public override void DeserializeAsset(AssetFile assetFile, StreamReader stream) { base.DeserializeAsset(assetFile, stream); m_damageMod = new AbilityModPropertyInt(assetFile, stream); // class AbilityModPropertyInt m_coneWidthAngleMod = new AbilityModPropertyFloat(assetFile, stream); // class AbilityModPropertyFloat m_penetrateLineOfSight = new AbilityModPropertyBool(assetFile, stream); // class AbilityModPropertyBool m_effectOnTargetsHit = new StandardEffectInfo(assetFile, stream); // class StandardEffectInfo }
public override void DeserializeAsset(AssetFile assetFile, StreamReader stream) { base.DeserializeAsset(assetFile, stream); m_barrierScaleMod = new AbilityModPropertyFloat(assetFile, stream); m_useEnemyMovedThroughOverride = stream.ReadBoolean(); stream.AlignTo(); m_enemyMovedThroughOverride = new GameplayResponseForActor(assetFile, stream); m_useAllyMovedThroughOverride = stream.ReadBoolean(); stream.AlignTo(); m_allyMovedThroughOverride = new GameplayResponseForActor(assetFile, stream); m_barrierDataMod = new AbilityModPropertyBarrierDataV2(assetFile, stream); m_cooldownReductionsWhenNoHits = new AbilityModCooldownReduction(assetFile, stream); m_barrierSequence = new SerializedVector <SerializedGameObject>(assetFile, stream); m_barrierPlaySequenceOnAllBarriers = stream.ReadBoolean(); stream.AlignTo(); }
public override void DeserializeAsset(AssetFile assetFile, StreamReader stream) { base.DeserializeAsset(assetFile, stream); m_maxTargetsMod = new AbilityModPropertyInt(assetFile, stream); m_maxBounceMod = new AbilityModPropertyInt(assetFile, stream); m_laserWidthMod = new AbilityModPropertyFloat(assetFile, stream); m_distancePerBounceMod = new AbilityModPropertyFloat(assetFile, stream); m_maxTotalDistanceMod = new AbilityModPropertyFloat(assetFile, stream); m_baseDamageMod = new AbilityModPropertyInt(assetFile, stream); m_minDamageMod = new AbilityModPropertyInt(assetFile, stream); m_damageChangePerHitMod = new AbilityModPropertyInt(assetFile, stream); m_bonusDamagePerBounceMod = new AbilityModPropertyInt(assetFile, stream); }
public void DeserializeAsset(AssetFile assetFile, StreamReader stream) { m_durationMod = new AbilityModPropertyInt(assetFile, stream); m_widthMod = new AbilityModPropertyFloat(assetFile, stream); m_bidirectionalMod = new AbilityModPropertyBool(assetFile, stream); m_maxHitsMod = new AbilityModPropertyInt(assetFile, stream); m_blocksVisionMod = new AbilityModPropertyBlockingRules(assetFile, stream); m_blocksAbilitiesMod = new AbilityModPropertyBlockingRules(assetFile, stream); m_blocksMovementMod = new AbilityModPropertyBlockingRules(assetFile, stream); m_blocksMovementOnCrossoverMod = new AbilityModPropertyBlockingRules(assetFile, stream); m_blocksPositionTargetingMod = new AbilityModPropertyBlockingRules(assetFile, stream); m_considerAsCoverMod = new AbilityModPropertyBool(assetFile, stream); m_enemyMoveThroughDamageMod = new AbilityModPropertyInt(assetFile, stream); m_enemyMoveThroughEnergyMod = new AbilityModPropertyInt(assetFile, stream); m_enemyMoveThroughEffectMod = new AbilityModPropertyEffectInfo(assetFile, stream); m_allyMoveThroughHealMod = new AbilityModPropertyInt(assetFile, stream); m_allyMoveThroughEnergyMod = new AbilityModPropertyInt(assetFile, stream); m_allyMoveThroughEffectMod = new AbilityModPropertyEffectInfo(assetFile, stream); m_removeOnTurnEndIfEnemyCrossed = new AbilityModPropertyBool(assetFile, stream); m_removeOnTurnEndIfAllyCrossed = new AbilityModPropertyBool(assetFile, stream); m_removeOnPhaseEndIfEnemyCrossed = new AbilityModPropertyBool(assetFile, stream); m_removeOnPhaseEndIfAllyCrossed = new AbilityModPropertyBool(assetFile, stream); m_removeOnCasterDeath = new AbilityModPropertyBool(assetFile, stream); m_healOnOwnerForShotBlock = new AbilityModPropertyInt(assetFile, stream); m_energyGainOnOwnerForShotBlock = new AbilityModPropertyInt(assetFile, stream); m_effectOnOwnerForShotBlock = new AbilityModPropertyEffectInfo(assetFile, stream); m_damageOnEnemyForShotBlock = new AbilityModPropertyInt(assetFile, stream); m_energyLossOnEnemyForShotBlock = new AbilityModPropertyInt(assetFile, stream); m_effectOnEnemyForShotBlock = new AbilityModPropertyEffectInfo(assetFile, stream); m_onEnemyCrossHitSequenceOverride = new AbilityModPropertySequenceOverride(assetFile, stream); m_onAllyCrossHitSequenceOverride = new AbilityModPropertySequenceOverride(assetFile, stream); m_useBarrierSequenceOverride = stream.ReadBoolean(); stream.AlignTo(); m_barrierSequenceOverrides = new SerializedVector <SerializedGameObject>(assetFile, stream); m_responseOnShotSequenceOverride = new AbilityModPropertySequenceOverride(assetFile, stream); m_useShooterPosAsReactionSequenceTargetPosMod = new AbilityModPropertyBool(assetFile, stream); }
public override void DeserializeAsset(AssetFile assetFile, StreamReader stream) { m_abilityScopeId = stream.ReadInt32(); m_name = stream.ReadString32(); m_availableInGame = stream.ReadBoolean(); stream.AlignTo(); m_gameTypeReq = (AbilityModGameTypeReq)stream.ReadInt32(); m_equipCost = stream.ReadInt32(); m_defaultEquip = stream.ReadBoolean(); stream.AlignTo(); m_tooltip = stream.ReadString32(); m_flavorText = stream.ReadString32(); m_debugUnlocalizedTooltip = stream.ReadString32(); m_savedStatusTypesForTooltips = new SerializedVector <StatusType>(assetFile, stream); m_iconSprite = new SerializedComponent(assetFile, stream); m_useRunPriorityOverride = stream.ReadBoolean(); stream.AlignTo(); m_runPriorityOverride = (AbilityPriority)stream.ReadInt32(); m_techPointCostMod = new AbilityModPropertyInt(assetFile, stream); m_maxCooldownMod = new AbilityModPropertyInt(assetFile, stream); m_maxStocksMod = new AbilityModPropertyInt(assetFile, stream); m_stockRefreshDurationMod = new AbilityModPropertyInt(assetFile, stream); m_refillAllStockOnRefreshMod = new AbilityModPropertyBool(assetFile, stream); m_isFreeActionMod = new AbilityModPropertyBool(assetFile, stream); m_autoQueueIfValidMod = new AbilityModPropertyBool(assetFile, stream); m_targetDataMaxRangeMod = new AbilityModPropertyFloat(assetFile, stream); m_targetDataMinRangeMod = new AbilityModPropertyFloat(assetFile, stream); m_targetDataCheckLosMod = new AbilityModPropertyBool(assetFile, stream); m_useTargetDataOverrides = stream.ReadBoolean(); stream.AlignTo(); m_targetDataOverrides = new SerializedArray <TargetData>(assetFile, stream); m_techPointInteractionMods = new SerializedArray <TechPointInteractionMod>(assetFile, stream); m_useActionAnimTypeOverride = stream.ReadBoolean(); stream.AlignTo(); m_actionAnimTypeOverride = (ActorModelData.ActionAnimationType)stream.ReadInt32(); m_useMovementAdjustmentOverride = stream.ReadBoolean(); stream.AlignTo(); m_movementAdjustmentOverride = (Ability.MovementAdjustment)stream.ReadInt32(); m_effectToSelfOnCast = new StandardEffectInfo(assetFile, stream); m_effectToTargetEnemyOnHit = new StandardEffectInfo(assetFile, stream); m_effectToTargetAllyOnHit = new StandardEffectInfo(assetFile, stream); m_useAllyEffectForTargetedCaster = stream.ReadBoolean(); stream.AlignTo(); m_effectTriggerChance = stream.ReadSingle(); m_effectTriggerChanceMultipliedPerHit = stream.ReadBoolean(); stream.AlignTo(); m_cooldownReductionsOnSelf = new AbilityModCooldownReduction(assetFile, stream); m_selfHitTimingSequencePrefab = new SerializedComponent(assetFile, stream); m_chainAbilityModInfo = new SerializedVector <ChainAbilityAdditionalModInfo>(assetFile, stream); m_useChainAbilityOverrides = stream.ReadBoolean(); stream.AlignTo(); m_chainAbilityOverrides = new SerializedVector <SerializedMonoBehaviour>(assetFile, stream).ToChildArray <Ability>(); m_tagsModType = (TagOverrideType)stream.ReadInt32(); m_abilityTagsInMod = new SerializedVector <AbilityTags>(assetFile, stream); m_statModsWhileEquipped = new SerializedArray <AbilityStatMod>(assetFile, stream); m_useStatusWhenRequestedOverride = stream.ReadBoolean(); stream.AlignTo(); m_statusWhenRequestedOverride = new SerializedVector <StatusType>(assetFile, stream); beginningOfModSpecificData = stream.ReadBoolean(); stream.AlignTo(); }
public void CopyValuesFrom(AbilityModPropertyFloat other) { value = other.value; operation = other.operation; }