示例#1
0
	virtual void Serialize(ISerializer& serialize)
	{
		// TODO: store the actor name, if !debug and it differs from the template

		if (serialize.IsDebug())
		{
			serialize.String("actor", m_ActorName, 0, 256);
		}

		SerializeCommon(serialize);
	}
示例#2
0
	virtual void Serialize(ISerializer& serialize)
	{
		// TODO: store the actor name, if !debug and it differs from the template

		if (serialize.IsDebug())
		{
			serialize.String("actor", m_ActorName, 0, 256);
		}

		// TODO: store random variation. This ought to be synchronised across saved games
		// and networks, so everyone sees the same thing. Saving the list of selection strings
		// would be awfully inefficient, so actors should be changed to (by default) represent
		// variations with a 16-bit RNG seed (selected randomly when creating new units, or
		// when someone hits the "randomise" button in the map editor), only overridden with
		// a list of strings if it really needs to be a specific variation.

		// TODO: store animation state

		serialize.NumberFixed_Unbounded("r", m_R);
		serialize.NumberFixed_Unbounded("g", m_G);
		serialize.NumberFixed_Unbounded("b", m_B);
	}