public static V_Skeleton_Anim Load(string save) { string[] content = V_Animation.SplitString(save, "#SKELETONANIM#"); BodyPart bodyPart = BodyPart.Load(content[0]); float frameRate = float.Parse(content[2]); V_Skeleton_Frame[] frames = V_Animation.Load_Array <V_Skeleton_Frame>(content[3], V_Skeleton_Frame.Load, "#SKELETONFRAMELIST#"); return(new V_Skeleton_Anim(frames, bodyPart, frameRate)); }
public static UVType Load(string save) { if (!save.Contains("#UVTYPE#")) { // OLD Enum based UVType //Debug.LogError("OLD Enum based UVType"); //Old_UVType oldUvType = MyUtils.GetEnumFromString<Old_UVType>(save); //return new UVType((int)oldUvType); switch (save) { case "Foot": return(UVType.dFoot); case "Body_Down": return(UVType.dBodyDown); case "Body_Up": return(UVType.dBodyUp); case "Body_Left": return(UVType.dBodyLeft); case "Body_Right": return(UVType.dBodyRight); case "Head_Down": return(UVType.dHeadDown); case "Head_Up": return(UVType.dHeadUp); case "Head_Left": return(UVType.dHeadLeft); case "Head_Right": return(UVType.dHeadRight); case "Hand": return(UVType.dHand); case "Sword": return(UVType.dWeapon); case "Sword_InvertH": return(UVType.dWeapon_InvertH); } return(new UVType(save, 0f, 0f, 1f, 1f, "defaultSpriteSheet", 512, 512)); } string[] content = V_Animation.SplitString(save, "#UVTYPE#"); int preset = V_Animation.Parse_Int(content[0]); Vector2[] uvs = V_Animation.Load_Array <Vector2>(content[1], delegate(string str) { return(V_Animation.Load_Vector2(str)); }, "#VECTOR2ARR#"); //MyUtils.StringArrPushIfIndex(2, ref content, ((Old_UVType)preset).ToString()); V_Animation.StringArrPushIfIndex(2, ref content, "Head_Down"); string customName = content[2]; V_Animation.StringArrPushIfIndex(3, ref content, "0"); int id = V_Animation.Parse_Int(content[3]); V_Animation.StringArrPushIfIndex(4, ref content, ""); string textureName = content[4]; V_Animation.StringArrPushIfIndex(5, ref content, "1024"); int textureWidth = V_Animation.Parse_Int(content[5]); V_Animation.StringArrPushIfIndex(6, ref content, "1024"); int textureHeight = V_Animation.Parse_Int(content[6]); return(new UVType(uvs, customName, id, textureName, textureWidth, textureHeight)); }