public void Vec2f(UnityEngine.Vector2 v, string name) { FloatSerializerWrapper floats = new FloatSerializerWrapper(); floats.Add("x", v.x); floats.Add("y", v.y); Structure(floats, name); }
public void Rect(UnityEngine.Rect r, string name) { FloatSerializerWrapper floats = new FloatSerializerWrapper(); floats.Add("x", r.x); floats.Add("y", r.y); floats.Add("width", r.width); floats.Add("height", r.height); Structure(floats, name); }
public void Quaternion(UnityEngine.Quaternion q, string name) { FloatSerializerWrapper floats = new FloatSerializerWrapper(); floats.Add("x", q.x); floats.Add("y", q.y); floats.Add("z", q.z); floats.Add("w", q.w); Structure(floats, name); }
public UnityEngine.Vector2 Vec2f(string name) { FloatSerializerWrapper floats = new FloatSerializerWrapper(); floats.Add("x", 0.0f); floats.Add("y", 0.0f); Structure(floats, name); return(new UnityEngine.Vector2(floats.ValuesByName[0].Value, floats.ValuesByName[1].Value)); }
public UnityEngine.Rect Rect(string name) { FloatSerializerWrapper floats = new FloatSerializerWrapper(); floats.Add("x", 0.0f); floats.Add("y", 0.0f); floats.Add("width", 0.0f); floats.Add("height", 0.0f); Structure(floats, name); return(new UnityEngine.Rect(floats.ValuesByName[0].Value, floats.ValuesByName[1].Value, floats.ValuesByName[2].Value, floats.ValuesByName[3].Value)); }
public UnityEngine.Quaternion Quaternion(string name) { FloatSerializerWrapper floats = new FloatSerializerWrapper(); floats.Add("x", 0.0f); floats.Add("y", 0.0f); floats.Add("z", 0.0f); floats.Add("w", 0.0f); Structure(floats, name); return(new UnityEngine.Quaternion(floats.ValuesByName[0].Value, floats.ValuesByName[1].Value, floats.ValuesByName[2].Value, floats.ValuesByName[3].Value)); }