65 lines
2.2 KiB
C#
65 lines
2.2 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Bread2Unity
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{
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public class BCCAD : IDataModel
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{
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public BCCAD Read(byte[] bytes)
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{
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sheetW = BitConverter.ToUInt16(bytes, 4);
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sheetH = BitConverter.ToUInt16(bytes, 6);
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// int max = (bytes[8] * 2) + 12;
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int max = 64 * bytes[8] + 12;
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// note this doesn't account for empty sprites, but I'll get there when i get there
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for (int i = 12; i < max; i += 2) // 16 bit bytes, skip every 2nd byte
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{
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ISprite spriteParts_ = new ISprite();
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int compare = 0;
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for (int j = 0; j < bytes[i]; j++)
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{
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int ind = i + 4 + (64 * j);
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ISpritePart part = new ISpritePart();
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part.regionX = BitConverter.ToUInt16(bytes, ind + 0);
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part.regionY = BitConverter.ToUInt16(bytes, ind + 2);
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part.regionW = BitConverter.ToUInt16(bytes, ind + 4);
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part.regionH = BitConverter.ToUInt16(bytes, ind + 6);
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part.posX = BitConverter.ToInt16(bytes, ind + 8);
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part.posY = BitConverter.ToInt16(bytes, ind + 10);
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part.stretchX = BitConverter.ToSingle(bytes, ind + 12);
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part.stretchY = BitConverter.ToSingle(bytes, ind + 14);
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part.rotation = BitConverter.ToSingle(bytes, ind + 16);
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part.flipX = bytes[ind + 18] != (byte)0;
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part.flipY = bytes[ind + 20] != (byte)0;
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// im sure the values between 20 and 28 are important so remind me to come back to these
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part.opacity = bytes[ind + 28];
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Debug.Log("offset: " + ind + ", val: " + part.regionX);
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spriteParts_.parts.Add(part);
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compare += 64;
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}
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sprites.Add(spriteParts_);
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i += compare;
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}
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return new BCCAD()
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{
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};
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}
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/// sprites length bytes start = 12
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}
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} |