Esempio n. 1
0
        public List <string> GetBifList()
        {
            var list = new List <String>();

            foreach (byte[] element in bifList)
            {
                list.Add(CGeneric.ConvertByteArrayToString(element));
            }
            return(list);
        }
Esempio n. 2
0
        public int Get3FIBIndexWithFIBName(string name)
        {
            int increm = 0;
            var b      = name.ToUpper().Replace("\0", "");

            for (int z = 0; z < ressourcesList.Count(); z++)
            {
                var a = CGeneric.ConvertByteArrayToString(ressourcesList[z].ressourceName).ToUpper().Replace("\0", "");
                if (a == b)
                {
                    return(increm);
                }

                if (a.EndsWith(".BIF"))
                {
                    increm++;
                }
            }
            return(-1);
        }
Esempio n. 3
0
        public CSBF1Scene(byte[] rawData)
        {
            this.rawData = rawData;
            //read sceneNameLength
            byte[] sceneNameLength = new byte[4];
            Array.Copy(rawData, 4, sceneNameLength, 0, sceneNameLength.Length);
            int sceneLength = CGeneric.ConvertByteArrayToInt(sceneNameLength);

            //extract sceneName
            this.sceneName = new byte[sceneLength];
            Array.Copy(rawData, 8, sceneName, 0, sceneLength);

            //decompose scene in 3 parts.
            byte[] dataWithoutHeader = new Byte[rawData.Length - 8 - sceneLength];
            Array.Copy(rawData, 8 + sceneLength, dataWithoutHeader, 0, dataWithoutHeader.Length);

            this.sceneNameDebug = CGeneric.ConvertByteArrayToString(sceneName);
            //decompose data of scene
            ChunkScene(dataWithoutHeader, 8 + sceneLength);

            //for text, decompose groups of text
            GroupTextData();
        }
Esempio n. 4
0
        //public void AddTexture(int indexScene, string bifName)
        //{
        //    //if the texture is already in the sbf, just add the texture to the scene
        //    for(int i = 0; i < bifList.Count; i++)
        //    {
        //        if(bifName == CGeneric.ConvertByteArrayToString(bifList[i]).ToUpper())
        //        {
        //            scenesList[indexScene].AddNewTextureObject(i);
        //            return;
        //        }
        //    }
        //    //else add before the texture and after add it to the scene
        //    //store the name in lower just because it will be more pretty in the rom :)
        //    bifList.Add(CGeneric.ConvertStringToByteArray(bifName.ToLower()));
        //    scenesList[indexScene].AddNewTextureObject(bifList.Count - 1);
        //}

        public string GetBifName(int index)
        {
            return(CGeneric.ConvertByteArrayToString(bifList[index]));
        }