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Update BCCAD.cs
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1 changed files with 36 additions and 65 deletions
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@ -10,63 +10,49 @@ namespace Bread2Unity
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public BCCAD Read(byte[] bytes)
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{
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sheetW = (ushort)bytes[4];
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sheetH = (ushort)bytes[6];
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sheetW = BitConverter.ToUInt16(bytes, 4);
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sheetH = BitConverter.ToUInt16(bytes, 6);
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ISprite spriteParts_ = new ISprite();
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int max = (bytes[8] * 2) + 12;
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int loopTimes = 0;
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// this is pretty bad spaghetti code, and I wrote this when I had the flu at 3 AM. so you're welcome --Starpelly
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for (int i = 12; i < max; i+=2) // 16 bit bytes, skip every 2nd byte
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// int max = (bytes[8] * 2) + 12;
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int max = 64 * bytes[8] + 12;
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// note this doesn't account for empty sprites, but I'll get there when i get there
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for (int i = 12; i < max; i += 2) // 16 bit bytes, skip every 2nd byte
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{
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int ind = i + 4; // the first 4 contain the number of parts and an unknown number, I can skip these for now
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ISpritePart part = new ISpritePart();
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part.regionX = BitConverter.ToUInt16(bytes, ind + 0);
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part.regionY = BitConverter.ToUInt16(bytes, ind + 2);
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part.regionW = BitConverter.ToUInt16(bytes,ind + 4);
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part.regionH = BitConverter.ToUInt16(bytes, ind + 6);
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part.posX = BitConverter.ToInt16(bytes, ind + 8);
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part.posY = BitConverter.ToInt16(bytes, ind + 10);
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part.stretchX = BitConverter.ToSingle(bytes, ind + 12);
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part.stretchY = BitConverter.ToSingle(bytes, ind + 14);
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part.rotation = BitConverter.ToSingle(bytes, ind + 16);
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part.flipX = bytes[ind + 18] != (byte)0;
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part.flipY = bytes[ind + 20] != (byte)0;
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// im sure the values between 20 and 28 are important so remind me to come back to these
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part.opacity = bytes[ind + 28];
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// Debug.Log(part.regionX);
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spriteParts_.parts.Add(part);
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int compare = 32;
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if (loopTimes < 1)
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ISprite spriteParts_ = new ISprite();
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int compare = 0;
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for (int j = 0; j < bytes[i]; j++)
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{
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compare = 32;
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}
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else if (loopTimes >= 1)
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{
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if (loopTimes % 2 == 0)
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{
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compare = 32;
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}
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else
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{
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compare = 34;
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}
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}
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max += compare * 2;
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i += compare * 2;
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loopTimes++;
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int ind = i + 4 + (64 * j);
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Debug.Log("offset: " + (ind + (compare - loopTimes + 1) * 2) + ", val: " + BitConverter.ToUInt16(bytes, (ind + (compare - loopTimes + 1) * 2)));
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ISpritePart part = new ISpritePart();
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part.regionX = BitConverter.ToUInt16(bytes, ind + 0);
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part.regionY = BitConverter.ToUInt16(bytes, ind + 2);
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part.regionW = BitConverter.ToUInt16(bytes, ind + 4);
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part.regionH = BitConverter.ToUInt16(bytes, ind + 6);
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part.posX = BitConverter.ToInt16(bytes, ind + 8);
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part.posY = BitConverter.ToInt16(bytes, ind + 10);
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part.stretchX = BitConverter.ToSingle(bytes, ind + 12);
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part.stretchY = BitConverter.ToSingle(bytes, ind + 14);
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part.rotation = BitConverter.ToSingle(bytes, ind + 16);
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part.flipX = bytes[ind + 18] != (byte)0;
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part.flipY = bytes[ind + 20] != (byte)0;
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// im sure the values between 20 and 28 are important so remind me to come back to these
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part.opacity = bytes[ind + 28];
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Debug.Log("offset: " + ind + ", val: " + part.regionX);
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spriteParts_.parts.Add(part);
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compare += 64;
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}
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sprites.Add(spriteParts_);
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i += compare;
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}
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sprites.Add(spriteParts_);
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return new BCCAD()
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{
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@ -75,20 +61,5 @@ namespace Bread2Unity
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/// sprites length bytes start = 12
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/// 20 = 1
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/// 84 = 2
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/// 152 = 3
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/// 216 = 4
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/// 284 - 5
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///
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///
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/// 64
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/// 64
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/// -- Loop
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/// 68
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/// 64
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/// 68
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/// 64
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}
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}
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