コード例 #1
0
ファイル: EnumExport.cs プロジェクト: atenfyr/UAssetAPI
        public void Read(AssetBinaryReader reader, UAsset asset)
        {
            if (asset.EngineVersion < UE4Version.VER_UE4_TIGHTLY_PACKED_ENUMS)
            {
                int numEntries = reader.ReadInt32();
                for (int i = 0; i < numEntries; i++)
                {
                    FName tempName = reader.ReadFName();
                    Names.Add(new Tuple <FName, long>(tempName, i));
                }
            }
            else if (asset.GetCustomVersion <FCoreObjectVersion>() < FCoreObjectVersion.EnumProperties)
            {
                int numEntries = reader.ReadInt32();
                for (int i = 0; i < numEntries; i++)
                {
                    FName tempName = reader.ReadFName();
                    byte  tempVal  = reader.ReadByte();
                    Names.Add(new Tuple <FName, long>(tempName, tempVal));
                }
            }
            else
            {
                int numEntries = reader.ReadInt32();
                for (int i = 0; i < numEntries; i++)
                {
                    FName tempName = reader.ReadFName();
                    long  tempVal  = reader.ReadInt64();
                    Names.Add(new Tuple <FName, long>(tempName, tempVal));
                }
            }

            if (asset.EngineVersion < UE4Version.VER_UE4_ENUM_CLASS_SUPPORT)
            {
                bool bIsNamespace = reader.ReadInt32() == 1;
                CppForm = bIsNamespace ? ECppForm.Namespaced : ECppForm.Regular;
            }
            else
            {
                CppForm = (ECppForm)reader.ReadByte();
            }
        }
コード例 #2
0
ファイル: ClassExport.cs プロジェクト: atenfyr/UAssetAPI
        public override void Read(AssetBinaryReader reader, int nextStarting)
        {
            base.Read(reader, nextStarting);

            int numFuncIndexEntries = reader.ReadInt32();

            FuncMap = new TMap <FName, FPackageIndex>();
            for (int i = 0; i < numFuncIndexEntries; i++)
            {
                FName         functionName   = reader.ReadFName();
                FPackageIndex functionExport = FPackageIndex.FromRawIndex(reader.ReadInt32());

                FuncMap.Add(functionName, functionExport);
            }

            ClassFlags = (EClassFlags)reader.ReadUInt32();

            if (Asset.EngineVersion < UE4Version.VER_UE4_CLASS_NOTPLACEABLE_ADDED)
            {
                ClassFlags ^= EClassFlags.CLASS_NotPlaceable;
            }

            ClassWithin     = new FPackageIndex(reader.ReadInt32());
            ClassConfigName = reader.ReadFName();
            Asset.AddNameReference(ClassConfigName.Value);

            int  numInterfaces   = 0;
            long interfacesStart = 0;

            if (Asset.EngineVersion < UE4Version.VER_UE4_UCLASS_SERIALIZE_INTERFACES_AFTER_LINKING)
            {
                interfacesStart = reader.BaseStream.Position;
                numInterfaces   = reader.ReadInt32();
                reader.BaseStream.Seek(interfacesStart + sizeof(int) + numInterfaces * (sizeof(int) * 3), SeekOrigin.Begin);
            }

            // Linking procedure here; I don't think anything is really serialized during this
            ClassGeneratedBy = new FPackageIndex(reader.ReadInt32());

            long currentOffset = reader.BaseStream.Position;

            if (Asset.EngineVersion < UE4Version.VER_UE4_UCLASS_SERIALIZE_INTERFACES_AFTER_LINKING)
            {
                reader.BaseStream.Seek(interfacesStart, SeekOrigin.Begin);
            }
            numInterfaces = reader.ReadInt32();
            Interfaces    = new SerializedInterfaceReference[numInterfaces];
            for (int i = 0; i < numInterfaces; i++)
            {
                Interfaces[i] = new SerializedInterfaceReference(reader.ReadInt32(), reader.ReadInt32(), reader.ReadInt32() == 1);
            }
            if (Asset.EngineVersion < UE4Version.VER_UE4_UCLASS_SERIALIZE_INTERFACES_AFTER_LINKING)
            {
                reader.BaseStream.Seek(currentOffset, SeekOrigin.Begin);
            }

            bDeprecatedForceScriptOrder = reader.ReadInt32() == 1;

            reader.ReadInt64(); // None

            if (Asset.EngineVersion >= UE4Version.VER_UE4_ADD_COOKED_TO_UCLASS)
            {
                bCooked = reader.ReadInt32() == 1;
            }

            ClassDefaultObject = new FPackageIndex(reader.ReadInt32());

            // CDO serialization usually comes after this export has finished serializing
        }