public override void Write(BinaryWriter writer, object obj_) { TrileFace obj = (TrileFace)obj_; FmbUtil.WriteObject(writer, obj.Id); FmbUtil.WriteObject(writer, obj.Face); }
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); }
public override void Write(BinaryWriter writer, object obj_) { DotDialogueLine obj = (DotDialogueLine)obj_; FmbUtil.WriteObject(writer, obj.ResourceText); writer.Write(obj.Grouped); }
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); }
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); }
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); }
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); }
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); }