Cleaning up some things.
This commit is contained in:
40
BinaryFormat/Chunks/INST.cs
Normal file
40
BinaryFormat/Chunks/INST.cs
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@ -0,0 +1,40 @@
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namespace RobloxFiles.BinaryFormat.Chunks
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{
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public class INST
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{
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public readonly int TypeIndex;
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public readonly string TypeName;
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public readonly bool IsService;
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public readonly int NumInstances;
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public readonly int[] InstanceIds;
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public override string ToString()
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{
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return TypeName;
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}
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public INST(BinaryRobloxFileChunk chunk)
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{
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using (BinaryRobloxFileReader reader = chunk.GetDataReader())
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{
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TypeIndex = reader.ReadInt32();
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TypeName = reader.ReadString();
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IsService = reader.ReadBoolean();
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NumInstances = reader.ReadInt32();
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InstanceIds = reader.ReadInstanceIds(NumInstances);
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}
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}
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public void Allocate(BinaryRobloxFile file)
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{
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foreach (int instId in InstanceIds)
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{
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Instance inst = new Instance() { ClassName = TypeName };
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file.Instances[instId] = inst;
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}
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file.Types[TypeIndex] = this;
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}
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}
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}
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25
BinaryFormat/Chunks/META.cs
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25
BinaryFormat/Chunks/META.cs
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@ -0,0 +1,25 @@
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using System.Collections.Generic;
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namespace RobloxFiles.BinaryFormat.Chunks
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{
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public class META
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{
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public int NumEntries;
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public Dictionary<string, string> Data = new Dictionary<string, string>();
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public META(BinaryRobloxFileChunk chunk)
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{
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using (BinaryRobloxFileReader reader = chunk.GetDataReader())
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{
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NumEntries = reader.ReadInt32();
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for (int i = 0; i < NumEntries; i++)
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{
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string key = reader.ReadString();
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string value = reader.ReadString();
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Data.Add(key, value);
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}
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}
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}
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}
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}
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35
BinaryFormat/Chunks/PRNT.cs
Normal file
35
BinaryFormat/Chunks/PRNT.cs
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@ -0,0 +1,35 @@
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namespace RobloxFiles.BinaryFormat.Chunks
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{
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public class PRNT
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{
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public readonly byte Format;
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public readonly int NumRelations;
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public readonly int[] ChildrenIds;
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public readonly int[] ParentIds;
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public PRNT(BinaryRobloxFileChunk chunk)
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{
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using (BinaryRobloxFileReader reader = chunk.GetDataReader())
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{
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Format = reader.ReadByte();
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NumRelations = reader.ReadInt32();
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ChildrenIds = reader.ReadInstanceIds(NumRelations);
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ParentIds = reader.ReadInstanceIds(NumRelations);
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}
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}
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public void Assemble(BinaryRobloxFile file)
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{
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for (int i = 0; i < NumRelations; i++)
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{
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int childId = ChildrenIds[i];
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int parentId = ParentIds[i];
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Instance child = file.Instances[childId];
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child.Parent = (parentId >= 0 ? file.Instances[parentId] : file);
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}
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}
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}
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}
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451
BinaryFormat/Chunks/PROP.cs
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451
BinaryFormat/Chunks/PROP.cs
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@ -0,0 +1,451 @@
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using System;
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using System.IO;
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using System.Linq;
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using RobloxFiles.Enums;
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using RobloxFiles.DataTypes;
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using RobloxFiles.Utility;
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namespace RobloxFiles.BinaryFormat.Chunks
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{
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public class PROP
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{
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public readonly string Name;
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public readonly int TypeIndex;
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public readonly PropertyType Type;
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private BinaryRobloxFileReader Reader;
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public PROP(BinaryRobloxFileChunk chunk)
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{
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Reader = chunk.GetDataReader();
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TypeIndex = Reader.ReadInt32();
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Name = Reader.ReadString();
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try
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{
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byte propType = Reader.ReadByte();
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Type = (PropertyType)propType;
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}
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catch
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{
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Type = PropertyType.Unknown;
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}
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}
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public void ReadProperties(BinaryRobloxFile file)
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{
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INST type = file.Types[TypeIndex];
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Property[] props = new Property[type.NumInstances];
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int[] ids = type.InstanceIds;
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int instCount = type.NumInstances;
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for (int i = 0; i < instCount; i++)
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{
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int id = ids[i];
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Instance inst = file.Instances[id];
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Property prop = new Property(inst, this);
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props[i] = prop;
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inst.AddProperty(ref prop);
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}
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// Setup some short-hand functions for actions used during the read procedure.
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var readInts = new Func<int[]>(() => Reader.ReadInts(instCount));
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var readFloats = new Func<float[]>(() => Reader.ReadFloats(instCount));
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var loadProperties = new Action<Func<int, object>>(read =>
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{
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for (int i = 0; i < instCount; i++)
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{
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object result = read(i);
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props[i].Value = result;
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}
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});
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// Read the property data based on the property type.
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switch (Type)
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{
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case PropertyType.String:
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loadProperties(i =>
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{
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string result = Reader.ReadString();
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// Leave an access point for the original byte sequence, in case this is a BinaryString.
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// This will allow the developer to read the sequence without any mangling from C# strings.
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byte[] buffer = Reader.GetLastStringBuffer();
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props[i].RawBuffer = buffer;
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return result;
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});
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break;
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case PropertyType.Bool:
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loadProperties(i => Reader.ReadBoolean());
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break;
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case PropertyType.Int:
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int[] ints = readInts();
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loadProperties(i => ints[i]);
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break;
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case PropertyType.Float:
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float[] floats = readFloats();
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loadProperties(i => floats[i]);
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break;
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case PropertyType.Double:
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loadProperties(i => Reader.ReadDouble());
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break;
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case PropertyType.UDim:
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float[] UDim_Scales = readFloats();
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int[] UDim_Offsets = readInts();
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loadProperties(i =>
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{
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float scale = UDim_Scales[i];
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int offset = UDim_Offsets[i];
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return new UDim(scale, offset);
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});
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break;
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case PropertyType.UDim2:
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float[] UDim2_Scales_X = readFloats(),
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UDim2_Scales_Y = readFloats();
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int[] UDim2_Offsets_X = readInts(),
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UDim2_Offsets_Y = readInts();
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loadProperties(i =>
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{
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float scaleX = UDim2_Scales_X[i],
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scaleY = UDim2_Scales_Y[i];
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int offsetX = UDim2_Offsets_X[i],
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offsetY = UDim2_Offsets_Y[i];
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return new UDim2(scaleX, offsetX, scaleY, offsetY);
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});
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break;
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case PropertyType.Ray:
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loadProperties(i =>
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{
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float[] rawOrigin = Reader.ReadFloats(3);
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Vector3 origin = new Vector3(rawOrigin);
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float[] rawDirection = Reader.ReadFloats(3);
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Vector3 direction = new Vector3(rawDirection);
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return new Ray(origin, direction);
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});
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break;
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case PropertyType.Faces:
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loadProperties(i =>
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{
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byte faces = Reader.ReadByte();
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return (Faces)faces;
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});
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break;
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case PropertyType.Axes:
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loadProperties(i =>
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{
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byte axes = Reader.ReadByte();
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return (Axes)axes;
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});
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break;
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case PropertyType.BrickColor:
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int[] BrickColorIds = readInts();
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loadProperties(i =>
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{
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int number = BrickColorIds[i];
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return BrickColor.FromNumber(number);
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});
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break;
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case PropertyType.Color3:
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float[] Color3_R = readFloats(),
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Color3_G = readFloats(),
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Color3_B = readFloats();
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loadProperties(i =>
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{
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float r = Color3_R[i],
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g = Color3_G[i],
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b = Color3_B[i];
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return new Color3(r, g, b);
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});
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break;
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case PropertyType.Vector2:
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float[] Vector2_X = readFloats(),
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Vector2_Y = readFloats();
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loadProperties(i =>
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{
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float x = Vector2_X[i],
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y = Vector2_Y[i];
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return new Vector2(x, y);
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});
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break;
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case PropertyType.Vector3:
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float[] Vector3_X = readFloats(),
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Vector3_Y = readFloats(),
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Vector3_Z = readFloats();
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loadProperties(i =>
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{
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float x = Vector3_X[i],
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y = Vector3_Y[i],
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z = Vector3_Z[i];
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return new Vector3(x, y, z);
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});
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break;
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case PropertyType.CFrame:
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case PropertyType.Quaternion:
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// Temporarily load the rotation matrices into their properties.
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// We'll update them to CFrames once we iterate over the position data.
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loadProperties(i =>
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{
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int normXY = Reader.ReadByte();
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if (normXY > 0)
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{
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// Make sure this value is in a safe range.
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normXY = (normXY - 1) % 36;
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NormalId normX = (NormalId)(normXY / 6);
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Vector3 R0 = Vector3.FromNormalId(normX);
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NormalId normY = (NormalId)(normXY % 6);
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Vector3 R1 = Vector3.FromNormalId(normY);
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// Compute R2 using the cross product of R0 and R1.
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Vector3 R2 = R0.Cross(R1);
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// Generate the rotation matrix and return it.
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return new float[9]
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{
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R0.X, R0.Y, R0.Z,
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R1.X, R1.Y, R1.Z,
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R2.X, R2.Y, R2.Z,
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};
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}
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else if (Type == PropertyType.Quaternion)
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{
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float qx = Reader.ReadFloat(), qy = Reader.ReadFloat(),
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qz = Reader.ReadFloat(), qw = Reader.ReadFloat();
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Quaternion quaternion = new Quaternion(qx, qy, qz, qw);
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var rotation = quaternion.ToCFrame();
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return rotation.GetComponents();
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}
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else
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{
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float[] matrix = new float[9];
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for (int m = 0; m < 9; m++)
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{
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float value = Reader.ReadFloat();
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matrix[m] = value;
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}
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return matrix;
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}
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});
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float[] CFrame_X = readFloats(),
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CFrame_Y = readFloats(),
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CFrame_Z = readFloats();
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loadProperties(i =>
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{
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float[] matrix = props[i].Value as float[];
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float x = CFrame_X[i],
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y = CFrame_Y[i],
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z = CFrame_Z[i];
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float[] position = new float[3] { x, y, z };
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float[] components = position.Concat(matrix).ToArray();
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return new CFrame(components);
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});
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break;
|
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case PropertyType.Enum:
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// TODO: I want to map these values to actual Roblox enums, but I'll have to add an
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// interpreter for the JSON API Dump to do it properly.
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uint[] enums = Reader.ReadUInts(instCount);
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loadProperties(i => enums[i]);
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break;
|
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case PropertyType.Ref:
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int[] instIds = Reader.ReadInstanceIds(instCount);
|
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|
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loadProperties(i =>
|
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{
|
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int instId = instIds[i];
|
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return instId >= 0 ? file.Instances[instId] : null;
|
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});
|
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|
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break;
|
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case PropertyType.Vector3int16:
|
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loadProperties(i =>
|
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{
|
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short x = Reader.ReadInt16(),
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y = Reader.ReadInt16(),
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z = Reader.ReadInt16();
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return new Vector3int16(x, y, z);
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});
|
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|
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break;
|
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case PropertyType.NumberSequence:
|
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loadProperties(i =>
|
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{
|
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int numKeys = Reader.ReadInt32();
|
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var keypoints = new NumberSequenceKeypoint[numKeys];
|
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|
||||
for (int key = 0; key < numKeys; key++)
|
||||
{
|
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float Time = Reader.ReadFloat(),
|
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Value = Reader.ReadFloat(),
|
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Envelope = Reader.ReadFloat();
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|
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keypoints[key] = new NumberSequenceKeypoint(Time, Value, Envelope);
|
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}
|
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|
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return new NumberSequence(keypoints);
|
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});
|
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|
||||
break;
|
||||
case PropertyType.ColorSequence:
|
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loadProperties(i =>
|
||||
{
|
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int numKeys = Reader.ReadInt32();
|
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var keypoints = new ColorSequenceKeypoint[numKeys];
|
||||
|
||||
for (int key = 0; key < numKeys; key++)
|
||||
{
|
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float Time = Reader.ReadFloat(),
|
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R = Reader.ReadFloat(),
|
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G = Reader.ReadFloat(),
|
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B = Reader.ReadFloat();
|
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|
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Color3 Value = new Color3(R, G, B);
|
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byte[] Reserved = Reader.ReadBytes(4);
|
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|
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keypoints[key] = new ColorSequenceKeypoint(Time, Value, Reserved);
|
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}
|
||||
|
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return new ColorSequence(keypoints);
|
||||
});
|
||||
|
||||
break;
|
||||
case PropertyType.NumberRange:
|
||||
loadProperties(i =>
|
||||
{
|
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float min = Reader.ReadFloat();
|
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float max = Reader.ReadFloat();
|
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|
||||
return new NumberRange(min, max);
|
||||
});
|
||||
|
||||
break;
|
||||
case PropertyType.Rect:
|
||||
float[] Rect_X0 = readFloats(), Rect_Y0 = readFloats(),
|
||||
Rect_X1 = readFloats(), Rect_Y1 = readFloats();
|
||||
|
||||
loadProperties(i =>
|
||||
{
|
||||
float x0 = Rect_X0[i], y0 = Rect_Y0[i],
|
||||
x1 = Rect_X1[i], y1 = Rect_Y1[i];
|
||||
|
||||
return new Rect(x0, y0, x1, y1);
|
||||
});
|
||||
|
||||
break;
|
||||
case PropertyType.PhysicalProperties:
|
||||
loadProperties(i =>
|
||||
{
|
||||
bool custom = Reader.ReadBoolean();
|
||||
|
||||
if (custom)
|
||||
{
|
||||
float Density = Reader.ReadFloat(),
|
||||
Friction = Reader.ReadFloat(),
|
||||
Elasticity = Reader.ReadFloat(),
|
||||
FrictionWeight = Reader.ReadFloat(),
|
||||
ElasticityWeight = Reader.ReadFloat();
|
||||
|
||||
return new PhysicalProperties
|
||||
(
|
||||
Density,
|
||||
Friction,
|
||||
Elasticity,
|
||||
FrictionWeight,
|
||||
ElasticityWeight
|
||||
);
|
||||
}
|
||||
|
||||
return null;
|
||||
});
|
||||
|
||||
break;
|
||||
case PropertyType.Color3uint8:
|
||||
byte[] Color3uint8_R = Reader.ReadBytes(instCount),
|
||||
Color3uint8_G = Reader.ReadBytes(instCount),
|
||||
Color3uint8_B = Reader.ReadBytes(instCount);
|
||||
|
||||
loadProperties(i =>
|
||||
{
|
||||
byte r = Color3uint8_R[i],
|
||||
g = Color3uint8_G[i],
|
||||
b = Color3uint8_B[i];
|
||||
|
||||
return Color3.FromRGB(r, g, b);
|
||||
});
|
||||
|
||||
break;
|
||||
case PropertyType.Int64:
|
||||
long[] int64s = Reader.ReadInterleaved(instCount, (buffer, start) =>
|
||||
{
|
||||
long result = BitConverter.ToInt64(buffer, start);
|
||||
return (long)((ulong)result >> 1) ^ (-(result & 1));
|
||||
});
|
||||
|
||||
loadProperties(i => int64s[i]);
|
||||
break;
|
||||
case PropertyType.SharedString:
|
||||
uint[] sharedKeys = Reader.ReadUInts(instCount);
|
||||
|
||||
loadProperties(i =>
|
||||
{
|
||||
uint key = sharedKeys[i];
|
||||
return file.SharedStrings[key];
|
||||
});
|
||||
|
||||
break;
|
||||
default:
|
||||
Console.WriteLine("Unhandled property type: {0}!", Type);
|
||||
break;
|
||||
}
|
||||
|
||||
Reader.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
37
BinaryFormat/Chunks/SSTR.cs
Normal file
37
BinaryFormat/Chunks/SSTR.cs
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using System;
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using System.Collections.Generic;
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namespace RobloxFiles.BinaryFormat.Chunks
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{
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public class SSTR
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{
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public int Version;
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public int NumHashes;
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|
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public Dictionary<string, uint> Lookup = new Dictionary<string, uint>();
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||||
public Dictionary<uint, string> Strings = new Dictionary<uint, string>();
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||||
|
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public SSTR(BinaryRobloxFileChunk chunk)
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{
|
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using (BinaryRobloxFileReader reader = chunk.GetDataReader())
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{
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||||
Version = reader.ReadInt32();
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||||
NumHashes = reader.ReadInt32();
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||||
|
||||
for (uint id = 0; id < NumHashes; id++)
|
||||
{
|
||||
byte[] md5 = reader.ReadBytes(16);
|
||||
|
||||
int length = reader.ReadInt32();
|
||||
byte[] data = reader.ReadBytes(length);
|
||||
|
||||
string key = Convert.ToBase64String(md5);
|
||||
string value = Convert.ToBase64String(data);
|
||||
|
||||
Lookup.Add(key, id);
|
||||
Strings.Add(id, value);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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