protected override void WriteObject(AssetsWriter writer)
 {
     base.WriteBase(writer);
     writer.Write(Name);
     //writer.Write(MeshData);
     writer.WriteArrayOf(SubMeshes, (o, w) => o.Write(w));
     BlendShapeData.Write(writer);
     writer.WriteArrayOf(BindPose, (o, w) => w.Write(o));
     writer.WriteArrayOf(BoneNameHashes, (o, w) => w.Write(o));
     writer.Write(RootBoneNameHash);
     writer.Write(MeshCompression);
     writer.Write(IsReadable);
     writer.Write(KeepVerticies);
     writer.Write(KeepIndicies);
     writer.AlignTo(4);
     writer.Write(IndexFormat);
     writer.WriteArray(IndexBuffer);
     writer.AlignTo(4);
     VertexData.Write(writer);
     CompressedMesh.Write(writer);
     LocalAABB.Write(writer);
     writer.Write(MeshUsageFlags);
     writer.WriteArray(BakedConvexCollisionMesh);
     writer.AlignTo(4);
     writer.WriteArray(BakedTriangleCollisionMesh);
     writer.AlignTo(4);
     writer.Write(MeshMetrics1);
     writer.Write(MeshMetrics2);
     StreamData.Write(writer);
 }
Exemple #2
0
 public void Write(AssetsWriter writer)
 {
     writer.Write(VertexCount);
     writer.WriteArrayOf(Channels, (o, w) => o.Write(w));
     writer.WriteArray(Data);
     writer.AlignTo(4);
 }
Exemple #3
0
 public void Write(AssetsWriter writer)
 {
     writer.Write(NumItems);
     writer.WriteArray(Data);
     writer.AlignTo(4);
     writer.Write(BitSize);
     writer.AlignTo(4);
 }
 public void Write(AssetsWriter writer)
 {
     Texture.Write(writer);
     AlphaTexture.Write(writer);
     writer.WriteArrayOf(SubMeshes, (o, w) => o.Write(w));
     writer.WriteArray(IndexBuffer);
     writer.AlignTo(4);
     VertexData.Write(writer);
     writer.WriteArrayOf(BindPose, (o, w) => w.Write(o));
     TextureRect.Write(writer);
     TextureRectOffset.Write(writer);
     AtlasRectOffset.Write(writer);
     writer.Write(SettingsRaw);
     UVTransform.Write(writer);
     writer.Write(DownscaleMultiplier);
 }