Merge pull request #13 from aliakseikalosha/lua
Update lua asset hadling
This commit is contained in:
@@ -5,11 +5,11 @@ using UnityEngine;
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[CustomEditor(typeof(LuaFile))]
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public class LuaScriptAssetEditor : Editor
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{
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private TextAsset asset;
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public override void OnInspectorGUI()
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{
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LuaFile luaScriptAsset = (LuaFile)target;
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// Allow user to drag-and-drop the Lua file
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luaScriptAsset.luaScript = (TextAsset)EditorGUILayout.ObjectField("Lua Script", luaScriptAsset.luaScript, typeof(TextAsset), false);
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EditorGUILayout.TextArea(luaScriptAsset.LuaScript);
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}
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}
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@@ -1,6 +1,8 @@
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using UnityEngine;
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using System.IO;
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using UnityEditor;
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using UnityEditor.AssetImporters;
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using Splashedit.RuntimeCode;
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namespace SplashEdit.EditorCode
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{
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@@ -9,9 +11,15 @@ namespace SplashEdit.EditorCode
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{
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public override void OnImportAsset(AssetImportContext ctx)
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{
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var asset = new TextAsset(File.ReadAllText(ctx.assetPath));
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ctx.AddObjectToAsset("Text", asset);
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ctx.SetMainObject(asset);
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var asset = ScriptableObject.CreateInstance<LuaFile>();
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var luaCode = File.ReadAllText(ctx.assetPath);
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asset.Init(luaCode);
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asset.name = Path.GetFileName(ctx.assetPath);
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var text = new TextAsset(asset.LuaScript);
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ctx.AddObjectToAsset("Text", text);
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ctx.AddObjectToAsset("Script", asset);
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ctx.SetMainObject(text);
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}
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}
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}
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@@ -2,10 +2,14 @@ using UnityEngine;
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namespace Splashedit.RuntimeCode
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{
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[CreateAssetMenu(fileName = "NewLuaScript", menuName = "Lua Script", order = 1)]
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public class LuaFile : ScriptableObject
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{
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public TextAsset luaScript;
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[SerializeField] private string luaScript;
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public string LuaScript => luaScript;
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public void Init(string luaCode)
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{
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luaScript = luaCode;
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}
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}
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}
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@@ -8,13 +8,14 @@ namespace SplashEdit.RuntimeCode
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[RequireComponent(typeof(Renderer))]
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public class PSXObjectExporter : MonoBehaviour
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{
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public LuaFile luaFile;
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public LuaFile LuaFile => luaFile;
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public List<PSXTexture2D> Textures { get; set; } = new List<PSXTexture2D>(); // Stores the converted PlayStation-style texture
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public PSXMesh Mesh { get; set; } // Stores the converted PlayStation-style mesh
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public PSXMesh Mesh { get; protected set; } // Stores the converted PlayStation-style mesh
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[Header("Export Settings")]
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[FormerlySerializedAs("BitDepth")]
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[SerializeField] private PSXBPP bitDepth = PSXBPP.TEX_8BIT; // Defines the bit depth of the texture (e.g., 4BPP, 8BPP)
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[SerializeField] private LuaFile luaFile;
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[Header("Gizmo Settings")]
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[FormerlySerializedAs("PreviewNormals")]
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[SerializeField] private bool previewNormals = false;
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@@ -2,6 +2,7 @@ using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using Splashedit.RuntimeCode;
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using UnityEditor;
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using UnityEngine;
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@@ -38,7 +39,7 @@ namespace SplashEdit.RuntimeCode
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for (int i = 0; i < _exporters.Length; i++)
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{
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PSXObjectExporter exp = _exporters[i];
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EditorUtility.DisplayProgressBar($"{nameof(PSXSceneExporter)}", $"Export {nameof(PSXObjectExporter)}", ((float)i)/ _exporters.Length);
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EditorUtility.DisplayProgressBar($"{nameof(PSXSceneExporter)}", $"Export {nameof(PSXObjectExporter)}", ((float)i) / _exporters.Length);
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exp.CreatePSXTextures2D();
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exp.CreatePSXMesh(GTEScaling);
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}
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@@ -86,29 +87,23 @@ namespace SplashEdit.RuntimeCode
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void ExportFile()
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{
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string path = EditorUtility.SaveFilePanel("Select Output File", "", "output", "bin");
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int totalFaces = 0;
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// Lists for lua data offsets.
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List<long> luaOffsetPlaceholderPositions = new List<long>();
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List<long> luaDataOffsets = new List<long>();
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OffsetData luaOffset = new();
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// Lists for mesh data offsets.
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List<long> meshOffsetPlaceholderPositions = new List<long>();
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List<long> meshDataOffsets = new List<long>();
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OffsetData meshOffset = new();
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// Lists for atlas data offsets.
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List<long> atlasOffsetPlaceholderPositions = new List<long>();
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List<long> atlasDataOffsets = new List<long>();
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OffsetData atlasOffset = new();
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// Lists for clut data offsets.
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List<long> clutOffsetPlaceholderPositions = new List<long>();
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List<long> clutDataOffsets = new List<long>();
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OffsetData clutOffset = new();
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// Lists for navmesh data offsets.
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List<long> navmeshOffsetPlaceholderPositions = new List<long>();
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List<long> navmeshDataOffsets = new List<long>();
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OffsetData navmeshOffset = new();
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int clutCount = 0;
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List<LuaFile> luaFiles = new List<LuaFile>();
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@@ -128,12 +123,12 @@ namespace SplashEdit.RuntimeCode
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// Lua files
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foreach (PSXObjectExporter exporter in _exporters)
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{
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if (exporter.luaFile != null)
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if (exporter.LuaFile != null)
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{
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//if not contains
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if (!luaFiles.Contains(exporter.luaFile))
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if (!luaFiles.Contains(exporter.LuaFile))
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{
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luaFiles.Add(exporter.luaFile);
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luaFiles.Add(exporter.LuaFile);
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}
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}
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}
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@@ -166,16 +161,16 @@ namespace SplashEdit.RuntimeCode
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foreach (LuaFile luaFile in luaFiles)
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{
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// Write placeholder for lua file data offset and record its position.
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luaOffsetPlaceholderPositions.Add(writer.BaseStream.Position);
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luaOffset.OffsetPlaceholderPositions.Add(writer.BaseStream.Position);
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writer.Write((int)0); // 4-byte placeholder for mesh data offset.
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writer.Write((uint)luaFile.luaScript.text.Length);
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writer.Write((uint)luaFile.LuaScript.Length);
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}
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// GameObject section (exporters)
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foreach (PSXObjectExporter exporter in _exporters)
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{
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// Write placeholder for mesh data offset and record its position.
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meshOffsetPlaceholderPositions.Add(writer.BaseStream.Position);
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meshOffset.OffsetPlaceholderPositions.Add(writer.BaseStream.Position);
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writer.Write((int)0); // 4-byte placeholder for mesh data offset.
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// Write object's transform
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@@ -195,9 +190,9 @@ namespace SplashEdit.RuntimeCode
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writer.Write((int)rotationMatrix[2, 2]);
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writer.Write((ushort)exporter.Mesh.Triangles.Count);
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if (exporter.luaFile != null)
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if (exporter.LuaFile != null)
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{
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int index = luaFiles.IndexOf(exporter.luaFile);
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int index = luaFiles.IndexOf(exporter.LuaFile);
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writer.Write((short)index);
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}
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else
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@@ -210,7 +205,7 @@ namespace SplashEdit.RuntimeCode
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foreach (PSXNavMesh navmesh in _navmeshes)
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{
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// Write placeholder for navmesh raw data offset.
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navmeshOffsetPlaceholderPositions.Add(writer.BaseStream.Position);
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navmeshOffset.OffsetPlaceholderPositions.Add(writer.BaseStream.Position);
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writer.Write((int)0); // 4-byte placeholder for navmesh data offset.
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writer.Write((ushort)navmesh.Navmesh.Count);
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@@ -221,7 +216,7 @@ namespace SplashEdit.RuntimeCode
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foreach (TextureAtlas atlas in _atlases)
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{
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// Write placeholder for texture atlas raw data offset.
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atlasOffsetPlaceholderPositions.Add(writer.BaseStream.Position);
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atlasOffset.OffsetPlaceholderPositions.Add(writer.BaseStream.Position);
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writer.Write((int)0); // 4-byte placeholder for atlas data offset.
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writer.Write((ushort)atlas.Width);
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@@ -237,7 +232,7 @@ namespace SplashEdit.RuntimeCode
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{
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if (texture.ColorPalette != null)
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{
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clutOffsetPlaceholderPositions.Add(writer.BaseStream.Position);
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clutOffset.OffsetPlaceholderPositions.Add(writer.BaseStream.Position);
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writer.Write((int)0); // 4-byte placeholder for clut data offset.
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writer.Write((ushort)texture.ClutPackingX); // 2 bytes
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writer.Write((ushort)texture.ClutPackingY); // 2 bytes
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@@ -255,9 +250,41 @@ namespace SplashEdit.RuntimeCode
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AlignToFourBytes(writer);
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// Record the current offset for this lua file's data.
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long luaDataOffset = writer.BaseStream.Position;
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luaDataOffsets.Add(luaDataOffset);
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luaOffset.DataOffsets.Add(luaDataOffset);
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writer.Write(luaFile.luaScript.bytes);
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writer.Write(Encoding.UTF8.GetBytes(luaFile.LuaScript));
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}
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void writeVertexPosition(PSXVertex v)
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{
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writer.Write((short)v.vx);
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writer.Write((short)v.vy);
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writer.Write((short)v.vz);
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}
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void writeVertexNormals(PSXVertex v)
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{
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writer.Write((short)v.nx);
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writer.Write((short)v.ny);
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writer.Write((short)v.nz);
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}
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void writeVertexColor(PSXVertex v)
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{
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writer.Write((byte)v.r);
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writer.Write((byte)v.g);
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writer.Write((byte)v.b);
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writer.Write((byte)0); // padding
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}
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void writeVertexUV(PSXVertex v, PSXTexture2D t, int expander)
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{
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writer.Write((byte)(v.u + t.PackingX * expander));
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writer.Write((byte)(v.v + t.PackingY));
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}
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void foreachVertexDo(Tri tri, Action<PSXVertex> action)
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{
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for (int i = 0; i < tri.Vertexes.Length; i++)
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{
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action(tri.Vertexes[i]);
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}
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}
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// Mesh data section: Write mesh data for each exporter.
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@@ -266,41 +293,11 @@ namespace SplashEdit.RuntimeCode
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AlignToFourBytes(writer);
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// Record the current offset for this exporter's mesh data.
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long meshDataOffset = writer.BaseStream.Position;
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meshDataOffsets.Add(meshDataOffset);
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meshOffset.DataOffsets.Add(meshDataOffset);
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totalFaces += exporter.Mesh.Triangles.Count;
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void writeVertexPosition(PSXVertex v)
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{
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writer.Write((short)v.vx);
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writer.Write((short)v.vy);
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writer.Write((short)v.vz);
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}
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void writeVertexNormals(PSXVertex v)
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{
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writer.Write((short)v.nx);
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writer.Write((short)v.ny);
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writer.Write((short)v.nz);
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}
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void writeVertexColor(PSXVertex v)
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{
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writer.Write((byte)v.r);
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writer.Write((byte)v.g);
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writer.Write((byte)v.b);
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writer.Write((byte)0); // padding
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}
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void writeVertexUV(PSXVertex v, PSXTexture2D t, int expander)
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{
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writer.Write((byte)(v.u + t.PackingX * expander));
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writer.Write((byte)(v.v + t.PackingY));
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}
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void foreachVertexDo(Tri tri, Action<PSXVertex> action)
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{
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for (int i = 0; i < tri.Vertexes.Length; i++)
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{
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action(tri.Vertexes[i]);
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}
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}
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foreach (Tri tri in exporter.Mesh.Triangles)
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{
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int expander = 16 / ((int)tri.Texture.BitDepth);
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@@ -335,10 +332,11 @@ namespace SplashEdit.RuntimeCode
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{
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AlignToFourBytes(writer);
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long navmeshDataOffset = writer.BaseStream.Position;
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navmeshDataOffsets.Add(navmeshDataOffset);
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navmeshOffset.DataOffsets.Add(navmeshDataOffset);
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foreach (PSXNavMeshTri tri in navmesh.Navmesh)
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{
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// Write vertices coordinates
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writer.Write((int)tri.v0.vx);
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writer.Write((int)tri.v0.vy);
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writer.Write((int)tri.v0.vz);
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@@ -360,7 +358,7 @@ namespace SplashEdit.RuntimeCode
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AlignToFourBytes(writer);
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// Record the current offset for this atlas's data.
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long atlasDataOffset = writer.BaseStream.Position;
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atlasDataOffsets.Add(atlasDataOffset);
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atlasOffset.DataOffsets.Add(atlasDataOffset);
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// Write the atlas's raw texture data.
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for (int y = 0; y < atlas.vramPixels.GetLength(1); y++)
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@@ -381,7 +379,7 @@ namespace SplashEdit.RuntimeCode
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{
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AlignToFourBytes(writer);
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long clutDataOffset = writer.BaseStream.Position;
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clutDataOffsets.Add(clutDataOffset);
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clutOffset.DataOffsets.Add(clutDataOffset);
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foreach (VRAMPixel color in texture.ColorPalette)
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{
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@@ -392,80 +390,33 @@ namespace SplashEdit.RuntimeCode
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}
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// Bacfill the lua data offsets into the metadata section.
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if (luaOffsetPlaceholderPositions.Count == luaDataOffsets.Count)
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{
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for (int i = 0; i < luaOffsetPlaceholderPositions.Count; i++)
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{
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writer.Seek((int)luaOffsetPlaceholderPositions[i], SeekOrigin.Begin);
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writer.Write((int)luaDataOffsets[i]);
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}
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}
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else
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{
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Debug.LogError("Mismatch between metadata lua offset placeholders and lua data blocks!");
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}
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// Backfill the mesh data offsets into the metadata section.
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if (meshOffsetPlaceholderPositions.Count == meshDataOffsets.Count)
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{
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for (int i = 0; i < meshOffsetPlaceholderPositions.Count; i++)
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{
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writer.Seek((int)meshOffsetPlaceholderPositions[i], SeekOrigin.Begin);
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writer.Write((int)meshDataOffsets[i]);
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}
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}
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else
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{
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Debug.LogError("Mismatch between metadata mesh offset placeholders and mesh data blocks!");
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}
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// Backfill the navmesh offsets into the metadata section.
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if (navmeshOffsetPlaceholderPositions.Count == navmeshDataOffsets.Count)
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{
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for (int i = 0; i < navmeshOffsetPlaceholderPositions.Count; i++)
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{
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writer.Seek((int)navmeshOffsetPlaceholderPositions[i], SeekOrigin.Begin);
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writer.Write((int)navmeshDataOffsets[i]);
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}
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}
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else
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{
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Debug.LogError("Mismatch between metadata mesh offset placeholders and mesh data blocks!");
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}
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// Backfill the atlas data offsets into the metadata section.
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if (atlasOffsetPlaceholderPositions.Count == atlasDataOffsets.Count)
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{
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for (int i = 0; i < atlasOffsetPlaceholderPositions.Count; i++)
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{
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writer.Seek((int)atlasOffsetPlaceholderPositions[i], SeekOrigin.Begin);
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writer.Write((int)atlasDataOffsets[i]);
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}
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}
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else
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{
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Debug.LogError("Mismatch between atlas offset placeholders and atlas data blocks!");
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}
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// Backfill the clut data offsets into the metadata section.
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if (clutOffsetPlaceholderPositions.Count == clutDataOffsets.Count)
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{
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for (int i = 0; i < clutOffsetPlaceholderPositions.Count; i++)
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{
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writer.Seek((int)clutOffsetPlaceholderPositions[i], SeekOrigin.Begin);
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writer.Write((int)clutDataOffsets[i]);
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}
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}
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else
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{
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Debug.LogError("Mismatch between clut offset placeholders and clut data blocks!");
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}
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writeOffset(writer, luaOffset, "lua");
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writeOffset(writer, meshOffset, "mesh");
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writeOffset(writer, navmeshOffset, "navmesh");
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writeOffset(writer, atlasOffset, "atlas");
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writeOffset(writer, clutOffset, "clut");
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}
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Debug.Log(totalFaces);
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}
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private void writeOffset(BinaryWriter writer, OffsetData data, string type)
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{
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// Backfill the data offsets into the metadata section.
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if (data.OffsetPlaceholderPositions.Count == data.DataOffsets.Count)
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{
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for (int i = 0; i < data.OffsetPlaceholderPositions.Count; i++)
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{
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writer.Seek((int)data.OffsetPlaceholderPositions[i], SeekOrigin.Begin);
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writer.Write((int)data.DataOffsets[i]);
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}
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}
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else
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{
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Debug.LogError("Mismatch between clut offset placeholders and clut data blocks!");
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}
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}
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void AlignToFourBytes(BinaryWriter writer)
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{
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long position = writer.BaseStream.Position;
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@@ -482,4 +433,10 @@ namespace SplashEdit.RuntimeCode
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}
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}
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public class OffsetData
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{
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public List<long> OffsetPlaceholderPositions = new List<long>();
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public List<long> DataOffsets = new List<long>();
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}
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}
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8
Sample.meta
Normal file
8
Sample.meta
Normal file
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 03c1f3626c09eb44eb79759ab2675f9e
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Sample/Lua.meta
Normal file
8
Sample/Lua.meta
Normal file
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 83f98f1f40209b141a597a83c862a61f
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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21
Sample/Lua/example.lua
Normal file
21
Sample/Lua/example.lua
Normal file
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function doSomething(first, other)
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Normal file
137
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683
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