Пример #1
0
        public override void Read(UnityReader reader, UnityContext context, JObject currentObject)
        {
            JArray current = new JArray();

            currentObject[FieldName] = current;

            int count = reader.ReadInt32();

            if (TemplateTypeName != null)
            {
                var template = context.TypeTable[TemplateTypeName];
                for (int i = 0; i < count; i++)
                {
                    JObject instance = new JObject();
                    current.Add(instance);
                    template.Read(reader, context, instance);
                }
            }
            else
            {
                for (int i = 0; i < count; i++)
                {
                    JObject instance = new JObject();
                    current.Add(instance);
                    ReadChildren(reader, context, instance);
                }
            }
        }
Пример #2
0
 public void Read(AssetsFile owner, UnityReader reader)
 {
     FilterMode = reader.ReadInt32();
     Aniso      = reader.ReadInt32();
     MipBias    = reader.ReadInt32();
     WrapMode   = reader.ReadInt32();
 }
Пример #3
0
        private object ReadValue(UnityReader reader)
        {
            switch (TypeName.ToLower())
            {
            case "int16": return(reader.ReadInt16());

            case "uint16": return(reader.ReadUInt16());

            case "int32": return(reader.ReadInt32());

            case "uint32": return(reader.ReadUInt32());

            case "int64": return(reader.ReadInt64());

            case "uint64": return(reader.ReadUInt64());

            case "float": return(reader.ReadFloat());

            case "boolean": return(reader.ReadBool());

            case "byte": return(reader.ReadByte());

            case "string":
                int length = reader.ReadInt32();
                return(reader.ReadStringFixed(length));
            }
            return(null);
        }
Пример #4
0
 protected void ReadChildren(UnityReader reader, UnityContext context, JObject currentObject)
 {
     foreach (SerializationNode node in Nodes)
     {
         node.Read(reader, context, currentObject);
     }
 }
Пример #5
0
        public override void Read(UnityReader reader, UnityContext context, JObject currentObject)
        {
            JObject current = new JObject();

            //Add early to faults show progress
            currentObject[FieldName] = current;
            ReadChildren(reader, context, currentObject);
        }
Пример #6
0
 public void Read(AssetsFile owner, UnityReader reader)
 {
     Volume             = reader.ReadFloat();
     RolloffScale       = reader.ReadFloat();
     DopplerFactor      = reader.ReadFloat();
     DefaultSpeakerMode = (SpeakerMode)reader.ReadInt32();
     SampleRate         = reader.ReadInt32();
     DspBufferSize      = reader.ReadInt32();
     VirtualVoiceCount  = reader.ReadInt32();
     RealVoiceCount     = reader.ReadInt32();
     SpatializerPlugin  = reader.ReadStringFixed(reader.ReadInt32());
     DisableAudio       = reader.ReadBool();
     VirtualizeEffects  = reader.ReadBool();
 }
Пример #7
0
        public override void Read(UnityReader reader, UnityContext context, JObject currentObject)
        {
            object value = ReadValue(reader);

            if (value != null)
            {
                currentObject[FieldName] = new JValue(value);
            }
            else
            {
                JObject templated = new JObject();
                context.TypeTable[TypeName].Read(reader, context, templated);
                currentObject[FieldName] = templated;
            }
        }
Пример #8
0
        public void Read(UnityReader reader, int version)
        {
            bool littleEndian = reader.IsLittleEndian;

            reader.IsLittleEndian = false;
            try
            {
                Upper = reader.ReadInt64();
                Lower = reader.ReadInt64();
            }
            finally
            {
                reader.IsLittleEndian = littleEndian;
            }
        }
Пример #9
0
 public void Read(AssetsFile owner, UnityReader reader)
 {
     Name                    = reader.ReadStringFixed(reader.ReadInt32());
     DescriptiveName         = reader.ReadStringFixed(reader.ReadInt32());
     DescriptiveNegativeName = reader.ReadStringFixed(reader.ReadInt32());
     NegativeButton          = reader.ReadStringFixed(reader.ReadInt32());
     PositiveButton          = reader.ReadStringFixed(reader.ReadInt32());
     NegativeButtonAlt       = reader.ReadStringFixed(reader.ReadInt32());
     PositiveButtonAlt       = reader.ReadStringFixed(reader.ReadInt32());
     Gravity                 = reader.ReadFloat();
     Dead                    = reader.ReadFloat();
     Sensitivity             = reader.ReadFloat();
     Snap                    = reader.ReadBool();
     Invert                  = reader.ReadBool();
     Type                    = reader.ReadInt32();
     Axis                    = reader.ReadInt32();
     JoyNum                  = reader.ReadInt32();
 }
Пример #10
0
 public override void Read(UnityReader reader, UnityContext context, JObject currentObject)
 {
     reader.Position += NumBytes;
 }
Пример #11
0
 public void Read(AssetsFile owner, UnityReader reader)
 {
     Offset = reader.ReadUInt32();
     Size   = reader.ReadUInt32();
     Path   = reader.ReadStringFixed(reader.ReadInt32());
 }
Пример #12
0
 public override void Read(UnityReader reader, UnityContext context, JObject currentObject)
 {
     reader.Align(4);
 }
Пример #13
0
 public abstract void Read(UnityReader reader, UnityContext context, JObject currentObject);
Пример #14
0
 void UnityElement.Read(UnityReader reader, int version)
 {
     FileID = reader.ReadInt32();
     PathID = reader.ReadInt64();
 }