◆ SerializableProperty()
Barotrauma.SerializableProperty.SerializableProperty |
( |
PropertyDescriptor | property | ) |
|
◆ DeserializeProperties()
static Dictionary< Identifier, SerializableProperty > Barotrauma.SerializableProperty.DeserializeProperties |
( |
object | obj, |
|
|
XElement | element = null ) |
|
static |
◆ GetAttribute< T >()
T Barotrauma.SerializableProperty.GetAttribute< T > |
( |
| ) |
|
◆ GetBoolValue()
bool Barotrauma.SerializableProperty.GetBoolValue |
( |
object | parentObject | ) |
|
◆ GetFloatValue()
float Barotrauma.SerializableProperty.GetFloatValue |
( |
object | parentObject | ) |
|
◆ GetProperties()
static Dictionary< Identifier, SerializableProperty > Barotrauma.SerializableProperty.GetProperties |
( |
object | obj | ) |
|
|
static |
◆ GetProperties< T >()
◆ GetSupportedTypeName()
static string Barotrauma.SerializableProperty.GetSupportedTypeName |
( |
Type | type | ) |
|
|
static |
◆ GetValue()
object Barotrauma.SerializableProperty.GetValue |
( |
object | parentObject | ) |
|
◆ SerializeProperties()
static void Barotrauma.SerializableProperty.SerializeProperties |
( |
ISerializableEntity | obj, |
|
|
XElement | element, |
|
|
bool | saveIfDefault = false, |
|
|
bool | ignoreEditable = false ) |
|
static |
◆ SetValue()
void Barotrauma.SerializableProperty.SetValue |
( |
object | parentObject, |
|
|
object | val ) |
◆ TrySetValue() [1/5]
bool Barotrauma.SerializableProperty.TrySetValue |
( |
object | parentObject, |
|
|
bool | value ) |
◆ TrySetValue() [2/5]
bool Barotrauma.SerializableProperty.TrySetValue |
( |
object | parentObject, |
|
|
float | value ) |
◆ TrySetValue() [3/5]
bool Barotrauma.SerializableProperty.TrySetValue |
( |
object | parentObject, |
|
|
int | value ) |
◆ TrySetValue() [4/5]
bool Barotrauma.SerializableProperty.TrySetValue |
( |
object | parentObject, |
|
|
object | value ) |
◆ TrySetValue() [5/5]
bool Barotrauma.SerializableProperty.TrySetValue |
( |
object | parentObject, |
|
|
string | value ) |
◆ UpgradeGameVersion()
Upgrade the properties of an entity saved with an older version of the game. Properties that should be upgraded are defined using "Upgrade" elements in the config file. for example, <Upgrade gameversion="0.9.2.0" scale="0.5"> would force the scale of the entity to 0.5 if it was saved with a version prior to 0.9.2.0.
- Parameters
-
entity | The entity to upgrade |
configElement | The XML element to get the upgrade instructions from (e.g. the config of an item prefab) |
savedVersion | The game version the entity was saved with |
◆ Attributes
readonly AttributeCollection Barotrauma.SerializableProperty.Attributes |
◆ Name
readonly string Barotrauma.SerializableProperty.Name |
◆ OverridePrefabValues
readonly bool Barotrauma.SerializableProperty.OverridePrefabValues |
◆ PropertyInfo
readonly PropertyInfo Barotrauma.SerializableProperty.PropertyInfo |
◆ PropertyType
readonly Type Barotrauma.SerializableProperty.PropertyType |
The documentation for this class was generated from the following file:
- /home/runner/work/Luatrauma.Docs/Luatrauma.Docs/libs/LuaCsForBarotrauma/Barotrauma/BarotraumaShared/SharedSource/Serialization/SerializableProperty/SerializableProperty.cs