コード例 #1
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ファイル: ChunkMeshSlice.cs プロジェクト: sc2ad/BnkParser
 public void Write(AssetsWriter writer)
 {
     writer.Write(z);
     writer.WriteArrayOf(verts, (item, w) => item.Write(w));
     writer.WriteArrayOf(meshSizes, (item, w) => w.Write(item));
     writer.WriteArrayOf(tris, (item, w) => w.Write(item));
 }
コード例 #2
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ファイル: MeshObject.cs プロジェクト: sc2ad/BnkParser
 protected override void WriteObject(AssetsWriter 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);
 }
コード例 #3
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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));
 }
コード例 #4
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ファイル: LevelDatabase.cs プロジェクト: sc2ad/BnkParser
 protected override void WriteObject(AssetsWriter writer)
 {
     writer.Write(useAsDefault);
     writer.AlignTo(4);
     frontLotKoreoSet.WritePtr(writer);
     writer.WriteArrayOf(koreoSets, (item, w) => item.WritePtr(w));
     writer.WriteArrayOf(levelData, (item, w) => item.WritePtr(w));
 }
コード例 #5
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ファイル: TrackData.cs プロジェクト: sc2ad/BnkParser
 protected override void WriteObject(AssetsWriter writer)
 {
     level.WritePtr(writer);
     writer.Write((int)difficulty);
     koreography.WritePtr(writer);
     writer.Write(playerSpeed);
     writer.WriteArrayOf(beatTimes, (item, w) => w.Write(item));
     writer.WriteArrayOf(beats, (item, w) => item.Write(w));
 }
コード例 #6
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ファイル: Koreography.cs プロジェクト: sc2ad/BnkParser
 protected override void WriteObject(AssetsWriter writer)
 {
     SourceClip.WritePtr(writer);
     writer.Write(SourceClipPath);
     writer.Write(SampleRate);
     writer.Write(IgnoreLatencyOffset);
     writer.AlignTo(4);
     writer.WriteArrayOf(TempoSections, (item, w) => item.Write(w));
     writer.WriteArrayOf(Tracks, (item, w) => item.WritePtr(w));
 }
コード例 #7
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 protected override void WriteObject(AssetsWriter writer)
 {
     baseMesh.WritePtr(writer);
     writer.WriteArrayOf(worldMats, (item, w) => item.WritePtr(w));
     obstacle.WritePtr(writer);
     sidestepObstacle.WritePtr(writer);
     limboObstacleTall.WritePtr(writer);
     limboObstacleShort.WritePtr(writer);
     writer.WriteArrayOf(levelDecorators, (item, w) => item.WritePtr(w));
 }
コード例 #8
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ファイル: GeoSet.cs プロジェクト: sc2ad/BnkParser
 protected override void WriteObject(AssetsWriter writer)
 {
     track.WritePtr(writer);
     chunkSize.Write(writer);
     writer.Write(scale);
     writer.WriteArrayOf(chunkData, (item, w) => item.Write(w));
     writer.WriteArrayOf(chunkSlices, (item, w) => item.Write(w));
     writer.WriteArrayOf(staticProps, (item, w) => item.Write(w));
     writer.WriteArrayOf(dynamicProps, (item, w) => item.Write(w));
     writer.WriteArrayOf(decoratorCubes, (item, w) => item.Write(w));
 }
コード例 #9
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ファイル: AnimationCurve.cs プロジェクト: sc2ad/BnkParser
 public void Write(AssetsWriter writer)
 {
     writer.WriteArrayOf(keys, (item, w) => item.Write(w));
     writer.Write(length);
     writer.Write((int)preWrapMode);
     writer.Write((int)postWrapMode);
 }
コード例 #10
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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);
 }
コード例 #11
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ファイル: EnemyDatabase.cs プロジェクト: sc2ad/BnkParser
 protected override void WriteObject(AssetsWriter writer)
 {
     writer.Write(useAsDefault);
     writer.AlignTo(4);
     hitEffect.Write(writer);
     writer.WriteArrayOf(enemies, (e, w) => e.Write(w));
 }
コード例 #12
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 protected override void WriteObject(AssetsWriter 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.WritePtr(w));
     StaticBatchInfo.Write(writer);
     StaticBatchRoot.WritePtr(writer);
     ProbeAnchor.WritePtr(writer);
     LightProbeVolumeOverride.WritePtr(writer);
     writer.Write(SortingLayerID);
     writer.Write(SortingLayer);
     writer.Write(SortingOrder);
 }
コード例 #13
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ファイル: PlayerKiller.cs プロジェクト: sc2ad/BnkParser
 protected override void WriteObject(AssetsWriter writer)
 {
     writer.Write(autoRegister);
     writer.AlignTo(4);
     writer.Write(hasHitPlayer);
     writer.AlignTo(4);
     writer.WriteArrayOf(colliders, (c, w) => c.WritePtr(w));
 }
コード例 #14
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 protected override void WriteObject(AssetsWriter writer)
 {
     LocalRotation.Write(writer);
     LocalPosition.Write(writer);
     LocalScale.Write(writer);
     writer.WriteArrayOf(Children, (x, y) => x.Write(y));
     Father.Write(writer);
 }
コード例 #15
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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);
     });
 }
コード例 #16
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 protected override void WriteObject(AssetsWriter writer)
 {
     base.WriteObject(writer);
     writer.Write((int)quality);
     writer.Write(updateWhenOffScreen);
     writer.AlignTo(4);
     rootBone.WritePtr(writer);
     writer.WriteArrayOf(bones, (item, w) => item.WritePtr(w));
     sharedMesh.WritePtr(writer);
 }
コード例 #17
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ファイル: Enemy.cs プロジェクト: sc2ad/BnkParser
 protected override void WriteObject(AssetsWriter writer)
 {
     writer.WriteArrayOf(enableOnSpawn, (item, w) => item.WritePtr(w));
     anim.WritePtr(writer);
     projectile.WritePtr(writer);
     muzzle.WritePtr(writer);
     ragdoll.WritePtr(writer);
     disintegrateVFX.WritePtr(writer);
     fireSound.Write(writer);
     fireIndicatorRenderer.WritePtr(writer);
     aimArmPivot.WritePtr(writer);
     aimHandPivot.WritePtr(writer);
     leftHandAim.WritePtr(writer);
     rightHandAim.WritePtr(writer);
     writer.Write(maxAimAngle);
     writer.Write(aimEaseTime);
     writer.Write(lookEaseInTime);
     ikEaseInCurve.Write(writer);
     writer.Write(hitSuppressesIK);
     writer.AlignTo(4);
     writer.Write(ikSupressionTime);
     writer.Write(maxIKSupression);
     writer.Write((int)toughness);
     moveSpeeds.Write(writer);
     writer.Write(turnRate);
     writer.Write(deathDisposalDelay);
     writer.Write(deathDisintegrationVFXDelay);
     avatarSkinnedMeshRenderer.WritePtr(writer);
     writer.WriteArrayOf(renderersToHideOnDeath, (item, w) => item.WritePtr(w));
     writer.WriteArrayOf(targetables, (item, w) => item.WritePtr(w));
     writer.WriteArrayOf(bodyParts, (item, w) => item.WritePtr(w));
     writer.WriteArrayOf(playerKillers, (item, w) => item.WritePtr(w));
     target.WritePtr(writer);
     writer.WriteArrayOf(fireTimes, (item, w) => w.Write(item));
 }
コード例 #18
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 protected override void WriteObject(AssetsWriter writer)
 {
     writer.WriteArrayOf(gridDecorations, (item, w) => item.Write(w));
     writer.Write(minimumAttempts);
     writer.Write(showSuccessIndicators);
     writer.AlignTo(4);
     writer.Write(showFailureIndicators);
     writer.AlignTo(4);
     writer.Write(showRegionBoundsIndicators);
     writer.AlignTo(4);
     writer.Write(showPropBoundsIndicators);
     writer.AlignTo(4);
 }
コード例 #19
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ファイル: MaterialObject.cs プロジェクト: sc2ad/BnkParser
 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);
 }
コード例 #20
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 protected override void WriteObject(AssetsWriter writer)
 {
     writer.Write((int)enemyType);
     actionHolder.WritePtr(writer);
     writer.WriteArrayOf(actions, (item, w) => item.WritePtr(w));
     writer.Write(playerActionLerp);
     localActionPoint.Write(writer);
     writer.Write(autospawn);
     writer.AlignTo(4);
     writer.Write(isThreat);
     writer.AlignTo(4);
     writer.Write(duration);
     actor.WritePtr(writer);
 }
コード例 #21
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ファイル: GameMap.cs プロジェクト: sc2ad/BnkParser
 protected override void WriteObject(AssetsWriter writer)
 {
     data.WritePtr(writer);
     trackData.WritePtr(writer);
     geoSet.WritePtr(writer);
     writer.Write(isPlayable);
     writer.AlignTo(4);
     writer.Write(enemyIgnoreCount);
     writer.Write(enemyHitIgnoreCount);
     writer.Write(enemyCount);
     writer.Write(trueMaxScore);
     writer.Write(rankMaxScore);
     writer.WriteArrayOf(rankQuotas, (item, w) => w.Write(item));
 }
コード例 #22
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 protected override void WriteObject(AssetsWriter writer)
 {
     writer.Write(playerPathLength);
     writer.Write(worldBegin);
     writer.Write(worldEnd);
     writer.Write(isPlayable);
     writer.AlignTo(4);
     songSwitch.WritePtr(writer);
     writer.WriteArrayOf(maps, (item, w) => item.Write(w));
     writer.WriteArrayOf(sections, (item, w) => item.Write(w));
     writer.WriteArrayOf(regions, (item, w) => item.Write(w));
     writer.WriteArrayOf(worldObjects, (item, w) => item.Write(w));
     writer.WriteArrayOf(simpleStaticWorldObjects, (item, w) => item.Write(w));
     writer.WriteArrayOf(simpleDynamicWorldObjects, (item, w) => item.Write(w));
     writer.WriteArrayOf(staticCullingRanges, (item, w) => item.Write(w));
     writer.WriteArrayOf(dynamicCullingRanges, (item, w) => item.Write(w));
     writer.Write(playerSpeed);
     writer.Write(songName);
     writer.Write(songLength);
     writer.Write(sectionData);
 }
コード例 #23
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 protected override void WriteObject(AssetsWriter writer)
 {
     base.WriteBase(writer);
     writer.WriteArrayOf(BeatmapCharacteristics, (o, w) =>
                         o.Write(w));
 }
コード例 #24
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ファイル: Gradient.cs プロジェクト: sc2ad/BnkParser
 protected override void WriteObject(AssetsWriter writer)
 {
     writer.WriteArrayOf(colorKeys, (item, w) => item.Write(w));
     writer.WriteArrayOf(alphaKeys, (item, w) => item.Write(w));
     writer.Write((int)mode);
 }
コード例 #25
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 protected override void WriteObject(AssetsWriter writer)
 {
     writer.Write(EventID);
     writer.WriteArrayOf(EventList, (item, w) => item.Write(w));
     writer.WriteArrayOf(SerializedPayloadTypes, (item, w) => w.Write(item));
 }
コード例 #26
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 protected override void WriteObject(AssetsWriter writer)
 {
     base.WriteBase(writer);
     writer.WriteArrayOf(AlwaysOwnedPacks, (x, y) => x.Write(y));
     writer.WriteArrayOf(AlwaysOwnedBeatmapLevels, (x, y) => x.Write(y));
 }
コード例 #27
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 protected override void WriteObject(AssetsWriter writer)
 {
     writer.Write(time);
     writer.WriteArrayOf(targets, (item, w) => item.Write(w));
     writer.WriteArrayOf(obstacles, (item, w) => item.Write(w));
 }
コード例 #28
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 protected override void WriteObject(AssetsWriter writer)
 {
     writer.WriteArrayOf(koreographies, (item, w) => item.Write(w));
 }
コード例 #29
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 protected override void WriteObject(AssetsWriter writer)
 {
     spectrumInfo.Write(writer);
     writer.WriteArrayOf(spectrumData, (item, w) => item.Write(w));
 }
コード例 #30
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 public void Write(AssetsWriter writer)
 {
     writer.WriteArrayOf(data, (item, w) => w.Write(item));
 }