public override void SetPart(MSB2.Part bpart) { var part = (MSB2.Part.Collision)bpart; setBasePart(part); UnkT00 = part.UnkT00; UnkT04 = part.UnkT04; UnkT08 = part.UnkT08; UnkT0C = part.UnkT0C; UnkT10 = part.UnkT10; UnkT12 = part.UnkT12; UnkT13 = part.UnkT13; UnkT14 = part.UnkT14; UnkT18 = part.UnkT18; UnkT1C = part.UnkT1C; UnkT20 = part.UnkT20; UnkT24 = part.UnkT24; UnkT26 = part.UnkT26; UnkT28 = part.UnkT28; UnkT2C = part.UnkT2C; UnkT2E = part.UnkT2E; UnkT30 = part.UnkT30; UnkT34 = part.UnkT34; UnkT36 = part.UnkT36; UnkT38 = part.UnkT38; UnkT3C = part.UnkT3C; UnkT40 = part.UnkT40; UnkT44 = part.UnkT44; }
public override void SetPart(MSB2.Part bpart) { var part = (MSB2.Part.Object)bpart; setBasePart(part); UnkT00 = part.UnkT00; UnkT04 = part.UnkT04; }
public override void SetPart(MSB2.Part bpart) { var part = (MSB2.Part.MapPiece)bpart; setBasePart(part); UnkT00 = part.UnkT00; UnkT02 = part.UnkT02; }
public override void SetPart(MSB2.Part bpart) { var part = (MSB2.Part.Navmesh)bpart; setBasePart(part); NavimeshGroup1 = part.UnkT00; NavimeshGroup2 = part.UnkT04; NavimeshGroup3 = part.UnkT08; NavimeshGroup4 = part.UnkT0C; }
public override void SetPart(MSB2.Part bpart) { var part = (MSB2.Part.ConnectCollision)bpart; setBasePart(part); CollisionName = part.CollisionName; MapID1 = part.MapID1; MapID2 = part.MapID2; MapID3 = part.MapID3; MapID4 = part.MapID4; UnkT08 = part.UnkT08; UnkT0C = part.UnkT0C; }
internal void _Serialize(MSB2.Part part, GameObject parent) { part.Name = parent.name; var pos = new System.Numerics.Vector3(); pos.X = parent.transform.position.x; pos.Y = parent.transform.position.y; pos.Z = parent.transform.position.z; part.Position = pos; //part.Rotation = ConvertEuler(parent.transform.eulerAngles); part.Rotation = EulerUtils.quaternion2EulerDeg(parent.transform.rotation.normalized, EulerUtils.RotSeq.yzx); //Debug.Log($@"{part.Name}: {Rotation}, {parent.transform.eulerAngles} -> {part.Rotation}"); /*if (Mathf.Abs(Rotation.x - part.Rotation.X) > 0.01f || * Mathf.Abs(Rotation.y - part.Rotation.Y) > 0.01f || * Mathf.Abs(Rotation.z - part.Rotation.Z) > 0.01f) * { * Debug.Log($@"{part.Name}: {Rotation}, {parent.transform.eulerAngles} -> {part.Rotation} Q: {parent.transform.rotation.normalized}"); * }*/ //var rotation = new System.Numerics.Vector3(); //rotation.X = parent.transform.eulerAngles.x; //rotation.Y = parent.transform.eulerAngles.y; //rotation.Z = parent.transform.eulerAngles.z; //part.Rotation = rotation; var scale = new System.Numerics.Vector3(); scale.X = parent.transform.localScale.x; scale.Y = parent.transform.localScale.y; scale.Z = parent.transform.localScale.z; part.Scale = scale; part.ModelName = (ModelName == "") ? null : ModelName; part.DrawGroups[0] = DrawGroup1; part.DrawGroups[1] = DrawGroup2; part.DrawGroups[2] = DrawGroup3; part.DrawGroups[3] = DrawGroup4; part.DispGroups[0] = DispGroup1; part.DispGroups[1] = DispGroup2; part.DispGroups[2] = DispGroup3; part.DispGroups[3] = DispGroup4; part.Unk44 = NvmGroup1; part.Unk48 = NvmGroup2; part.Unk4C = NvmGroup3; part.Unk50 = NvmGroup4; part.Unk64 = Unk64; part.Unk68 = Unk68; part.Unk6C = Unk6C; }
//public UnityEngine.Vector3 Rotation; public void setBasePart(MSB2.Part part) { ModelName = part.ModelName; DrawGroup1 = part.DrawGroups[0]; DrawGroup2 = part.DrawGroups[1]; DrawGroup3 = part.DrawGroups[2]; DrawGroup4 = part.DrawGroups[3]; DispGroup1 = part.DispGroups[0]; DispGroup2 = part.DispGroups[1]; DispGroup3 = part.DispGroups[2]; DispGroup4 = part.DispGroups[3]; NvmGroup1 = part.Unk44; NvmGroup2 = part.Unk48; NvmGroup3 = part.Unk4C; NvmGroup4 = part.Unk50; Unk64 = part.Unk64; Unk68 = part.Unk68; Unk6C = part.Unk6C; //Rotation = new UnityEngine.Vector3(part.Rotation.X, part.Rotation.Y, part.Rotation.Z); }
public abstract void SetPart(MSB2.Part part);