protected ShaderProp(string name, PropKey key, int id, ValType valType) { this.name = name; this.key = key; this.keyName = key.ToString(); this.propId = id; Init(valType); }
public ShaderPropColor(string name, PropKey key, int id, ColorType colType, bool composition = false, Keyword k = Keyword.NONE) : base(name, key, id, ValType.Color) { colorType = colType; Keyword = k; this.composition = composition; }
protected ShaderProp(PropKey key, ValType valType) { this.key = key; this.keyName = key.ToString(); this.name = keyName.Substring(1); this.propId = Shader.PropertyToID(keyName); Init(valType); }
public ShaderPropFloat(PropKey key, EditRange range, float[] sliderRange, bool[] opts, float defaultVal, params float[] presetVals) : base(key, ValType.Float) { this.range = range; this.sliderMin = sliderRange[0]; this.sliderMax = sliderRange[1]; this.opts = opts; this.presetVals = presetVals; this.defaultVal = defaultVal; }
protected ACCTexture(string propName) { this.propName = propName; this.propKey = (PropKey)Enum.Parse(typeof(PropKey), propName); if (propKey == PropKey._ToonRamp) { toonType = RAMP; } else if (propKey == PropKey._ShadowRateToon) { toonType = SHADOW_RATE; } }
public ShaderPropFloat(PropKey key, EditRange range, float[] sliderRange, PresetOperation[] opts, float defaultVal, params float[] presetVals) : base(key, ValType.Float) { this.range = range; this.sliderMin = sliderRange[0]; this.sliderMax = sliderRange[1]; this.opts = opts; this.presetVals = presetVals; this.defaultVal = defaultVal; }
private ACCTexture(PropKey propKey) { this.propKey = propKey; this.propName = propKey.ToString(); if (propKey == PropKey._ToonRamp) { toonType = RAMP; } else if (propKey == PropKey._ShadowRateToon) { toonType = SHADOW_RATE; } }
public ShaderPropFloat(PropKey key, Keyword kwd, EditRange <float> range, IList <float> sliderRange, PresetOperation[] opts, float defaultVal, params float[] presetVals) : base(key, ValType.Float) { this.range = range; keyword = kwd; sliderMin = sliderRange[0]; sliderMax = sliderRange[1]; this.opts = opts; this.presetVals = presetVals; this.defaultVal = defaultVal; }
// public ACCTexture(Material mate, string propName, MaterialType type) :this(propName) { // this.type = type; // this.tex = mate.GetTexture(propName); // // if (tex != null) { // this.editname = tex.name; // if (tex is Texture2D) { // texOffset = mate.GetTextureOffset(propName); // texScale = mate.GetTextureScale(propName); // } else { // LogUtil.DebugF("propName({0}): texture type:{1}", propName, tex.GetType()); // } // } else { // // シェーダ切り替えなどで、元々存在しないテクスチャの場合 // LogUtil.DebugF("texture not found. propname={0}, material={1}", propName, mate.name); // // 空のテクスチャは作成しない //// this.tex = new Texture2D(2, 2); //// this.tex.name = string.Empty; //// // テクスチャを追加セット //// mate.SetTexture(propName, this.tex); // } // } public ACCTexture(ACCTexture src) { this.original = src; this.propName = src.propName; this.type = src.type; this.prop = src.prop; this.propKey = src.propKey; this.editname = src.editname; this.filepath = src.filepath; this.texOffset = src.texOffset; this.texScale = src.texScale; this.toonType = src.toonType; }
public ACCTexture(ACCTexture src) { original = src; propName = src.propName; type = src.type; prop = src.prop; propKey = src.propKey; editname = src.editname; filepath = src.filepath; texOffset = src.texOffset; texScale = src.texScale; toonType = src.toonType; }
protected ACCTexture(string propName) { this.propName = propName; propKey = (PropKey)Enum.Parse(typeof(PropKey), propName); switch (propKey) { case PropKey._ToonRamp: case PropKey._OutlineToonRamp: toonType = RAMP; break; case PropKey._ShadowRateToon: toonType = SHADOW_RATE; break; } }
private ACCTexture(PropKey propKey) { this.propKey = propKey; propName = propKey.ToString(); switch (propKey) { case PropKey._ToonRamp: case PropKey._OutlineToonRamp: toonType = RAMP; break; case PropKey._ShadowRateToon: toonType = SHADOW_RATE; break; } }
// Token: 0x0600018D RID: 397 RVA: 0x0000E6B0 File Offset: 0x0000C8B0 private ACCTexture(PropKey propKey) { this.propKey = propKey; this.propName = propKey.ToString(); switch (propKey) { case PropKey._ToonRamp: case PropKey._OutlineToonRamp: this.toonType = 1; return; case PropKey._ShadowTex: case PropKey._OutlineTex: break; case PropKey._ShadowRateToon: this.toonType = 2; break; default: return; } }
public ShaderPropBool(string name, PropKey key, int id) : base(name, key, id, ValType.Bool) { range = EditRange.boolVal; }
public ShaderPropFloat(PropKey key, ValType valType) : base(key, valType) { }
public ShaderPropColor(PropKey key, ColorType colType) : base(key, ValType.Color) { this.colorType = colType; }
public ShaderPropFloat(PropKey key) : base(key, ValType.Float) { }
public ShaderPropColor(string name, PropKey key, int id, ColorType colType) : base(name, key, id, ValType.Color) { this.colorType = colType; }
public ShaderPropTex(string name, PropKey key, int id, TexType type) : base(name, key, id, ValType.Tex) { this.texType = type; }
// テクスチャエディット対象を無効にする public void Clear() { slotName = string.Empty; matNo = -1; propName = string.Empty; propKey = PropKey.Unkown; }
protected ShaderPropFloat(string name, PropKey key, int id, ValType valType) : base(name, key, id, valType) { }
public void LoadData() { //defultt values m_aPropKeys = new List<PropKey>(); BitConverter.IsLittleEndian = true; List<PropertyReader.Property> props = PropertyReader.getPropList(pcc, pcc.Exports[index].Data); string name; foreach (PropertyReader.Property p in props) { if (pcc.getNameEntry(p.Name) == "m_aPropKeys") { int pos = 28; int count = BitConverter.ToInt32(p.raw, 24); for (int j = 0; j < count; j++) { List<PropertyReader.Property> p2 = PropertyReader.ReadProp(pcc, p.raw, pos); PropKey key = new PropKey(); for (int i = 0; i < p2.Count(); i++) { name = pcc.getNameEntry(p2[i].Name); if (name == "pWeaponClass") key.pWeaponClass = p2[i].Value.IntValue; else if (name == "nmProp") key.nmProp = p2[i].Value.NameValue; else if (name == "nmAction") key.nmAction = p2[i].Value.NameValue; else if (name == "pPropMesh") key.pPropMesh = p2[i].Value.IntValue; else if (name == "pActionPartSys") key.pActionPartSys = p2[i].Value.IntValue; else if (name == "pActionClientEffect") key.pActionClientEffect = p2[i].Value.IntValue; else if (name == "bEquip") key.bEquip = p2[i].Value.IntValue != 0; else if (name == "bForceGenericWeapon") key.bForceGenericWeapon = p2[i].Value.IntValue != 0; pos += p2[i].raw.Length; } m_aPropKeys.Add(key); } } } }
// static Dictionary<Type, ContextPropertySwitchInterpreter> switchesByType = new Dictionary<Type, ContextPropertySwitchInterpreter> (); // // public static ContextPropertySwitchInterpreter GetSwitch (Type t) // { // ContextPropertySwitchInterpreter inter = null; // if (!switchesByType.TryGetValue (t, out inter)) // { // // // } // return inter; // } public ContextPropertySwitchInterpreter(string propName, Type type, ScriptEngine engine) : base(propName, type, engine) { engine.GetPlugin <ContextSwitchesPlugin> ().AddInterToType(type, this); this.propName = propName; propType = type; this.Engine = engine; // if (ScriptEngine.AnalyzeDebug) // Debug.Log ("Context switch " + type); var props = type.GetProperties(BindingFlags.Public | BindingFlags.Instance | BindingFlags.DeclaredOnly); var methods = type.GetMethods(BindingFlags.Public | BindingFlags.Instance | BindingFlags.DeclaredOnly); // if (ScriptEngine.AnalyzeDebug) // Debug.Log ("Methods count " + methods.Length); var thisKey = new PropKey(type, propName); if (!allPropSwitches.ContainsKey(thisKey)) { allPropSwitches.Add(thisKey, this); } if (typeof(MonoBehaviour).IsAssignableFrom(type) && type != typeof(MonoBehaviour)) { //if (ScriptEngine.AnalyzeDebug) // Debug.Log ("It's a component! " + type); foreach (var prop in props) { //Debug.Log (prop.Name); if (prop.PropertyType != typeof(string) && (prop.PropertyType.IsClass || (prop.PropertyType.IsValueType && !prop.PropertyType.IsEnum && prop.PropertyType != typeof(bool) && prop.PropertyType != typeof(float) && prop.PropertyType != typeof(int)))) { var key = new PropKey(prop.PropertyType, prop.Name); if (allPropSwitches.ContainsKey(key)) { contextSwitches.Add(NameTranslator.ScriptNameFromCSharp(prop.Name), allPropSwitches [key]); } else { ContextPropertySwitchInterpreter inter = new ContextPropertySwitchInterpreter(prop.Name, prop.PropertyType, engine); contextSwitches.Add(NameTranslator.ScriptNameFromCSharp(prop.Name), inter); inter.Engine = Engine; } // if (ScriptEngine.AnalyzeDebug) // Debug.Log ("SubContext " + NameTranslator.ScriptNameFromCSharp (prop.Name)); } else { ContextPropertyInterpreter inter = new ContextPropertyInterpreter(prop.Name, prop.PropertyType, engine); inter.Engine = Engine; // if (ScriptEngine.AnalyzeDebug) // Debug.Log (inter.Engine); properties.Add(NameTranslator.ScriptNameFromCSharp(prop.Name), inter); // if (ScriptEngine.AnalyzeDebug) // Debug.Log (NameTranslator.ScriptNameFromCSharp (prop.Name)); } } foreach (var method in methods) { if (method.GetCustomAttributes(typeof(CompilerGeneratedAttribute), false).Length > 0) { continue; } // if (ScriptEngine.AnalyzeDebug) // Debug.Log ("Context method " + method.Name); ContextFunctionCallInterpreter inter = new ContextFunctionCallInterpreter(method, Engine); functions.Add(NameTranslator.ScriptNameFromCSharp(method.Name), inter); } } }
// Token: 0x060001F3 RID: 499 RVA: 0x0001160D File Offset: 0x0000F80D public ShaderPropTex(PropKey key, TexType type, Keyword k = Keyword.NONE) : base(key, ValType.Tex) { this.texType = type; base.Keyword = k; }
public ShaderPropTex(PropKey key, TexType type) : base(key, ValType.Tex) { this.texType = type; }
public ShaderPropBool(PropKey key) : base(key, ValType.Bool) { range = EditRange.boolVal; }
// Token: 0x060001E5 RID: 485 RVA: 0x00011440 File Offset: 0x0000F640 public ShaderPropFloat(PropKey key, Keyword kwd, string format, IList <float> range, PresetOperation[] opts, float defaultVal, params float[] presetVals) : this(key, kwd, new EditRange <float>(format, range[2], range[3]), range, opts, defaultVal, presetVals) { }
public ShaderPropFloat(PropKey key, string format, float[] range, bool[] opts, float defaultVal, params float[] presetVals) : this(key, new EditRange(format, range[2], range[3]), range, opts, defaultVal, presetVals) { }
// Token: 0x060001E6 RID: 486 RVA: 0x00011468 File Offset: 0x0000F668 public ShaderPropFloat(PropKey key, EditRange <float> range, IList <float> sliderRange, PresetOperation[] opts, float defaultVal, params float[] presetVals) : this(key, Keyword.NONE, range, sliderRange, opts, defaultVal, presetVals) { }
public ShaderPropFloat(string name, PropKey key, int id) : base(name, key, id, ValType.Float) { }
public ShaderPropFloat(PropKey key, string format, float[] range, PresetOperation[] opts, float defaultVal, params float[] presetVals) : this(key, new EditRange(format, range[2], range[3]), range, opts, defaultVal, presetVals) { }
// Token: 0x060001F2 RID: 498 RVA: 0x000115F1 File Offset: 0x0000F7F1 public ShaderPropTex(string name, PropKey key, int id, TexType type, Keyword k = Keyword.NONE) : base(name, key, id, ValType.Tex) { this.texType = type; base.Keyword = k; }
// Token: 0x06000206 RID: 518 RVA: 0x00012FE4 File Offset: 0x000111E4 public ShaderProp GetShaderProp(string propName) { try { PropKey propKey = (PropKey)Enum.Parse(typeof(PropKey), propName); switch (propKey) { case PropKey._MainTex: case PropKey._ToonRamp: case PropKey._ShadowTex: case PropKey._ShadowRateToon: case PropKey._OutlineTex: case PropKey._OutlineToonRamp: case PropKey._HiTex: case PropKey._RenderTex: case PropKey._BumpMap: case PropKey._SpecularTex: case PropKey._DecalTex: case PropKey._Detail: case PropKey._DetailTex: case PropKey._AnisoTex: case PropKey._ParallaxMap: case PropKey._Illum: case PropKey._Cube: case PropKey._ReflectionTex: case PropKey._MultiColTex: case PropKey._EnvMap: foreach (ShaderPropTex shaderPropTex in this.texProps) { if (shaderPropTex.key == propKey) { return(shaderPropTex); } } break; case PropKey._Color: case PropKey._ShadowColor: case PropKey._RimColor: case PropKey._OutlineColor: case PropKey._SpecColor: case PropKey._ReflectColor: case PropKey._EmissionColor: foreach (ShaderPropColor shaderPropColor in this.colProps) { if (shaderPropColor.key == propKey) { return(shaderPropColor); } } break; case PropKey._Shininess: case PropKey._OutlineWidth: case PropKey._RimPower: case PropKey._RimShift: case PropKey._HiRate: case PropKey._HiPow: case PropKey._FloatValue1: case PropKey._FloatValue2: case PropKey._FloatValue3: case PropKey._Parallax: case PropKey._Cutoff: case PropKey._Cutout: case PropKey._EmissionLM: case PropKey._UseMulticolTex: case PropKey._Strength: case PropKey._StencilComp: case PropKey._Stencil: case PropKey._StencilOp: case PropKey._StencilWriteMask: case PropKey._StencilReadMask: case PropKey._ColorMask: case PropKey._EnvAlpha: case PropKey._EnvAdd: case PropKey._ZTest: case PropKey._ZTest2: case PropKey._ZTest2Alpha: foreach (ShaderPropFloat shaderPropFloat in this.fProps) { if (shaderPropFloat.key == propKey) { return(shaderPropFloat); } } break; case PropKey._SetManualRenderQueue: return(ShaderPropType.RenderQueue); } } catch { } return(null); }
// Token: 0x060001F0 RID: 496 RVA: 0x000115C2 File Offset: 0x0000F7C2 public ShaderPropColor(PropKey key, ColorType colType, bool composition = false, Keyword k = Keyword.NONE) : base(key, ValType.Color) { this.colorType = colType; base.Keyword = k; this.composition = composition; }