Roblox-File-Format/DataTypes/NumberSequence.cs
CloneTrooper1019 de8df15d3f Large scale refactor to add class support!
Instance classes are now strongly typed with real property fields that
are derived from the JSON API Dump! This required a lot of reworking
across the board:

- Classes and Enums are auto-generated in the 'Generated' folder now.
This is done using a custom built-in plugin, which can be found in
the Plugins folder of this project.
- Property objects are now tied to .NET's reflection system. Reading
and writing from them will try to redirect into a field of the
Instance they are bound to.
- Property types that were loosely defined now have proper data types
(such as Color3uint8, Content, ProtectedString, SharedString, etc)
- Fixed an error with the CFrame directional vectors.
- The binary PRNT chunk now writes instances in child->parent order.
- Enums are now generated correctly, with up-to-date values.
- INST chunks are now referred to as 'Classes' instead of 'Types'.
- Unary operator added to Vector2 and Vector3.
- CollectionService tags can now be manipulated per-instance using
the Instance.Tags member.
- The Instance.Archivable property now works correctly.
- XML files now save/load metadata correctly.
- Cleaned up the property tokens directory.

I probably missed a few things, but that's a general overview of
everything that changed.
2019-06-30 17:01:19 -05:00

56 lines
1.7 KiB
C#

using System;
namespace RobloxFiles.DataTypes
{
public class NumberSequence
{
public readonly NumberSequenceKeypoint[] Keypoints;
public NumberSequence(float n)
{
NumberSequenceKeypoint a = new NumberSequenceKeypoint(0, n);
NumberSequenceKeypoint b = new NumberSequenceKeypoint(1, n);
Keypoints = new NumberSequenceKeypoint[2] { a, b };
}
public NumberSequence(float n0, float n1)
{
NumberSequenceKeypoint a = new NumberSequenceKeypoint(0, n0);
NumberSequenceKeypoint b = new NumberSequenceKeypoint(1, n1);
Keypoints = new NumberSequenceKeypoint[2] { a, b };
}
public NumberSequence(NumberSequenceKeypoint[] keypoints)
{
int numKeys = keypoints.Length;
if (numKeys < 2)
throw new Exception("NumberSequence: requires at least 2 keypoints");
else if (numKeys > 20)
throw new Exception("NumberSequence: table is too long.");
for (int key = 1; key < numKeys; key++)
if (keypoints[key - 1].Time > keypoints[key].Time)
throw new Exception("NumberSequence: all keypoints must be ordered by time");
var first = keypoints[0];
var last = keypoints[numKeys - 1];
if (!first.Time.FuzzyEquals(0))
throw new Exception("NumberSequence must start at time=0.0");
if (!last.Time.FuzzyEquals(1))
throw new Exception("NumberSequence must end at time=1.0");
Keypoints = keypoints;
}
public override string ToString()
{
return string.Join<NumberSequenceKeypoint>(" ", Keypoints);
}
}
}