示例#1
0
 public override void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     m_playersSelectRespawn = stream.ReadBoolean();
     stream.AlignTo();
     m_spawnInDuringMovement = stream.ReadBoolean();
     stream.AlignTo();
     m_respawnDelay            = stream.ReadInt32();
     m_respawnInnerRadius      = stream.ReadSingle();
     m_respawnOuterRadius      = stream.ReadSingle();
     m_respawnMethod           = (RespawnMethod)stream.ReadInt32();
     m_spawnRegionsTeamA       = new BoardRegion(assetFile, stream);
     m_spawnRegionsTeamB       = new BoardRegion(assetFile, stream);
     m_initialSpawnPointsTeamA = new BoardRegion(assetFile, stream);
     m_initialSpawnPointsTeamB = new BoardRegion(assetFile, stream);
     m_initialSpawnLookAtPoint = new SerializedComponent(assetFile, stream);
     m_startMinDistToFriend    = stream.ReadSingle();
     m_startMinDistToEnemy     = stream.ReadSingle();
     m_minDistToFriend         = stream.ReadSingle();
     m_minDistToEnemy          = stream.ReadSingle();
     m_generatePerimeterSize   = stream.ReadSingle();
     m_onlyAvoidVisibleEnemies = stream.ReadBoolean();
     stream.AlignTo();
     m_brushHidesRespawnFlares = stream.ReadBoolean();
     stream.AlignTo();
     m_respawnActorsCanCollectPowerUps = stream.ReadBoolean();
     stream.AlignTo();
     m_respawnActorsCanBeHitDuringMovement = stream.ReadBoolean();
     stream.AlignTo();
     m_minValidRespawnSquaresForPlayerSelection = stream.ReadInt32();
 }
示例#2
0
 public override void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     m_script                               = new SerializedArray <SinglePlayerState>(assetFile, stream);
     m_forbiddenSquares                     = new BoardRegion(assetFile, stream);
     m_activationsOnForbiddenPath           = new SerializedArray <ActivatableObject>(assetFile, stream);
     m_activationsOnFailedToShootAndMove    = new SerializedArray <ActivatableObject>(assetFile, stream);
     m_activationsOnFailedToUseAllAbilities = new SerializedArray <ActivatableObject>(assetFile, stream);
     m_initialCameraRotationTarget          = new SerializedComponent(assetFile, stream);
     m_chatTextOnLowHealth                  = new SerializedArray <SinglePlayerScriptedChat>(assetFile, stream);
     m_chatTextAtEndOfMatch                 = new SerializedArray <SinglePlayerScriptedChat>(assetFile, stream);
 }
示例#3
0
 public void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     m_stateTitle                = stream.ReadString32();
     m_allowedAbilities          = new SerializedArray <int>(assetFile, stream);
     m_allowedDestinations       = new BoardRegion(assetFile, stream);
     m_advanceScriptDestinations = new BoardRegion(assetFile, stream);
     m_respawnDestinations       = new BoardRegion(assetFile, stream);
     m_allowedTargets            = new BoardRegion(assetFile, stream);
     m_mustTargetNearCenter      = stream.ReadBoolean();
     stream.AlignTo();
     m_onlyAllowWaypointMovement = stream.ReadBoolean();
     stream.AlignTo();
     m_rightClickHighlight        = new BoardRegion(assetFile, stream);
     m_rightClickText             = stream.ReadString32();
     m_rightClickHeight           = stream.ReadSingle();
     m_shiftRightClickHighlight   = new BoardRegion(assetFile, stream);
     m_shiftRightClickText        = stream.ReadString32();
     m_shiftRightClickHeight      = stream.ReadSingle();
     m_leftClickHighlight         = new BoardRegion(assetFile, stream);
     m_leftClickText              = stream.ReadString32();
     m_leftClickHeight            = stream.ReadSingle();
     m_minAbilityTargetsForAiming = stream.ReadInt32();
     m_bannerText                  = stream.ReadString32();
     m_tutorialBoxText             = new TextRegion(assetFile, stream);
     m_tutorialBoxText2            = new TextRegion(assetFile, stream);
     m_tutorialBoxText3            = new TextRegion(assetFile, stream);
     m_tutorialCameraMovementText  = new TextRegion(assetFile, stream);
     m_tutorialCameraRotationText  = new TextRegion(assetFile, stream);
     m_errorStringOnForbiddenPath  = stream.ReadString32();
     m_cameraRotationTarget        = new SerializedComponent(assetFile, stream);
     m_advanceAfterSeconds         = stream.ReadSingle();
     m_minPlayerHitPoints          = stream.ReadInt32();
     m_minAllyHitPoints            = stream.ReadInt32();
     m_audioEventOnPreEnter        = stream.ReadString32();
     m_audioEventOnEnter           = stream.ReadString32();
     m_audioEventOnExit            = stream.ReadString32();
     m_chatTextOnEnter             = new SerializedArray <SinglePlayerScriptedChat>(assetFile, stream);
     m_tutorialVideoPreviewOnEnter = stream.ReadString32();
     m_markedForAdvanceState       = stream.ReadBoolean();
     stream.AlignTo();
     m_stateIndex                    = stream.ReadInt32();
     m_startTime                     = stream.ReadSingle();
     m_tags                          = new SerializedArray <SinglePlayerTag>(assetFile, stream);
     m_activationsOnEnter            = new SerializedArray <ActivatableObject>(assetFile, stream);
     m_activationsOnExit             = new SerializedArray <ActivatableObject>(assetFile, stream);
     m_uiActivationsOnEnter          = new SerializedArray <ActivatableUI>(assetFile, stream);
     m_uiActivationsOnExit           = new SerializedArray <ActivatableUI>(assetFile, stream);
     m_npcsToSpawnOnEnter            = new SerializedArray <string>(assetFile, stream);
     m_npcsToDespawnOnEnter          = new SerializedArray <string>(assetFile, stream);
     m_advanceScriptIfActorDies      = (ActorDiesTrigger)stream.ReadInt32();
     m_advanceScriptIfActorDiesCount = stream.ReadInt32();
     m_actorDeaths                   = stream.ReadInt32();
 }