public static AseChunk ReadChunk(AseFrame frame, ChunkType type, int size, AseReader reader) { var pos = reader.Position; AseChunk chunk = null; switch (type) { // Chunk types we care about case ChunkType.Palette: chunk = new AsePaletteChunk(frame, reader); break; case ChunkType.Layer: chunk = new AseLayerChunk(frame, reader); break; case ChunkType.Cel: chunk = new AseCelChunk(frame, reader, size); break; case ChunkType.ColorProfile: chunk = new AseColorProfileChunk(frame, reader); break; case ChunkType.FrameTags: chunk = new AseFrameTagsChunk(frame, reader); break; case ChunkType.Slice: chunk = new AseSliceChunk(frame, reader); break; case ChunkType.UserData: chunk = new AseUserDataChunk(frame, reader); break; // Chunk types we don't care about case ChunkType.OldPalette: chunk = new AseDummyChunk(frame, reader, type, size); break; // Chunk types we haven't handled yet. Indicates a bug that should be fixed. default: chunk = new AseDummyChunk(frame, reader, type, size); Debug.LogErrorFormat("Unhandled chunk type: {0}", ((ushort)type).ToString("X4")); break; } // Check that we read the right amount of bytes Assert.IsTrue((reader.Position - pos) == size, string.Format("Chunk {0} read {1} bytes but we were expected {2} bytes read", type, reader.Position - pos, size)); reader.LastChunk = chunk; return(chunk); }
public void VisitSliceChunk(AseSliceChunk slice) { if (string.Equals("unity:pivot", slice.Name, StringComparison.OrdinalIgnoreCase)) { // Assumes the first slice entry under pivot is the pivot for our sprite // The center of the slice is our pivot point. This allows for half-pixel pivots. var entry = slice.Entries[0]; float pw = entry.Width; float ph = entry.Height; float px = entry.OriginX + pw * 0.5f; float py = entry.OriginY + ph * 0.5f; m_Pivot = new Vector2(px / m_Texture2D.width, 1.0f - py / m_Texture2D.height); } }