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); }
public void Parse(AssetsFile file, AssetsObject owner, AssetsReader reader) { Texture = SmartPtr <Texture2DObject> .Read(file, owner, reader); Scale = new Vector2F(reader); Offset = new Vector2F(reader); }
protected override void Parse(AssetsReader reader) { base.Parse(reader); Enabled = reader.ReadInt32(); MonoscriptTypePtr = SmartPtr <MonoScriptObject> .Read(ObjectInfo.ParentFile, this, reader); Name = reader.ReadString(); }
protected override void Parse(AssetsReader reader) { base.Parse(reader); LocalRotation = new QuaternionF(reader); LocalPosition = new Vector3F(reader); LocalScale = new Vector3F(reader); Children = reader.ReadArrayOf(x => (ISmartPtr <Transform>)SmartPtr <Transform> .Read(ObjectInfo.ParentFile, this, reader)); Father = SmartPtr <AssetsObject> .Read(ObjectInfo.ParentFile, this, reader); }
protected void ParseDetails(AssetsReader reader) { int count = reader.ReadInt32(); for (int i = 0; i < count; i++) { Components.Add(SmartPtr <AssetsObject> .Read(ObjectInfo.ParentFile, this, reader)); } Layer = reader.ReadUInt32(); Name = reader.ReadString(); Tag = reader.ReadUInt16(); IsActive = reader.ReadBoolean(); }
//public SpriteObject(IObjectInfo<AssetsObject> objectInfo) : base(objectInfo) //{ } protected override void Parse(AssetsReader reader) { base.Parse(reader); int startPosition = reader.Position; Name = reader.ReadString(); UnparsedData1 = reader.ReadBytes(100); Texture = SmartPtr <Texture2DObject> .Read(ObjectInfo.ParentFile, this, reader); int readLen = ObjectInfo.DataSize - (reader.Position - startPosition); UnparsedData2 = reader.ReadBytes(readLen); }
protected override void Parse(AssetsReader reader) { base.Parse(reader); try { GameObject = SmartPtr <GameObject> .Read(ObjectInfo.ParentFile, this, reader); } catch (Exception ex) { Log.LogErr("Component failed to load its GameObject... allowing it to continue because this happens with bundles?"); GameObject = null; } }
public override void Parse(AssetsReader reader) { base.ParseBase(reader); int count = reader.ReadInt32(); for (int i = 0; i < count; i++) { Components.Add(SmartPtr <AssetsObject> .Read(ObjectInfo.ParentFile, this, reader)); } Layer = reader.ReadUInt32(); Name = reader.ReadString(); Tag = reader.ReadUInt16(); IsActive = reader.ReadBoolean(); }
public override void Parse(AssetsReader reader) { base.ParseBase(reader); Name = reader.ReadString(); Shader = SmartPtr <AssetsObject> .Read(this.ObjectInfo.ParentFile, this, reader); ShaderKeywords = reader.ReadString(); LightmapFlags = reader.ReadUInt32(); EnableInstancingVariants = reader.ReadBoolean(); DoubleSidedGI = reader.ReadBoolean(); reader.AlignTo(4); CustomRenderQueue = reader.ReadInt32(); StringTagMap = reader.ReadArrayOf(r => new Map <string, string>(reader.ReadString(), reader.ReadString())); DisabledShaderPasses = reader.ReadArrayOf(r => r.ReadString()); SavedProperties = new PropertySheet(this.ObjectInfo.ParentFile, this, reader); }
public void Parse(AssetsFile assetsFile, AssetsObject owner, AssetsReader reader) { Texture = SmartPtr <Texture2DObject> .Read(assetsFile, owner, reader); AlphaTexture = SmartPtr <Texture2DObject> .Read(assetsFile, owner, reader); SubMeshes = reader.ReadArrayOf(r => new Submesh(reader)); IndexBuffer = reader.ReadArray(); reader.AlignTo(4); VertexData = new VertexData(reader); BindPose = reader.ReadArrayOf(r => r.ReadSingle()); TextureRect = new RectF(reader); TextureRectOffset = new Vector2F(reader); AtlasRectOffset = new Vector2F(reader); SettingsRaw = reader.ReadUInt32(); UVTransform = new Vector4F(reader); DownscaleMultiplier = reader.ReadSingle(); }
public override void Parse(AssetsReader reader) { base.ParseBase(reader); Name = reader.ReadString(); Rect = new RectF(reader); Offset = new Vector2F(reader); Border = new Vector4F(reader); PixelsToUnits = reader.ReadSingle(); Pivot = new Vector2F(reader); Extrude = reader.ReadUInt32(); IsPolygon = reader.ReadBoolean(); reader.AlignTo(4); RenderDataKey = new Map <Guid, long>(reader.ReadGuid(), reader.ReadInt64()); AtlasTags = reader.ReadArrayOf(r => r.ReadString()); SpriteAtlas = SmartPtr <AssetsObject> .Read(ObjectInfo.ParentFile, this, reader); RenderData = new SpriteRenderData(ObjectInfo.ParentFile, this, reader); PhysicsShape = reader.ReadArrayOf(r => r.ReadArrayOf(r2 => new Vector2F(r2))); Bones = reader.ReadArrayOf(r => (ISmartPtr <Transform>)SmartPtr <Transform> .Read(ObjectInfo.ParentFile, this, reader)); }
protected override void Parse(AssetsReader reader) { base.Parse(reader); Name = reader.ReadString(); PreloadTable = reader.ReadArrayOf <ISmartPtr <AssetsObject> >(x => SmartPtr <AssetsObject> .Read(ObjectInfo.ParentFile, this, x)); Container = reader.ReadArrayOf(x => new Map(ObjectInfo.ParentFile, this, x)); MainAsset = new AssetInfo(ObjectInfo.ParentFile, this, reader); RuntimeCompatibility = reader.ReadUInt32(); AssetBundleName = reader.ReadString(); Dependencies = reader.ReadArrayOf <ISmartPtr <AssetsObject> >(x => SmartPtr <AssetsObject> .Read(ObjectInfo.ParentFile, this, x)); IsStreamedSceneAssetBundle = reader.ReadBoolean(); reader.AlignTo(4); ExplicitDataLayout = reader.ReadInt32(); PathFlags = reader.ReadInt32(); SceneHashes = reader.ReadArrayOf(x => new Map(ObjectInfo.ParentFile, this, x)); }
protected override void Parse(AssetsReader reader) { base.Parse(reader); Mesh = SmartPtr <MeshObject> .Read(ObjectInfo.ParentFile, this, reader); }
private void Parse(AssetsFile assetsFile, AssetsObject owner, AssetsReader reader) { PreloadIndex = reader.ReadInt32(); PreloadSize = reader.ReadInt32(); Asset = SmartPtr <AssetsObject> .Read(assetsFile, owner, reader); }