/// <summary> /// Gets property information for a property by name & containing class or struct name /// </summary> /// <param name="game">Game to lookup informatino from</param> /// <param name="propname">Name of property information to look up</param> /// <param name="containingClassOrStructName">Name of containing class or struct name</param> /// <param name="nonVanillaClassInfo">Dynamically built property info</param> /// <returns></returns> public static PropertyInfo GetPropertyInfo(MEGame game, string propname, string containingClassOrStructName, ClassInfo nonVanillaClassInfo = null) { bool inStruct = false; PropertyInfo p = null; switch (game) { case MEGame.ME1: p = ME1UnrealObjectInfo.getPropertyInfo(containingClassOrStructName, propname, inStruct, nonVanillaClassInfo); break; case MEGame.ME2: p = ME2UnrealObjectInfo.getPropertyInfo(containingClassOrStructName, propname, inStruct, nonVanillaClassInfo); break; case MEGame.ME3: case MEGame.UDK: p = ME3UnrealObjectInfo.getPropertyInfo(containingClassOrStructName, propname, inStruct, nonVanillaClassInfo); if (p == null && game == MEGame.UDK) { p = UDKUnrealObjectInfo.getPropertyInfo(containingClassOrStructName, propname, inStruct, nonVanillaClassInfo); } break; } if (p == null) { inStruct = true; switch (game) { case MEGame.ME1: p = ME1UnrealObjectInfo.getPropertyInfo(containingClassOrStructName, propname, inStruct); break; case MEGame.ME2: p = ME2UnrealObjectInfo.getPropertyInfo(containingClassOrStructName, propname, inStruct); break; case MEGame.ME3: p = ME3UnrealObjectInfo.getPropertyInfo(containingClassOrStructName, propname, inStruct); break; case MEGame.UDK: p = ME3UnrealObjectInfo.getPropertyInfo(containingClassOrStructName, propname, inStruct); if (p == null && game == MEGame.UDK) { p = UDKUnrealObjectInfo.getPropertyInfo(containingClassOrStructName, propname, inStruct, nonVanillaClassInfo); } break; } } return(p); }
/// <summary> /// Gets the type of an array /// </summary> /// <param name="game">What game we are looking info for</param> /// <param name="propName">Name of the array property</param> /// <param name="className">Name of the class that should contain the information. If contained in a struct, this will be the name of the struct type</param> /// <param name="parsingEntry">Entry that is being parsed. Used for dynamic lookup if it's not in the DB</param> /// <returns></returns> public static ArrayType GetArrayType(MEGame game, string propName, string className, IEntry parsingEntry = null) { switch (game) { case MEGame.ME1: return(ME1UnrealObjectInfo.getArrayType(className, propName, export: parsingEntry as IExportEntry)); case MEGame.ME2: var res2 = ME2UnrealObjectInfo.getArrayType(className, propName, export: parsingEntry as IExportEntry); #if DEBUG //For debugging only! if (res2 == ArrayType.Int && ME2UnrealObjectInfo.ArrayTypeLookupJustFailed) { ME2UnrealObjectInfo.ArrayTypeLookupJustFailed = false; Debug.WriteLine("[ME2] Array type lookup failed for " + propName + " in class " + className + " in export " + parsingEntry.FileRef.GetEntryString(parsingEntry.UIndex)); } #endif return(res2); case MEGame.ME3: case MEGame.UDK: var res = ME3UnrealObjectInfo.getArrayType(className, propName, export: parsingEntry as IExportEntry); #if DEBUG //For debugging only! if (res == ArrayType.Int && ME3UnrealObjectInfo.ArrayTypeLookupJustFailed) { if (game == MEGame.UDK) { var ures = UDKUnrealObjectInfo.getArrayType(className, propName: propName, export: parsingEntry as IExportEntry); if (ures == ArrayType.Int && UDKUnrealObjectInfo.ArrayTypeLookupJustFailed) { Debug.WriteLine("[UDK] Array type lookup failed for " + propName + " in class " + className + " in export " + parsingEntry.FileRef.GetEntryString(parsingEntry.UIndex)); UDKUnrealObjectInfo.ArrayTypeLookupJustFailed = false; } else { return(ures); } } Debug.WriteLine("[ME3] Array type lookup failed for " + propName + " in class " + className + " in export " + parsingEntry.FileRef.GetEntryString(parsingEntry.UIndex)); ME3UnrealObjectInfo.ArrayTypeLookupJustFailed = false; } #endif return(res); } return(ArrayType.Int); }
public static string GetEnumType(MEGame game, string propName, string typeName, ClassInfo nonVanillaClassInfo = null) { switch (game) { case MEGame.ME1: return(ME1UnrealObjectInfo.getEnumTypefromProp(typeName, propName, nonVanillaClassInfo: nonVanillaClassInfo)); case MEGame.ME2: return(ME2UnrealObjectInfo.getEnumTypefromProp(typeName, propName, nonVanillaClassInfo: nonVanillaClassInfo)); case MEGame.ME3: case MEGame.UDK: var enumType = ME3UnrealObjectInfo.getEnumTypefromProp(typeName, propName); if (enumType == null && game == MEGame.UDK) { enumType = UDKUnrealObjectInfo.getEnumTypefromProp(typeName, propName); } return(enumType); } return(null); }