de8df15d3f
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.
56 lines
1.7 KiB
C#
56 lines
1.7 KiB
C#
using System;
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namespace RobloxFiles.DataTypes
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{
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public class NumberSequence
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{
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public readonly NumberSequenceKeypoint[] Keypoints;
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public NumberSequence(float n)
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{
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NumberSequenceKeypoint a = new NumberSequenceKeypoint(0, n);
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NumberSequenceKeypoint b = new NumberSequenceKeypoint(1, n);
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Keypoints = new NumberSequenceKeypoint[2] { a, b };
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}
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public NumberSequence(float n0, float n1)
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{
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NumberSequenceKeypoint a = new NumberSequenceKeypoint(0, n0);
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NumberSequenceKeypoint b = new NumberSequenceKeypoint(1, n1);
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Keypoints = new NumberSequenceKeypoint[2] { a, b };
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}
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public NumberSequence(NumberSequenceKeypoint[] keypoints)
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{
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int numKeys = keypoints.Length;
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if (numKeys < 2)
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throw new Exception("NumberSequence: requires at least 2 keypoints");
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else if (numKeys > 20)
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throw new Exception("NumberSequence: table is too long.");
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for (int key = 1; key < numKeys; key++)
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if (keypoints[key - 1].Time > keypoints[key].Time)
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throw new Exception("NumberSequence: all keypoints must be ordered by time");
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var first = keypoints[0];
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var last = keypoints[numKeys - 1];
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if (!first.Time.FuzzyEquals(0))
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throw new Exception("NumberSequence must start at time=0.0");
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if (!last.Time.FuzzyEquals(1))
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throw new Exception("NumberSequence must end at time=1.0");
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Keypoints = keypoints;
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}
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public override string ToString()
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{
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return string.Join<NumberSequenceKeypoint>(" ", Keypoints);
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}
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}
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}
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