コード例 #1
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 protected override void WriteObject(AssetsWriter writer)
 {
     base.WriteBase(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 #2
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 public void Write(AssetsWriter writer)
 {
     writer.WriteCString(AssetName);
     writer.Write(ID);
     writer.Write(Type);
     writer.WriteCString(FileName);
 }
コード例 #3
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 public void Write(AssetsWriter writer)
 {
     writer.Write(R);
     writer.Write(G);
     writer.Write(B);
     writer.Write(A);
 }
コード例 #4
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ファイル: RectF.cs プロジェクト: mdmayfield/QuestomAssets
 public void Write(AssetsWriter writer)
 {
     writer.Write(X);
     writer.Write(Y);
     writer.Write(Width);
     writer.Write(Height);
 }
コード例 #5
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 public void Write(AssetsWriter writer)
 {
     writer.Write(Stream);
     writer.Write(Offset);
     writer.Write(Format);
     writer.Write(Dimension);
 }
コード例 #6
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 public void Write(AssetsWriter writer)
 {
     writer.Write(ObjectID);
     writer.Write(DataOffset);
     writer.Write(DataSize);
     writer.Write(TypeIndex);
 }
コード例 #7
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 public void Write(AssetsWriter writer)
 {
     writer.Write(X);
     writer.Write(Y);
     writer.Write(Z);
     writer.Write(W);
 }
コード例 #8
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 public void Write(AssetsWriter writer)
 {
     writer.Write(Name);
     writer.Write(NameHash);
     writer.Write(FrameIndex);
     writer.Write(FrameCount);
 }
コード例 #9
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 protected override void WriteBase(AssetsWriter writer)
 {
     base.WriteBase(writer);
     writer.Write(Enabled);
     MonoscriptTypePtr.Write(writer);
     writer.Write(Name);
 }
コード例 #10
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 public void Write(AssetsWriter writer)
 {
     writer.Write(NumItems);
     writer.WriteArray(Data);
     writer.AlignTo(4);
     writer.Write(BitSize);
     writer.AlignTo(4);
 }
コード例 #11
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 public void Write(AssetsWriter writer)
 {
     writer.Write(FirstVertex);
     writer.Write(VertexCount);
     writer.Write(HasNormals);
     writer.Write(HasTangents);
     writer.AlignTo(4);
 }
コード例 #12
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 protected override void WriteBase(AssetsWriter writer)
 {
     base.WriteBase(writer);
     writer.Write(Name);
     writer.Write(UnparsedData1);
     Texture.Write(writer);
     writer.Write(UnparsedData2);
 }
コード例 #13
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 public void Write(AssetsWriter writer)
 {
     writer.WriteBEInt32(MetadataSize);
     writer.WriteBEInt32(FileSize);
     writer.WriteBEInt32(Version);
     writer.WriteBEInt32(ObjectDataOffset);
     writer.Write(IsBigEndian);
     writer.Write(new byte[3]);
 }
コード例 #14
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 public void Write(AssetsWriter writer)
 {
     writer.Write(Entries.Count());
     writer.Write(StringBuffer.Length);
     foreach (var entry in Entries)
     {
         entry.Write(writer);
     }
     writer.WriteChars(StringBuffer);
 }
コード例 #15
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ファイル: Extensions.cs プロジェクト: Assistant/QuestStopgap
 public static void Write <T>(this ISmartPtr <T> ptr, AssetsWriter writer) where T : AssetsObject
 {
     if (ptr == null)
     {
         writer.Write((Int32)0);
         writer.Write((Int64)0);
     }
     else
     {
         ptr.WritePtr(writer);
     }
 }
コード例 #16
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ファイル: GameObject.cs プロジェクト: ivannpaz/QuestStopgap
 protected override void WriteBase(AssetsWriter writer)
 {
     base.WriteBase(writer);
     writer.Write(Components.Count);
     foreach (var c in Components)
     {
         c.Write(writer);
     }
     writer.Write(Layer);
     writer.Write(Name);
     writer.Write(Tag);
     writer.Write(IsActive);
 }
コード例 #17
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        public void Write(AssetsWriter writer)
        {
            writer.Write(ClassID);
            writer.Write(Unknown1);
            writer.Write(Unknown2);
            if (IsScriptType)
            {
                writer.Write(ScriptHash);
            }
            writer.Write(TypeHash);

            if (TypeTree != null)
            {
                TypeTree.Write(writer);
            }
        }
コード例 #18
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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 #19
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 public void Write(AssetsWriter writer)
 {
     Texture.Write(writer);
     AlphaTexture.Write(writer);
     writer.WriteArrayOf(SubMeshes, (o, w) => o.Write(w));
     writer.WriteArray(IndexBuffer);
     writer.AlignTo(4);
     VertexData.Write(writer);
     writer.WriteArrayOf(BindPose, (o, w) => w.Write(o));
     TextureRect.Write(writer);
     TextureRectOffset.Write(writer);
     AtlasRectOffset.Write(writer);
     writer.Write(SettingsRaw);
     UVTransform.Write(writer);
     writer.Write(DownscaleMultiplier);
 }
コード例 #20
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 public void Write(AssetsWriter writer)
 {
     Vertex.Write(writer);
     Normal.Write(writer);
     Tangent.Write(writer);
     writer.Write(Index);
 }
コード例 #21
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 public void Write(AssetsWriter writer)
 {
     writer.Write(Version);
     writer.Write(Depth);
     writer.Write(IsArray);
     writer.Write(TypeOffset);
     writer.Write(NameOffset);
     writer.Write(Size);
     writer.Write(Index);
     writer.Write(Flags);
 }
コード例 #22
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 public void Write(AssetsWriter writer)
 {
     Verticies.Write(writer);
     UV.Write(writer);
     Normals.Write(writer);
     Tangents.Write(writer);
     Weights.Write(writer);
     NormalSigns.Write(writer);
     TangentSigns.Write(writer);
     FloatColors.Write(writer);
     BoneIndicies.Write(writer);
     Triangles.Write(writer);
     writer.Write(UVInfo);
 }
コード例 #23
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 public void Write(AssetsWriter writer)
 {
     writer.Write(FilterMode);
     writer.Write(Aniso);
     writer.Write(MipBias);
     writer.Write(WrapU);
     writer.Write(WrapV);
     writer.Write(WrapW);
 }
コード例 #24
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ファイル: SubMesh.cs プロジェクト: mdmayfield/QuestomAssets
 public void Write(AssetsWriter writer)
 {
     writer.Write(FirstByte);
     writer.Write(IndexCount);
     writer.Write(Topology);
     writer.Write(BaseVertex);
     writer.Write(FirstVertex);
     writer.Write(VertexCount);
     LocalAABB.Write(writer);
 }
コード例 #25
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 protected override void WriteBase(AssetsWriter writer)
 {
     base.WriteBase(writer);
     writer.Write(Name);
     writer.Write(ExecutionOrder);
     writer.Write(PropertiesHash);
     writer.Write(ClassName);
     writer.Write(Namespace);
     writer.Write(AssemblyName);
 }
コード例 #26
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ファイル: AssetBundle.cs プロジェクト: Assistant/QuestStopgap
 protected override void WriteBase(AssetsWriter writer)
 {
     base.WriteBase(writer);
     writer.Write(Name);
     writer.WriteArrayOf(PreloadTable, (x, y) => x.WritePtr(y));
     writer.WriteArrayOf(Container, (x, y) => x.Write(y));
     MainAsset.Write(writer);
     writer.Write(RuntimeCompatibility);
     writer.Write(AssetBundleName);
     writer.WriteArrayOf(Dependencies, (x, y) => x.WritePtr(y));
     writer.Write(IsStreamedSceneAssetBundle);
     writer.AlignTo(4);
     writer.Write(ExplicitDataLayout);
     writer.Write(PathFlags);
     writer.WriteArrayOf(SceneHashes, (x, y) => x.Write(y));
 }
コード例 #27
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 public void Write(AssetsWriter writer)
 {
     writer.WriteCString(Version);
     writer.Write(Platform);
     writer.Write(HasTypeTrees);
     writer.Write(Types.Count());
     Types.ForEach(x => x.Write(writer));
     writer.Write(ObjectInfos.Count());
     ObjectInfos.ForEach(x => {
         writer.AlignTo(4);
         x.Write(writer);
     });
     writer.Write(Adds.Count());
     Adds.ForEach(x => x.Write(writer));
     writer.Write(ExternalFiles.Count());
     ExternalFiles.ForEach(x => x.Write(writer));
     writer.WriteCString("");
 }
コード例 #28
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 protected override void WriteBase(AssetsWriter writer)
 {
     base.WriteBase(writer);
     writer.Write(Name);
     Rect.Write(writer);
     Offset.Write(writer);
     Border.Write(writer);
     writer.Write(PixelsToUnits);
     Pivot.Write(writer);
     writer.Write(Extrude);
     writer.Write(IsPolygon);
     writer.AlignTo(4);
     writer.Write(RenderDataKey.First);
     writer.Write(RenderDataKey.Second);
     writer.WriteArrayOf(AtlasTags, (o, w) => w.Write(o));
     SpriteAtlas.Write(writer);
     RenderData.Write(writer);
     writer.WriteArrayOf(PhysicsShape, (o, w) => w.WriteArrayOf(o, (o2, w2) => o2.Write(w2)));
     writer.WriteArrayOf(Bones, (o, w) => o.Write(w));
 }
コード例 #29
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 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 #30
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 protected override void WriteObject(AssetsWriter writer)
 {
     base.WriteBase(writer);
     writer.Write(Name);
     writer.Write(ForcedFallbackFormat);
     writer.Write(DownscaleFallback);
     writer.AlignTo(4);
     writer.Write(Width);
     writer.Write(Height);
     writer.Write(CompleteImageSize);
     writer.Write((int)TextureFormat);
     writer.Write(MipCount);
     writer.Write(IsReadable);
     writer.Write(StreamingMipmaps);
     writer.AlignTo(4);
     writer.Write(StreamingMipmapsPriority);
     writer.Write(ImageCount);
     writer.Write(TextureDimension);
     TextureSettings.Write(writer);
     writer.Write(LightmapFormat);
     writer.Write(ColorSpace);
     writer.Write(ImageData.Length);
     writer.Write(ImageData);
     writer.AlignTo(4);
     StreamData.Write(writer);
 }