mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 03:35:10 +00:00
65 lines
No EOL
2.2 KiB
C#
65 lines
No EOL
2.2 KiB
C#
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
|
|
using UnityEngine;
|
|
namespace Bread2Unity
|
|
{
|
|
public class BCCAD : IDataModel
|
|
{
|
|
|
|
public BCCAD Read(byte[] bytes)
|
|
{
|
|
sheetW = BitConverter.ToUInt16(bytes, 4);
|
|
sheetH = BitConverter.ToUInt16(bytes, 6);
|
|
|
|
|
|
// int max = (bytes[8] * 2) + 12;
|
|
int max = 64 * bytes[8] + 12;
|
|
|
|
// note this doesn't account for empty sprites, but I'll get there when i get there
|
|
for (int i = 12; i < max; i += 2) // 16 bit bytes, skip every 2nd byte
|
|
{
|
|
ISprite spriteParts_ = new ISprite();
|
|
int compare = 0;
|
|
for (int j = 0; j < bytes[i]; j++)
|
|
{
|
|
int ind = i + 4 + (64 * j);
|
|
|
|
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("offset: " + ind + ", val: " + part.regionX);
|
|
|
|
spriteParts_.parts.Add(part);
|
|
|
|
compare += 64;
|
|
}
|
|
|
|
sprites.Add(spriteParts_);
|
|
|
|
i += compare;
|
|
|
|
}
|
|
|
|
return new BCCAD()
|
|
{
|
|
};
|
|
}
|
|
|
|
|
|
/// sprites length bytes start = 12
|
|
}
|
|
} |