virtual protected WorksiteSerializer Save() { WorksiteSerializer ws = GetWorksiteSerializer(); ws.type = WorksiteType.Abstract; return(ws); }
override protected WorksiteSerializer Save() { if (workObject == null) { StopWork(); return(null); } WorksiteSerializer ws = GetWorksiteSerializer(); ws.type = WorksiteType.CleanSite; ws.workObjectPos = workObject.pos; if (diggingMission) { ws.specificData = new byte[1] { 1 } } ; else { ws.specificData = new byte[1] { 0 } }; return(ws); }
override protected void Load(WorksiteSerializer ws) { LoadWorksiteData(ws); int res_id = 0; GameMaster.DeserializeByteArray <int>(ws.specificData, ref res_id); Set(GameMaster.mainChunk.GetBlock(ws.workObjectPos) as SurfaceBlock, ResourceType.GetResourceTypeById(res_id)); }
override protected void Load(WorksiteSerializer ws) { LoadWorksiteData(ws); Set(GameMaster.mainChunk.GetBlock(ws.workObjectPos) as SurfaceBlock); GatherSiteSerializer gss = new GatherSiteSerializer(); GameMaster.DeserializeByteArray(ws.specificData, ref gss); destructionTimer = gss.destructionTimer; }
protected WorksiteSerializer GetWorksiteSerializer() { WorksiteSerializer ws = new WorksiteSerializer(); ws.workersCount = workersCount; ws.workflow = workflow; ws.workSpeed = workSpeed; return(ws); }
public static WorksiteSerializer[] StaticSave() { if (worksitesList.Count == 0) { return(new WorksiteSerializer[0]); } var wa = new WorksiteSerializer[worksitesList.Count]; for (int i = 0; i < wa.Length; i++) { wa[i] = worksitesList[i].Save(); } return(wa); }
override protected WorksiteSerializer Save() { if (workObject == null) { StopWork(); return(null); } WorksiteSerializer ws = GetWorksiteSerializer(); ws.type = WorksiteType.DigSite; ws.workObjectPos = workObject.pos; ws.specificData = new byte[] { dig == true ? (byte)1 : (byte)0 }; return(ws); }
override protected WorksiteSerializer Save() { if (workObject == null) { StopWork(); return(null); } WorksiteSerializer ws = GetWorksiteSerializer(); ws.type = WorksiteType.TunnelBuildingSite; ws.workObjectPos = workObject.pos; ws.specificData = new byte[1] { signsMask }; return(ws); }
override protected WorksiteSerializer Save() { if (workObject == null) { StopWork(); return(null); } WorksiteSerializer ws = GetWorksiteSerializer(); ws.type = WorksiteType.BlockBuildingSite; ws.workObjectPos = workObject.pos; using (System.IO.MemoryStream stream = new System.IO.MemoryStream()) { new System.Runtime.Serialization.Formatters.Binary.BinaryFormatter().Serialize(stream, rtype.ID); ws.specificData = stream.ToArray(); } return(ws); }
public ColonyControllerSerializer Save() { ColonyControllerSerializer ccs = new ColonyControllerSerializer(); ccs.storageSerializer = storage.Save(); ccs.gears_coefficient = gears_coefficient; ccs.labourEfficientcy_coefficient = labourEfficientcy_coefficient; ccs.happiness_coefficient = happiness_coefficient; ccs.health_coefficient = health_coefficient; ccs.birthrateCoefficient = birthrateCoefficient; ccs.energyStored = energyStored; ccs.energyCrystalsCount = energyCrystalsCount; ccs.worksites = new List <WorksiteSerializer>(); foreach (Worksite w in worksites) { if (w == null) { continue; } WorksiteSerializer wbs = w.Save(); if (wbs == null) { continue; } ccs.worksites.Add(wbs); } ccs.freeWorkers = freeWorkers; ccs.citizenCount = citizenCount; ccs.deathCredit = deathCredit; ccs.peopleSurplus = peopleSurplus; ccs.housingTimer = housingTimer; ccs.starvationTimer = starvationTimer; ccs.starvationTime = starvationTime; ccs.real_birthrate = realBirthrate; ccs.birthrateCoefficient = birthrateCoefficient; return(ccs); }
override protected void Load(WorksiteSerializer ws) { LoadWorksiteData(ws); Set(GameMaster.mainChunk.GetBlock(ws.workObjectPos) as CubeBlock); int smask = ws.specificData[0]; if ((smask & 1) != 0) { CreateSign(0); } if ((smask & 2) != 0) { CreateSign(1); } if ((smask & 4) != 0) { CreateSign(2); } if ((smask & 8) != 0) { CreateSign(3); } }
protected void LoadWorksiteData(WorksiteSerializer ws) { workersCount = ws.workersCount; workflow = ws.workflow; workSpeed = ws.workSpeed; }
virtual protected void Load(WorksiteSerializer ws) { LoadWorksiteData(ws); }
override protected void Load(WorksiteSerializer ws) { LoadWorksiteData(ws); Set(GameMaster.mainChunk.GetBlock(ws.workObjectPos) as SurfaceBlock, ws.specificData[0] == 1); }