPos = default(VInt2); fOLevelGrid.GridInfo.GridPos.x = UnityBasetypeSerializer.BytesToInt(binaryReader.ReadBytes(4)); fOLevelGrid.GridInfo.GridPos.y = UnityBasetypeSerializer.BytesToInt(binaryReader.ReadBytes(4)); int num = UnityBasetypeSerializer.BytesToInt(binaryReader.ReadBytes(4)); fOLevelGrid.GridCells = new FieldObj.FOGridCell[num]; for (int i = 0; i < num; i++) { fOLevelGrid.GridCells[i] = default(FieldObj.FOGridCell); fOLevelGrid.GridCells[i].CellX = binaryReader.ReadByte(); fOLevelGrid.GridCells[i].CellY = binaryReader.ReadByte(); fOLevelGrid.GridCells[i].m_viewBlockId = binaryReader.ReadByte(); } o = fOLevelGrid; }
public static Quaternion BytesToQuaternion(byte[] data) { Quaternion result = default(Quaternion); UnityBasetypeSerializer.BytesToQuaternion(ref result, data); return(result); }
public static Bounds StringToBounds(string s) { Bounds result = default(Bounds); UnityBasetypeSerializer.StringToBounds(ref result, s); return(result); }
public static Quaternion StringToQuaternion(string s) { Quaternion result = default(Quaternion); UnityBasetypeSerializer.StringToQuaternion(ref result, s); return(result); }
public static Color BytesToColor(byte[] data) { Color result = default(Color); UnityBasetypeSerializer.BytesToColor(ref result, data); return(result); }
public static Bounds BytesToBounds(byte[] data) { Bounds result = default(Bounds); UnityBasetypeSerializer.BytesToBounds(ref result, data); return(result); }
public static void BytesToColor(ref Color color, byte[] data) { color.r = UnityBasetypeSerializer.ReadFloat(data, 0); color.g = UnityBasetypeSerializer.ReadFloat(data, 4); color.b = UnityBasetypeSerializer.ReadFloat(data, 8); color.a = UnityBasetypeSerializer.ReadFloat(data, 12); }
public static Color StringToColor(string s) { Color result = default(Color); UnityBasetypeSerializer.StringToColor(ref result, s); return(result); }
public static byte[] Vector2ToBytes(Vector2 vector) { byte[] array = new byte[8]; UnityBasetypeSerializer.WriteFloat(array, 0, vector.x); UnityBasetypeSerializer.WriteFloat(array, 4, vector.y); return(array); }
public static Vector4 BytesToVector4(byte[] data) { Vector4 result = default(Vector4); UnityBasetypeSerializer.BytesToVector4(ref result, data); return(result); }
public static Vector4 StringToVector4(string s) { Vector4 result = default(Vector4); UnityBasetypeSerializer.StringToVector4(ref result, s); return(result); }
public static Matrix4x4 StringToMatrix4x4(string s) { Matrix4x4 result = default(Matrix4x4); UnityBasetypeSerializer.StringToMatrix4x4(ref result, s); return(result); }
public static void BytesToQuaternion(ref Quaternion quaternion, byte[] data) { quaternion.x = UnityBasetypeSerializer.ReadFloat(data, 0); quaternion.y = UnityBasetypeSerializer.ReadFloat(data, 4); quaternion.z = UnityBasetypeSerializer.ReadFloat(data, 8); quaternion.w = UnityBasetypeSerializer.ReadFloat(data, 12); }
public static Rect BytesToRect(byte[] data) { Rect result = default(Rect); UnityBasetypeSerializer.BytesToRect(ref result, data); return(result); }
public static Rect StringToRect(string s) { Rect result = default(Rect); UnityBasetypeSerializer.StringToRect(ref result, s); return(result); }
public static void BytesToVector4(ref Vector4 vector, byte[] data) { vector.x = UnityBasetypeSerializer.ReadFloat(data, 0); vector.y = UnityBasetypeSerializer.ReadFloat(data, 4); vector.z = UnityBasetypeSerializer.ReadFloat(data, 8); vector.w = UnityBasetypeSerializer.ReadFloat(data, 12); }
public static void BytesToRect(ref Rect rect, byte[] data) { rect.xMin = UnityBasetypeSerializer.ReadFloat(data, 0); rect.xMax = UnityBasetypeSerializer.ReadFloat(data, 4); rect.yMin = UnityBasetypeSerializer.ReadFloat(data, 8); rect.yMax = UnityBasetypeSerializer.ReadFloat(data, 12); }
public void ObjectDeserialize(ref object o, BinaryNode node) { byte[] binaryAttribute = GameSerializer.GetBinaryAttribute(node, "Value"); Rect rect = (Rect)o; UnityBasetypeSerializer.BytesToRect(ref rect, binaryAttribute); o = rect; }
public void ObjectDeserialize(ref object o, BinaryNode node) { byte[] binaryAttribute = GameSerializer.GetBinaryAttribute(node, "Value"); Color color = (Color)o; UnityBasetypeSerializer.BytesToColor(ref color, binaryAttribute); o = color; }
public void ComponentDeserialize(Component cmp, BinaryNode node) { SphereCollider sphereCollider = cmp as SphereCollider; sphereCollider.center = UnityBasetypeSerializer.BytesToVector3(GameSerializer.GetBinaryAttribute(node, "center")); sphereCollider.radius = UnityBasetypeSerializer.BytesToFloat(GameSerializer.GetBinaryAttribute(node, "radius")); sphereCollider.isTrigger = bool.Parse(GameSerializer.GetAttribute(node, "trigger")); }
public void ObjectDeserialize(ref object o, BinaryNode node) { byte[] binaryAttribute = GameSerializer.GetBinaryAttribute(node, "Value"); Matrix4x4 matrix = (Matrix4x4)o; UnityBasetypeSerializer.BytesToMatrix4x4(ref matrix, binaryAttribute); o = matrix; }
public void ObjectDeserialize(ref object o, BinaryNode node) { byte[] binaryAttribute = GameSerializer.GetBinaryAttribute(node, "Value"); Bounds bounds = (Bounds)o; UnityBasetypeSerializer.BytesToBounds(ref bounds, binaryAttribute); o = bounds; }
public void ObjectDeserialize(ref object o, BinaryNode node) { byte[] binaryAttribute = GameSerializer.GetBinaryAttribute(node, "Value"); Vector2 vector = default(Vector2); UnityBasetypeSerializer.BytesToVector2(ref vector, binaryAttribute); o = vector; }
public void ObjectDeserialize(ref object o, BinaryNode node) { byte[] binaryAttribute = GameSerializer.GetBinaryAttribute(node, "Value"); Quaternion quaternion = (Quaternion)o; UnityBasetypeSerializer.BytesToQuaternion(ref quaternion, binaryAttribute); o = quaternion; }
public void ComponentDeserialize(Component cmp, BinaryNode node) { BoxCollider collider = cmp as BoxCollider; collider.center = UnityBasetypeSerializer.BytesToVector3(GameSerializer.GetBinaryAttribute(node, "center")); collider.size = UnityBasetypeSerializer.BytesToVector3(GameSerializer.GetBinaryAttribute(node, "size")); collider.isTrigger = bool.Parse(GameSerializer.GetAttribute(node, "trigger")); }
public static byte[] ColorToBytes(Color color) { byte[] array = new byte[16]; UnityBasetypeSerializer.WriteFloat(array, 0, color.r); UnityBasetypeSerializer.WriteFloat(array, 4, color.g); UnityBasetypeSerializer.WriteFloat(array, 8, color.b); UnityBasetypeSerializer.WriteFloat(array, 12, color.a); return(array); }
public static byte[] QuaternionToBytes(Quaternion quaternion) { byte[] array = new byte[16]; UnityBasetypeSerializer.WriteFloat(array, 0, quaternion.x); UnityBasetypeSerializer.WriteFloat(array, 4, quaternion.y); UnityBasetypeSerializer.WriteFloat(array, 8, quaternion.z); UnityBasetypeSerializer.WriteFloat(array, 12, quaternion.w); return(array); }
public static byte[] RectToBytes(Rect rect) { byte[] array = new byte[16]; UnityBasetypeSerializer.WriteFloat(array, 0, rect.xMin); UnityBasetypeSerializer.WriteFloat(array, 4, rect.xMax); UnityBasetypeSerializer.WriteFloat(array, 8, rect.yMin); UnityBasetypeSerializer.WriteFloat(array, 12, rect.yMax); return(array); }
public static byte[] Vector4ToBytes(Vector4 vector) { byte[] array = new byte[16]; UnityBasetypeSerializer.WriteFloat(array, 0, vector.x); UnityBasetypeSerializer.WriteFloat(array, 4, vector.y); UnityBasetypeSerializer.WriteFloat(array, 8, vector.z); UnityBasetypeSerializer.WriteFloat(array, 12, vector.w); return(array); }