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PropSnappingSerializer.cs
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44 lines (39 loc) · 1.47 KB
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using System.IO;
using ColossalFramework.IO;
using EManagersLib;
using ICities;
namespace PropAnarchy
{
// Mimics original Prop Snapping to store snapping data for non-expanded prop arrays.
public class SerializableDataExtension : SerializableDataExtensionBase {
private const string ID = "PropSnapping";
private const int VERSION = 1;
public override void OnSaveData() {
base.OnSaveData();
if (ToolManager.instance.m_properties.m_mode != ItemClass.Availability.Game) {
return;
}
using (var ms = new MemoryStream()) {
DataSerializer.Serialize(ms, DataSerializer.Mode.Memory, VERSION, new Data());
var data = ms.ToArray();
serializableDataManager.SaveData(ID, data);
}
}
}
public class Data : IDataContainer {
public void Serialize(DataSerializer s) {
var items = EPropManager.m_props.m_buffer;
if (items.Length == 65536) {
s.WriteInt32(items.Length);
var @ushort = EncodedArray.UShort.BeginWrite(s);
for (var index = 0; index < items.Length; index++)
@ushort.Write(items[index].m_posY);
@ushort.EndWrite();
}
}
public void Deserialize(DataSerializer s) {
}
public void AfterDeserialize(DataSerializer s) {
}
}
}