internal void GetIndices(MSB3 msb, Entries entries) { PartIndex = (short)MSB.FindIndex(entries.Parts, PartName); foreach (Bone bone in Bones) { bone.GetIndices(entries); } }
internal override void GetIndices(MSB3 msb, Entries entries) { base.GetIndices(msb, entries); WalkPointIndices = new short[WalkPointNames.Length]; for (int i = 0; i < WalkPointNames.Length; i++) { WalkPointIndices[i] = (short)MSB.FindIndex(entries.Regions, WalkPointNames[i]); } }
internal override void GetIndices(MSBD msb, Entries entries) { base.GetIndices(msb, entries); CollisionIndex = MSB.FindIndex(entries.Parts, CollisionName); MovePointIndices = new short[MovePointNames.Length]; for (int i = 0; i < MovePointNames.Length; i++) { MovePointIndices[i] = (short)MSB.FindIndex(entries.Regions, MovePointNames[i]); } }
internal void GetIndices(Entries entries) { if (!entries.BoneNames.Any(bn => bn.Name == Name)) { entries.BoneNames.Add(new BoneName() { Name = Name }); } NameIndex = MSB.FindIndex(entries.BoneNames, Name); }
internal virtual void GetIndices(Entries entries) { ActivationPartIndex = MSB.FindIndex(entries.Parts, ActivationPartName); if (Shape is MSB.Shape.Composite composite) { foreach (MSB.Shape.Composite.Child child in composite.Children) { child.GetIndices(entries); } } }
internal override void GetIndices(MSBS msb, Entries entries) { base.GetIndices(msb, entries); WalkRegionIndices = new short[WalkRegionNames.Length]; for (int i = 0; i < WalkRegionNames.Length; i++) { WalkRegionIndices[i] = (short)MSB.FindIndex(entries.Regions, WalkRegionNames[i]); } foreach (WREntry wrEntry in WREntries) { wrEntry.GetIndices(entries); } }
internal virtual void GetIndices(MSB3 msb, Entries entries) { ActivationPartIndex = MSB.FindIndex(entries.Parts, ActivationPartName); }
internal virtual void GetIndices(MSBD msb, Entries entries) { ModelIndex = MSB.FindIndex(entries.Models, ModelName); }
internal override void GetIndices(MSBD msb, Entries entries) { base.GetIndices(msb, entries); CollisionIndex = MSB.FindIndex(msb.Parts.Collisions, CollisionName); }
internal void GetIndices(MSB3 msb, Entries entries) { PartIndex = (short)MSB.FindIndex(entries.Parts, PartName); }
internal override void GetIndices(MSB1 msb, Entries entries) { base.GetIndices(msb, entries); TreasurePartIndex = MSB.FindIndex(entries.Parts, TreasurePartName); }
internal virtual void GetIndices(MSB1 msb, Entries entries) { PartIndex = MSB.FindIndex(entries.Parts, PartName); RegionIndex = MSB.FindIndex(entries.Regions, RegionName); }
internal override void GetIndices(MSB1 msb, Entries entries) { base.GetIndices(msb, entries); NavmeshRegionIndex = MSB.FindIndex(entries.Regions, NavmeshRegionName); }
internal override void GetIndices(MSB1 msb, Entries entries) { base.GetIndices(msb, entries); SpawnPointIndex = MSB.FindIndex(entries.Regions, SpawnPointName); }
internal void GetIndices(Entries entries) { RegionIndex = (short)MSB.FindIndex(entries.Regions, RegionName); }
internal override void GetIndices(MSBS msb, Entries entries) { base.GetIndices(msb, entries); ObjActPartIndex = MSB.FindIndex(entries.Parts, ObjActPartName); }
internal void GetIndices(MSBS.Entries entries) { RegionIndex = MSB.FindIndex(entries.Regions, RegionName); }
internal override void GetIndices(MSB3 msb, Entries entries) { base.GetIndices(msb, entries); PartIndex2 = MSB.FindIndex(entries.Parts, PartName2); }
internal override void GetIndices(Entries entries) { base.GetIndices(entries); WindAreaIndex = MSB.FindIndex(entries.Regions, WindAreaName); }