示例#1
0
        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();
        }
示例#2
0
 public void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     m_width                               = stream.ReadSingle();                                            // float32
     m_bidirectional                       = stream.ReadBoolean(); stream.AlignTo();                         // bool
     m_blocksVision                        = (BlockingRules)stream.ReadInt32();                              // valuetype BlockingRules
     m_blocksAbilities                     = (BlockingRules)stream.ReadInt32();                              // valuetype BlockingRules
     m_blocksMovement                      = (BlockingRules)stream.ReadInt32();                              // valuetype BlockingRules
     m_blocksMovementOnCrossover           = (BlockingRules)stream.ReadInt32();                              // valuetype BlockingRules
     m_blocksPositionTargeting             = (BlockingRules)stream.ReadInt32();                              // valuetype BlockingRules
     m_considerAsCover                     = stream.ReadBoolean(); stream.AlignTo();                         // bool
     m_maxDuration                         = stream.ReadInt32();                                             // int32
     m_barrierSequencePrefabs              = new SerializedVector <SerializedGameObject>(assetFile, stream); // class [mscorlib]System.Collections.Generic.List`1<class [UnityEngine]UnityEngine.GameObject>
     m_onEnemyMovedThrough                 = new GameplayResponseForActor(assetFile, stream);                // class GameplayResponseForActor
     m_onAllyMovedThrough                  = new GameplayResponseForActor(assetFile, stream);                // class GameplayResponseForActor
     m_removeAtTurnEndIfEnemyMovedThrough  = stream.ReadBoolean(); stream.AlignTo();                         // bool
     m_removeAtTurnEndIfAllyMovedThrough   = stream.ReadBoolean(); stream.AlignTo();                         // bool
     m_removeAtPhaseEndIfEnemyMovedThrough = stream.ReadBoolean(); stream.AlignTo();                         // bool
     m_removeAtPhaseEndIfAllyMovedThrough  = stream.ReadBoolean(); stream.AlignTo();                         // bool
     m_maxHits                             = stream.ReadInt32();                                             // int32
     m_endOnCasterDeath                    = stream.ReadBoolean(); stream.AlignTo();                         // bool
     m_responseOnShotBlock                 = new BarrierResponseOnShot(assetFile, stream);                   // class BarrierResponseOnShot
 }