Esempio n. 1
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 protected override void WriteObject(AssetsWriter writer)
 {
     base.WriteBase(writer);
     writer.Write(Name);
     //writer.Write(MeshData);
     writer.WriteArrayOf(SubMeshes, (o, w) => o.Write(w));
     BlendShapeData.Write(writer);
     writer.WriteArrayOf(BindPose, (o, w) => w.Write(o));
     writer.WriteArrayOf(BoneNameHashes, (o, w) => w.Write(o));
     writer.Write(RootBoneNameHash);
     writer.Write(MeshCompression);
     writer.Write(IsReadable);
     writer.Write(KeepVerticies);
     writer.Write(KeepIndicies);
     writer.AlignTo(4);
     writer.Write(IndexFormat);
     writer.WriteArray(IndexBuffer);
     writer.AlignTo(4);
     VertexData.Write(writer);
     CompressedMesh.Write(writer);
     LocalAABB.Write(writer);
     writer.Write(MeshUsageFlags);
     writer.WriteArray(BakedConvexCollisionMesh);
     writer.AlignTo(4);
     writer.WriteArray(BakedTriangleCollisionMesh);
     writer.AlignTo(4);
     writer.Write(MeshMetrics1);
     writer.Write(MeshMetrics2);
     StreamData.Write(writer);
 }
Esempio n. 2
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 public void Write(AssetsWriter writer)
 {
     writer.WriteArrayOf(Verticies, (o, w) => o.Write(w));
     writer.WriteArrayOf(Shapes, (o, w) => o.Write(w));
     writer.WriteArrayOf(Channels, (o, w) => o.Write(w));
     writer.WriteArrayOf(FullWeights, (o, w) => w.Write(o));
 }
Esempio n. 3
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 protected override void WriteBase(AssetsWriter writer)
 {
     base.WriteBase(writer);
     writer.Write(Name);
     writer.WriteArrayOf(PreloadTable, (x, y) => x.WritePtr(y));
     writer.WriteArrayOf(Container, (x, y) => x.Write(y));
     MainAsset.Write(writer);
     writer.Write(RuntimeCompatibility);
     writer.Write(AssetBundleName);
     writer.WriteArrayOf(Dependencies, (x, y) => x.WritePtr(y));
     writer.Write(IsStreamedSceneAssetBundle);
     writer.AlignTo(4);
     writer.Write(ExplicitDataLayout);
     writer.Write(PathFlags);
     writer.WriteArrayOf(SceneHashes, (x, y) => x.Write(y));
 }
Esempio n. 4
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 public void Write(AssetsWriter writer)
 {
     writer.Write(VertexCount);
     writer.WriteArrayOf(Channels, (o, w) => o.Write(w));
     writer.WriteArray(Data);
     writer.AlignTo(4);
 }
Esempio n. 5
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 protected override void WriteObject(AssetsWriter writer)
 {
     base.WriteBase(writer);
     writer.Write(IsEnabled);
     writer.Write(CastShadows);
     writer.Write(ReceiveShadows);
     writer.Write(DynamicOcclude);
     writer.Write(MotionVectors);
     writer.Write(LightProbeUsage);
     writer.Write(ReflectionProbeUsage);
     writer.AlignTo(4);
     writer.Write(RenderingLayerMask);
     if (ObjectInfo.ParentFile.Metadata.VersionGte("2018.3"))
     {
         writer.Write(RendererPriority);
     }
     writer.Write(LightmapIndex);
     writer.Write(LightmapIndexDynamic);
     LightmapTilingOffset.Write(writer);
     LightmapTilingOffsetDynamic.Write(writer);
     writer.WriteArrayOf(Materials, (o, w) => o.Write(w));
     StaticBatchInfo.Write(writer);
     StaticBatchRoot.Write(writer);
     ProbeAnchor.Write(writer);
     LightProbeVolumeOverride.Write(writer);
     writer.Write(SortingLayerID);
     writer.Write(SortingLayer);
     writer.Write(SortingOrder);
     AdditionalVertexStreams.Write(writer);
 }
Esempio n. 6
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 public void Write(AssetsWriter writer)
 {
     Texture.Write(writer);
     AlphaTexture.Write(writer);
     writer.WriteArrayOf(SubMeshes, (o, w) => o.Write(w));
     writer.WriteArray(IndexBuffer);
     writer.AlignTo(4);
     VertexData.Write(writer);
     writer.WriteArrayOf(BindPose, (o, w) => w.Write(o));
     TextureRect.Write(writer);
     TextureRectOffset.Write(writer);
     AtlasRectOffset.Write(writer);
     writer.Write(SettingsRaw);
     UVTransform.Write(writer);
     writer.Write(DownscaleMultiplier);
 }
Esempio n. 7
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 public override void Write(AssetsWriter writer)
 {
     base.WriteBase(writer);
     LocalRotation.Write(writer);
     LocalPosition.Write(writer);
     LocalScale.Write(writer);
     writer.WriteArrayOf(Children, x => x.WritePtr(writer));
     Father.WritePtr(writer);
 }
Esempio n. 8
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 protected override void WriteObject(AssetsWriter writer)
 {
     base.WriteBase(writer);
     LocalRotation.Write(writer);
     LocalPosition.Write(writer);
     LocalScale.Write(writer);
     writer.WriteArrayOf(Children, (x, y) => x.Write(y));
     Father.Write(writer);
 }
Esempio n. 9
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 public void Write(AssetsWriter writer)
 {
     writer.WriteArrayOf(TexEnvs, (x, w) =>
     {
         w.Write(x.First);
         x.Second.Write(w);
     });
     writer.WriteArrayOf(Floats, (x, w) =>
     {
         w.Write(x.First);
         w.Write(x.Second);
     });
     writer.WriteArrayOf(Colors, (x, w) =>
     {
         w.Write(x.First);
         x.Second.Write(w);
     });
 }
Esempio n. 10
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 protected override void WriteBase(AssetsWriter writer)
 {
     base.WriteBase(writer);
     writer.Write(Name);
     Rect.Write(writer);
     Offset.Write(writer);
     Border.Write(writer);
     writer.Write(PixelsToUnits);
     Pivot.Write(writer);
     writer.Write(Extrude);
     writer.Write(IsPolygon);
     writer.AlignTo(4);
     writer.Write(RenderDataKey.First);
     writer.Write(RenderDataKey.Second);
     writer.WriteArrayOf(AtlasTags, (o, w) => w.Write(o));
     SpriteAtlas.Write(writer);
     RenderData.Write(writer);
     writer.WriteArrayOf(PhysicsShape, (o, w) => w.WriteArrayOf(o, (o2, w2) => o2.Write(w2)));
     writer.WriteArrayOf(Bones, (o, w) => o.Write(w));
 }
Esempio n. 11
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 protected override void WriteObject(AssetsWriter writer)
 {
     base.WriteBase(writer);
     writer.Write(Name);
     Shader.Write(writer);
     writer.Write(ShaderKeywords);
     writer.Write(LightmapFlags);
     writer.Write(EnableInstancingVariants);
     writer.Write(DoubleSidedGI);
     writer.AlignTo(4);
     writer.Write(CustomRenderQueue);
     writer.WriteArrayOf(StringTagMap, (o, w) =>
     {
         w.Write(o.First);
         w.Write(o.Second);
     });
     writer.WriteArrayOf(DisabledShaderPasses, (o, w) =>
     {
         w.Write(o);
     });
     SavedProperties.Write(writer);
 }