本文整理汇总了C++中ISerializer::NumberU32_Unbounded方法的典型用法代码示例。如果您正苦于以下问题:C++ ISerializer::NumberU32_Unbounded方法的具体用法?C++ ISerializer::NumberU32_Unbounded怎么用?C++ ISerializer::NumberU32_Unbounded使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类ISerializer
的用法示例。
在下文中一共展示了ISerializer::NumberU32_Unbounded方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: Serialize
void CCmpPathfinder::Serialize(ISerializer& serialize)
{
SerializeVector<SerializeLongRequest>()(serialize, "long requests", m_AsyncLongPathRequests);
SerializeVector<SerializeShortRequest>()(serialize, "short requests", m_AsyncShortPathRequests);
serialize.NumberU32_Unbounded("next ticket", m_NextAsyncTicket);
serialize.NumberU16_Unbounded("same turn moves count", m_SameTurnMovesCount);
}
示例2: Serialize
virtual void Serialize(ISerializer& serialize)
{
// Because this is just graphical effects, and because it's all non-deterministic floating point,
// we don't do much serialization here.
// (That means projectiles will vanish if you save/load - is that okay?)
// The attack code stores the id so that the projectile gets deleted when it hits the target
serialize.NumberU32_Unbounded("next id", m_NextId);
}
示例3: Serialize
virtual void Serialize(ISerializer& serialize)
{
serialize.Bool("in world", m_InWorld);
if (m_InWorld)
{
serialize.NumberFixed_Unbounded("x", m_X);
serialize.NumberFixed_Unbounded("y", m_Y);
serialize.NumberFixed_Unbounded("z", m_Z);
serialize.NumberFixed_Unbounded("last x", m_LastX);
serialize.NumberFixed_Unbounded("last y diff", m_LastYDifference);
serialize.NumberFixed_Unbounded("last z", m_LastZ);
}
serialize.NumberI32_Unbounded("territory", m_Territory);
serialize.NumberFixed_Unbounded("rot x", m_RotX);
serialize.NumberFixed_Unbounded("rot y", m_RotY);
serialize.NumberFixed_Unbounded("rot z", m_RotZ);
serialize.NumberFixed_Unbounded("altitude", m_Y);
serialize.Bool("relative", m_RelativeToGround);
serialize.Bool("floating", m_Floating);
serialize.NumberFixed_Unbounded("constructionprogress", m_ConstructionProgress);
if (serialize.IsDebug())
{
const char* anchor = "???";
switch (m_AnchorType)
{
case PITCH:
anchor = "pitch";
break;
case PITCH_ROLL:
anchor = "pitch-roll";
break;
case ROLL:
anchor = "roll";
break;
case UPRIGHT: // upright is the default
default:
anchor = "upright";
break;
}
serialize.StringASCII("anchor", anchor, 0, 16);
}
serialize.NumberU32_Unbounded("turret parent", m_TurretParent);
if (m_TurretParent != INVALID_ENTITY)
{
serialize.NumberFixed_Unbounded("x", m_TurretPosition.X);
serialize.NumberFixed_Unbounded("y", m_TurretPosition.Y);
serialize.NumberFixed_Unbounded("z", m_TurretPosition.Z);
}
}
示例4: Serialize
virtual void Serialize(ISerializer& serialize)
{
JSContext* cx = GetSimContext().GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
serialize.NumberU32_Unbounded("num commands", (u32)m_LocalQueue.size());
for (size_t i = 0; i < m_LocalQueue.size(); ++i)
{
serialize.NumberI32_Unbounded("player", m_LocalQueue[i].player);
serialize.ScriptVal("data", &m_LocalQueue[i].data);
}
}