public static GClass1 ReadDecal(this SCMap scMap) { GClass1 gClass1 = new GClass1(); gClass1.unk0 = scMap.ReadInt(); gClass1.gEnum7 = scMap.ReadInt(); int texturesCount = scMap.ReadInt(); gClass1.texturePaths = new string[texturesCount]; for (int i = 0; i < texturesCount; i++) { int strLenght = scMap.ReadInt(); gClass1.texturePaths[i] = scMap.ReadString(strLenght); } gClass1.scale = scMap.ReadVector3(); gClass1.position = scMap.ReadVector3(); Vector3 rot = scMap.ReadVector3(); gClass1.rotation = Quaternion.Euler(rot); gClass1.cutOffLOD = scMap.ReadFloat(); gClass1.nearCutOffLOD = scMap.ReadFloat(); gClass1.id = scMap.ReadInt(); return(gClass1); }
public static Wave ReadWave(this SCMap scMap) { Wave wave = new Wave(); wave.float_0 = scMap.ReadFloat(); wave.float_1 = scMap.ReadFloat(); wave.texturePath = scMap.ReadString(); return(wave); }
public static FogSettings ReadFogSettings(this SCMap scMap) { FogSettings fogSettings = new FogSettings(); fogSettings.fogColor = scMap.ReadColorRGB(); fogSettings.fogStart = scMap.ReadFloat(); fogSettings.fogEnd = scMap.ReadFloat(); return(fogSettings); }
public static Layer ReadGClass69(this SCMap scMap) { Layer layer = new Layer(); layer.albedoPath = scMap.ReadString(); layer.normalPath = scMap.ReadString(); layer.tiling_albedo = scMap.ReadFloat(); layer.tiling_normal = scMap.ReadFloat(); return(layer); }
public static LightingSettings ReadLightingSettings(this SCMap scMap) { LightingSettings lightingSettings = new LightingSettings(); lightingSettings.bgTexturePath = scMap.ReadString(); lightingSettings.skyCubeMapPath = scMap.ReadString(); lightingSettings.envCubeMap = scMap.ReadString(); lightingSettings.lightingMultiplier = scMap.ReadFloat(); lightingSettings.sunDirection = scMap.ReadVector3(); lightingSettings.sunAmbience = scMap.ReadColorRGB(); lightingSettings.sunColor = scMap.ReadColorRGB(); lightingSettings.shadowColor = scMap.ReadColorRGB(); lightingSettings.specularColor = scMap.ReadColorRGBA(); lightingSettings.bloom = scMap.ReadFloat(); return(lightingSettings); }
public static SCTerrain ReadSCTearrain(this SCMap scMap) { SCTerrain terrain = new SCTerrain(); terrain.size = scMap.ReadVector2i(); terrain.scaleFactor = scMap.ReadFloat(); terrain.heights = scMap.ReadShorts(((int)terrain.size.x + 1) * ((int)terrain.size.y + 1)); terrain.strTTerrain = scMap.ReadString(); return(terrain); }
public static WaterSettings ReadWaterSettings(this SCMap scMap) { WaterSettings waterSettings = new WaterSettings(); waterSettings.hasWater = scMap.ReadByte() == 1; //ReadWater if (waterSettings.hasWater) { waterSettings.waterElevationInv = scMap.ReadFloat(); waterSettings.waterElevationDeep = scMap.ReadFloat(); waterSettings.waterElevationAbyss = scMap.ReadFloat(); } else { //Skip & setDefault scMap.ReadVector3(); waterSettings.waterElevationInv = 17.5f; waterSettings.waterElevationDeep = 15f; waterSettings.waterElevationAbyss = 2.5f; } return(waterSettings); }
public static GClass0 ReadGClass0(this SCMap scMap) { GClass0 gClass0 = new GClass0(); gClass0.texturePath = scMap.ReadString(); gClass0.ramp = scMap.ReadString(); gClass0.position = scMap.ReadVector3(); float rotY = scMap.ReadFloat(); gClass0.rotation = Quaternion.Euler(0, rotY, 0); gClass0.velocity = scMap.ReadVector3(); gClass0.lifetimeFirst = scMap.ReadFloat(); gClass0.lifetimeSecond = scMap.ReadFloat(); gClass0.periodFirst = scMap.ReadFloat(); gClass0.periodSecond = scMap.ReadFloat(); gClass0.scaleFirst = scMap.ReadFloat(); gClass0.scaleSecond = scMap.ReadFloat(); gClass0.frameCount = scMap.ReadFloat(); gClass0.frameRateFirst = scMap.ReadFloat(); gClass0.frameRateSecond = scMap.ReadFloat(); gClass0.stripCount = scMap.ReadFloat(); return(gClass0); }
public static Vector4 ReadVector4(this SCMap scMap) { return(new Vector4(scMap.ReadFloat(), scMap.ReadFloat(), scMap.ReadFloat(), scMap.ReadFloat())); }