コード例 #1
0
        private void LoadAnim(ResU.VisibilityAnim vis)
        {
            VisibilityAnimU = vis;
            FrameCount      = vis.FrameCount;

            Text = vis.Name;

            if (vis.BaseDataList == null)
            {
                vis.BaseDataList = new bool[0];
            }

            if (vis.Names == null)
            {
                vis.Names = new string[0];
            }

            BaseValues = vis.BaseDataList;

            foreach (var name in vis.Names)
            {
                BoneNames.Add(name);
            }

            for (int curve = 0; curve < vis.Curves.Count; curve++)
            {
                Values.Add(CurveHelper.CreateBooleanTrackWiiU(vis.Curves[curve]));
            }
        }
コード例 #2
0
        //Todo. Bake sizes are altered in switch somewhat, although mostly all animations should be fine

        public static ResNX.MaterialAnim FVISConvertWiiUToSwitch(ResU.VisibilityAnim VisualAnim)
        {
            ResNX.MaterialAnim matAnim = new ResNX.MaterialAnim();
            matAnim.Name        = VisualAnim.Name;
            matAnim.Path        = VisualAnim.Path;
            matAnim.FrameCount  = VisualAnim.FrameCount;
            matAnim.BindIndices = VisualAnim.BindIndices;
            matAnim.BakedSize   = VisualAnim.BakedSize;
            matAnim.Loop        = VisualAnim.Flags.HasFlag(ResU.TexPatternAnimFlags.Looping);

            int CurveIndex = 0;

            for (int m = 0; m < VisualAnim.Names.Count; m++)
            {
                ResNX.MaterialAnimData matAnimData = new ResNX.MaterialAnimData();
                matAnimData.Name = VisualAnim.Names[m];
            }

            matAnim.UserData = ConvertUserDataWiiU2Switch(VisualAnim.UserData);

            return(matAnim);
        }
コード例 #3
0
 public FVIS(ResU.VisibilityAnim anim)
 {
     Initialize(); LoadAnim(anim);
 }