예제 #1
0
 public override void ParseObject(AssetsReader reader)
 {
     base.ParseObject(reader);
     action      = reader.ReadEnum <ActorAction>();
     triggerHash = reader.ReadInt32();
     motionData  = SmartPtr <AssetsObject> .Read(ObjectInfo.ParentFile, this, reader);
 }
예제 #2
0
파일: TextEnv.cs 프로젝트: sc2ad/BnkParser
        public void Parse(AssetsFile file, AssetsObject owner, AssetsReader reader)
        {
            Texture = SmartPtr <Texture2DObject> .Read(file, owner, reader);

            Scale  = new Vector2F(reader);
            Offset = new Vector2F(reader);
        }
예제 #3
0
        public override void ParseObject(AssetsReader reader)
        {
            IsEnabled            = reader.ReadBoolean();
            CastShadows          = reader.ReadByte();
            ReceiveShadows       = reader.ReadByte();
            DynamicOcclude       = reader.ReadByte();
            MotionVectors        = reader.ReadByte();
            LightProbeUsage      = reader.ReadByte();
            ReflectionProbeUsage = reader.ReadByte();
            reader.AlignTo(4);
            RenderingLayerMask = reader.ReadUInt32();
            if (ObjectInfo.ParentFile.Metadata.VersionGte("2018.3"))
            {
                RendererPriority = reader.ReadInt32();
            }
            LightmapIndex               = reader.ReadUInt16();
            LightmapIndexDynamic        = reader.ReadUInt16();
            LightmapTilingOffset        = new Vector4F(reader);
            LightmapTilingOffsetDynamic = new Vector4F(reader);
            Materials       = reader.ReadArrayOf(r => (ISmartPtr <MaterialObject>)SmartPtr <MaterialObject> .Read(ObjectInfo.ParentFile, this, r));
            StaticBatchInfo = new StaticBatchInfo(reader);
            StaticBatchRoot = SmartPtr <Transform> .Read(ObjectInfo.ParentFile, this, reader);

            ProbeAnchor = SmartPtr <Transform> .Read(ObjectInfo.ParentFile, this, reader);

            LightProbeVolumeOverride = SmartPtr <GameObject> .Read(ObjectInfo.ParentFile, this, reader);

            SortingLayerID = reader.ReadInt32();
            SortingLayer   = reader.ReadInt16();
            SortingOrder   = reader.ReadInt16();
        }
예제 #4
0
        public override void ParseObject(AssetsReader reader)
        {
            point  = new WorldPoint(reader);
            prefab = SmartPtr <GameObject> .Read(ObjectInfo.ParentFile, this, reader);

            scale = new Vector3F(reader);
        }
예제 #5
0
 public override void ParseObject(AssetsReader reader)
 {
     LocalRotation = new QuaternionF(reader);
     LocalPosition = new Vector3F(reader);
     LocalScale    = new Vector3F(reader);
     Children      = reader.ReadArrayOf(x => (SmartPtr <Transform>)SmartPtr <Transform> .Read(ObjectInfo.ParentFile, this, reader));
     Father        = SmartPtr <Transform> .Read(ObjectInfo.ParentFile, this, reader);
 }
예제 #6
0
 public override void ParseObject(AssetsReader reader)
 {
     autoRegister = reader.ReadBoolean();
     reader.AlignTo(4);
     hasHitPlayer = reader.ReadBoolean();
     reader.AlignTo(4);
     colliders = reader.ReadArrayOf(r => SmartPtr <Collider> .Read(ObjectInfo.ParentFile, this, r));
 }
예제 #7
0
        public override void ParseObject(AssetsReader reader)
        {
            base.ParseObject(reader);
            decorations = SmartPtr <DecorationSet> .Read(ObjectInfo.ParentFile, this, reader);

            decorationChance  = reader.ReadSingle();
            decorationDensity = reader.ReadSingle();
        }
예제 #8
0
 protected override void Parse(AssetsReader reader)
 {
     //new PPtr(x)
     //to SmartPtr<BeatmapLevelPackObject>.Read(ObjectInfo.ParentFile,x)
     base.Parse(reader);
     BeatmapLevelPacks        = reader.ReadArrayOf(x => SmartPtr <BeatmapLevelPackObject> .Read(ObjectInfo.ParentFile, this, x)).Cast <ISmartPtr <BeatmapLevelPackObject> >().ToList();
     PreviewBeatmapLevelPacks = reader.ReadArrayOf(x => SmartPtr <MonoBehaviourObject> .Read(ObjectInfo.ParentFile, this, x)).Cast <ISmartPtr <MonoBehaviourObject> >().ToList();
 }
예제 #9
0
파일: Collider.cs 프로젝트: sc2ad/BnkParser
        public override void ParseObject(AssetsReader reader)
        {
            Material = SmartPtr <PhysicMaterial> .Read(ObjectInfo.ParentFile, this, reader);

            IsTrigger = reader.ReadBoolean();
            Enabled   = reader.ReadBoolean();
            reader.AlignTo(4);
        }
예제 #10
0
 private void Parse(AssetsFile assetsFile, AssetsObject owner, AssetsReader reader)
 {
     Difficulty              = (Difficulty)reader.ReadInt32();
     DifficultyRank          = reader.ReadInt32();
     NoteJumpMovementSpeed   = reader.ReadSingle();
     NoteJumpStartBeatOffset = reader.ReadInt32();
     BeatmapDataPtr          = SmartPtr <BeatmapDataObject> .Read(assetsFile, owner, reader);
 }
예제 #11
0
        protected override void Parse(AssetsReader reader)
        {
            base.Parse(reader);
            PlayerModel = SmartPtr <MonoBehaviourObject> .Read(ObjectInfo.ParentFile, this, reader);

            ColorA = SmartPtr <MonoBehaviourObject> .Read(ObjectInfo.ParentFile, this, reader);

            ColorB = SmartPtr <MonoBehaviourObject> .Read(ObjectInfo.ParentFile, this, reader);
        }
예제 #12
0
        public override void ParseObject(AssetsReader reader)
        {
            useAsDefault = reader.ReadBoolean();
            reader.AlignTo(4);
            frontLotKoreoSet = SmartPtr <WwiseKoreographySet> .Read(ObjectInfo.ParentFile, this, reader);

            koreoSets = reader.ReadArrayOf((r) => SmartPtr <WwiseKoreographySet> .Read(ObjectInfo.ParentFile, this, r));
            levelData = reader.ReadArrayOf((r) => SmartPtr <LevelData> .Read(ObjectInfo.ParentFile, this, r));
        }
예제 #13
0
        public override void Parse(AssetsReader reader)
        {
            base.ParseBase(reader);
            PackID     = reader.ReadString();
            PackName   = reader.ReadString();
            CoverImage = SmartPtr <SpriteObject> .Read(ObjectInfo.ParentFile, this, reader);

            BeatmapLevelCollection = SmartPtr <BeatmapLevelCollectionObject> .Read(ObjectInfo.ParentFile, this, reader);
        }
예제 #14
0
        public override void Parse(AssetsReader reader)
        {
            base.ParseBase(reader);
            PlayerModel = SmartPtr <AssetsObject> .Read(ObjectInfo.ParentFile, this, reader);

            ColorA = SmartPtr <SimpleColorSO> .Read(ObjectInfo.ParentFile, this, reader);

            ColorB = SmartPtr <SimpleColorSO> .Read(ObjectInfo.ParentFile, this, reader);
        }
예제 #15
0
        public override void ParseObject(AssetsReader reader)
        {
            duration           = reader.ReadSingle();
            localStartingPoint = new WorldPoint(reader);
            localEndingPoint   = new WorldPoint(reader);
            sequence           = SmartPtr <EnemySequence> .Read(ObjectInfo.ParentFile, this, reader);

            sequenceStartTime = reader.ReadSingle();
        }
예제 #16
0
        protected override void Parse(AssetsReader reader)
        {
            base.Parse(reader);
            PackID     = reader.ReadString();
            PackName   = reader.ReadString();
            CoverImage = SmartPtr <SpriteObject> .Read(ObjectInfo.ParentFile, this, reader);

            IsPackAlwaysOwned      = reader.ReadBoolean();
            BeatmapLevelCollection = SmartPtr <BeatmapLevelCollectionObject> .Read(ObjectInfo.ParentFile, this, reader);
        }
        protected override void Parse(AssetsReader reader)
        {
            base.Parse(reader);
            int count = reader.ReadInt32();

            for (int i = 0; i < count; i++)
            {
                BeatmapLevels.Add(SmartPtr <BeatmapLevelDataObject> .Read(ObjectInfo.ParentFile, this, reader));
            }
        }
예제 #18
0
        public override void ParseObject(AssetsReader reader)
        {
            SourceClip = SmartPtr <AudioClipObject> .Read(ObjectInfo.ParentFile, this, reader);

            SourceClipPath      = reader.ReadString();
            SampleRate          = reader.ReadInt32();
            IgnoreLatencyOffset = reader.ReadBoolean();
            reader.AlignTo(4);
            TempoSections = reader.ReadArrayOf((r) => new TempoSectionDef(ObjectInfo, r, true));
            Tracks        = reader.ReadArrayOf((r) => SmartPtr <KoreographyTrackBase> .Read(ObjectInfo.ParentFile, this, r));
        }
예제 #19
0
        public override void ParseObject(AssetsReader reader)
        {
            distance      = reader.ReadEnum <Distance>();
            placement     = new Vector2F(reader);
            toughness     = reader.ReadEnum <EnemyToughness>();
            enemyOffset   = new WorldPoint(reader);
            enemySequence = SmartPtr <EnemySequence> .Read(ObjectInfo.ParentFile, this, reader);

            ignoreForLevelRank = reader.ReadBoolean();
            reader.AlignTo(4);
        }
        public override void Parse(AssetsReader reader)
        {
            base.ParseBase(reader);
            Icon = SmartPtr <SpriteObject> .Read(ObjectInfo.ParentFile, this, reader);

            HintText           = reader.ReadString();
            CharacteristicName = reader.ReadString();
            SerializedName     = reader.ReadString();
            CompoundIdPartName = reader.ReadString();
            SortingOrder       = reader.ReadInt32();
        }
예제 #21
0
        public override void ParseObject(AssetsReader reader)
        {
            base.ParseObject(reader);
            quality             = reader.ReadEnum <SkinQuality>();
            updateWhenOffScreen = reader.ReadBoolean();
            reader.AlignTo(4);
            rootBone = SmartPtr <Transform> .Read(ObjectInfo.ParentFile, this, reader);

            bones      = reader.ReadArrayOf((r) => SmartPtr <Transform> .Read(ObjectInfo.ParentFile, this, r));
            sharedMesh = SmartPtr <MeshObject> .Read(ObjectInfo.ParentFile, this, reader);
        }
예제 #22
0
        public override void ParseObject(AssetsReader reader)
        {
            level = SmartPtr <LevelData> .Read(ObjectInfo.ParentFile, this, reader);

            difficulty  = reader.ReadEnum <Difficulty>();
            koreography = SmartPtr <Koreography> .Read(ObjectInfo.ParentFile, this, reader);

            playerSpeed = reader.ReadSingle();
            beatTimes   = reader.ReadArrayOf((r) => r.ReadSingle());
            beats       = reader.ReadArrayOf((r) => new BeatData(ObjectInfo, r, true));
        }
        public override void Parse(AssetsReader reader)
        {
            base.ParseBase(reader);
            EnvironmentName = reader.ReadString();
            ColorScheme     = SmartPtr <AssetsObject> .Read(ObjectInfo.ParentFile, this, reader);

            SceneInfo = SmartPtr <EnvironmentSceneInfoObject> .Read(ObjectInfo.ParentFile, this, reader);

            SerializedName  = reader.ReadString();
            EnvironmentType = SmartPtr <AssetsObject> .Read(ObjectInfo.ParentFile, this, reader);

            reader.AlignTo(4);
        }
예제 #24
0
        public override void ParseObject(AssetsReader reader)
        {
            int count = reader.ReadInt32();

            for (int i = 0; i < count; i++)
            {
                Components.Add(SmartPtr <AssetsObject> .Read(ObjectInfo.ParentFile, this, reader));
            }
            Layer    = reader.ReadUInt32();
            Name     = reader.ReadString();
            Tag      = reader.ReadUInt16();
            IsActive = reader.ReadBoolean();
        }
예제 #25
0
 protected override void ParseBase(AssetsReader reader)
 {
     base.ParseBase(reader);
     try
     {
         GameObject = SmartPtr <GameObject> .Read(ObjectInfo.ParentFile, this, reader);
     }
     catch (Exception ex)
     {
         Log.LogErr("Component failed to load its GameObject... allowing it to continue because this happens with bundles?", ex);
         GameObject = null;
     }
 }
예제 #26
0
파일: GeoSet.cs 프로젝트: sc2ad/BnkParser
        public override void ParseObject(AssetsReader reader)
        {
            track = SmartPtr <TrackData> .Read(ObjectInfo.ParentFile, this, reader);

            chunkSize = new Vector3I(reader);
            scale     = reader.ReadSingle();
            // 0x58
            chunkData = reader.ReadArrayOf((r) => new ChunkMeshData(r));
            // 0xA4758 WRONG
            chunkSlices    = reader.ReadArrayOf((r) => new ChunkMeshSlice(r));
            staticProps    = reader.ReadArrayOf((r) => new WorldObject(ObjectInfo, r, true));
            dynamicProps   = reader.ReadArrayOf((r) => new WorldObject(ObjectInfo, r, true));
            decoratorCubes = reader.ReadArrayOf((r) => new OscillatingObjectData(r));
        }
예제 #27
0
            private void Parse(AssetsReader reader)
            {
                levelData = SmartPtr <LevelData> .Read(assetsFile, owner, reader);

                songName         = reader.ReadString();
                shortSongName    = reader.ReadString();
                songArtists      = reader.ReadString();
                shortSongArtists = reader.ReadString();
                tempo            = reader.ReadInt32();
                art = SmartPtr <SpriteObject> .Read(assetsFile, owner, reader);

                artIsWIP = reader.ReadBoolean();
                reader.AlignTo(4);
            }
예제 #28
0
        public override void ParseObject(AssetsReader reader)
        {
            source = SmartPtr <GameObject> .Read(ObjectInfo.ParentFile, this, reader);

            rotation          = new QuaternionF(reader);
            hPos              = new Vector2F(reader);
            vPos              = new Vector2F(reader);
            padding           = new Vector3F(reader);
            maxRotation       = reader.ReadSingle();
            rotationIncrement = reader.ReadSingle();
            minimumScale      = new Vector3F(reader);
            maximumScale      = new Vector3F(reader);
            bounds            = new Bounds(reader);
        }
예제 #29
0
        public override void ParseObject(AssetsReader reader)
        {
            enemyType    = reader.ReadEnum <EnemyToughness>();
            actionHolder = SmartPtr <GameObject> .Read(ObjectInfo.ParentFile, this, reader);

            actions          = reader.ReadArrayOf((r) => SmartPtr <MonoBehaviourObject> .Read(ObjectInfo.ParentFile, this, r));
            playerActionLerp = reader.ReadSingle();
            localActionPoint = new WorldPoint(reader);
            autospawn        = reader.ReadBoolean();
            reader.AlignTo(4);
            isThreat = reader.ReadBoolean();
            reader.AlignTo(4);
            duration = reader.ReadSingle();
            actor    = SmartPtr <Enemy> .Read(ObjectInfo.ParentFile, this, reader);
        }
예제 #30
0
        public override void ParseObject(AssetsReader reader)
        {
            base.ParseObject(reader);
            upperFloorAttempts = reader.ReadInt32();
            groundFloor        = SmartPtr <DecorationSet> .Read(ObjectInfo.ParentFile, this, reader);

            upperFloor = SmartPtr <DecorationSet> .Read(ObjectInfo.ParentFile, this, reader);

            lowestFloor        = reader.ReadInt32();
            highestFloor       = reader.ReadInt32();
            groundFloorChance  = reader.ReadSingle();
            groundFloorDensity = reader.ReadSingle();
            upperFloorChance   = reader.ReadSingle();
            upperFloorDensity  = reader.ReadSingle();
        }