public override void ParseObject(AssetsReader reader) { base.ParseObject(reader); action = reader.ReadEnum <ActorAction>(); triggerHash = reader.ReadInt32(); motionData = SmartPtr <AssetsObject> .Read(ObjectInfo.ParentFile, this, reader); }
public void Parse(AssetsFile file, AssetsObject owner, AssetsReader reader) { Texture = SmartPtr <Texture2DObject> .Read(file, owner, reader); Scale = new Vector2F(reader); Offset = new Vector2F(reader); }
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(); }
public override void ParseObject(AssetsReader reader) { point = new WorldPoint(reader); prefab = SmartPtr <GameObject> .Read(ObjectInfo.ParentFile, this, reader); scale = new Vector3F(reader); }
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); }
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)); }
public override void ParseObject(AssetsReader reader) { base.ParseObject(reader); decorations = SmartPtr <DecorationSet> .Read(ObjectInfo.ParentFile, this, reader); decorationChance = reader.ReadSingle(); decorationDensity = reader.ReadSingle(); }
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(); }
public override void ParseObject(AssetsReader reader) { Material = SmartPtr <PhysicMaterial> .Read(ObjectInfo.ParentFile, this, reader); IsTrigger = reader.ReadBoolean(); Enabled = reader.ReadBoolean(); reader.AlignTo(4); }
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); }
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); }
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)); }
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); }
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); }
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(); }
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)); } }
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)); }
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(); }
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); }
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); }
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(); }
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; } }
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)); }
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); }
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); }
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); }
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(); }