Пример #1
0
 public void Read(AssetReader reader)
 {
     m_patches          = reader.ReadAssetArray <DetailPatch>();
     m_detailPrototypes = reader.ReadAssetArray <DetailPrototype>();
     PatchCount         = reader.ReadInt32();
     PatchSamples       = reader.ReadInt32();
     m_randomRotations  = reader.ReadAssetArray <Vector3f>();
     if (IsReadAtlasTexture(reader.Version))
     {
         AtlasTexture.Read(reader);
     }
     WavingGrassTint.Read(reader);
     WavingGrassStrength = reader.ReadSingle();
     WavingGrassAmount   = reader.ReadSingle();
     WavingGrassSpeed    = reader.ReadSingle();
     if (IsReadDetailBillboardShader(reader.Version))
     {
         DetailBillboardShader.Read(reader);
         DetailMeshLitShader.Read(reader);
         DetailMeshGrassShader.Read(reader);
     }
     m_treeInstances  = reader.ReadAssetArray <TreeInstance>();
     m_treePrototypes = reader.ReadAssetArray <TreePrototype>();
     if (IsReadPreloadTextureAtlasData(reader.Version))
     {
         m_preloadTextureAtlasData = reader.ReadAssetArray <PPtr <Texture2D> >();
     }
 }
Пример #2
0
        public void Read(AssetReader reader)
        {
            Patches          = reader.ReadAssetArray <DetailPatch>();
            DetailPrototypes = reader.ReadAssetArray <DetailPrototype>();
            PatchCount       = reader.ReadInt32();
            PatchSamples     = reader.ReadInt32();
            RandomRotations  = reader.ReadAssetArray <Vector3f>();
            if (HasAtlasTexture(reader.Version))
            {
                AtlasTexture.Read(reader);
            }

            WavingGrassTint.Read(reader);
            WavingGrassStrength = reader.ReadSingle();
            WavingGrassAmount   = reader.ReadSingle();
            WavingGrassSpeed    = reader.ReadSingle();
            if (HasDetailBillboardShader(reader.Version))
            {
                DetailBillboardShader.Read(reader);
                DetailMeshLitShader.Read(reader);
                DetailMeshGrassShader.Read(reader);
            }

            TreeDatabase.Read(reader);
            if (!HasAtlasTexture(reader.Version))
            {
                PreloadTextureAtlasData = reader.ReadAssetArray <PPtr <Texture2D> >();
            }
        }