public void Write(BinaryWriter writer, MieFont.NFormatType formatType) { MieFont.WriteString(writer, this.Name); writer.Write(this.PointSize); writer.Write(this.PointScale); writer.Write(this.CharacterCount); writer.Write(this.LineHeight); writer.Write(this.Baseline); writer.Write(this.Ascender); writer.Write(this.CapHeight); writer.Write(this.Descender); writer.Write(this.CenterLine); writer.Write(this.SuperScriptOffset); writer.Write(this.SubScriptOffset); writer.Write(this.SubSize); writer.Write(this.UnderlineUnderline); writer.Write(this.UnderlineUnderlineThickness); if (formatType != MieFont.NFormatType.PoE2) { //// オリジナルと自作フォントのレイアウトが会わない! //// 自作分はここに次のに項目が追加されている。 writer.Write(this.StrikeThrough); writer.Write(this.StrikeThroughThickness); } writer.Write(this.TabWidth); writer.Write(this.Padding); writer.Write(this.AtlasWidth); writer.Write(this.AtlasHeight); }
public void Write(BinaryWriter writer, MieFont.NFormatType formatType) { //// ToDo: ファイル名や内部名の長さを求める処理を追加。 writer.Write(this.GameObjectFileID); writer.Write(this.GameObjectPathID); writer.Write(this.GameObjectEnables); MieFont.WritePadding(writer); writer.Write(this.ScriptFileID); writer.Write(this.ScriptPathID); MieFont.WriteString(writer, this.FileName); writer.Write(this.FileNameHashCode); writer.Write(this.MaterialFileID); writer.Write(this.MaterialPathID); writer.Write(this.MaterialHashCode); writer.Write(this.FontAssetType); this.FontInfo.Write(writer, formatType); writer.Write(this.AtlasFileID); writer.Write(this.AtlasPathID); }