internal DecalVerticesBlockBase(BinaryReader binaryReader) { this.position = binaryReader.ReadVector3(); this.texcoord0 = binaryReader.ReadVector2(); this.texcoord1 = binaryReader.ReadVector2(); this.color = binaryReader.ReadRGBColor(); }
internal SpriteVerticesBlockBase(BinaryReader binaryReader) { this.position = binaryReader.ReadVector3(); this.offset = binaryReader.ReadVector3(); this.axis = binaryReader.ReadVector3(); this.texcoord = binaryReader.ReadVector2(); this.color = binaryReader.ReadRGBColor(); }
internal ShaderTextureStateKillStateBlockBase(BinaryReader binaryReader) { this.flags = (Flags)binaryReader.ReadInt16(); this.invalidName_ = binaryReader.ReadBytes(2); this.colorkeyMode = (ColorkeyMode)binaryReader.ReadInt16(); this.invalidName_0 = binaryReader.ReadBytes(2); this.colorkeyColor = binaryReader.ReadRGBColor(); }
internal DecoratorPlacementBlockBase(BinaryReader binaryReader) { this.internalData1 = binaryReader.ReadInt32(); this.compressedPosition = binaryReader.ReadInt32(); this.tintColor = binaryReader.ReadRGBColor(); this.lightmapColor = binaryReader.ReadRGBColor(); this.compressedLightDirection = binaryReader.ReadInt32(); this.compressedLight2Direction = binaryReader.ReadInt32(); }
internal ScenarioObjectPermutationStructBlockBase(BinaryReader binaryReader) { this.variantName = binaryReader.ReadStringID(); this.activeChangeColors = (ActiveChangeColors)binaryReader.ReadInt32(); this.primaryColor = binaryReader.ReadRGBColor(); this.secondaryColor = binaryReader.ReadRGBColor(); this.tertiaryColor = binaryReader.ReadRGBColor(); this.quaternaryColor = binaryReader.ReadRGBColor(); }
internal ScenarioCutsceneTitleBlockBase(BinaryReader binaryReader) { this.name = binaryReader.ReadStringID(); this.textBoundsOnScreen = binaryReader.ReadVector2(); this.justification = (Justification)binaryReader.ReadInt16(); this.font = (Font)binaryReader.ReadInt16(); this.textColor = binaryReader.ReadRGBColor(); this.shadowColor = binaryReader.ReadRGBColor(); this.fadeInTimeSeconds = binaryReader.ReadSingle(); this.upTimeSeconds = binaryReader.ReadSingle(); this.fadeOutTimeSeconds = binaryReader.ReadSingle(); this.padding = binaryReader.ReadBytes(2); }
internal ShaderStateMiscStateBlockBase(BinaryReader binaryReader) { this.flags = (Flags)binaryReader.ReadInt16(); this.invalidName_ = binaryReader.ReadBytes(2); this.fogColor = binaryReader.ReadRGBColor(); }
public static void Write(this BinaryWriter binaryWriter, RGBColor value) { binaryWriter.Write(value.Red); binaryWriter.Write(value.Green); binaryWriter.Write(value.Blue); }