コード例 #1
0
        public static string GetProperty(string className, List <string> _extantProps, MEGame game)
        {
            string        temp    = className;
            List <string> classes = new List <string>();
            Dictionary <string, ClassInfo> classList;

            switch (game)
            {
            case MEGame.ME1:
                classList = ME1Explorer.Unreal.ME1UnrealObjectInfo.Classes;
                break;

            case MEGame.ME2:
                classList = ME2Explorer.Unreal.ME2UnrealObjectInfo.Classes;
                break;

            case MEGame.ME3:
            default:
                classList = ME3UnrealObjectInfo.Classes;
                break;
            }
            while (classList.ContainsKey(temp) && temp != "Object")
            {
                classes.Add(temp);
                temp = classList[temp].baseClass;
            }
            classes.Reverse();
            AddPropertyDialog prompt = new AddPropertyDialog();

            prompt.classList                 = classList;
            prompt.extantProps               = _extantProps;
            prompt.classListBox.DataSource   = classes;
            prompt.classListBox.SelectedItem = className;
            if (prompt.ShowDialog() == DialogResult.OK && prompt.propListBox.SelectedIndex != -1)
            {
                return(prompt.propListBox.SelectedItem as string);
            }
            else
            {
                return(null);
            }
        }
コード例 #2
0
 public static string GetProperty(string className, List<string> _extantProps, MEGame game)
 {
     string temp = className;
     List<string> classes = new List<string>();
     Dictionary<string, ClassInfo> classList;
     switch (game)
     {
         case MEGame.ME1:
             classList = ME1Explorer.Unreal.ME1UnrealObjectInfo.Classes;
             break;
         case MEGame.ME2:
             classList = ME2Explorer.Unreal.ME2UnrealObjectInfo.Classes;
             break;
         case MEGame.ME3:
         default:
             classList = ME3UnrealObjectInfo.Classes;
             break;
     }
     while (classList.ContainsKey(temp) && temp != "Object")
     {
         classes.Add(temp);
         temp = classList[temp].baseClass;
     }
     classes.Reverse();
     AddPropertyDialog prompt = new AddPropertyDialog();
     prompt.classList = classList;
     prompt.extantProps = _extantProps;
     prompt.classListBox.DataSource = classes;
     prompt.classListBox.SelectedItem = className;
     if(prompt.ShowDialog() == DialogResult.OK && prompt.propListBox.SelectedIndex != -1)
     {
         return prompt.propListBox.SelectedItem as string;
     }
     else
     {
         return null;
     }
 }
コード例 #3
0
        public static string GetProperty(IExportEntry export, List <string> _extantProps, MEGame game)
        {
            string        origname = export.ClassName;
            string        temp     = export.ClassName;
            List <string> classes  = new List <string>();
            Dictionary <string, ClassInfo> classList;

            switch (game)
            {
            case MEGame.ME1:
                classList = ME1Explorer.Unreal.ME1UnrealObjectInfo.Classes;
                break;

            case MEGame.ME2:
                classList = ME2Explorer.Unreal.ME2UnrealObjectInfo.Classes;
                break;

            case MEGame.ME3:
            default:
                classList = ME3UnrealObjectInfo.Classes;
                break;
            }
            if (!classList.ContainsKey(temp))
            {
                export = export.FileRef.Exports[export.idxClass - 1];
                //current object is not in classes db, temporarily add it to the list
                ClassInfo currentInfo;
                switch (game)
                {
                case MEGame.ME1:
                    currentInfo = ME1Explorer.Unreal.ME1UnrealObjectInfo.generateClassInfo(export);
                    break;

                case MEGame.ME2:
                    currentInfo = ME2Explorer.Unreal.ME2UnrealObjectInfo.generateClassInfo(export);
                    break;

                case MEGame.ME3:
                default:
                    currentInfo = ME3UnrealObjectInfo.generateClassInfo(export);
                    break;
                }
                currentInfo.baseClass = export.ClassParent;
                classList             = classList.ToDictionary(entry => entry.Key, entry => entry.Value);
                classList[temp]       = currentInfo;
            }
            while (classList.ContainsKey(temp) && temp != "Object")
            {
                classes.Add(temp);
                temp = classList[temp].baseClass;
            }
            classes.Reverse();
            AddPropertyDialog prompt = new AddPropertyDialog();

            prompt.classList                 = classList;
            prompt.extantProps               = _extantProps;
            prompt.classListBox.DataSource   = classes;
            prompt.classListBox.SelectedItem = origname;
            if (prompt.ShowDialog() == DialogResult.OK && prompt.propListBox.SelectedIndex != -1)
            {
                return(prompt.propListBox.SelectedItem as string);
            }
            else
            {
                return(null);
            }
        }