WeaponWriter.cs 1.8 KB

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  1. #region File Description
  2. //-----------------------------------------------------------------------------
  3. // WeaponWriter.cs
  4. //
  5. // Microsoft XNA Community Game Platform
  6. // Copyright (C) Microsoft Corporation. All rights reserved.
  7. //-----------------------------------------------------------------------------
  8. #endregion
  9. #region Using Statements
  10. using System;
  11. using System.Collections.Generic;
  12. using Microsoft.Xna.Framework;
  13. using Microsoft.Xna.Framework.Graphics;
  14. using Microsoft.Xna.Framework.Content.Pipeline;
  15. using Microsoft.Xna.Framework.Content.Pipeline.Graphics;
  16. using Microsoft.Xna.Framework.Content.Pipeline.Processors;
  17. using Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler;
  18. using RolePlaying.Data;
  19. #endregion
  20. namespace RolePlaying.Processors
  21. {
  22. /// <summary>
  23. /// This class will be instantiated by the XNA Framework Content Pipeline
  24. /// to write the specified data type into binary .xnb format.
  25. ///
  26. /// This should be part of a Content Pipeline Extension Library project.
  27. /// </summary>
  28. [ContentTypeWriter]
  29. public class WeaponWriter : RolePlayingGameWriter<Weapon>
  30. {
  31. EquipmentWriter equipmentWriter = null;
  32. protected override void Initialize(ContentCompiler compiler)
  33. {
  34. equipmentWriter = compiler.GetTypeWriter(typeof(Equipment))
  35. as EquipmentWriter;
  36. base.Initialize(compiler);
  37. }
  38. protected override void Write(ContentWriter output, Weapon value)
  39. {
  40. // write out equipment values
  41. output.WriteRawObject<Equipment>(value as Equipment, equipmentWriter);
  42. output.WriteObject(value.TargetDamageRange);
  43. output.Write(value.SwingCueName);
  44. output.Write(value.HitCueName);
  45. output.Write(value.BlockCueName);
  46. output.WriteObject(value.Overlay);
  47. }
  48. }
  49. }