public void Parse(AssetsReader reader) { Stream = reader.ReadByte(); Offset = reader.ReadByte(); Format = reader.ReadByte(); Dimension = reader.ReadByte(); }
public override void Parse(AssetsReader reader) { base.ParseBase(reader); int startPosition = reader.Position; Name = reader.ReadString(); //int readLen = ObjectInfo.DataSize - (reader.Position - startPosition); //MeshData = reader.ReadBytes(readLen); SubMeshes = reader.ReadArrayOf(r => new Submesh(r)); BlendShapeData = new BlendShapeData(reader); BindPose = reader.ReadArrayOf(r => reader.ReadSingle()); BoneNameHashes = reader.ReadArrayOf(r => r.ReadUInt32()); RootBoneNameHash = reader.ReadUInt32(); MeshCompression = reader.ReadByte(); IsReadable = reader.ReadBoolean(); KeepVerticies = reader.ReadBoolean(); KeepIndicies = reader.ReadBoolean(); reader.AlignTo(4); IndexFormat = reader.ReadInt32(); IndexBuffer = reader.ReadArray(); reader.AlignTo(4); VertexData = new VertexData(reader); CompressedMesh = new CompressedMesh(reader); LocalAABB = new AABB(reader); MeshUsageFlags = reader.ReadInt32(); BakedConvexCollisionMesh = reader.ReadArray(); reader.AlignTo(4); BakedTriangleCollisionMesh = reader.ReadArray(); reader.AlignTo(4); MeshMetrics1 = reader.ReadSingle(); MeshMetrics2 = reader.ReadSingle(); StreamData = new StreamingInfo(reader); }
public void Parse(AssetsReader reader) { NumItems = reader.ReadUInt32(); Data = reader.ReadArray(); reader.AlignTo(4); BitSize = reader.ReadByte(); reader.AlignTo(4); }
public void Parse(AssetsReader reader) { NumItems = reader.ReadUInt32(); Range = reader.ReadSingle(); Start = reader.ReadSingle(); Data = reader.ReadArrayOf(r => r.ReadByte()).ToArray(); reader.AlignTo(4); BitSize = reader.ReadByte(); reader.AlignTo(4); }
public override void Parse(AssetsReader reader) { base.ParseBase(reader); IsEnabled = reader.ReadBoolean(); CastShadows = reader.ReadByte(); ReceiveShadows = reader.ReadByte(); DynamicOcclude = reader.ReadByte(); MotionVectors = reader.ReadByte(); LightProbeUsage = reader.ReadByte(); ReflectionProbeUsage = reader.ReadByte(); reader.AlignTo(4); RenderingLayerMask = reader.ReadUInt32(); if (ObjectInfo.ParentFile.Metadata.VersionGte("2018.3")) { RendererPriority = reader.ReadInt32(); } LightmapIndex = reader.ReadUInt16(); LightmapIndexDynamic = reader.ReadUInt16(); LightmapTilingOffset = new Vector4F(reader); LightmapTilingOffsetDynamic = new Vector4F(reader); Materials = reader.ReadArrayOf(r => (ISmartPtr <MaterialObject>)SmartPtr <MaterialObject> .Read(ObjectInfo.ParentFile, this, r)); StaticBatchInfo = new StaticBatchInfo(reader); StaticBatchRoot = SmartPtr <Transform> .Read(ObjectInfo.ParentFile, this, reader); ProbeAnchor = SmartPtr <Transform> .Read(ObjectInfo.ParentFile, this, reader); LightProbeVolumeOverride = SmartPtr <GameObject> .Read(ObjectInfo.ParentFile, this, reader); SortingLayerID = reader.ReadInt32(); SortingLayer = reader.ReadInt16(); SortingOrder = reader.ReadInt16(); AdditionalVertexStreams = SmartPtr <MeshObject> .Read(ObjectInfo.ParentFile, this, reader); }