private static void AddDefaultSerializers() { AddDeserializer <EvolutionarySequenceMaker>(baseData => { var saveData = MotionGeneratorSerialization.Deserialize <EvolutionarySequenceMakerSaveData>(baseData); return(new EvolutionarySequenceMaker(saveData)); }); AddDeserializer <FixedSequenceMaker>(baseData => { var saveData = MotionGeneratorSerialization.Deserialize <FixedSequenceMakerSaveData>(baseData); return(new FixedSequenceMaker(saveData)); }); AddDeserializer <RandomSequenceMaker>(baseData => { var saveData = MotionGeneratorSerialization.Deserialize <RandomSequenceMakerSaveData>(baseData); return(new RandomSequenceMaker(saveData)); }); AddDeserializer <SimpleBanditSequenceMaker>(baseData => { var saveData = MotionGeneratorSerialization.Deserialize <SimpleBanditSequenceMakerSaveData>(baseData); return(new SimpleBanditSequenceMaker(saveData)); }); AddDeserializer <SimpleBanditSequenceMakerRandom>(baseData => { var saveData = MotionGeneratorSerialization.Deserialize <SimpleBanditSequenceMakerRandomSaveData>(baseData); return(new SimpleBanditSequenceMakerRandom(saveData)); }); }
private static void AddDefaultSerializers() { AddDeserializer <GluttonySoul>(); AddDeserializer <SnufflingSoul>(); AddDeserializer <SnufflingDifferencialSoul>(); AddDeserializer <SnufflingFleshSoul>(); AddDeserializer <SnufflingFleshDifferencialSoul>(); AddDeserializer <ShoutingLoveSoul>(); AddDeserializer <ShoutingLoveDifferencialSoul>(); AddDeserializer <NostalgiaSoul>(); AddDeserializer <CrowdDifferencialSoul>(); AddDeserializer <CowardSoul>(); AddDeserializer <CowardDiffrencialSoul>(); AddDeserializer <BumpingDifferencialSoul>(); AddDeserializer <LazySoul>(); AddDeserializer <FamiliarDiffrencialSoul>(); AddDeserializer <ModerateSnufflingDifferencialSoul>(); AddDeserializer <ModerateSnufflingFleshDifferencialSoul>(); AddDeserializer <ModerateFamiliarDiffrencialSoul>(); AddDeserializer <ModerateBumpingDifferencialSoul>(); AddDeserializer <AvoidObjectSoul>(); AddDeserializer <EnergizeSoul>(); AddDeserializer <TerritorySoul>(baseData => { var saveData = MotionGeneratorSerialization.Deserialize <TerritorySoulSaveData>(baseData); return(new TerritorySoul(saveData)); }); }
private static void AddDefaultSerializers() { AddDeserializer <TurnRightAction>(baseData => { var saveData = MotionGeneratorSerialization.Deserialize <TurnRightActionSaveData>(baseData); return(new TurnRightAction(saveData)); }); AddDeserializer <TurnLeftAction>(baseData => { var saveData = MotionGeneratorSerialization.Deserialize <TurnLeftActionSaveData>(baseData); return(new TurnLeftAction(saveData)); }); AddDeserializer <GoForwardCoordinateAction>(baseData => { var saveData = MotionGeneratorSerialization.Deserialize <GoForwardCoordinateActionSaveData>(baseData); return(new GoForwardCoordinateAction(saveData)); }); AddDeserializer <ShootUpwardAction>(baseData => { var saveData = MotionGeneratorSerialization.Deserialize <ShootUpwardActionSaveData>(baseData); return(new ShootUpwardAction(saveData)); }); AddDeserializer <SubDecisionMakerAction>(baseData => { var saveData = MotionGeneratorSerialization.Deserialize <SubDecisionMakerActionSaveData>(baseData); return(new SubDecisionMakerAction(saveData)); }); AddDeserializer <StayAction>(baseData => { var saveData = MotionGeneratorSerialization.Deserialize <StayActionSaveData>(baseData); return(new StayAction(saveData)); }); AddDeserializer <SpinTurnAction>(baseData => { var saveData = MotionGeneratorSerialization.Deserialize <SpinTurnActionSaveData>(baseData); return(new SpinTurnAction(saveData)); }); AddDeserializer <RestAction>(baseData => { var saveData = MotionGeneratorSerialization.Deserialize <RestActionSaveData>(baseData); return(new RestAction(saveData)); }); AddDeserializer <HopAction>(baseData => { var saveData = MotionGeneratorSerialization.Deserialize <HopActionSaveData>(baseData); return(new HopAction(saveData)); }); AddDeserializer <LocomotionAction>(baseData => { var saveData = MotionGeneratorSerialization.Deserialize <LocomotionActionSaveData>(baseData); return(new LocomotionAction(saveData)); }); AddDeserializer <WalkingLocomotionAction>(baseData => { var saveData = MotionGeneratorSerialization.Deserialize <LocomotionActionSaveData>(baseData); return(new WalkingLocomotionAction(new LocomotionAction(saveData))); }); }
private static void AddDefaultSerializers() { AddDeserializer <NoDecisionMaker>(baseData => { var saveData = MotionGeneratorSerialization.Deserialize <NoDecisionMakerSaveData>(baseData); return(new NoDecisionMaker(saveData)); }); AddDeserializer <RemoteDecisionMaker>(baseData => { var saveData = MotionGeneratorSerialization.Deserialize <RemoteDecisionMakerSaveData>(baseData); return(new RemoteDecisionMaker(saveData)); }); AddDeserializer <FollowPointDecisionMaker>(baseData => { var saveData = MotionGeneratorSerialization.Deserialize <FollowPointDecisionMakerSaveData>(baseData); return(new FollowPointDecisionMaker(saveData)); }); AddDeserializer <ReinforcementDecisionMaker>(baseData => { var saveData = MotionGeneratorSerialization.Deserialize <ReinforcementDecisionMakerSaveData>(baseData); return(new ReinforcementDecisionMaker(saveData)); }); AddDeserializer <FollowHighestDensityDecisionMaker>(baseData => { var saveData = MotionGeneratorSerialization.Deserialize <FollowHighestDensityDecisionMakerSaveData>(baseData); return(new FollowHighestDensityDecisionMaker(saveData)); }); AddDeserializer <HeuristicReinforcementDecisionMaker>(baseData => { var saveData = MotionGeneratorSerialization.Deserialize <HeuristicReinforcementDecisionMakerSaveData>(baseData); return(new HeuristicReinforcementDecisionMaker(saveData)); }); AddDeserializer <FollowPointOrIdleDecisionMaker>(baseData => { var saveData = MotionGeneratorSerialization.Deserialize <FollowPointOrIdleDecisionMakerSaveData>(baseData); return(new FollowPointOrIdleDecisionMaker(saveData)); }); }
public static byte[] SerializeByMsgPack <T>(T src) { return(MotionGeneratorSerialization.Serialize(src)); }
public static T DeepCloneByMsgPack <T>(T src) { return(MotionGeneratorSerialization.DeepClone(src)); }