public override void Parse(AssetsReader reader) { base.ParseBase(reader); IsEnabled = reader.ReadBoolean(); CastShadows = reader.ReadByte(); ReceiveShadows = reader.ReadByte(); DynamicOcclude = reader.ReadByte(); MotionVectors = reader.ReadByte(); LightProbeUsage = reader.ReadByte(); ReflectionProbeUsage = reader.ReadByte(); reader.AlignTo(4); RenderingLayerMask = reader.ReadUInt32(); if (ObjectInfo.ParentFile.Metadata.VersionGte("2018.3")) { RendererPriority = reader.ReadInt32(); } LightmapIndex = reader.ReadUInt16(); LightmapIndexDynamic = reader.ReadUInt16(); LightmapTilingOffset = new Vector4F(reader); LightmapTilingOffsetDynamic = new Vector4F(reader); Materials = reader.ReadArrayOf(r => (ISmartPtr <MaterialObject>)SmartPtr <MaterialObject> .Read(ObjectInfo.ParentFile, this, r)); StaticBatchInfo = new StaticBatchInfo(reader); StaticBatchRoot = SmartPtr <Transform> .Read(ObjectInfo.ParentFile, this, reader); ProbeAnchor = SmartPtr <Transform> .Read(ObjectInfo.ParentFile, this, reader); LightProbeVolumeOverride = SmartPtr <GameObject> .Read(ObjectInfo.ParentFile, this, reader); SortingLayerID = reader.ReadInt32(); SortingLayer = reader.ReadInt16(); SortingOrder = reader.ReadInt16(); AdditionalVertexStreams = SmartPtr <MeshObject> .Read(ObjectInfo.ParentFile, this, reader); }
private void Parse(AssetsReader reader) { Version = reader.ReadInt16(); Depth = reader.ReadSByte(); IsArray = reader.ReadBoolean(); TypeOffset = reader.ReadInt32(); NameOffset = reader.ReadInt32(); Size = reader.ReadInt32(); Index = reader.ReadInt32(); Flags = reader.ReadInt32(); }
private void Parse(AssetsReader reader, bool hasTypeTree) { ClassID = reader.ReadInt32(); Unknown1 = reader.ReadSByte(); Unknown2 = reader.ReadInt16(); if (IsScriptType) { ScriptHash = reader.ReadGuid(); } TypeHash = reader.ReadGuid(); if (hasTypeTree) { TypeTree = new TypeTree(reader); } }