コード例 #1
0
        public static void GenerateTypeTree(TypeTreeContext context)
        {
            GameObjectLayout layout = context.Layout.GameObject;

            context.AddNode(layout.Name, TypeTreeUtils.BaseName);
            context.BeginChildren();
            ObjectLayout.GenerateTypeTree(context);
            if (layout.IsComponentTuple)
            {
                context.AddArray(layout.ComponentName, TupleLayout.GenerateTypeTree, Int32Layout.GenerateTypeTree,
                                 (c, n) => c.AddPPtr(c.Layout.Component.Name, n));
            }
            else
            {
                context.AddArray(layout.ComponentName, ComponentPairLayout.GenerateTypeTree);
            }
            if (layout.IsActiveFirst)
            {
                context.AddBool(layout.IsActiveName);
            }
            context.AddUInt32(layout.LayerName);
            if (layout.IsNameFirst)
            {
                context.AddString(layout.NameName);
            }
            if (layout.HasTag)
            {
                context.AddUInt16(layout.TagName);
            }
            if (layout.HasTagString)
            {
                context.AddString(layout.TagStringName);
            }
            if (layout.HasIcon && layout.IsIconFirst)
            {
                context.AddPPtr(context.Layout.Texture2D.Name, layout.IconName);
            }
            if (layout.HasNavMeshLayer)
            {
                context.AddUInt32(layout.NavMeshLayerName);
                context.AddUInt32(layout.StaticEditorFlagsName);
            }
            if (!layout.IsNameFirst)
            {
                context.AddString(layout.NameName);
            }
            if (!layout.IsActiveFirst)
            {
                context.AddBool(layout.IsActiveName);
            }
            if (layout.HasIsStatic)
            {
                context.AddBool(layout.IsStaticName);
            }
            if (layout.HasIcon && !layout.IsIconFirst)
            {
                context.AddPPtr(context.Layout.Texture2D.Name, layout.IconName);
            }
            context.EndChildren();
        }
コード例 #2
0
        public static void GenerateTypeTree(TypeTreeContext context)
        {
            EditorExtensionLayout.GenerateTypeTree(context);
            ComponentLayout layout = context.Layout.Component;

            context.AddPPtr(context.Layout.GameObject.Name, layout.GameObjectName);
        }
コード例 #3
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        protected new static void GenerateTypeTree(TypeTreeContext context)
        {
            Component.GenerateTypeTree(context);
            TransferMetaFlags flags = IsAlign(context.Version) ? TransferMetaFlags.AlignBytesFlag : TransferMetaFlags.NoTransferFlags;

            context.AddByte(EnabledName, flags);
        }
コード例 #4
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        public static void GenerateTypeTree(TypeTreeContext context)
        {
            EditorExtensionLayout.GenerateTypeTree(context);
            NamedObjectLayout layout = context.Layout.NamedObject;

            context.AddString(layout.NameName);
        }
コード例 #5
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 public static void GenerateTypeTree(TypeTreeContext context, string name)
 {
     context.AddNode(TypeTreeUtils.ColorName, name, 0, ToSerializedVersion(context.Version));
     context.BeginChildren();
     context.AddUInt32(RgbaName);
     context.EndChildren();
 }
コード例 #6
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 public static void GenerateTypeTree(TypeTreeContext context, string name, TypeTreeGenerator first, TypeTreeGenerator second)
 {
     context.AddNode(TypeTreeUtils.PairName, name);
     context.BeginChildren();
     first(context, TypeTreeUtils.FirstName);
     second(context, TypeTreeUtils.SecondName);
     context.EndChildren();
 }
コード例 #7
0
ファイル: AABB.cs プロジェクト: nguyenhoainam91/UtinyRipper
 public static void GenerateTypeTree(TypeTreeContext context, string name)
 {
     context.AddNode(TypeTreeUtils.BoundsName, name);
     context.BeginChildren();
     Vector3f.GenerateTypeTree(context, CenterName);
     Vector3f.GenerateTypeTree(context, ExtentName);
     context.EndChildren();
 }
コード例 #8
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 public static void GenerateTypeTree(TypeTreeContext context, string name)
 {
     context.AddNode(nameof(PPtrKeyframe), name);
     context.BeginChildren();
     context.AddSingle(TimeName);
     context.AddPPtr(nameof(Object), ValueName);
     context.EndChildren();
 }
コード例 #9
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 protected new static void GenerateTypeTree(TypeTreeContext context)
 {
     EditorExtension.GenerateTypeTree(context);
     if (HasGameObject(context.Flags))
     {
         context.AddPPtr(nameof(Classes.GameObject), GameObjectName);
     }
 }
コード例 #10
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 public static void GenerateTypeTree(TypeTreeContext context, string name)
 {
     context.AddNode(TypeTreeUtils.Vector2Name, name);
     context.BeginChildren();
     context.AddSingle(XName);
     context.AddSingle(YName);
     context.EndChildren();
 }
コード例 #11
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 public static void GenerateTypeTree(TypeTreeContext context, string name)
 {
     context.AddNode(nameof(Prefab), name);
     context.BeginChildren();
     Object.GenerateTypeTree(context);
     context.AddPPtr(nameof(GameObject), RootGameObjectName);
     context.EndChildren();
 }
コード例 #12
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        public static void GenerateTypeTree(TypeTreeContext context, string name)
        {
            context.AddNode(nameof(QuaternionCurve), name);
            context.BeginChildren();
            AnimationCurveTpl <Quaternionf> .GenerateTypeTree(context, CurveName, Quaternionf.GenerateTypeTree);

            context.AddString(PathName);
            context.EndChildren();
        }
コード例 #13
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 public static void GenerateTypeTree(TypeTreeContext context, string name)
 {
     context.AddNode(nameof(PropertyModification), name);
     context.BeginChildren();
     context.AddString(PropertyPathName);
     context.AddString(ValueName);
     context.AddPPtr(nameof(Object), ObjectReferenceName);
     context.EndChildren();
 }
コード例 #14
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        public static void GenerateTypeTree(TypeTreeContext context)
        {
            ObjectLayout layout = context.Layout.Object;

            if (layout.HasHideFlag)
            {
                context.AddUInt32(layout.ObjectHideFlagsName);
            }
        }
コード例 #15
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        public static void GenerateTypeTree(TypeTreeContext context, string name)
        {
            ColorRGBA32Layout layout = context.Layout.Serialized.ColorRGBA32;

            context.AddNode(layout.Name, name, layout.Version);
            context.BeginChildren();
            context.AddUInt32(layout.RgbaName);
            context.EndChildren();
        }
コード例 #16
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        public static void GenerateTypeTree(TypeTreeContext context, string name)
        {
            context.AddNode(nameof(Vector3Curve), name);
            context.BeginChildren();
            AnimationCurveTpl <Vector3f> .GenerateTypeTree(context, name, Vector3f.GenerateTypeTree);

            context.AddString(PathName);
            context.EndChildren();
        }
コード例 #17
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        public static void GenerateTypeTree(TypeTreeContext context, string name)
        {
            ComponentPairLayout layout = context.Layout.GameObject.ComponentPair;

            context.AddNode(layout.Name, name);
            context.BeginChildren();
            context.AddPPtr(context.Layout.Component.Name, layout.ComponentName);
            context.EndChildren();
        }
コード例 #18
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 public static void GenerateTypeTree(TypeTreeContext context, string name)
 {
     context.AddNode(TypeTreeUtils.GUIStyleStateName, name);
     context.BeginChildren();
     context.AddPPtr(nameof(Texture2D), BackgroundName);
     context.AddArray(ScaledBackgroundsName, PPtr <Texture2D> .GenerateTypeTree);
     ColorRGBAf.GenerateTypeTree(context, TextColorName);
     context.EndChildren();
 }
コード例 #19
0
 public static void GenerateTypeTree(TypeTreeContext context, string name)
 {
     context.AddNode(TypeTreeUtils.RectOffsetName, name);
     context.BeginChildren();
     context.AddInt32(LeftName);
     context.AddInt32(RightName);
     context.AddInt32(TopName);
     context.AddInt32(BottomName);
     context.EndChildren();
 }
コード例 #20
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        public static void GenerateTypeTree(TypeTreeContext context, string name)
        {
            Vector2fLayout layout = context.Layout.Serialized.Vector2f;

            context.AddNode(layout.Name, name);
            context.BeginChildren();
            context.AddSingle(layout.XName);
            context.AddSingle(layout.YName);
            context.EndChildren();
        }
コード例 #21
0
        public static void GenerateTypeTree(TypeTreeContext context, string name)
        {
            AABBLayout layout = context.Layout.Serialized.AABB;

            context.AddNode(layout.Name, name);
            context.BeginChildren();
            Vector3fLayout.GenerateTypeTree(context, layout.CenterName);
            Vector3fLayout.GenerateTypeTree(context, layout.ExtentName);
            context.EndChildren();
        }
コード例 #22
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        public static void GenerateTypeTree(TypeTreeContext context)
        {
            PrefabLayout layout = context.Layout.Prefab;

            context.AddNode(layout.Name, TypeTreeUtils.BaseName);
            context.BeginChildren();
            ObjectLayout.GenerateTypeTree(context);
            context.AddPPtr(context.Layout.GameObject.Name, layout.RootGameObjectName);
            context.EndChildren();
        }
コード例 #23
0
 public static void GenerateTypeTree(TypeTreeContext context, string name)
 {
     context.AddNode(TypeTreeUtils.ColorName, name);
     context.BeginChildren();
     context.AddSingle(RName);
     context.AddSingle(GName);
     context.AddSingle(BName);
     context.AddSingle(AName);
     context.EndChildren();
 }
コード例 #24
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        public static void GenerateTypeTree(TypeTreeContext context, string name)
        {
            QuaternionCurveLayout layout = context.Layout.AnimationClip.QuaternionCurve;

            context.AddNode(layout.Name, name);
            context.BeginChildren();
            AnimationCurveTplLayout.GenerateTypeTree(context, layout.CurveName, QuaternionfLayout.GenerateTypeTree);
            context.AddString(layout.PathName);
            context.EndChildren();
        }
コード例 #25
0
ファイル: GUID.cs プロジェクト: nguyenhoainam91/UtinyRipper
 public static void GenerateTypeTree(TypeTreeContext context, string name)
 {
     context.AddNode(nameof(GUID), name);
     context.BeginChildren();
     context.AddUInt32(Data0Name);
     context.AddUInt32(Data1Name);
     context.AddUInt32(Data2Name);
     context.AddUInt32(Data3Name);
     context.EndChildren();
 }
コード例 #26
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 public static void GenerateTypeTree(TypeTreeContext context, string name)
 {
     context.AddNode(TypeTreeUtils.QuaternionName, name);
     context.BeginChildren();
     context.AddSingle(XName);
     context.AddSingle(XName);
     context.AddSingle(ZName);
     context.AddSingle(WName);
     context.EndChildren();
 }
コード例 #27
0
        public static void GenerateTypeTree(TypeTreeContext context, string name)
        {
            GradientLayout layout = context.Layout.Serialized.Gradient;

            context.AddNode(layout.Name, name, layout.Version);
            context.BeginChildren();
            if (layout.Version == 1)
            {
                ColorRGBA32Layout.GenerateTypeTree(context, layout.Key0Name);
                ColorRGBA32Layout.GenerateTypeTree(context, layout.Key1Name);
                ColorRGBA32Layout.GenerateTypeTree(context, layout.Key2Name);
                ColorRGBA32Layout.GenerateTypeTree(context, layout.Key3Name);
                ColorRGBA32Layout.GenerateTypeTree(context, layout.Key4Name);
                ColorRGBA32Layout.GenerateTypeTree(context, layout.Key5Name);
                ColorRGBA32Layout.GenerateTypeTree(context, layout.Key6Name);
                ColorRGBA32Layout.GenerateTypeTree(context, layout.Key7Name);
            }
            else
            {
                ColorRGBAfLayout.GenerateTypeTree(context, layout.Key0Name);
                ColorRGBAfLayout.GenerateTypeTree(context, layout.Key1Name);
                ColorRGBAfLayout.GenerateTypeTree(context, layout.Key2Name);
                ColorRGBAfLayout.GenerateTypeTree(context, layout.Key3Name);
                ColorRGBAfLayout.GenerateTypeTree(context, layout.Key4Name);
                ColorRGBAfLayout.GenerateTypeTree(context, layout.Key5Name);
                ColorRGBAfLayout.GenerateTypeTree(context, layout.Key6Name);
                ColorRGBAfLayout.GenerateTypeTree(context, layout.Key7Name);
            }

            context.AddInt16(layout.Ctime0Name);
            context.AddInt16(layout.Ctime1Name);
            context.AddInt16(layout.Ctime2Name);
            context.AddInt16(layout.Ctime3Name);
            context.AddInt16(layout.Ctime4Name);
            context.AddInt16(layout.Ctime5Name);
            context.AddInt16(layout.Ctime6Name);
            context.AddInt16(layout.Ctime7Name);

            context.AddInt16(layout.Atime0Name);
            context.AddInt16(layout.Atime1Name);
            context.AddInt16(layout.Atime2Name);
            context.AddInt16(layout.Atime3Name);
            context.AddInt16(layout.Atime4Name);
            context.AddInt16(layout.Atime5Name);
            context.AddInt16(layout.Atime6Name);
            context.AddInt16(layout.Atime7Name);

            if (layout.HasMode)
            {
                context.AddInt32(layout.ModeName);
            }
            context.AddByte(layout.NumColorKeysName);
            context.AddByte(layout.NumAlphaKeysName);
            context.EndChildren();
        }
コード例 #28
0
        public static void GenerateTypeTree(TypeTreeContext context, string name)
        {
            PrefabInstanceLayout layout = context.Layout.PrefabInstance;

            context.AddNode(layout.Name, name, layout.Version);
            context.BeginChildren();
            if (layout.IsModificationFormat)
            {
                ObjectLayout.GenerateTypeTree(context);
                if (layout.HasRootGameObject && layout.IsRootGameObjectFirst)
                {
                    context.AddPPtr(context.Layout.GameObject.Name, layout.RootGameObjectName);
                }

                PrefabModificationLayout.GenerateTypeTree(context, layout.ModificationName);
                if (layout.HasSourcePrefab)
                {
                    context.AddPPtr(layout.Name, layout.SourcePrefabName);
                }
                else
                {
                    context.AddPPtr(layout.Name, layout.ParentPrefabName);
                }
                if (!layout.IsRootGameObjectFirst)
                {
                    context.AddPPtr(context.Layout.GameObject.Name, layout.RootGameObjectName);
                }
                if (layout.HasIsPrefabAsset)
                {
                    context.AddBool(layout.IsPrefabAssetName);
                }
                else
                {
                    context.AddBool(layout.IsPrefabParentName);
                }
                if (layout.HasIsExploded)
                {
                    context.AddBool(layout.IsExplodedName);
                }
                context.Align();
            }
            else
            {
                GUIDLayout.GenerateTypeTree(context, layout.LastMergeIdentifierName);
                if (layout.HasLastTemplateIdentifier)
                {
                    GUIDLayout.GenerateTypeTree(context, layout.LastTemplateIdentifierName);
                }
                context.AddArray(layout.ObjectsName, (c, n) => c.AddPPtr(c.Layout.EditorExtension.Name, n));
                context.AddPPtr(layout.Name, layout.FatherName);
                context.AddBool(layout.IsDataTemplateName, TransferMetaFlags.AlignBytesFlag);
                NamedObjectLayout.GenerateTypeTree(context);
            }
            context.EndChildren();
        }
コード例 #29
0
        public static void GenerateTypeTree(TypeTreeContext context, string name)
        {
            int version = ToSerializedVersion(context.Version);

            context.AddNode(TypeTreeUtils.GradientName, name, 0, version);
            context.BeginChildren();
            if (version == 1)
            {
                ColorRGBA32.GenerateTypeTree(context, Key0Name);
                ColorRGBA32.GenerateTypeTree(context, Key1Name);
                ColorRGBA32.GenerateTypeTree(context, Key2Name);
                ColorRGBA32.GenerateTypeTree(context, Key3Name);
                ColorRGBA32.GenerateTypeTree(context, Key4Name);
                ColorRGBA32.GenerateTypeTree(context, Key5Name);
                ColorRGBA32.GenerateTypeTree(context, Key6Name);
                ColorRGBA32.GenerateTypeTree(context, Key7Name);
            }
            else
            {
                ColorRGBAf.GenerateTypeTree(context, Key0Name);
                ColorRGBAf.GenerateTypeTree(context, Key1Name);
                ColorRGBAf.GenerateTypeTree(context, Key2Name);
                ColorRGBAf.GenerateTypeTree(context, Key3Name);
                ColorRGBAf.GenerateTypeTree(context, Key4Name);
                ColorRGBAf.GenerateTypeTree(context, Key5Name);
                ColorRGBAf.GenerateTypeTree(context, Key6Name);
                ColorRGBAf.GenerateTypeTree(context, Key7Name);
            }

            context.AddInt16(Ctime0Name);
            context.AddInt16(Ctime1Name);
            context.AddInt16(Ctime2Name);
            context.AddInt16(Ctime3Name);
            context.AddInt16(Ctime4Name);
            context.AddInt16(Ctime5Name);
            context.AddInt16(Ctime6Name);
            context.AddInt16(Ctime7Name);

            context.AddInt16(Atime0Name);
            context.AddInt16(Atime1Name);
            context.AddInt16(Atime2Name);
            context.AddInt16(Atime3Name);
            context.AddInt16(Atime4Name);
            context.AddInt16(Atime5Name);
            context.AddInt16(Atime6Name);
            context.AddInt16(Atime7Name);

            if (HasMode(context.Version))
            {
                context.AddInt32(ModeName);
            }
            context.AddByte(NumColorKeysName);
            context.AddByte(NumAlphaKeysName);
            context.EndChildren();
        }
コード例 #30
0
        public static void GenerateTypeTree(TypeTreeContext context)
        {
            BehaviourLayout layout = context.Layout.Behaviour;

            ComponentLayout.GenerateTypeTree(context);
            context.AddByte(layout.EnabledName);
            if (layout.IsAlignEnabled)
            {
                context.Align();
            }
        }