public static BodyPart Load(string save) { if (!save.Contains("#BODYPART#")) { // OLD Enum based BodyPart Old_BodyPart oldBodyPart = V_Animation.GetEnumFromString <Old_BodyPart>(save); return(new BodyPart((int)oldBodyPart)); } string[] content = V_Animation.SplitString(save, "#BODYPART#"); int preset = V_Animation.Parse_Int(content[0]); V_Animation.StringArrPushIfIndex(1, ref content, ((Old_BodyPart)preset).ToString()); string customName = content[1]; return(new BodyPart(preset, customName)); }
public static V_Skeleton_Frame Load(string save) { string[] content = V_Animation.SplitString(save, "#SKELETONFRAME#"); int frameCount = int.Parse(content[0]); Vector3 pos = V_Animation.Load_Vector3(content[1]); float size = float.Parse(content[2]); int rot = int.Parse(content[3]); V_Animation.StringArrPushIfIndex(4, ref content, ""); string trigger = content[4]; V_Animation.StringArrPushIfIndex(5, ref content, ""); UVType uvType = UVType.Load(content[5]); V_Animation.StringArrPushIfIndex(6, ref content, "1"); float scaleX = float.Parse(content[6]); V_Animation.StringArrPushIfIndex(7, ref content, "1"); float scaleY = float.Parse(content[7]); V_Animation.StringArrPushIfIndex(8, ref content, "-100"); int sortingOrder = int.Parse(content[8]); V_Animation.StringArrPushIfIndex(9, ref content, "0,0"); Vector2 pivot = V_Animation.Load_Vector2(content[9]); V_Animation.StringArrPushIfIndex(10, ref content, "0,0"); Vector2 v00offset = V_Animation.Load_Vector2(content[10]); V_Animation.StringArrPushIfIndex(11, ref content, "0,0"); Vector2 v01offset = V_Animation.Load_Vector2(content[11]); V_Animation.StringArrPushIfIndex(12, ref content, "0,0"); Vector2 v10offset = V_Animation.Load_Vector2(content[12]); V_Animation.StringArrPushIfIndex(13, ref content, "0,0"); Vector2 v11offset = V_Animation.Load_Vector2(content[13]); return(new V_Skeleton_Frame(frameCount, pos, size, rot, trigger, uvType, scaleX, scaleY, sortingOrder, pivot, v00offset, v01offset, v10offset, v11offset)); }
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)); }