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| override ESerializeResult | Serialize (notnull IEntity entity, notnull BaseSerializationSaveContext context) |
| | Custom implementation for writing the entity data into into the save context.
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| override bool | Deserialize (notnull IEntity entity, notnull BaseSerializationLoadContext context) |
| | Custom implementation for deserialzing the entity data from the load context.
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| bool | DeserializeSpawnData (out ResourceName prefab, out EntitySpawnParams params, notnull BaseSerializationLoadContext context) |
| | In case the spawn data needs to be read early from the context. Uusally called from spawn operations on the system.
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| proto external ESerializeResult | SerializeSpawnDataNative (notnull IEntity entity, notnull BaseSerializationSaveContext context, SerializerDefaultSpawnData defaultData) |
| | Native spawn data serialization logic that can be called explictly if script overrides SerializeSpawnData.
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| proto external ESerializeResult | SerializeNative (notnull IEntity entity, notnull BaseSerializationSaveContext context, ENativeSerializerMode mode=ENativeSerializerMode.NATIVE) |
| | Native serialization logic used by the game. Can be called by scripts before or after custom data or not all.
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| proto bool | DeserializeSpawnDataNative (out ResourceName prefab, notnull EntitySpawnParams params, notnull BaseSerializationLoadContext context) |
| | Native spawn data deserilization logic.
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| proto external bool | DeserializeNative (notnull IEntity entity, notnull BaseSerializationLoadContext context, ENativeSerializerMode mode=ENativeSerializerMode.NATIVE) |
| | Native deserialization logic used by the game. Can be called by scripts before or after custom data or not all.
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| ESerializeResult | SerializeSpawnData (notnull IEntity entity, notnull BaseSerializationSaveContext context, SerializerDefaultSpawnData defaultData) |
| | Custom entity spawn data serialization logic if needed. Must match the data that DeserializeSpawnData will attempt to read.
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| void | Setup () |
| | Do any inital configuration of the serializer once it is linked to the system.
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