예제 #1
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 public void Write(AssetsWriter writer)
 {
     writer.Write(binFrequencyWidth);
     writer.Write(minBinFrequency);
     writer.Write(startSample);
     writer.Write(endSample);
 }
예제 #2
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 protected override void WriteObject(AssetsWriter writer)
 {
     writer.Write(useAsDefault);
     writer.AlignTo(4);
     hitEffect.Write(writer);
     writer.WriteArrayOf(enemies, (e, w) => e.Write(w));
 }
예제 #3
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파일: Channel.cs 프로젝트: sc2ad/BnkParser
 public void Write(AssetsWriter writer)
 {
     writer.Write(Stream);
     writer.Write(Offset);
     writer.Write(Format);
     writer.Write(Dimension);
 }
예제 #4
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 public void Write(AssetsWriter writer)
 {
     writer.Write(z);
     writer.WriteArrayOf(verts, (item, w) => item.Write(w));
     writer.WriteArrayOf(meshSizes, (item, w) => w.Write(item));
     writer.WriteArrayOf(tris, (item, w) => w.Write(item));
 }
예제 #5
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 protected override void WriteObject(AssetsWriter writer)
 {
     base.WriteObject(writer);
     writer.Write((int)action);
     writer.Write(triggerHash);
     motionData.WritePtr(writer);
 }
예제 #6
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 public override void Write(AssetsWriter writer)
 {
     WriteBase(writer);
     PlayerModel.Write(writer);
     ColorA.Write(writer);
     ColorB.Write(writer);
 }
예제 #7
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 public void Write(AssetsWriter writer)
 {
     writer.WriteArrayOf(Verticies, (o, w) => o.Write(w));
     writer.WriteArrayOf(Shapes, (o, w) => o.Write(w));
     writer.WriteArrayOf(Channels, (o, w) => o.Write(w));
     writer.WriteArrayOf(FullWeights, (o, w) => w.Write(o));
 }
예제 #8
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 public void Write(AssetsWriter writer)
 {
     writer.Write(Name);
     writer.Write(NameHash);
     writer.Write(FrameIndex);
     writer.Write(FrameCount);
 }
예제 #9
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 protected override void WriteObject(AssetsWriter writer)
 {
     base.WriteObject(writer);
     decorations.WritePtr(writer);
     writer.Write(decorationChance);
     writer.Write(decorationDensity);
 }
예제 #10
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 public void Write(AssetsWriter writer)
 {
     Vertex.Write(writer);
     Normal.Write(writer);
     Tangent.Write(writer);
     writer.Write(Index);
 }
예제 #11
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 protected override void WriteObject(AssetsWriter writer)
 {
     writer.Write(IsEnabled);
     writer.Write(CastShadows);
     writer.Write(ReceiveShadows);
     writer.Write(DynamicOcclude);
     writer.Write(MotionVectors);
     writer.Write(LightProbeUsage);
     writer.Write(ReflectionProbeUsage);
     writer.AlignTo(4);
     writer.Write(RenderingLayerMask);
     if (ObjectInfo.ParentFile.Metadata.VersionGte("2018.3"))
     {
         writer.Write(RendererPriority);
     }
     writer.Write(LightmapIndex);
     writer.Write(LightmapIndexDynamic);
     LightmapTilingOffset.Write(writer);
     LightmapTilingOffsetDynamic.Write(writer);
     writer.WriteArrayOf(Materials, (o, w) => o.WritePtr(w));
     StaticBatchInfo.Write(writer);
     StaticBatchRoot.WritePtr(writer);
     ProbeAnchor.WritePtr(writer);
     LightProbeVolumeOverride.WritePtr(writer);
     writer.Write(SortingLayerID);
     writer.Write(SortingLayer);
     writer.Write(SortingOrder);
 }
예제 #12
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 protected override void WriteObject(AssetsWriter writer)
 {
     writer.Write(colorHue);
     writer.Write(colorSaturation);
     writer.Write(colorValue);
     writer.Write(fogHue);
     writer.Write(fogSaturation);
     writer.Write(fogValue);
     writer.Write(glowHue);
     writer.Write(glowSaturation);
     writer.Write(glowValue);
     writer.Write(customColors);
     writer.AlignTo(4);
     writer.Write(exposure);
     writer.Write(startingWall);
     writer.Write(endingWall);
     writer.AlignTo(4);
     writer.Write(height);
     writer.Write(groundHeight);
     writer.Write(seed);
     writer.Write(start);
     writer.Write(end);
     min.Write(writer);
     max.Write(writer);
     writer.Write(generateDebris);
     debris.Write(writer);
     writer.Write(propSeed);
 }
예제 #13
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 protected override void WriteObject(AssetsWriter writer)
 {
     position.Write(writer);
     min.Write(writer);
     max.Write(writer);
     writer.Write((int)region);
 }
 protected override void WriteObject(AssetsWriter writer)
 {
     base.WriteBase(writer);
     writer.Write(SceneName);
     writer.Write(DisabledRootObjects);
     writer.AlignTo(4);
 }
예제 #15
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파일: Enemy.cs 프로젝트: sc2ad/BnkParser
 protected override void WriteObject(AssetsWriter writer)
 {
     writer.WriteArrayOf(enableOnSpawn, (item, w) => item.WritePtr(w));
     anim.WritePtr(writer);
     projectile.WritePtr(writer);
     muzzle.WritePtr(writer);
     ragdoll.WritePtr(writer);
     disintegrateVFX.WritePtr(writer);
     fireSound.Write(writer);
     fireIndicatorRenderer.WritePtr(writer);
     aimArmPivot.WritePtr(writer);
     aimHandPivot.WritePtr(writer);
     leftHandAim.WritePtr(writer);
     rightHandAim.WritePtr(writer);
     writer.Write(maxAimAngle);
     writer.Write(aimEaseTime);
     writer.Write(lookEaseInTime);
     ikEaseInCurve.Write(writer);
     writer.Write(hitSuppressesIK);
     writer.AlignTo(4);
     writer.Write(ikSupressionTime);
     writer.Write(maxIKSupression);
     writer.Write((int)toughness);
     moveSpeeds.Write(writer);
     writer.Write(turnRate);
     writer.Write(deathDisposalDelay);
     writer.Write(deathDisintegrationVFXDelay);
     avatarSkinnedMeshRenderer.WritePtr(writer);
     writer.WriteArrayOf(renderersToHideOnDeath, (item, w) => item.WritePtr(w));
     writer.WriteArrayOf(targetables, (item, w) => item.WritePtr(w));
     writer.WriteArrayOf(bodyParts, (item, w) => item.WritePtr(w));
     writer.WriteArrayOf(playerKillers, (item, w) => item.WritePtr(w));
     target.WritePtr(writer);
     writer.WriteArrayOf(fireTimes, (item, w) => w.Write(item));
 }
예제 #16
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 protected override void WriteObject(AssetsWriter writer)
 {
     WriteBase(writer);
     PlayerModel.Write(writer);
     ColorA.Write(writer);
     ColorB.Write(writer);
 }
예제 #17
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 protected override void WriteObject(AssetsWriter 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);
 }
예제 #18
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 public void Write(AssetsWriter writer)
 {
     writer.Write(X);
     writer.Write(Y);
     writer.Write(Width);
     writer.Write(Height);
 }
예제 #19
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 public void Write(AssetsWriter writer)
 {
     writer.Write(X);
     writer.Write(Y);
     writer.Write(Z);
     writer.Write(W);
 }
예제 #20
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 public void Write(AssetsWriter writer)
 {
     writer.Write(ObjectID);
     writer.Write(DataOffset);
     writer.Write(DataSize);
     writer.Write(TypeIndex);
 }
예제 #21
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파일: Collider.cs 프로젝트: sc2ad/BnkParser
 protected override void WriteObject(AssetsWriter writer)
 {
     Material.WritePtr(writer);
     writer.Write(IsTrigger);
     writer.Write(Enabled);
     writer.AlignTo(4);
 }
예제 #22
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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);
 }
예제 #23
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 protected override void WriteObject(AssetsWriter 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);
 }
예제 #24
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 public void Write(AssetsWriter writer)
 {
     writer.WriteArrayOf(keys, (item, w) => item.Write(w));
     writer.Write(length);
     writer.Write((int)preWrapMode);
     writer.Write((int)postWrapMode);
 }
예제 #25
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 public void Write(AssetsWriter writer)
 {
     writer.Write(R);
     writer.Write(G);
     writer.Write(B);
     writer.Write(A);
 }
예제 #26
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 protected override void WriteObject(AssetsWriter writer)
 {
     writer.Write(duration);
     localStartingPoint.Write(writer);
     localEndingPoint.Write(writer);
     sequence.WritePtr(writer);
     writer.Write(sequenceStartTime);
 }
예제 #27
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 protected override void WriteObject(AssetsWriter writer)
 {
     base.WriteBase(writer);
     writer.Write(PackID);
     writer.Write(PackName);
     CoverImage.Write(writer);
     BeatmapLevelCollection.Write(writer);
 }
예제 #28
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 public void Write(AssetsWriter writer)
 {
     writer.Write(NumItems);
     writer.WriteArray(Data);
     writer.AlignTo(4);
     writer.Write(BitSize);
     writer.AlignTo(4);
 }
예제 #29
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 protected override void WriteObject(AssetsWriter writer)
 {
     base.WriteBase(writer);
     writer.Write(JsonData);
     writer.WriteArray(new byte[128]);
     writer.Write((Int32)0);
     writer.AlignTo(4);
 }
예제 #30
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 protected override void WriteObject(AssetsWriter writer)
 {
     LocalRotation.Write(writer);
     LocalPosition.Write(writer);
     LocalScale.Write(writer);
     writer.WriteArrayOf(Children, (x, y) => x.Write(y));
     Father.Write(writer);
 }