Exemple #1
0
        protected override TRead Read(ContentReader input, TRead existingInstance)
        {
            // Read in the content properties in the exact same
            // order they were written in the corresponding writer

            // readthe map width & height
            var mapWidth  = input.ReadUInt32();
            var mapHeight = input.ReadUInt32();

            // Read the tile width & height
            var tileWidth  = input.ReadUInt32();
            var tileHeight = input.ReadUInt32();

            // Read the layer count and create collections to hold layers
            var layerCount   = input.ReadInt32();
            var layers       = new TilemapLayer[layerCount];
            var layersById   = new Dictionary <uint, TilemapLayer>();
            var layersByName = new Dictionary <string, TilemapLayer>();

            // Read the layer data
            for (var i = 0; i < layerCount; i++)
            {
                //var layerId = input.ReadUInt32();
                //var layerName = input.ReadString();
                var tileCount = input.ReadUInt32();
                var layerData = new uint[tileCount];
                for (uint j = 0; j < tileCount; j++)
                {
                    layerData[j] = input.ReadUInt32();
                }
                layers[i] = new TilemapLayer(layerData);
                //layersById[layerId] = layers[i];
                //layersByName[layerName] = layers[i];
            }

            // Read the tileset data
            var tiles = new List <Tile>()
            {
                new Tile()
            };
            var tilesetCount = input.ReadInt32();

            for (var i = 0; i < tilesetCount; i++)
            {
                var nextGUID = input.ReadInt32();
                if (nextGUID != tiles.Count)
                {
                    throw new Exception("Tileset GUIDs do not match");
                }
                var tileset = input.ReadExternalReference <Tileset>();
                // Create the tiles from the tileset
                for (int j = 0; j < tileset.Count; j++)
                {
                    tiles.Add(tileset[j]);
                }
            }

            // Construct and return the tilemap
            return(new Tilemap(mapWidth, mapHeight, tileWidth, tileHeight, layers, tiles.ToArray()));
        }
Exemple #2
0
        protected override TRead Read(ContentReader input, TRead existingInstance)
        {
            // Read in the content properties in the exact same
            // order they were written in the corresponding writer

            // readthe map width & height
            var mapWidth  = input.ReadUInt32();
            var mapHeight = input.ReadUInt32();

            // Read the tile width & height
            var tileWidth  = input.ReadUInt32();
            var tileHeight = input.ReadUInt32();

            // Read the layer count and create collections to hold layers
            var layerCount = input.ReadInt32();
            var layers     = new TilemapLayer[layerCount];

            // Read the layer data
            for (var i = 0; i < layerCount; i++)
            {
                //var layerId = input.ReadUInt32();
                //var layerName = input.ReadString();
                var tileCount = input.ReadUInt32();
                var layerData = new uint[tileCount];
                for (uint j = 0; j < tileCount; j++)
                {
                    layerData[j] = input.ReadUInt32();
                }
                layers[i] = new TilemapLayer(layerData);
            }

            // Read the tileset data
            var tiles = new List <Tile>()
            {
                new Tile()
            };
            var tilesetCount = input.ReadInt32();

            for (var i = 0; i < tilesetCount; i++)
            {
                var nextGUID = input.ReadInt32();
                if (nextGUID != tiles.Count)
                {
                    throw new Exception("Tileset GUIDs do not match");
                }
                var tileset = input.ReadExternalReference <Tileset>();
                // Create the tiles from the tileset
                for (int j = 0; j < tileset.Count; j++)
                {
                    tiles.Add(tileset[j]);
                }
            }

            // Read ObjectGroup data
            var objectGroups      = new List <ObjectGroup>();
            var objectGroupsCount = input.ReadUInt32();

            for (var i = 0; i < objectGroupsCount; i++)
            {
                var name              = input.ReadString();
                var groupObjects      = new List <GroupObject>();
                var groupObjectsCount = input.ReadUInt32();
                for (var j = 0; j < groupObjectsCount; j++)
                {
                    var sheetIndex = input.ReadInt32();
                    var x          = input.ReadUInt32();
                    var y          = input.ReadUInt32();
                    var width      = input.ReadUInt32();
                    var height     = input.ReadUInt32();

                    groupObjects.Add(new GroupObject(sheetIndex, x, y, width, height));
                }
                objectGroups.Add(new ObjectGroup(name, groupObjects.ToArray()));
            }

            // Construct and return the tilemap
            return(new Tilemap(mapWidth, mapHeight, tileWidth, tileHeight, layers, tiles.ToArray(), objectGroups.ToArray()));
        }