Esempio n. 1
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        public StdEncoder Encode(bool worldSpace)
        {
            StdEncoder s = new StdEncoder();

            if (mouseDwn)
            {
                if (worldSpace)
                {
                    s.Add("fP", posFrom, 4);
                }
                else
                {
                    s.Add("fU", uvFrom, 4);
                }
            }

            if (worldSpace)
            {
                s.Add("tP", posTo, 4);
            }
            else
            {
                s.Add("tU", uvTo, 4);
            }

            if (mouseUp)
            {
                s.Add_String("Up", "_");
            }

            return(s);
        }
Esempio n. 2
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        public override StdEncoder Encode()
        {
            var cody = new StdEncoder();

            foreach (var lst in shared_v2s)
            {
                cody.Add("u0", lst[0]);
                cody.Add("u1", lst[1]);
            }

            cody.Add_ifNotEmpty("uvs", uvpoints)

            .Add("pos", localPos)

            .Add_Bool("smth", SmoothNormal)

            .Add("shad", shadowBake)

            .Add("bw", boneWeight)

            .Add("biP", bindPoses)

            .Add("edge", edgeStrength);

            if (shapes != null)
            {
                cody.Add_IfNotEmpty("bs", shapes);
            }

            cody.Add_ifNotZero("gr", vertexGroup);

            return(cody);
        }
Esempio n. 3
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        public override StdEncoder Encode()
        {
            var cody = new StdEncoder();

            cody.Add_Bool("inM", addToTrianglesAndLines);
            return(cody);
        }
Esempio n. 4
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        public override StdEncoder Encode()
        {
            var cody = new StdEncoder();

            cody.Add_String("n", meshName);
            cody.Add_ifNotEmpty("vrt", meshPoints);
            cody.Add_ifNotEmpty("tri", triangles);
            cody.Add("sub", submeshCount);
            cody.Add_Bool("wei", gotBoneWeights);
            cody.Add_Bool("bp", gotBindPos);
            cody.Add("bv", baseVertex);
            if (UV2distributeRow > 0)
            {
                cody.Add("UV2dR", UV2distributeRow);
                cody.Add("UV2cur", UV2distributeCurrent);
            }
            if (selectedUV != null)
            {
                cody.Add("sctdUV", meshPoints.IndexOf(selectedUV.meshPoint));
            }
            if (selectedTris != null)
            {
                cody.Add("sctdTris", triangles.IndexOf(selectedTris));
            }
            return(cody);
        }
Esempio n. 5
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        public override StdEncoder Encode()
        {
            StdEncoder cody = new StdEncoder();

            cody.Add("t", typeIndex);
            cody.Add("v", valueIndex);
            return(cody);
        }
Esempio n. 6
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            public override StdEncoder Encode()
            {
                var cody = new StdEncoder()
                           .Add_ifNotZero("s", sourceRole)
                           .Add_ifNotZero("c", sourceChannel)
                           .Add_Bool("f", flip);

                return(cody);
            }
Esempio n. 7
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        public override StdEncoder Encode()
        {
            var cody = new StdEncoder();

            cody.Add_Bool("gtuv", ProjectionUV);
            cody.Add("offset", offset);
            cody.Add("tile", tiling);
            return(cody);
        }
Esempio n. 8
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        public override StdEncoder Encode()
        {
            var cody = new StdEncoder()
                       .Add("cat", curAtlasTexture)
                       .Add("cac", curAtlasChanel);

            // cody.Add("aec2", atlasEdgeAsChanel2);
            return(cody);
        }
Esempio n. 9
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        public override StdEncoder Encode()
        {
            StdEncoder cody = new StdEncoder();

            cody.Add_ifNotZero("ty", (int)type);
            cody.Add_ifNotZero("val", updateValue);
            cody.Add("ind", EncodeIndex);
            return(cody);
        }
Esempio n. 10
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        public override StdEncoder Encode()
        {
            StdEncoder cody = new StdEncoder();
            cody.Add("g", groupIndex);
            cody.Add("t",triggerIndex);
            cody.Add_ifNotZero("v", targValue);

            return cody;
        }
Esempio n. 11
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        public void SaveRecording()
        {
            var allStrokes = new StdEncoder().Add("strokes", recordedStrokes).ToString();

            StuffSaver.SaveToPersistantPath(Cfg.vectorsFolderName, SaveName, allStrokes);

            Cfg.recordingNames.Add(SaveName);

            recording = false;
        }
Esempio n. 12
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        public override StdEncoder Encode()
        {
            StdEncoder cody = new StdEncoder()
                              .Add_String("n", name)
                              .Add("u", usage)
                              .Add_IfNotEmpty("e", enm)
                              .Add_Bool("s", isStatic);

            return(cody);
        }
Esempio n. 13
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        public override StdEncoder Encode()
        {
            var cody = new StdEncoder();

            cody.Add("v", edgeValue);
            cody.Add_Bool("doCol", AlsoDoColor);
            cody.Add_Bool("fe", editingFlexibleEdge);

            return(cody);
        }
Esempio n. 14
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        public override StdEncoder Encode()
        {
            var cody = new StdEncoder();

            cody.Add_IfNotZero("p", deltaPosition);
            cody.Add_IfNotZero("t", deltaTangent);
            cody.Add_IfNotZero("n", deltaNormal);

            return(cody);
        }
Esempio n. 15
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        public override StdEncoder Encode()
        {
            StdEncoder cody = new StdEncoder();

            cody.Add_String("n", name);
            cody.Add_ifNotEmpty("sln", sln);


            return(cody);
        }
Esempio n. 16
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        public override StdEncoder Encode()
        {
            StdEncoder cody = new StdEncoder();

            // No use for this one yet

            Debug.Log("Brush is saved trough serializarion at the moment, but there is a function to provide stroke data");

            return(cody);
        }
Esempio n. 17
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        public override StdEncoder Encode()
        {
            var cody = new StdEncoder();

            if (curSubmesh != 0)
            {
                cody.Add("sm", curSubmesh);
            }
            return(cody);
        }
Esempio n. 18
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        public override StdEncoder Encode()
        {
            var cody = new StdEncoder();

            cody.Add("ints", ints);
            cody.Add("bools", bools);
            cody.Add("tags", boolTags);
            cody.Add("enumTags", enumTags);
            cody.Add("Test Unrecognized values", 1);
            return(cody);
        }
Esempio n. 19
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        public override StdEncoder Encode()
        {
            var cody = new StdEncoder();

            cody.Add("i", finalIndex);
            cody.Add("uvi", uvIndex);
            cody.Add("col", _color);


            return(cody);
        }
Esempio n. 20
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            public override StdEncoder Encode()
            {
                var cody = new StdEncoder()

                           .Add_ifNotEmpty("ch", channel)
                           .Add_Bool("c", isColor)
                           .Add_String("n", name)
                           .Add("b", bumpStrength)
                           .Add("fc", fillColor);

                return(cody);
            }
Esempio n. 21
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        public override StdEncoder Encode()
        {
            StdEncoder enc = new StdEncoder();

            for (int i = 0; i < txt.Count; i++)
            {
                if (txt[i].Length > 0)
                {
                    enc.Add_String(i.ToString(), txt[i]);
                }
            }
            return(enc);
        }
Esempio n. 22
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        public void OnDisable()
        {
            StopCamera();

            StdEncoder cody = new StdEncoder();

            if (!PainterStuff.applicationIsQuitting)
            {
                cody.Add("e", MeshToolBase.AllTools);
                meshToolsSTD = cody.ToString();
            }

            STDdata = Encode().ToString();
        }
Esempio n. 23
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        public StdEncoder EncodeFrame()
        {
            var cody = new StdEncoder();

            cody.Add_Bool("rand", playRandom);
            if (!playRandom)
            {
                cody.Add("ind", playIndex);
            }
            cody.Add("delay", delay);
            if (source)
            {
                cody.Add("vol", source.volume);
            }

            // Should be last: it's decoding triggers state update
            cody.Add("st", (int)state);
            return(cody);
        }
Esempio n. 24
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        public override StdEncoder Encode()
        {
            var cody = new StdEncoder();


            cody.Add_Bool("en", enabled);
            cody.Add("t", targetIndex);

            if (enabled)
            {
                if (sameSizeDataIndex == -1)
                {
                    cody.Add_ifNotEmpty("vals", vals);
                }
                else
                {
                    cody.Add("sameSize", sameSizeDataIndex);
                }
            }
            return(cody);
        }
Esempio n. 25
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        public override StdEncoder Encode()
        {
            StdEncoder s = new StdEncoder();

            if (mouseDwn)
            {
                s.Add("fU", uvFrom, 4);
            }
            if (mouseDwn)
            {
                s.Add("fP", posFrom, 4);
            }

            s.Add("tU", uvTo, 4);
            s.Add("tP", posTo, 4);

            if (mouseUp)
            {
                s.Add_String("Up", "_");
            }

            return(s);
        }
Esempio n. 26
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        public override StdEncoder Encode()
        {
            var cody = new StdEncoder()

                       .Add_ifTrue("f0", DominantCourner[0])
                       .Add_ifTrue("f1", DominantCourner[1])
                       .Add_ifTrue("f2", DominantCourner[2])

                       .Add("ew0", edgeWeight[0])
                       .Add("ew1", edgeWeight[1])
                       .Add("ew2", edgeWeight[2]);

            for (int i = 0; i < 3; i++)
            {
                cody.Add(i.ToString(), vertexes[i].finalIndex);
            }

            cody.Add("tex", textureNo)

            .Add_ifNotZero("sub", submeshIndex);


            return(cody);
        }
Esempio n. 27
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        public StdEncoder EncodeStrokeFor(PlaytimePainter painter)
        {
            var id = painter.ImgData;

            bool rt = id.TargetIsRenderTexture();

            BlitMode  mode = BlitMode;
            BrushType type = Type(!rt);

            bool worldSpace = rt && IsA3Dbrush(painter);

            StdEncoder cody = new StdEncoder()

                              .Add(rt ? "typeGPU" : "typeCPU", _type(!rt));

            if (worldSpace)
            {
                cody.Add("size3D", Brush3D_Radius);
            }
            else
            {
                cody.Add("size2D", Brush2D_Radius / ((float)id.width));
            }


            cody.Add_Bool("useMask", useMask)
            .Add("mode", _bliTMode);

            if (useMask)
            {
                cody.Add("mask", (int)mask);
            }

            cody.Add("bc", colorLinear);

            if (mode.UsingSourceTexture)
            {
                cody.Add("source", selectedSourceTexture);
            }

            if (rt)
            {
                if ((mode.GetType() == typeof(BlitModeBlur)))
                {
                    cody.Add("blur", blurAmount);
                }

                if (type.IsUsingDecals)
                {
                    cody.Add("decA", decalAngle)
                    .Add("decNo", selectedDecal);
                }

                if (useMask)
                {
                    cody.Add("Smask", selectedSourceMask)
                    .Add("maskTil", maskTiling)
                    .Add_Bool("maskFlip", flipMaskAlpha)
                    .Add("maskOff", maskOffset);
                }
            }

            cody.Add("hard", Hardness)
            .Add("speed", speed);

            return(cody);
        }