private static ReadInt ( Stream input ) : int | ||
input | Stream | |
return | int |
public SkeletonData ReadSkeletonData(Stream input) { if (input == null) { throw new ArgumentNullException("input"); } float scale = this.Scale; SkeletonData skeletonData = new SkeletonData(); skeletonData.hash = this.ReadString(input); if (skeletonData.hash.Length == 0) { skeletonData.hash = null; } skeletonData.version = this.ReadString(input); if (skeletonData.version.Length == 0) { skeletonData.version = null; } skeletonData.width = this.ReadFloat(input); skeletonData.height = this.ReadFloat(input); bool flag = SkeletonBinary.ReadBoolean(input); if (flag) { skeletonData.imagesPath = this.ReadString(input); if (skeletonData.imagesPath.Length == 0) { skeletonData.imagesPath = null; } } int i = 0; int num = SkeletonBinary.ReadVarint(input, true); while (i < num) { string name = this.ReadString(input); BoneData parent = (i != 0) ? skeletonData.bones.Items[SkeletonBinary.ReadVarint(input, true)] : null; BoneData boneData = new BoneData(i, name, parent); boneData.rotation = this.ReadFloat(input); boneData.x = this.ReadFloat(input) * scale; boneData.y = this.ReadFloat(input) * scale; boneData.scaleX = this.ReadFloat(input); boneData.scaleY = this.ReadFloat(input); boneData.shearX = this.ReadFloat(input); boneData.shearY = this.ReadFloat(input); boneData.length = this.ReadFloat(input) * scale; boneData.inheritRotation = SkeletonBinary.ReadBoolean(input); boneData.inheritScale = SkeletonBinary.ReadBoolean(input); if (flag) { SkeletonBinary.ReadInt(input); } skeletonData.bones.Add(boneData); i++; } int j = 0; int num2 = SkeletonBinary.ReadVarint(input, true); while (j < num2) { string name2 = this.ReadString(input); BoneData boneData2 = skeletonData.bones.Items[SkeletonBinary.ReadVarint(input, true)]; SlotData slotData = new SlotData(j, name2, boneData2); int num3 = SkeletonBinary.ReadInt(input); slotData.r = (float)((num3 & 4278190080u) >> 24) / 255f; slotData.g = (float)((num3 & 16711680) >> 16) / 255f; slotData.b = (float)((num3 & 65280) >> 8) / 255f; slotData.a = (float)(num3 & 255) / 255f; slotData.attachmentName = this.ReadString(input); slotData.blendMode = (BlendMode)SkeletonBinary.ReadVarint(input, true); skeletonData.slots.Add(slotData); j++; } int k = 0; int num4 = SkeletonBinary.ReadVarint(input, true); while (k < num4) { IkConstraintData ikConstraintData = new IkConstraintData(this.ReadString(input)); int l = 0; int num5 = SkeletonBinary.ReadVarint(input, true); while (l < num5) { ikConstraintData.bones.Add(skeletonData.bones.Items[SkeletonBinary.ReadVarint(input, true)]); l++; } ikConstraintData.target = skeletonData.bones.Items[SkeletonBinary.ReadVarint(input, true)]; ikConstraintData.mix = this.ReadFloat(input); ikConstraintData.bendDirection = (int)SkeletonBinary.ReadSByte(input); skeletonData.ikConstraints.Add(ikConstraintData); k++; } int m = 0; int num6 = SkeletonBinary.ReadVarint(input, true); while (m < num6) { TransformConstraintData transformConstraintData = new TransformConstraintData(this.ReadString(input)); int n = 0; int num7 = SkeletonBinary.ReadVarint(input, true); while (n < num7) { transformConstraintData.bones.Add(skeletonData.bones.Items[SkeletonBinary.ReadVarint(input, true)]); n++; } transformConstraintData.target = skeletonData.bones.Items[SkeletonBinary.ReadVarint(input, true)]; transformConstraintData.offsetRotation = this.ReadFloat(input); transformConstraintData.offsetX = this.ReadFloat(input) * scale; transformConstraintData.offsetY = this.ReadFloat(input) * scale; transformConstraintData.offsetScaleX = this.ReadFloat(input); transformConstraintData.offsetScaleY = this.ReadFloat(input); transformConstraintData.offsetShearY = this.ReadFloat(input); transformConstraintData.rotateMix = this.ReadFloat(input); transformConstraintData.translateMix = this.ReadFloat(input); transformConstraintData.scaleMix = this.ReadFloat(input); transformConstraintData.shearMix = this.ReadFloat(input); skeletonData.transformConstraints.Add(transformConstraintData); m++; } int num8 = 0; int num9 = SkeletonBinary.ReadVarint(input, true); while (num8 < num9) { PathConstraintData pathConstraintData = new PathConstraintData(this.ReadString(input)); int num10 = 0; int num11 = SkeletonBinary.ReadVarint(input, true); while (num10 < num11) { pathConstraintData.bones.Add(skeletonData.bones.Items[SkeletonBinary.ReadVarint(input, true)]); num10++; } pathConstraintData.target = skeletonData.slots.Items[SkeletonBinary.ReadVarint(input, true)]; pathConstraintData.positionMode = (PositionMode)Enum.GetValues(typeof(PositionMode)).GetValue(SkeletonBinary.ReadVarint(input, true)); pathConstraintData.spacingMode = (SpacingMode)Enum.GetValues(typeof(SpacingMode)).GetValue(SkeletonBinary.ReadVarint(input, true)); pathConstraintData.rotateMode = (RotateMode)Enum.GetValues(typeof(RotateMode)).GetValue(SkeletonBinary.ReadVarint(input, true)); pathConstraintData.offsetRotation = this.ReadFloat(input); pathConstraintData.position = this.ReadFloat(input); if (pathConstraintData.positionMode == PositionMode.Fixed) { pathConstraintData.position *= scale; } pathConstraintData.spacing = this.ReadFloat(input); if (pathConstraintData.spacingMode == SpacingMode.Length || pathConstraintData.spacingMode == SpacingMode.Fixed) { pathConstraintData.spacing *= scale; } pathConstraintData.rotateMix = this.ReadFloat(input); pathConstraintData.translateMix = this.ReadFloat(input); skeletonData.pathConstraints.Add(pathConstraintData); num8++; } Skin skin = this.ReadSkin(input, "default", flag); if (skin != null) { skeletonData.defaultSkin = skin; skeletonData.skins.Add(skin); } int num12 = 0; int num13 = SkeletonBinary.ReadVarint(input, true); while (num12 < num13) { skeletonData.skins.Add(this.ReadSkin(input, this.ReadString(input), flag)); num12++; } int num14 = 0; int count = this.linkedMeshes.Count; while (num14 < count) { SkeletonJson.LinkedMesh linkedMesh = this.linkedMeshes[num14]; Skin skin2 = (linkedMesh.skin != null) ? skeletonData.FindSkin(linkedMesh.skin) : skeletonData.DefaultSkin; if (skin2 == null) { throw new Exception("Skin not found: " + linkedMesh.skin); } Attachment attachment = skin2.GetAttachment(linkedMesh.slotIndex, linkedMesh.parent); if (attachment == null) { throw new Exception("Parent mesh not found: " + linkedMesh.parent); } linkedMesh.mesh.ParentMesh = (MeshAttachment)attachment; linkedMesh.mesh.UpdateUVs(); num14++; } this.linkedMeshes.Clear(); int num15 = 0; int num16 = SkeletonBinary.ReadVarint(input, true); while (num15 < num16) { EventData eventData = new EventData(this.ReadString(input)); eventData.Int = SkeletonBinary.ReadVarint(input, false); eventData.Float = this.ReadFloat(input); eventData.String = this.ReadString(input); skeletonData.events.Add(eventData); num15++; } int num17 = 0; int num18 = SkeletonBinary.ReadVarint(input, true); while (num17 < num18) { this.ReadAnimation(this.ReadString(input), input, skeletonData); num17++; } skeletonData.bones.TrimExcess(); skeletonData.slots.TrimExcess(); skeletonData.skins.TrimExcess(); skeletonData.events.TrimExcess(); skeletonData.animations.TrimExcess(); skeletonData.ikConstraints.TrimExcess(); skeletonData.pathConstraints.TrimExcess(); return(skeletonData); }
private void ReadAnimation(string name, Stream input, SkeletonData skeletonData) { ExposedList <Timeline> exposedList = new ExposedList <Timeline>(); float scale = this.Scale; float num = 0f; int i = 0; int num2 = SkeletonBinary.ReadVarint(input, true); while (i < num2) { int slotIndex = SkeletonBinary.ReadVarint(input, true); int j = 0; int num3 = SkeletonBinary.ReadVarint(input, true); while (j < num3) { int num4 = input.ReadByte(); int num5 = SkeletonBinary.ReadVarint(input, true); if (num4 != 1) { if (num4 == 0) { AttachmentTimeline attachmentTimeline = new AttachmentTimeline(num5); attachmentTimeline.slotIndex = slotIndex; for (int k = 0; k < num5; k++) { attachmentTimeline.SetFrame(k, this.ReadFloat(input), this.ReadString(input)); } exposedList.Add(attachmentTimeline); num = Math.Max(num, attachmentTimeline.frames[num5 - 1]); } } else { ColorTimeline colorTimeline = new ColorTimeline(num5); colorTimeline.slotIndex = slotIndex; for (int l = 0; l < num5; l++) { float time = this.ReadFloat(input); int num6 = SkeletonBinary.ReadInt(input); float r = (float)((num6 & 4278190080u) >> 24) / 255f; float g = (float)((num6 & 16711680) >> 16) / 255f; float b = (float)((num6 & 65280) >> 8) / 255f; float a = (float)(num6 & 255) / 255f; colorTimeline.SetFrame(l, time, r, g, b, a); if (l < num5 - 1) { this.ReadCurve(input, l, colorTimeline); } } exposedList.Add(colorTimeline); num = Math.Max(num, colorTimeline.frames[(colorTimeline.FrameCount - 1) * 5]); } j++; } i++; } int m = 0; int num7 = SkeletonBinary.ReadVarint(input, true); while (m < num7) { int boneIndex = SkeletonBinary.ReadVarint(input, true); int n = 0; int num8 = SkeletonBinary.ReadVarint(input, true); while (n < num8) { int num9 = input.ReadByte(); int num10 = SkeletonBinary.ReadVarint(input, true); switch (num9) { case 0: { RotateTimeline rotateTimeline = new RotateTimeline(num10); rotateTimeline.boneIndex = boneIndex; for (int num11 = 0; num11 < num10; num11++) { rotateTimeline.SetFrame(num11, this.ReadFloat(input), this.ReadFloat(input)); if (num11 < num10 - 1) { this.ReadCurve(input, num11, rotateTimeline); } } exposedList.Add(rotateTimeline); num = Math.Max(num, rotateTimeline.frames[(num10 - 1) * 2]); break; } case 1: case 2: case 3: { float num12 = 1f; TranslateTimeline translateTimeline; if (num9 == 2) { translateTimeline = new ScaleTimeline(num10); } else if (num9 == 3) { translateTimeline = new ShearTimeline(num10); } else { translateTimeline = new TranslateTimeline(num10); num12 = scale; } translateTimeline.boneIndex = boneIndex; for (int num13 = 0; num13 < num10; num13++) { translateTimeline.SetFrame(num13, this.ReadFloat(input), this.ReadFloat(input) * num12, this.ReadFloat(input) * num12); if (num13 < num10 - 1) { this.ReadCurve(input, num13, translateTimeline); } } exposedList.Add(translateTimeline); num = Math.Max(num, translateTimeline.frames[(num10 - 1) * 3]); break; } } n++; } m++; } int num14 = 0; int num15 = SkeletonBinary.ReadVarint(input, true); while (num14 < num15) { int ikConstraintIndex = SkeletonBinary.ReadVarint(input, true); int num16 = SkeletonBinary.ReadVarint(input, true); IkConstraintTimeline ikConstraintTimeline = new IkConstraintTimeline(num16); ikConstraintTimeline.ikConstraintIndex = ikConstraintIndex; for (int num17 = 0; num17 < num16; num17++) { ikConstraintTimeline.SetFrame(num17, this.ReadFloat(input), this.ReadFloat(input), (int)SkeletonBinary.ReadSByte(input)); if (num17 < num16 - 1) { this.ReadCurve(input, num17, ikConstraintTimeline); } } exposedList.Add(ikConstraintTimeline); num = Math.Max(num, ikConstraintTimeline.frames[(num16 - 1) * 3]); num14++; } int num18 = 0; int num19 = SkeletonBinary.ReadVarint(input, true); while (num18 < num19) { int transformConstraintIndex = SkeletonBinary.ReadVarint(input, true); int num20 = SkeletonBinary.ReadVarint(input, true); TransformConstraintTimeline transformConstraintTimeline = new TransformConstraintTimeline(num20); transformConstraintTimeline.transformConstraintIndex = transformConstraintIndex; for (int num21 = 0; num21 < num20; num21++) { transformConstraintTimeline.SetFrame(num21, this.ReadFloat(input), this.ReadFloat(input), this.ReadFloat(input), this.ReadFloat(input), this.ReadFloat(input)); if (num21 < num20 - 1) { this.ReadCurve(input, num21, transformConstraintTimeline); } } exposedList.Add(transformConstraintTimeline); num = Math.Max(num, transformConstraintTimeline.frames[(num20 - 1) * 5]); num18++; } int num22 = 0; int num23 = SkeletonBinary.ReadVarint(input, true); while (num22 < num23) { int num24 = SkeletonBinary.ReadVarint(input, true); PathConstraintData pathConstraintData = skeletonData.pathConstraints.Items[num24]; int num25 = 0; int num26 = SkeletonBinary.ReadVarint(input, true); while (num25 < num26) { int num27 = (int)SkeletonBinary.ReadSByte(input); int num28 = SkeletonBinary.ReadVarint(input, true); if (num27 != 0 && num27 != 1) { if (num27 == 2) { PathConstraintMixTimeline pathConstraintMixTimeline = new PathConstraintMixTimeline(num28); pathConstraintMixTimeline.pathConstraintIndex = num24; for (int num29 = 0; num29 < num28; num29++) { pathConstraintMixTimeline.SetFrame(num29, this.ReadFloat(input), this.ReadFloat(input), this.ReadFloat(input)); if (num29 < num28 - 1) { this.ReadCurve(input, num29, pathConstraintMixTimeline); } } exposedList.Add(pathConstraintMixTimeline); num = Math.Max(num, pathConstraintMixTimeline.frames[(num28 - 1) * 3]); } } else { float num30 = 1f; PathConstraintPositionTimeline pathConstraintPositionTimeline; if (num27 == 1) { pathConstraintPositionTimeline = new PathConstraintSpacingTimeline(num28); if (pathConstraintData.spacingMode == SpacingMode.Length || pathConstraintData.spacingMode == SpacingMode.Fixed) { num30 = scale; } } else { pathConstraintPositionTimeline = new PathConstraintPositionTimeline(num28); if (pathConstraintData.positionMode == PositionMode.Fixed) { num30 = scale; } } pathConstraintPositionTimeline.pathConstraintIndex = num24; for (int num31 = 0; num31 < num28; num31++) { pathConstraintPositionTimeline.SetFrame(num31, this.ReadFloat(input), this.ReadFloat(input) * num30); if (num31 < num28 - 1) { this.ReadCurve(input, num31, pathConstraintPositionTimeline); } } exposedList.Add(pathConstraintPositionTimeline); num = Math.Max(num, pathConstraintPositionTimeline.frames[(num28 - 1) * 2]); } num25++; } num22++; } int num32 = 0; int num33 = SkeletonBinary.ReadVarint(input, true); while (num32 < num33) { Skin skin = skeletonData.skins.Items[SkeletonBinary.ReadVarint(input, true)]; int num34 = 0; int num35 = SkeletonBinary.ReadVarint(input, true); while (num34 < num35) { int slotIndex2 = SkeletonBinary.ReadVarint(input, true); int num36 = 0; int num37 = SkeletonBinary.ReadVarint(input, true); while (num36 < num37) { VertexAttachment vertexAttachment = (VertexAttachment)skin.GetAttachment(slotIndex2, this.ReadString(input)); bool flag = vertexAttachment.bones != null; float[] vertices = vertexAttachment.vertices; int num38 = (!flag) ? vertices.Length : (vertices.Length / 3 * 2); int num39 = SkeletonBinary.ReadVarint(input, true); DeformTimeline deformTimeline = new DeformTimeline(num39); deformTimeline.slotIndex = slotIndex2; deformTimeline.attachment = vertexAttachment; for (int num40 = 0; num40 < num39; num40++) { float time2 = this.ReadFloat(input); int num41 = SkeletonBinary.ReadVarint(input, true); float[] array; if (num41 == 0) { array = ((!flag) ? vertices : new float[num38]); } else { array = new float[num38]; int num42 = SkeletonBinary.ReadVarint(input, true); num41 += num42; if (scale == 1f) { for (int num43 = num42; num43 < num41; num43++) { array[num43] = this.ReadFloat(input); } } else { for (int num44 = num42; num44 < num41; num44++) { array[num44] = this.ReadFloat(input) * scale; } } if (!flag) { int num45 = 0; int num46 = array.Length; while (num45 < num46) { array[num45] += vertices[num45]; num45++; } } } deformTimeline.SetFrame(num40, time2, array); if (num40 < num39 - 1) { this.ReadCurve(input, num40, deformTimeline); } } exposedList.Add(deformTimeline); num = Math.Max(num, deformTimeline.frames[num39 - 1]); num36++; } num34++; } num32++; } int num47 = SkeletonBinary.ReadVarint(input, true); if (num47 > 0) { DrawOrderTimeline drawOrderTimeline = new DrawOrderTimeline(num47); int count = skeletonData.slots.Count; for (int num48 = 0; num48 < num47; num48++) { float time3 = this.ReadFloat(input); int num49 = SkeletonBinary.ReadVarint(input, true); int[] array2 = new int[count]; for (int num50 = count - 1; num50 >= 0; num50--) { array2[num50] = -1; } int[] array3 = new int[count - num49]; int num51 = 0; int num52 = 0; for (int num53 = 0; num53 < num49; num53++) { int num54 = SkeletonBinary.ReadVarint(input, true); while (num51 != num54) { array3[num52++] = num51++; } array2[num51 + SkeletonBinary.ReadVarint(input, true)] = num51++; } while (num51 < count) { array3[num52++] = num51++; } for (int num55 = count - 1; num55 >= 0; num55--) { if (array2[num55] == -1) { array2[num55] = array3[--num52]; } } drawOrderTimeline.SetFrame(num48, time3, array2); } exposedList.Add(drawOrderTimeline); num = Math.Max(num, drawOrderTimeline.frames[num47 - 1]); } int num56 = SkeletonBinary.ReadVarint(input, true); if (num56 > 0) { EventTimeline eventTimeline = new EventTimeline(num56); for (int num57 = 0; num57 < num56; num57++) { float time4 = this.ReadFloat(input); EventData eventData = skeletonData.events.Items[SkeletonBinary.ReadVarint(input, true)]; eventTimeline.SetFrame(num57, new Event(time4, eventData) { Int = SkeletonBinary.ReadVarint(input, false), Float = this.ReadFloat(input), String = ((!SkeletonBinary.ReadBoolean(input)) ? eventData.String : this.ReadString(input)) }); } exposedList.Add(eventTimeline); num = Math.Max(num, eventTimeline.frames[num56 - 1]); } exposedList.TrimExcess(); skeletonData.animations.Add(new Animation(name, exposedList, num)); }
private Attachment ReadAttachment(Stream input, Skin skin, int slotIndex, string attachmentName, bool nonessential) { float scale = this.Scale; string text = this.ReadString(input); if (text == null) { text = attachmentName; } switch (input.ReadByte()) { case 0: { string text2 = this.ReadString(input); float rotation = this.ReadFloat(input); float num = this.ReadFloat(input); float num2 = this.ReadFloat(input); float scaleX = this.ReadFloat(input); float scaleY = this.ReadFloat(input); float num3 = this.ReadFloat(input); float num4 = this.ReadFloat(input); int num5 = SkeletonBinary.ReadInt(input); if (text2 == null) { text2 = text; } RegionAttachment regionAttachment = this.attachmentLoader.NewRegionAttachment(skin, text, text2); if (regionAttachment == null) { return(null); } regionAttachment.Path = text2; regionAttachment.x = num * scale; regionAttachment.y = num2 * scale; regionAttachment.scaleX = scaleX; regionAttachment.scaleY = scaleY; regionAttachment.rotation = rotation; regionAttachment.width = num3 * scale; regionAttachment.height = num4 * scale; regionAttachment.r = (float)((num5 & 4278190080u) >> 24) / 255f; regionAttachment.g = (float)((num5 & 16711680) >> 16) / 255f; regionAttachment.b = (float)((num5 & 65280) >> 8) / 255f; regionAttachment.a = (float)(num5 & 255) / 255f; regionAttachment.UpdateOffset(); return(regionAttachment); } case 1: { int num6 = SkeletonBinary.ReadVarint(input, true); Vertices vertices = this.ReadVertices(input, num6); if (nonessential) { SkeletonBinary.ReadInt(input); } BoundingBoxAttachment boundingBoxAttachment = this.attachmentLoader.NewBoundingBoxAttachment(skin, text); if (boundingBoxAttachment == null) { return(null); } boundingBoxAttachment.worldVerticesLength = num6 << 1; boundingBoxAttachment.vertices = vertices.vertices; boundingBoxAttachment.bones = vertices.bones; return(boundingBoxAttachment); } case 2: { string text3 = this.ReadString(input); int num7 = SkeletonBinary.ReadInt(input); int num8 = SkeletonBinary.ReadVarint(input, true); float[] regionUVs = this.ReadFloatArray(input, num8 << 1, 1f); int[] triangles = this.ReadShortArray(input); Vertices vertices2 = this.ReadVertices(input, num8); int num9 = SkeletonBinary.ReadVarint(input, true); int[] edges = null; float num10 = 0f; float num11 = 0f; if (nonessential) { edges = this.ReadShortArray(input); num10 = this.ReadFloat(input); num11 = this.ReadFloat(input); } if (text3 == null) { text3 = text; } MeshAttachment meshAttachment = this.attachmentLoader.NewMeshAttachment(skin, text, text3); if (meshAttachment == null) { return(null); } meshAttachment.Path = text3; meshAttachment.r = (float)((num7 & 4278190080u) >> 24) / 255f; meshAttachment.g = (float)((num7 & 16711680) >> 16) / 255f; meshAttachment.b = (float)((num7 & 65280) >> 8) / 255f; meshAttachment.a = (float)(num7 & 255) / 255f; meshAttachment.bones = vertices2.bones; meshAttachment.vertices = vertices2.vertices; meshAttachment.WorldVerticesLength = num8 << 1; meshAttachment.triangles = triangles; meshAttachment.regionUVs = regionUVs; meshAttachment.UpdateUVs(); meshAttachment.HullLength = num9 << 1; if (nonessential) { meshAttachment.Edges = edges; meshAttachment.Width = num10 * scale; meshAttachment.Height = num11 * scale; } return(meshAttachment); } case 3: { string text4 = this.ReadString(input); int num12 = SkeletonBinary.ReadInt(input); string skin2 = this.ReadString(input); string parent = this.ReadString(input); bool inheritDeform = SkeletonBinary.ReadBoolean(input); float num13 = 0f; float num14 = 0f; if (nonessential) { num13 = this.ReadFloat(input); num14 = this.ReadFloat(input); } if (text4 == null) { text4 = text; } MeshAttachment meshAttachment2 = this.attachmentLoader.NewMeshAttachment(skin, text, text4); if (meshAttachment2 == null) { return(null); } meshAttachment2.Path = text4; meshAttachment2.r = (float)((num12 & 4278190080u) >> 24) / 255f; meshAttachment2.g = (float)((num12 & 16711680) >> 16) / 255f; meshAttachment2.b = (float)((num12 & 65280) >> 8) / 255f; meshAttachment2.a = (float)(num12 & 255) / 255f; meshAttachment2.inheritDeform = inheritDeform; if (nonessential) { meshAttachment2.Width = num13 * scale; meshAttachment2.Height = num14 * scale; } this.linkedMeshes.Add(new SkeletonJson.LinkedMesh(meshAttachment2, skin2, slotIndex, parent)); return(meshAttachment2); } case 4: { bool closed = SkeletonBinary.ReadBoolean(input); bool constantSpeed = SkeletonBinary.ReadBoolean(input); int num15 = SkeletonBinary.ReadVarint(input, true); Vertices vertices3 = this.ReadVertices(input, num15); float[] array = new float[num15 / 3]; int i = 0; int num16 = array.Length; while (i < num16) { array[i] = this.ReadFloat(input) * scale; i++; } if (nonessential) { SkeletonBinary.ReadInt(input); } PathAttachment pathAttachment = this.attachmentLoader.NewPathAttachment(skin, text); if (pathAttachment == null) { return(null); } pathAttachment.closed = closed; pathAttachment.constantSpeed = constantSpeed; pathAttachment.worldVerticesLength = num15 << 1; pathAttachment.vertices = vertices3.vertices; pathAttachment.bones = vertices3.bones; pathAttachment.lengths = array; return(pathAttachment); } default: return(null); } }