Ejemplo n.º 1
0
        /*
         * private static void VerifyGesturesWork(ExportEntry trackExport)
         * {
         *  var gestures = RBioEvtSysTrackGesture.GetGestures(trackExport);
         *  var defaultPose = RBioEvtSysTrackGesture.GetDefaultPose(trackExport);
         *
         *  var gesturesToCheck = gestures.Append(defaultPose).ToList();
         *
         *  // Get the containing sequence
         *  var owningSequence = SeqTools.GetParentSequence(trackExport);
         *  while (owningSequence.ClassName != "Sequence")
         *  {
         *      owningSequence = owningSequence.Parent as ExportEntry;
         *      var parSeq = SeqTools.GetParentSequence(owningSequence);
         *      if (parSeq != null)
         *      {
         *          owningSequence = parSeq;
         *      }
         *  }
         *
         *  var kismetBioDynamicAnimSets = owningSequence.GetProperty<ArrayProperty<ObjectProperty>>("m_aBioDynAnimSets");
         *  if (kismetBioDynamicAnimSets == null)
         *  {
         *      // We don't have any animsets!
         *      throw new Exception("Track's sequence is missing animsets property!");
         *  }
         *
         *  // Get a list of all supported animations
         *  List<Gesture> supportedGestures = new List<Gesture>();
         *  foreach (var kbdas in kismetBioDynamicAnimSets)
         *  {
         *      var sequenceBioDynamicAnimSet = kbdas.ResolveToEntry(trackExport.FileRef) as ExportEntry; // I don't think these can be imports as they're part of the seq
         *      var associatedset = sequenceBioDynamicAnimSet.GetProperty<ObjectProperty>("m_pBioAnimSetData").ResolveToEntry(trackExport.FileRef);
         *
         *  }
         *
         *  // Check all gestures
         *  foreach (var gesture in gesturesToCheck)
         *  {
         *      var bioAnimSet = gesture.GetBioAnimSet(trackExport.FileRef);
         *
         *  }
         *
         *
         *
         * }
         *
         * internal class TestingBioDynamicAnimSet
         * {
         *  public NameReference OrigSetName { get; }
         *  public List<string> SupportedGesturesFullPaths { get; }
         *  public IEntry BioAnimSetData { get; }
         *
         *  internal TestingBioDynamicAnimSet(ExportEntry export)
         *  {
         *      var props = export.GetProperties();
         *      OrigSetName = props.GetProp<NameProperty>("m_nmOrigSetName").Value;
         *      BioAnimSetData = props.GetProp<ObjectProperty>("m_pBioAnimSetData").ResolveToEntry(export.FileRef);
         *      SupportedGesturesFullPaths = props.GetProp<ArrayProperty<ObjectProperty>>("Sequences").Select(x => x.ResolveToEntry(export.FileRef).InstancedFullPath).ToList();
         *  }
         * }
         */
        private static void InstallDynamicAnimSetRefForSeq(ref ExportEntry owningSequence, ExportEntry export, Gesture gesture)
        {
            // Find owning sequence
            if (owningSequence == null)
            {
                owningSequence = export;
            }
            while (owningSequence.ClassName != "Sequence")
            {
                owningSequence = owningSequence.Parent as ExportEntry;
                var parSeq = SeqTools.GetParentSequence(owningSequence);
                if (parSeq != null)
                {
                    owningSequence = parSeq;
                }
            }

            // We have parent sequence data
            var kismetBioDynamicAnimSets = owningSequence.GetProperty <ArrayProperty <ObjectProperty> >("m_aBioDynAnimSets")
                                           ?? new ArrayProperty <ObjectProperty>("m_aBioDynamicAnimSets");

            // Check to see if there is any item that uses our bioanimset
            var bioAnimSet = gesture.GetBioAnimSet(export.FileRef);

            if (bioAnimSet != null)
            {
                ExportEntry kismetBDAS = null;
                foreach (var kbdas in kismetBioDynamicAnimSets)
                {
                    var kEntry        = kbdas.ResolveToEntry(export.FileRef) as ExportEntry; // I don't think these can be imports as they're part of the seq
                    var associatedset = kEntry.GetProperty <ObjectProperty>("m_pBioAnimSetData").ResolveToEntry(export.FileRef);
                    if (associatedset == bioAnimSet)
                    {
                        // It's this one
                        kismetBDAS = kEntry;
                        break;
                    }
                }

                if (kismetBDAS == null)
                {
                    // We need to generate a new one
                    PropertyCollection props = new PropertyCollection();
                    props.Add(new NameProperty(gesture.GestureSet, "m_nmOrigSetName"));
                    props.Add(new ArrayProperty <ObjectProperty>("Sequences"));
                    props.Add(new ObjectProperty(bioAnimSet, "m_pBioAnimSetData"));
                    kismetBDAS            = ExportCreator.CreateExport(export.FileRef, $"KIS_DYN_{gesture.GestureSet}", "BioDynamicAnimSet", owningSequence);
                    kismetBDAS.indexValue = 0;

                    // Write a blank count of 0 - we will update this in subsequent call
                    // This must be here to ensure parser can read it
                    kismetBDAS.WritePropertiesAndBinary(props, new byte[4]);
                    kismetBioDynamicAnimSets.Add(new ObjectProperty(kismetBDAS)); // Add new export to sequence's list of biodynamicanimsets
                    owningSequence.WriteProperty(kismetBioDynamicAnimSets);
                }

                var currentObjs = kismetBDAS.GetProperty <ArrayProperty <ObjectProperty> >("Sequences");
                if (currentObjs.All(x => x.Value != gesture.Entry.UIndex))
                {
                    // We need to add our item to it
                    currentObjs.Add(new ObjectProperty(gesture.Entry));
                    var bin = ObjectBinary.From <BioDynamicAnimSet>(kismetBDAS);
                    bin.SequenceNamesToUnkMap[gesture.GestureAnim] = 1; // Not sure what the value should be, or if game actually reads this
                    // FIX IT IF WE EVER FIGURE IT OUT!
                    kismetBDAS.WriteProperty(currentObjs);
                    kismetBDAS.WriteBinary(bin);
                }
            }
        }