HeavenStudio/Assets/Editor/bread2unity/BCCAD.cs
2022-02-10 17:34:15 -05:00

65 lines
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
}
}