using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.Serialization;
using UnityEngine;
///
/// Quaternions are used to represent rotations.
///
[Serializable]
public struct QuaternionSerializable : ISerializable
{
#region Parameters
///
/// The x component.
///
public float x;
///
/// The y component.
///
public float y;
///
/// The z component.
///
public float z;
///
/// The w component.
///
public float w;
#endregion
#region Constructors
///
/// Initializes a new instance of the struct.
///
/// Quaternion.
public QuaternionSerializable ( Quaternion quaternion ) : this ( quaternion.x, quaternion.y, quaternion.z, quaternion.w )
{
}
///
/// Initializes a new instance of the struct.
///
/// The x coordinate.
/// The y coordinate.
/// The z coordinate.
/// The width.
public QuaternionSerializable ( float x, float y, float z, float w )
{
this.x = x;
this.y = y;
this.z = z;
this.w = w;
}
#endregion
#region Operators Overload
public static implicit operator QuaternionSerializable ( Quaternion quaternion )
{
return new QuaternionSerializable ( quaternion );
}
public static implicit operator Quaternion ( QuaternionSerializable quaternion )
{
return new Quaternion ( quaternion.x, quaternion.y, quaternion.z, quaternion.w );
}
#endregion
#region ISerializable implementation
public void GetObjectData ( SerializationInfo info, StreamingContext context )
{
info.AddValue ( "x", this.x, typeof ( float ) );
info.AddValue ( "y", this.y, typeof ( float ) );
info.AddValue ( "z", this.z, typeof ( float ) );
info.AddValue ( "w", this.w, typeof ( float ) );
}
#endregion
}