public SkeletonData ReadSkeletonData(Stream input) { if (input == null) { throw new ArgumentNullException("input"); } float scale = Scale; var skeletonData = new SkeletonData(); skeletonData.hash = ReadString(input); if (skeletonData.hash.Length == 0) { skeletonData.hash = null; } skeletonData.version = ReadString(input); if (skeletonData.version.Length == 0) { skeletonData.version = null; } skeletonData.width = ReadFloat(input); skeletonData.height = ReadFloat(input); bool nonessential = ReadBoolean(input); if (nonessential) { skeletonData.imagesPath = ReadString(input); if (skeletonData.imagesPath.Length == 0) { skeletonData.imagesPath = null; } } // Bones. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { String name = ReadString(input); BoneData parent = i == 0 ? null : skeletonData.bones.Items[ReadVarint(input, true)]; BoneData boneData = new BoneData(name, parent); boneData.rotation = ReadFloat(input); boneData.x = ReadFloat(input) * scale; boneData.y = ReadFloat(input) * scale; boneData.scaleX = ReadFloat(input); boneData.scaleY = ReadFloat(input); boneData.shearX = ReadFloat(input); boneData.shearY = ReadFloat(input); boneData.length = ReadFloat(input) * scale; boneData.inheritRotation = ReadBoolean(input); boneData.inheritScale = ReadBoolean(input); if (nonessential) { ReadInt(input); // Skip bone color. } skeletonData.bones.Add(boneData); } // IK constraints. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { IkConstraintData ikConstraintData = new IkConstraintData(ReadString(input)); for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) { ikConstraintData.bones.Add(skeletonData.bones.Items[ReadVarint(input, true)]); } ikConstraintData.target = skeletonData.bones.Items[ReadVarint(input, true)]; ikConstraintData.mix = ReadFloat(input); ikConstraintData.bendDirection = ReadSByte(input); skeletonData.ikConstraints.Add(ikConstraintData); } // Transform constraints. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { TransformConstraintData transformConstraintData = new TransformConstraintData(ReadString(input)); transformConstraintData.bone = skeletonData.bones.Items[ReadVarint(input, true)]; transformConstraintData.target = skeletonData.bones.Items[ReadVarint(input, true)]; transformConstraintData.offsetRotation = ReadFloat(input); transformConstraintData.offsetX = ReadFloat(input) * scale; transformConstraintData.offsetY = ReadFloat(input) * scale; transformConstraintData.offsetScaleX = ReadFloat(input); transformConstraintData.offsetScaleY = ReadFloat(input); transformConstraintData.offsetShearY = ReadFloat(input); transformConstraintData.rotateMix = ReadFloat(input); transformConstraintData.translateMix = ReadFloat(input); transformConstraintData.scaleMix = ReadFloat(input); transformConstraintData.shearMix = ReadFloat(input); skeletonData.transformConstraints.Add(transformConstraintData); } // Slots. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { String slotName = ReadString(input); BoneData boneData = skeletonData.bones.Items[ReadVarint(input, true)]; SlotData slotData = new SlotData(slotName, boneData); int color = ReadInt(input); slotData.r = ((color & 0xff000000) >> 24) / 255f; slotData.g = ((color & 0x00ff0000) >> 16) / 255f; slotData.b = ((color & 0x0000ff00) >> 8) / 255f; slotData.a = ((color & 0x000000ff)) / 255f; slotData.attachmentName = ReadString(input); slotData.blendMode = (BlendMode)ReadVarint(input, true); skeletonData.slots.Add(slotData); } // Default skin. Skin defaultSkin = ReadSkin(input, "default", nonessential); if (defaultSkin != null) { skeletonData.defaultSkin = defaultSkin; skeletonData.skins.Add(defaultSkin); } // Skins. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { skeletonData.skins.Add(ReadSkin(input, ReadString(input), nonessential)); } // Linked meshes. for (int i = 0, n = linkedMeshes.Count; i < n; i++) { SkeletonJson.LinkedMesh linkedMesh = linkedMeshes[i]; Skin skin = linkedMesh.skin == null ? skeletonData.DefaultSkin : skeletonData.FindSkin(linkedMesh.skin); if (skin == null) { throw new Exception("Skin not found: " + linkedMesh.skin); } Attachment parent = skin.GetAttachment(linkedMesh.slotIndex, linkedMesh.parent); if (parent == null) { throw new Exception("Parent mesh not found: " + linkedMesh.parent); } if (linkedMesh.mesh is MeshAttachment) { MeshAttachment mesh = (MeshAttachment)linkedMesh.mesh; mesh.ParentMesh = (MeshAttachment)parent; mesh.UpdateUVs(); } else { WeightedMeshAttachment mesh = (WeightedMeshAttachment)linkedMesh.mesh; mesh.ParentMesh = (WeightedMeshAttachment)parent; mesh.UpdateUVs(); } } linkedMeshes.Clear(); // Events. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { EventData eventData = new EventData(ReadString(input)); eventData.Int = ReadVarint(input, false); eventData.Float = ReadFloat(input); eventData.String = ReadString(input); skeletonData.events.Add(eventData); } // Animations. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { ReadAnimation(ReadString(input), input, skeletonData); } skeletonData.bones.TrimExcess(); skeletonData.slots.TrimExcess(); skeletonData.skins.TrimExcess(); skeletonData.events.TrimExcess(); skeletonData.animations.TrimExcess(); skeletonData.ikConstraints.TrimExcess(); return(skeletonData); }
public SkeletonData ReadSkeletonData(Stream input) { if (input == null) { throw new ArgumentNullException("input"); } float scale = Scale; var skeletonData = new SkeletonData(); skeletonData.hash = ReadString(input); if (skeletonData.hash.Length == 0) { skeletonData.hash = null; } skeletonData.version = ReadString(input); if (skeletonData.version.Length == 0) { skeletonData.version = null; } skeletonData.width = ReadFloat(input); skeletonData.height = ReadFloat(input); bool nonessential = ReadBoolean(input); if (nonessential) { skeletonData.fps = ReadFloat(input); skeletonData.imagesPath = ReadString(input); if (skeletonData.imagesPath.Length == 0) { skeletonData.imagesPath = null; } } // Bones. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { String name = ReadString(input); BoneData parent = i == 0 ? null : skeletonData.bones.Items[ReadVarint(input, true)]; BoneData data = new BoneData(i, name, parent); data.rotation = ReadFloat(input); data.x = ReadFloat(input) * scale; data.y = ReadFloat(input) * scale; data.scaleX = ReadFloat(input); data.scaleY = ReadFloat(input); data.shearX = ReadFloat(input); data.shearY = ReadFloat(input); data.length = ReadFloat(input) * scale; data.transformMode = TransformModeValues[ReadVarint(input, true)]; if (nonessential) { ReadInt(input); // Skip bone color. } skeletonData.bones.Add(data); } // Slots. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { String slotName = ReadString(input); BoneData boneData = skeletonData.bones.Items[ReadVarint(input, true)]; SlotData slotData = new SlotData(i, slotName, boneData); int color = ReadInt(input); slotData.r = ((color & 0xff000000) >> 24) / 255f; slotData.g = ((color & 0x00ff0000) >> 16) / 255f; slotData.b = ((color & 0x0000ff00) >> 8) / 255f; slotData.a = ((color & 0x000000ff)) / 255f; int darkColor = ReadInt(input); // 0x00rrggbb if (darkColor != -1) { slotData.hasSecondColor = true; slotData.r2 = ((darkColor & 0x00ff0000) >> 16) / 255f; slotData.g2 = ((darkColor & 0x0000ff00) >> 8) / 255f; slotData.b2 = ((darkColor & 0x000000ff)) / 255f; } slotData.attachmentName = ReadString(input); slotData.blendMode = (BlendMode)ReadVarint(input, true); skeletonData.slots.Add(slotData); } // IK constraints. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { IkConstraintData data = new IkConstraintData(ReadString(input)); data.order = ReadVarint(input, true); for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) { data.bones.Add(skeletonData.bones.Items[ReadVarint(input, true)]); } data.target = skeletonData.bones.Items[ReadVarint(input, true)]; data.mix = ReadFloat(input); data.bendDirection = ReadSByte(input); skeletonData.ikConstraints.Add(data); } // Transform constraints. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { TransformConstraintData data = new TransformConstraintData(ReadString(input)); data.order = ReadVarint(input, true); for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) { data.bones.Add(skeletonData.bones.Items[ReadVarint(input, true)]); } data.target = skeletonData.bones.Items[ReadVarint(input, true)]; data.local = ReadBoolean(input); data.relative = ReadBoolean(input); data.offsetRotation = ReadFloat(input); data.offsetX = ReadFloat(input) * scale; data.offsetY = ReadFloat(input) * scale; data.offsetScaleX = ReadFloat(input); data.offsetScaleY = ReadFloat(input); data.offsetShearY = ReadFloat(input); data.rotateMix = ReadFloat(input); data.translateMix = ReadFloat(input); data.scaleMix = ReadFloat(input); data.shearMix = ReadFloat(input); skeletonData.transformConstraints.Add(data); } // Path constraints for (int i = 0, n = ReadVarint(input, true); i < n; i++) { PathConstraintData data = new PathConstraintData(ReadString(input)); data.order = ReadVarint(input, true); for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) { data.bones.Add(skeletonData.bones.Items[ReadVarint(input, true)]); } data.target = skeletonData.slots.Items[ReadVarint(input, true)]; data.positionMode = (PositionMode)Enum.GetValues(typeof(PositionMode)).GetValue(ReadVarint(input, true)); data.spacingMode = (SpacingMode)Enum.GetValues(typeof(SpacingMode)).GetValue(ReadVarint(input, true)); data.rotateMode = (RotateMode)Enum.GetValues(typeof(RotateMode)).GetValue(ReadVarint(input, true)); data.offsetRotation = ReadFloat(input); data.position = ReadFloat(input); if (data.positionMode == PositionMode.Fixed) { data.position *= scale; } data.spacing = ReadFloat(input); if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed) { data.spacing *= scale; } data.rotateMix = ReadFloat(input); data.translateMix = ReadFloat(input); skeletonData.pathConstraints.Add(data); } // Default skin. Skin defaultSkin = ReadSkin(input, skeletonData, "default", nonessential); if (defaultSkin != null) { skeletonData.defaultSkin = defaultSkin; skeletonData.skins.Add(defaultSkin); } // Skins. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { skeletonData.skins.Add(ReadSkin(input, skeletonData, ReadString(input), nonessential)); } // Linked meshes. for (int i = 0, n = linkedMeshes.Count; i < n; i++) { SkeletonJson.LinkedMesh linkedMesh = linkedMeshes[i]; Skin skin = linkedMesh.skin == null ? skeletonData.DefaultSkin : skeletonData.FindSkin(linkedMesh.skin); if (skin == null) { throw new Exception("Skin not found: " + linkedMesh.skin); } Attachment parent = skin.GetAttachment(linkedMesh.slotIndex, linkedMesh.parent); if (parent == null) { throw new Exception("Parent mesh not found: " + linkedMesh.parent); } linkedMesh.mesh.ParentMesh = (MeshAttachment)parent; linkedMesh.mesh.UpdateUVs(); } linkedMeshes.Clear(); // Events. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { EventData data = new EventData(ReadString(input)); data.Int = ReadVarint(input, false); data.Float = ReadFloat(input); data.String = ReadString(input); skeletonData.events.Add(data); } // Animations. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { ReadAnimation(ReadString(input), input, skeletonData); } skeletonData.bones.TrimExcess(); skeletonData.slots.TrimExcess(); skeletonData.skins.TrimExcess(); skeletonData.events.TrimExcess(); skeletonData.animations.TrimExcess(); skeletonData.ikConstraints.TrimExcess(); skeletonData.pathConstraints.TrimExcess(); return(skeletonData); }
public SkeletonData ReadSkeletonData(Stream input) { if (input == null) { throw new ArgumentNullException("input"); } float scale = Scale; SkeletonData skeletonData = new SkeletonData(); skeletonData.hash = ReadString(input); if (skeletonData.hash.Length == 0) { skeletonData.hash = null; } skeletonData.version = ReadString(input); if (skeletonData.version.Length == 0) { skeletonData.version = null; } skeletonData.width = ReadFloat(input); skeletonData.height = ReadFloat(input); bool flag = ReadBoolean(input); if (flag) { skeletonData.fps = ReadFloat(input); skeletonData.imagesPath = ReadString(input); if (skeletonData.imagesPath.Length == 0) { skeletonData.imagesPath = null; } } int i = 0; for (int num = ReadVarint(input, optimizePositive: true); i < num; i++) { string name = ReadString(input); BoneData parent = (i != 0) ? skeletonData.bones.Items[ReadVarint(input, optimizePositive: true)] : null; BoneData boneData = new BoneData(i, name, parent); boneData.rotation = ReadFloat(input); boneData.x = ReadFloat(input) * scale; boneData.y = ReadFloat(input) * scale; boneData.scaleX = ReadFloat(input); boneData.scaleY = ReadFloat(input); boneData.shearX = ReadFloat(input); boneData.shearY = ReadFloat(input); boneData.length = ReadFloat(input) * scale; boneData.transformMode = TransformModeValues[ReadVarint(input, optimizePositive: true)]; if (flag) { ReadInt(input); } skeletonData.bones.Add(boneData); } int j = 0; for (int num2 = ReadVarint(input, optimizePositive: true); j < num2; j++) { string name2 = ReadString(input); BoneData boneData2 = skeletonData.bones.Items[ReadVarint(input, optimizePositive: true)]; SlotData slotData = new SlotData(j, name2, boneData2); int num3 = ReadInt(input); slotData.r = (float)((num3 & 4278190080u) >> 24) / 255f; slotData.g = (float)((num3 & 0xFF0000) >> 16) / 255f; slotData.b = (float)((num3 & 0xFF00) >> 8) / 255f; slotData.a = (float)(num3 & 0xFF) / 255f; int num4 = ReadInt(input); if (num4 != -1) { slotData.hasSecondColor = true; slotData.r2 = (float)((num4 & 0xFF0000) >> 16) / 255f; slotData.g2 = (float)((num4 & 0xFF00) >> 8) / 255f; slotData.b2 = (float)(num4 & 0xFF) / 255f; } slotData.attachmentName = ReadString(input); slotData.blendMode = (BlendMode)ReadVarint(input, optimizePositive: true); skeletonData.slots.Add(slotData); } int k = 0; for (int num5 = ReadVarint(input, optimizePositive: true); k < num5; k++) { IkConstraintData ikConstraintData = new IkConstraintData(ReadString(input)); ikConstraintData.order = ReadVarint(input, optimizePositive: true); int l = 0; for (int num6 = ReadVarint(input, optimizePositive: true); l < num6; l++) { ikConstraintData.bones.Add(skeletonData.bones.Items[ReadVarint(input, optimizePositive: true)]); } ikConstraintData.target = skeletonData.bones.Items[ReadVarint(input, optimizePositive: true)]; ikConstraintData.mix = ReadFloat(input); ikConstraintData.bendDirection = ReadSByte(input); skeletonData.ikConstraints.Add(ikConstraintData); } int m = 0; for (int num7 = ReadVarint(input, optimizePositive: true); m < num7; m++) { TransformConstraintData transformConstraintData = new TransformConstraintData(ReadString(input)); transformConstraintData.order = ReadVarint(input, optimizePositive: true); int n = 0; for (int num8 = ReadVarint(input, optimizePositive: true); n < num8; n++) { transformConstraintData.bones.Add(skeletonData.bones.Items[ReadVarint(input, optimizePositive: true)]); } transformConstraintData.target = skeletonData.bones.Items[ReadVarint(input, optimizePositive: true)]; transformConstraintData.local = ReadBoolean(input); transformConstraintData.relative = ReadBoolean(input); transformConstraintData.offsetRotation = ReadFloat(input); transformConstraintData.offsetX = ReadFloat(input) * scale; transformConstraintData.offsetY = ReadFloat(input) * scale; transformConstraintData.offsetScaleX = ReadFloat(input); transformConstraintData.offsetScaleY = ReadFloat(input); transformConstraintData.offsetShearY = ReadFloat(input); transformConstraintData.rotateMix = ReadFloat(input); transformConstraintData.translateMix = ReadFloat(input); transformConstraintData.scaleMix = ReadFloat(input); transformConstraintData.shearMix = ReadFloat(input); skeletonData.transformConstraints.Add(transformConstraintData); } int num9 = 0; for (int num10 = ReadVarint(input, optimizePositive: true); num9 < num10; num9++) { PathConstraintData pathConstraintData = new PathConstraintData(ReadString(input)); pathConstraintData.order = ReadVarint(input, optimizePositive: true); int num11 = 0; for (int num12 = ReadVarint(input, optimizePositive: true); num11 < num12; num11++) { pathConstraintData.bones.Add(skeletonData.bones.Items[ReadVarint(input, optimizePositive: true)]); } pathConstraintData.target = skeletonData.slots.Items[ReadVarint(input, optimizePositive: true)]; pathConstraintData.positionMode = (PositionMode)Enum.GetValues(typeof(PositionMode)).GetValue(ReadVarint(input, optimizePositive: true)); pathConstraintData.spacingMode = (SpacingMode)Enum.GetValues(typeof(SpacingMode)).GetValue(ReadVarint(input, optimizePositive: true)); pathConstraintData.rotateMode = (RotateMode)Enum.GetValues(typeof(RotateMode)).GetValue(ReadVarint(input, optimizePositive: true)); pathConstraintData.offsetRotation = ReadFloat(input); pathConstraintData.position = ReadFloat(input); if (pathConstraintData.positionMode == PositionMode.Fixed) { pathConstraintData.position *= scale; } pathConstraintData.spacing = ReadFloat(input); if (pathConstraintData.spacingMode == SpacingMode.Length || pathConstraintData.spacingMode == SpacingMode.Fixed) { pathConstraintData.spacing *= scale; } pathConstraintData.rotateMix = ReadFloat(input); pathConstraintData.translateMix = ReadFloat(input); skeletonData.pathConstraints.Add(pathConstraintData); } Skin skin = ReadSkin(input, skeletonData, "default", flag); if (skin != null) { skeletonData.defaultSkin = skin; skeletonData.skins.Add(skin); } int num13 = 0; for (int num14 = ReadVarint(input, optimizePositive: true); num13 < num14; num13++) { skeletonData.skins.Add(ReadSkin(input, skeletonData, ReadString(input), flag)); } int num15 = 0; for (int count = linkedMeshes.Count; num15 < count; num15++) { SkeletonJson.LinkedMesh linkedMesh = linkedMeshes[num15]; Skin skin2 = (linkedMesh.skin != null) ? skeletonData.FindSkin(linkedMesh.skin) : skeletonData.DefaultSkin; if (skin2 == null) { throw new Exception("Skin not found: " + linkedMesh.skin); } Attachment attachment = skin2.GetAttachment(linkedMesh.slotIndex, linkedMesh.parent); if (attachment == null) { throw new Exception("Parent mesh not found: " + linkedMesh.parent); } linkedMesh.mesh.ParentMesh = (MeshAttachment)attachment; linkedMesh.mesh.UpdateUVs(); } linkedMeshes.Clear(); int num16 = 0; for (int num17 = ReadVarint(input, optimizePositive: true); num16 < num17; num16++) { EventData eventData = new EventData(ReadString(input)); eventData.Int = ReadVarint(input, optimizePositive: false); eventData.Float = ReadFloat(input); eventData.String = ReadString(input); skeletonData.events.Add(eventData); } int num18 = 0; for (int num19 = ReadVarint(input, optimizePositive: true); num18 < num19; num18++) { ReadAnimation(ReadString(input), input, skeletonData); } skeletonData.bones.TrimExcess(); skeletonData.slots.TrimExcess(); skeletonData.skins.TrimExcess(); skeletonData.events.TrimExcess(); skeletonData.animations.TrimExcess(); skeletonData.ikConstraints.TrimExcess(); skeletonData.pathConstraints.TrimExcess(); return(skeletonData); }
public SkeletonData ReadSkeletonData(Stream input) { if (input == null) { throw new ArgumentNullException("input"); } float scale = this.Scale; SkeletonData skeletonData = new SkeletonData(); skeletonData.hash = this.ReadString(input); if (skeletonData.hash.Length == 0) { skeletonData.hash = null; } skeletonData.version = this.ReadString(input); if (skeletonData.version.Length == 0) { skeletonData.version = null; } skeletonData.width = this.ReadFloat(input); skeletonData.height = this.ReadFloat(input); bool flag = SkeletonBinary.ReadBoolean(input); if (flag) { skeletonData.imagesPath = this.ReadString(input); if (skeletonData.imagesPath.Length == 0) { skeletonData.imagesPath = null; } } int i = 0; int num = SkeletonBinary.ReadVarint(input, true); while (i < num) { string name = this.ReadString(input); BoneData parent = (i != 0) ? skeletonData.bones.Items[SkeletonBinary.ReadVarint(input, true)] : null; BoneData boneData = new BoneData(i, name, parent); boneData.rotation = this.ReadFloat(input); boneData.x = this.ReadFloat(input) * scale; boneData.y = this.ReadFloat(input) * scale; boneData.scaleX = this.ReadFloat(input); boneData.scaleY = this.ReadFloat(input); boneData.shearX = this.ReadFloat(input); boneData.shearY = this.ReadFloat(input); boneData.length = this.ReadFloat(input) * scale; boneData.inheritRotation = SkeletonBinary.ReadBoolean(input); boneData.inheritScale = SkeletonBinary.ReadBoolean(input); if (flag) { SkeletonBinary.ReadInt(input); } skeletonData.bones.Add(boneData); i++; } int j = 0; int num2 = SkeletonBinary.ReadVarint(input, true); while (j < num2) { string name2 = this.ReadString(input); BoneData boneData2 = skeletonData.bones.Items[SkeletonBinary.ReadVarint(input, true)]; SlotData slotData = new SlotData(j, name2, boneData2); int num3 = SkeletonBinary.ReadInt(input); slotData.r = (float)((num3 & 4278190080u) >> 24) / 255f; slotData.g = (float)((num3 & 16711680) >> 16) / 255f; slotData.b = (float)((num3 & 65280) >> 8) / 255f; slotData.a = (float)(num3 & 255) / 255f; slotData.attachmentName = this.ReadString(input); slotData.blendMode = (BlendMode)SkeletonBinary.ReadVarint(input, true); skeletonData.slots.Add(slotData); j++; } int k = 0; int num4 = SkeletonBinary.ReadVarint(input, true); while (k < num4) { IkConstraintData ikConstraintData = new IkConstraintData(this.ReadString(input)); int l = 0; int num5 = SkeletonBinary.ReadVarint(input, true); while (l < num5) { ikConstraintData.bones.Add(skeletonData.bones.Items[SkeletonBinary.ReadVarint(input, true)]); l++; } ikConstraintData.target = skeletonData.bones.Items[SkeletonBinary.ReadVarint(input, true)]; ikConstraintData.mix = this.ReadFloat(input); ikConstraintData.bendDirection = (int)SkeletonBinary.ReadSByte(input); skeletonData.ikConstraints.Add(ikConstraintData); k++; } int m = 0; int num6 = SkeletonBinary.ReadVarint(input, true); while (m < num6) { TransformConstraintData transformConstraintData = new TransformConstraintData(this.ReadString(input)); int n = 0; int num7 = SkeletonBinary.ReadVarint(input, true); while (n < num7) { transformConstraintData.bones.Add(skeletonData.bones.Items[SkeletonBinary.ReadVarint(input, true)]); n++; } transformConstraintData.target = skeletonData.bones.Items[SkeletonBinary.ReadVarint(input, true)]; transformConstraintData.offsetRotation = this.ReadFloat(input); transformConstraintData.offsetX = this.ReadFloat(input) * scale; transformConstraintData.offsetY = this.ReadFloat(input) * scale; transformConstraintData.offsetScaleX = this.ReadFloat(input); transformConstraintData.offsetScaleY = this.ReadFloat(input); transformConstraintData.offsetShearY = this.ReadFloat(input); transformConstraintData.rotateMix = this.ReadFloat(input); transformConstraintData.translateMix = this.ReadFloat(input); transformConstraintData.scaleMix = this.ReadFloat(input); transformConstraintData.shearMix = this.ReadFloat(input); skeletonData.transformConstraints.Add(transformConstraintData); m++; } int num8 = 0; int num9 = SkeletonBinary.ReadVarint(input, true); while (num8 < num9) { PathConstraintData pathConstraintData = new PathConstraintData(this.ReadString(input)); int num10 = 0; int num11 = SkeletonBinary.ReadVarint(input, true); while (num10 < num11) { pathConstraintData.bones.Add(skeletonData.bones.Items[SkeletonBinary.ReadVarint(input, true)]); num10++; } pathConstraintData.target = skeletonData.slots.Items[SkeletonBinary.ReadVarint(input, true)]; pathConstraintData.positionMode = (PositionMode)Enum.GetValues(typeof(PositionMode)).GetValue(SkeletonBinary.ReadVarint(input, true)); pathConstraintData.spacingMode = (SpacingMode)Enum.GetValues(typeof(SpacingMode)).GetValue(SkeletonBinary.ReadVarint(input, true)); pathConstraintData.rotateMode = (RotateMode)Enum.GetValues(typeof(RotateMode)).GetValue(SkeletonBinary.ReadVarint(input, true)); pathConstraintData.offsetRotation = this.ReadFloat(input); pathConstraintData.position = this.ReadFloat(input); if (pathConstraintData.positionMode == PositionMode.Fixed) { pathConstraintData.position *= scale; } pathConstraintData.spacing = this.ReadFloat(input); if (pathConstraintData.spacingMode == SpacingMode.Length || pathConstraintData.spacingMode == SpacingMode.Fixed) { pathConstraintData.spacing *= scale; } pathConstraintData.rotateMix = this.ReadFloat(input); pathConstraintData.translateMix = this.ReadFloat(input); skeletonData.pathConstraints.Add(pathConstraintData); num8++; } Skin skin = this.ReadSkin(input, "default", flag); if (skin != null) { skeletonData.defaultSkin = skin; skeletonData.skins.Add(skin); } int num12 = 0; int num13 = SkeletonBinary.ReadVarint(input, true); while (num12 < num13) { skeletonData.skins.Add(this.ReadSkin(input, this.ReadString(input), flag)); num12++; } int num14 = 0; int count = this.linkedMeshes.Count; while (num14 < count) { SkeletonJson.LinkedMesh linkedMesh = this.linkedMeshes[num14]; Skin skin2 = (linkedMesh.skin != null) ? skeletonData.FindSkin(linkedMesh.skin) : skeletonData.DefaultSkin; if (skin2 == null) { throw new Exception("Skin not found: " + linkedMesh.skin); } Attachment attachment = skin2.GetAttachment(linkedMesh.slotIndex, linkedMesh.parent); if (attachment == null) { throw new Exception("Parent mesh not found: " + linkedMesh.parent); } linkedMesh.mesh.ParentMesh = (MeshAttachment)attachment; linkedMesh.mesh.UpdateUVs(); num14++; } this.linkedMeshes.Clear(); int num15 = 0; int num16 = SkeletonBinary.ReadVarint(input, true); while (num15 < num16) { EventData eventData = new EventData(this.ReadString(input)); eventData.Int = SkeletonBinary.ReadVarint(input, false); eventData.Float = this.ReadFloat(input); eventData.String = this.ReadString(input); skeletonData.events.Add(eventData); num15++; } int num17 = 0; int num18 = SkeletonBinary.ReadVarint(input, true); while (num17 < num18) { this.ReadAnimation(this.ReadString(input), input, skeletonData); num17++; } skeletonData.bones.TrimExcess(); skeletonData.slots.TrimExcess(); skeletonData.skins.TrimExcess(); skeletonData.events.TrimExcess(); skeletonData.animations.TrimExcess(); skeletonData.ikConstraints.TrimExcess(); skeletonData.pathConstraints.TrimExcess(); return(skeletonData); }
public SkeletonData ReadSkeletonData(Stream input, String skelPath, String animPath, int limitCount = 0, bool backUp = true) { if (input == null) { throw new ArgumentNullException("input"); } float scale = Scale; var skeletonData = new SkeletonData(); skeletonData.hash = ReadString(input); if (skeletonData.hash.Length == 0) { skeletonData.hash = null; } skeletonData.version = ReadString(input); if (skeletonData.version.Length == 0) { skeletonData.version = null; } skeletonData.width = ReadFloat(input); skeletonData.height = ReadFloat(input); bool nonessential = ReadBoolean(input); if (nonessential) { skeletonData.fps = ReadFloat(input); skeletonData.imagesPath = ReadString(input); if (skeletonData.imagesPath.Length == 0) { skeletonData.imagesPath = null; } } // Bones. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { String name = ReadString(input); BoneData parent = i == 0 ? null : skeletonData.bones.Items[ReadVarint(input, true)]; BoneData data = new BoneData(i, name, parent); data.rotation = ReadFloat(input); data.x = ReadFloat(input) * scale; data.y = ReadFloat(input) * scale; data.scaleX = ReadFloat(input); data.scaleY = ReadFloat(input); data.shearX = ReadFloat(input); data.shearY = ReadFloat(input); data.length = ReadFloat(input) * scale; data.transformMode = TransformModeValues[ReadVarint(input, true)]; if (nonessential) { ReadInt(input); // Skip bone color. } skeletonData.bones.Add(data); } // Slots. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { String slotName = ReadString(input); BoneData boneData = skeletonData.bones.Items[ReadVarint(input, true)]; SlotData slotData = new SlotData(i, slotName, boneData); int color = ReadInt(input); slotData.r = ((color & 0xff000000) >> 24) / 255f; slotData.g = ((color & 0x00ff0000) >> 16) / 255f; slotData.b = ((color & 0x0000ff00) >> 8) / 255f; slotData.a = ((color & 0x000000ff)) / 255f; slotData.attachmentName = ReadString(input); slotData.blendMode = (BlendMode)ReadVarint(input, true); skeletonData.slots.Add(slotData); } // IK constraints. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { IkConstraintData data = new IkConstraintData(ReadString(input)); data.order = ReadVarint(input, true); for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) { data.bones.Add(skeletonData.bones.Items[ReadVarint(input, true)]); } data.target = skeletonData.bones.Items[ReadVarint(input, true)]; data.mix = ReadFloat(input); data.bendDirection = ReadSByte(input); skeletonData.ikConstraints.Add(data); } // Transform constraints. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { TransformConstraintData data = new TransformConstraintData(ReadString(input)); data.order = ReadVarint(input, true); for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) { data.bones.Add(skeletonData.bones.Items[ReadVarint(input, true)]); } data.target = skeletonData.bones.Items[ReadVarint(input, true)]; data.offsetRotation = ReadFloat(input); data.offsetX = ReadFloat(input) * scale; data.offsetY = ReadFloat(input) * scale; data.offsetScaleX = ReadFloat(input); data.offsetScaleY = ReadFloat(input); data.offsetShearY = ReadFloat(input); data.rotateMix = ReadFloat(input); data.translateMix = ReadFloat(input); data.scaleMix = ReadFloat(input); data.shearMix = ReadFloat(input); skeletonData.transformConstraints.Add(data); } // Path constraints for (int i = 0, n = ReadVarint(input, true); i < n; i++) { PathConstraintData data = new PathConstraintData(ReadString(input)); data.order = ReadVarint(input, true); for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) { data.bones.Add(skeletonData.bones.Items[ReadVarint(input, true)]); } data.target = skeletonData.slots.Items[ReadVarint(input, true)]; data.positionMode = (PositionMode)Enum.GetValues(typeof(PositionMode)).GetValue(ReadVarint(input, true)); data.spacingMode = (SpacingMode)Enum.GetValues(typeof(SpacingMode)).GetValue(ReadVarint(input, true)); data.rotateMode = (RotateMode)Enum.GetValues(typeof(RotateMode)).GetValue(ReadVarint(input, true)); data.offsetRotation = ReadFloat(input); data.position = ReadFloat(input); if (data.positionMode == PositionMode.Fixed) { data.position *= scale; } data.spacing = ReadFloat(input); if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed) { data.spacing *= scale; } data.rotateMix = ReadFloat(input); data.translateMix = ReadFloat(input); skeletonData.pathConstraints.Add(data); } // Default skin. Skin defaultSkin = ReadSkin(input, "default", nonessential); if (defaultSkin != null) { skeletonData.defaultSkin = defaultSkin; skeletonData.skins.Add(defaultSkin); } // Skins. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { skeletonData.skins.Add(ReadSkin(input, ReadString(input), nonessential)); } // Linked meshes. for (int i = 0, n = linkedMeshes.Count; i < n; i++) { SkeletonJson.LinkedMesh linkedMesh = linkedMeshes[i]; Skin skin = linkedMesh.skin == null ? skeletonData.DefaultSkin : skeletonData.FindSkin(linkedMesh.skin); if (skin == null) { throw new Exception("Skin not found: " + linkedMesh.skin); } Attachment parent = skin.GetAttachment(linkedMesh.slotIndex, linkedMesh.parent); if (parent == null) { throw new Exception("Parent mesh not found: " + linkedMesh.parent); } linkedMesh.mesh.ParentMesh = (MeshAttachment)parent; linkedMesh.mesh.UpdateUVs(); } linkedMeshes.Clear(); // Events. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { EventData data = new EventData(ReadString(input)); data.Int = ReadVarint(input, false); data.Float = ReadFloat(input); data.String = ReadString(input); skeletonData.events.Add(data); } long _pos = input.Position; // Animations. int _animationCount = ReadVarint(input, true); // 传入的animPath是个bundle path,首先我们要获得真的地址 var resolver = ""; //new Ngame.ABSystem.AssetBundlePathResolver(); update wumiao var realAnimPath = ""; //resolver.ABResPlayGroundAssetPath + "/" + animPath; update wumiao //如果存在先删除,清空数据 if (Directory.Exists(realAnimPath)) { Directory.Delete(realAnimPath, true); } if (!Directory.Exists(realAnimPath)) { Directory.CreateDirectory(realAnimPath); } int _length = skelPath.LastIndexOf("."); string _backupPath = skelPath.Insert(_length, "_backup"); //超过限制数量就拆动画, 否则重定向输入源到backup // HACK 怨念临时修改,只要动画数量不为0就拆,这里传入的limitcount一定是0 if (_animationCount > limitCount) { //备份 if (backUp) { if (File.Exists(_backupPath)) { // redo UnityEditor.AssetDatabase.DeleteAsset(_backupPath); } UnityEditor.AssetDatabase.CopyAsset(skelPath, _backupPath); } } else { if (backUp && File.Exists(_backupPath)) { //如果存在备份文件,则把input源重定向到备份文件 input = new MemoryStream(UnityEditor.AssetDatabase.LoadAssetAtPath <TextAsset>(_backupPath).bytes); } else { Debug.LogErrorFormat("{0}动画已拆分并且不存在备份"); goto EndOfSplit; } } string fullPath = Path.GetFullPath(skelPath); using (FileStream fs = new FileStream(fullPath, FileMode.Truncate)) { byte[] bytes = new byte[_pos]; input.Seek(0, SeekOrigin.Begin); input.Read(bytes, 0, (int)_pos); fs.Write(bytes, 0, bytes.Length); _animationCount = ReadVarint(input, true); //将动画长度写为0 fs.WriteByte(Byte.MinValue); //约定动画的长度不超过255 fs.WriteByte((byte)_animationCount); for (int i = 0, n = _animationCount; i < n; i++) { long _prePos = input.Position; string _aniName = ReadString(input); //强制规范命名。播放动画时同样需要 string _aniFileName = _aniName; foreach (char invalidChar in Path.GetInvalidFileNameChars()) { _aniFileName = _aniFileName.Replace(invalidChar.ToString(), "_"); } long _afterPos = input.Position; long _count = _afterPos - _prePos; bytes = new byte[_count]; input.Seek(_prePos, SeekOrigin.Begin); input.Read(bytes, 0, (int)_count); fs.Write(bytes, 0, bytes.Length); string _name = Path.GetFileName(fullPath); string _aniPath = realAnimPath + "/" + _aniFileName + ".bytes"; using (FileStream anifs = new FileStream(_aniPath, FileMode.Create)) { _prePos = input.Position; ReadAnimation(_aniName, input, skeletonData); _afterPos = input.Position; _count = _afterPos - _prePos; bytes = new byte[_count]; input.Seek(_prePos, SeekOrigin.Begin); input.Read(bytes, 0, (int)_count); anifs.Write(bytes, 0, bytes.Length); anifs.Close(); } } //Assets/NScene/Resources/ //int _index = animPath.IndexOf("Resources/"); //animPath = animPath.Remove(0, _index + 10); // 怨念修改 // 现在传入的已经是bundle path了,直接写入文件即可 WriteString(fs, animPath); fs.Close(); } EndOfSplit: skeletonData.bones.TrimExcess(); skeletonData.slots.TrimExcess(); skeletonData.skins.TrimExcess(); skeletonData.events.TrimExcess(); skeletonData.animations.TrimExcess(); skeletonData.ikConstraints.TrimExcess(); skeletonData.pathConstraints.TrimExcess(); return(skeletonData); }