public void Decode(string key, CfgData data) { switch (key) { case "fU": Down(data.ToVector2()); break; case "fP": Down(data.ToVector3()); break; case "tU": uvTo = data.ToVector2(); break; case "tP": posTo = data.ToVector3(); break; case "Up": MouseUpEvent = true; break; } }
public override void Decode(string key, CfgData data) { switch (key) { case "gtuv": projectionUv = data.ToBool(); break; case "offset": offset = data.ToVector2(); break; case "tile": tiling = data.ToVector2(); break; case "nrmWrap": projectorNormalThreshold01 = data.ToFloat(); break; case "fr": projectFront = true; break; case "mp": meshProcessors = true; break; } }
public override void Decode(string key, CfgData data) { switch (key) { case "typeGPU": data.ToInt(ref _inGpuBrushType); break; case "typeCPU": data.ToInt(ref _inCpuBrushType); break; case "size2D": brush2DRadius = data.ToFloat(); break; case "size3D": brush3DRadius = data.ToFloat(); break; case "useMask": useMask = data.ToBool(); break; case "mask": mask = (ColorMask)data.ToInt(0); break; case "modeCPU": data.ToInt(ref _inCpuBlitMode); break; case "modeGPU": data.ToInt(ref _inGpuBlitMode); break; case "bc": Color = data.ToColor(); break; case "source": data.ToInt(ref selectedSourceTexture); break; case "blur": blurAmount = data.ToFloat(); break; case "decA": decalAngle = data.ToFloat(); break; case "decNo": data.ToInt(ref selectedDecal); break; case "Smask": data.ToInt(ref selectedSourceMask); break; case "maskTil": maskTiling = data.ToFloat(); break; case "maskFlip": flipMaskAlpha = data.ToBool(); break; case "hard": hardness = data.ToFloat(); break; case "Speed": _dFlow.Value = data.ToFloat(); break; case "dSpeed": _dFlow.Decode(data); break; case "dyn": data.Decode(out brushDynamic, BrushDynamic.Base.all); break; case "maskOff": maskOffset = data.ToVector2(); break; } }