Exemple #1
0
        public override void Write(BinaryWriter writer, object obj_)
        {
            TrileFace obj = (TrileFace)obj_;

            FmbUtil.WriteObject(writer, obj.Id);
            FmbUtil.WriteObject(writer, obj.Face);
        }
Exemple #2
0
        public override void Write(BinaryWriter writer, object obj_)
        {
            NpcActionContent obj = (NpcActionContent)obj_;

            FmbUtil.WriteObject(writer, obj.AnimationName);
            FmbUtil.WriteObject(writer, obj.SoundName);
        }
        public override void Write(BinaryWriter writer, object obj_)
        {
            BackgroundPlane obj = (BackgroundPlane)obj_;

            FmbUtil.GetTypeHandler <Vector3>().Write(writer, obj.Position);
            FmbUtil.GetTypeHandler <Quaternion>().Write(writer, obj.Rotation);
            FmbUtil.GetTypeHandler <Vector3>().Write(writer, obj.Scale);
            FmbUtil.GetTypeHandler <Vector3>().Write(writer, obj.Size);
            writer.Write(obj.TextureName);
            writer.Write(obj.LightMap);
            writer.Write(obj.AllowOverbrightness);
            FmbUtil.GetTypeHandler <Color>().Write(writer, obj.Filter);
            writer.Write(obj.Animated);
            writer.Write(obj.Doublesided);
            writer.Write(obj.Opacity);
            FmbUtil.WriteObject(writer, obj.AttachedGroup);
            writer.Write(obj.Billboard);
            writer.Write(obj.SyncWithSamples);
            writer.Write(obj.Crosshatch);
            writer.Write(false);
            writer.Write(obj.AlwaysOnTop);
            writer.Write(obj.Fullbright);
            writer.Write(obj.PixelatedLightmap);
            writer.Write(obj.XTextureRepeat);
            writer.Write(obj.YTextureRepeat);
            writer.Write(obj.ClampTexture);
            FmbUtil.WriteObject(writer, obj.ActorType);
            FmbUtil.WriteObject(writer, obj.AttachedPlane);
            writer.Write(obj.ParallaxFactor);
        }
Exemple #4
0
        public override void Write(BinaryWriter writer, object obj_)
        {
            DotDialogueLine obj = (DotDialogueLine)obj_;

            FmbUtil.WriteObject(writer, obj.ResourceText);
            writer.Write(obj.Grouped);
        }
Exemple #5
0
        public override void Write(BinaryWriter writer, object obj_)
        {
            Sky obj = (Sky)obj_;

            writer.Write(obj.Name);
            writer.Write(obj.Background);
            writer.Write(obj.WindSpeed);
            writer.Write(obj.Density);
            writer.Write(obj.FogDensity);
            FmbUtil.WriteObject(writer, obj.Layers);
            FmbUtil.WriteObject(writer, obj.Clouds);
            FmbUtil.WriteObject(writer, obj.Shadows);
            FmbUtil.WriteObject(writer, obj.Stars);
            FmbUtil.WriteObject(writer, obj.CloudTint);
            writer.Write(obj.VerticalTiling);
            writer.Write(obj.HorizontalScrolling);
            writer.Write(obj.LayerBaseHeight);
            writer.Write(obj.InterLayerVerticalDistance);
            writer.Write(obj.InterLayerHorizontalDistance);
            writer.Write(obj.HorizontalDistance);
            writer.Write(obj.VerticalDistance);
            writer.Write(obj.LayerBaseSpacing);
            writer.Write(obj.WindParallax);
            writer.Write(obj.WindDistance);
            writer.Write(obj.CloudsParallax);
            writer.Write(obj.ShadowOpacity);
            writer.Write(obj.FoliageShadows);
            writer.Write(obj.NoPerFaceLayerXOffset);
            writer.Write(obj.LayerBaseXOffset);
        }
Exemple #6
0
        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);
        }
Exemple #7
0
        public override void Write(BinaryWriter writer, object obj_)
        {
            InstanceActorSettings obj = (InstanceActorSettings)obj_;

            FmbUtil.WriteObject(writer, obj.ContainedTrile);
            FmbUtil.WriteObject(writer, obj.SignText);
            FmbUtil.WriteObject(writer, obj.Sequence);
            FmbUtil.WriteObject(writer, obj.SequenceSampleName);
            FmbUtil.WriteObject(writer, obj.SequenceAlternateSampleName);
            FmbUtil.WriteObject(writer, obj.HostVolume);
        }
Exemple #8
0
        public override void Write(BinaryWriter writer, object obj_)
        {
            MovementPath obj = (MovementPath)obj_;

            FmbUtil.WriteObject(writer, obj.Segments);
            writer.Write(obj.NeedsTrigger);
            FmbUtil.WriteObject(writer, obj.EndBehavior);
            FmbUtil.WriteObject(writer, obj.SoundName);
            writer.Write(obj.IsSpline);
            writer.Write(obj.OffsetSeconds);
            writer.Write(obj.SaveTrigger);
        }
Exemple #9
0
        public override void Write(BinaryWriter writer, object obj_)
        {
            ShaderInstancedIndexedPrimitives <TemplateType, InstanceType> obj = (ShaderInstancedIndexedPrimitives <TemplateType, InstanceType>)obj_;

            FmbUtil.WriteObject(writer, obj.PrimitiveType);
            FmbUtil.WriteObject(writer, obj.Vertices);
            ushort[] indices = new ushort[obj.Indices.Length];
            for (int i = 0; i < indices.Length; i++)
            {
                indices[i] = (ushort)obj.Indices[i];
            }
            FmbUtil.WriteObject(writer, indices);
        }