Esempio n. 1
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        public Table RecreateTable()
        {
            var table = CreateTable();

            Restore(sounds, table.Sounds, d => new Sound(d));

            // restore textures
            Logger.Info("Restoring textures...");
            foreach (var textureData in textures)
            {
                var texture = new Texture(textureData);
                if (textureData.Binary != null && textureData.Binary.Size > 0)
                {
                    textureData.Binary.Data = File.ReadAllBytes(texture.GetUnityFilename(textureFolder));
                    textureData.Bitmap      = null;
                }
                else if (textureData.Bitmap != null && textureData.Bitmap.Width > 0)
                {
                    textureData.Bitmap.Data = File.ReadAllBytes(texture.GetUnityFilename(textureFolder));
                    textureData.Binary      = null;
                }

                table.Textures[texture.Name] = texture;
            }

            Logger.Info("Table restored.");
            return(table);
        }
        public Engine.VPT.Table.Table RecreateTable()
        {
            var table = CreateTable();

            Restore(_sidecar.sounds, table.Sounds, d => new Sound(d));

            // restore textures
            Logger.Info("Restoring textures...");
            foreach (var textureData in _sidecar.textures)
            {
                var texture = new Texture(textureData);
                table.Textures[texture.Name.ToLower()] = texture;
            }

            Logger.Info("Table restored.");
            return(table);
        }
Esempio n. 3
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 public Texture2D LoadTexture(Texture texture, bool asNormalMap)
 {
     return(AssetDatabase.LoadAssetAtPath <Texture2D>(texture.GetUnityFilename(TextureFolder)));
 }
Esempio n. 4
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        public void HandleTextureData(Texture texture)
        {
            var path = texture.GetUnityFilename(TextureFolder);

            File.WriteAllBytes(path, texture.FileContent);
        }
Esempio n. 5
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        public Table RecreateTable()
        {
            Logger.Info("Restoring table...");
            // restore table data
            var table = new Table(data);

            // restore table info
            Logger.Info("Restoring table info...");
            foreach (var k in tableInfo.Keys)
            {
                table.TableInfo[k] = tableInfo[k];
            }

            // restore custom info tags
            table.CustomInfoTags = customInfoTags;

            // restore game items with no game object (yet!)
            table.Decals.Clear();
            table.Decals.AddRange(decals.Select(d => new Decal(d)));
            Restore(collections, table.Collections, d => new Collection(d));
            Restore(dispReels, table.DispReels, d => new DispReel(d));
            Restore(flashers, table.Flashers, d => new Flasher(d));
            Restore(lightSeqs, table.LightSeqs, d => new LightSeq(d));
            Restore(plungers, table.Plungers, d => new Plunger(d));
            Restore(sounds, table.Sounds, d => new Sound(d));
            Restore(textBoxes, table.TextBoxes, d => new TextBox(d));
            Restore(timers, table.Timers, d => new Timer(d));

            // restore game items
            Logger.Info("Restoring game items...");
            Restore <VisualPinballBumper, Bumper, BumperData>(table.Bumpers);
            Restore <VisualPinballFlipper, Flipper, FlipperData>(table.Flippers);
            Restore <VisualPinballGate, Gate, GateData>(table.Gates);
            Restore <VisualPinballHitTarget, HitTarget, HitTargetData>(table.HitTargets);
            Restore <VisualPinballKicker, Kicker, KickerData>(table.Kickers);
            Restore <VisualPinballLight, Light, LightData>(table.Lights);
            Restore <VisualPinballPrimitive, Primitive, PrimitiveData>(table.Primitives);
            Restore <VisualPinballRamp, Ramp, RampData>(table.Ramps);
            Restore <VisualPinballRubber, Rubber, RubberData>(table.Rubbers);
            Restore <VisualPinballSpinner, Spinner, SpinnerData>(table.Spinners);
            Restore <VisualPinballSurface, Surface, SurfaceData>(table.Surfaces);
            Restore <VisualPinballTrigger, Trigger, TriggerData>(table.Triggers);

            // restore textures
            Logger.Info("Restoring textures...");
            foreach (var textureData in textures)
            {
                var texture = new Texture(textureData);
                if (textureData.Binary != null)
                {
                    textureData.Binary.Data = File.ReadAllBytes(texture.GetUnityFilename(textureFolder));
                }
                if (textureData.Bitmap != null)
                {
                    textureData.Bitmap.Data = File.ReadAllBytes(texture.GetUnityFilename(textureFolder));
                }

                table.Textures[texture.Name] = texture;
            }

            Logger.Info("Table restored.");
            return(table);
        }
 public Texture2D LoadTexture(Texture texture, bool asNormalMap)
 {
     return(asNormalMap ? NormalMap(Textures[texture.Name]) : Textures[texture.Name]);
 }
 public void HandleTextureData(Texture texture)
 {
     // nothing to do
 }