HeavenStudioPlus/Assets/Editor/bread2unity/BCCAD.cs

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2022-02-10 08:13:54 +00:00
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Bread2Unity
{
public class BCCAD : IDataModel
{
public BCCAD Read(byte[] bytes)
{
sheetW = (ushort)bytes[4];
sheetH = (ushort)bytes[6];
ISprite spriteParts_ = new ISprite();
int max = (bytes[8] * 2) + 12;
int loopTimes = 0;
// this is pretty bad spaghetti code, and I wrote this when I had the flu at 3 AM. so you're welcome --Starpelly
for (int i = 12; i < max; i+=2) // 16 bit bytes, skip every 2nd byte
{
int ind = i + 4; // the first 4 contain the number of parts and an unknown number, I can skip these for now
ISpritePart part = new ISpritePart();
part.regionX = BitConverter.ToUInt16(bytes, ind + 0);
part.regionY = BitConverter.ToUInt16(bytes, ind + 2);
part.regionW = BitConverter.ToUInt16(bytes,ind + 4);
part.regionH = BitConverter.ToUInt16(bytes, ind + 6);
part.posX = BitConverter.ToInt16(bytes, ind + 8);
part.posY = BitConverter.ToInt16(bytes, ind + 10);
part.stretchX = BitConverter.ToSingle(bytes, ind + 12);
part.stretchY = BitConverter.ToSingle(bytes, ind + 14);
part.rotation = BitConverter.ToSingle(bytes, ind + 16);
part.flipX = bytes[ind + 18] != (byte)0;
part.flipY = bytes[ind + 20] != (byte)0;
// im sure the values between 20 and 28 are important so remind me to come back to these
part.opacity = bytes[ind + 28];
// Debug.Log(part.regionX);
spriteParts_.parts.Add(part);
int compare = 32;
if (loopTimes < 1)
{
compare = 32;
}
else if (loopTimes >= 1)
{
if (loopTimes % 2 == 0)
{
compare = 32;
}
else
{
compare = 34;
}
}
max += compare * 2;
i += compare * 2;
loopTimes++;
Debug.Log("offset: " + (ind + (compare - loopTimes + 1) * 2) + ", val: " + BitConverter.ToUInt16(bytes, (ind + (compare - loopTimes + 1) * 2)));
}
sprites.Add(spriteParts_);
return new BCCAD()
{
};
}
/// sprites length bytes start = 12
/// 20 = 1
/// 84 = 2
/// 152 = 3
/// 216 = 4
/// 284 - 5
///
///
/// 64
/// 64
/// -- Loop
/// 68
/// 64
/// 68
/// 64
}
}