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);
 }
示例#19
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    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;
    }
示例#20
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    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"));
    }
示例#22
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    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;
    }
示例#23
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    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;
    }
示例#24
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    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;
    }
示例#25
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    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);
 }