private void treeView1_AfterSelect(object sender, TreeViewEventArgs e) { WorldBuilder.MYPHash.Asset asset = (WorldBuilder.MYPHash.Asset)e.Node.Tag; if (asset.Assets.Count == 0 && OnAssetSelected != null) { OnAssetSelected(asset); } }
public void LoadCSV(WorldBuilder.MYPHash.Asset asset) { _asset = asset; listView1.VirtualMode = true; byte[] data = MYPHash.GetAssetData(frmBuilder.WarFolder, asset, 0); if (data != null) { _csv = new CSV(System.Text.ASCIIEncoding.ASCII.GetString(data)); LoadCSV(_csv); } }
private void treeView1_BeforeExpand(object sender, TreeViewCancelEventArgs e) { e.Node.Nodes.Clear(); WorldBuilder.MYPHash.Asset parent = (WorldBuilder.MYPHash.Asset)e.Node.Tag; foreach (var asset in parent.Assets.Values.OrderBy(x => x.Name).ToList()) { TreeNode node = new TreeNode(asset.Name); node.Tag = asset; if (asset.Assets.Count > 0) { node.Nodes.Add(""); } e.Node.Nodes.Add(node); } }
public void LoadText(WorldBuilder.MYPHash.Asset asset) { _asset = asset; byte[] data = null; if (asset.File == null) { _data = MYPHash.GetAssetData(frmBuilder.WarFolder, asset, 0); } else { _data = MYPHash.GetAssetData(frmBuilder.WarFolder, asset.Hash, 0); } data = _data; if (_data != null) { if (asset.Name.ToUpper().EndsWith(".XML") || asset.Name.ToUpper().EndsWith(".MOD")) { // txtText.ConfigurationManager.Language = "xml"; txtText.Text = System.Text.ASCIIEncoding.ASCII.GetString(data); } else if (asset.Name.ToUpper().EndsWith(".LUA")) { // txtText.ConfigurationManager.Language = "LUA"; txtText.Text = System.Text.ASCIIEncoding.ASCII.GetString(data); } else if (asset.Name.ToUpper().EndsWith(".PSH") || asset.Name.ToUpper().EndsWith(".VSH") || asset.Name.ToUpper().EndsWith("H")) { // txtText.ConfigurationManager.Language = "cpp"; txtText.Text = System.Text.ASCIIEncoding.ASCII.GetString(data); } else if (asset.Name.ToUpper().EndsWith(".DAT")) { txtText.Text = System.Text.ASCIIEncoding.ASCII.GetString(data); } else if (asset.Name.ToUpper().EndsWith(".TXT")) { txtText.Text = System.Text.UnicodeEncoding.Unicode.GetString(data); } } }
public void LoadBin(WorldBuilder.MYPHash.Asset asset) { _asset = asset; }