public override void Write(BinaryWriter writer, object obj_)
        {
            DotDialogueLine obj = (DotDialogueLine)obj_;

            FmbUtil.WriteObject(writer, obj.ResourceText);
            writer.Write(obj.Grouped);
        }
Beispiel #2
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        public override void Write(BinaryWriter writer, object obj_)
        {
            TrileFace obj = (TrileFace)obj_;

            FmbUtil.WriteObject(writer, obj.Id);
            FmbUtil.WriteObject(writer, obj.Face);
        }
Beispiel #3
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        public override void Write(BinaryWriter writer, object obj_)
        {
            TrileSet obj = (TrileSet)obj_;

            writer.Write(obj.Name);
            FmbUtil.WriteObject(writer, obj.Triles);
            FmbUtil.WriteObject(writer, obj.TextureAtlas);
        }
Beispiel #4
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    void Start()
    {
        foreach (string assetName in AssetMetadata.Map.Keys)
        {
            if (!assetName.StartsWith("levels\\"))
            {
                continue;
            }

            string   level = assetName.Substring(7);
            Material material;

            try {
                using (BinaryReader reader = FezManager.Instance.ReadFromPack("other textures\\map_screens\\" + level)) {
                    material =
                        Instantiate((FmbUtil.ReadObject(
                                         reader
                                         ) as Texture2D).GenMaterial(ButtonShader));
                    material.SetTexture("_MaskTex", MaskTexture);
                }
            } catch {
                // Normally hidden / inaccessible level
                continue;
            }

            material.mainTextureScale = new Vector2(
                1f,
                -1f
                );

            levels.Add(level);
            levelMaterials.Add(material);
        }

        buttons = new FloatingButton[transform.childCount];
        for (int i = 0; i < buttons.Length; i++)
        {
            Transform childTransform = transform.GetChild(i);

            FloatingButton button = childTransform.GetComponent <FloatingButton>();
            if (button == null)
            {
                continue;
            }
            buttons[i]            = button;
            button.ScaleFadeSpeed = 0f;

            if (i <= 0 || buttons.Length - 1 <= i)
            {
                continue;
            }

            UpdateButton(button, i - 1 + levelIndex);
        }
    }