修改本体,添加CrossTrackPoint兼容层,兼容StaticTrack Hold,为难度选项扩增全屏可选,添加和调整某些谱面
Signed-off-by: TRADER_FOER <lhf190@outlook.com>
@@ -213,7 +213,7 @@ Material:
|
||||
- _Dst: 10
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- _DstBlend: 0
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- _DstBlendAlpha: 0
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- _EdgeValue: 0.5088004
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- _EdgeValue: 0.012226982
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- _EnvironmentReflections: 1
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- _FNLfanxiangkaiguan: 0
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- _Face: 1
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@@ -258,7 +258,7 @@ Material:
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- _Mask_scale: 1
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- _Metallic: 0
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- _OcclusionStrength: 1
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- _Opacity: 0.4911996
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- _Opacity: 0.987773
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||||
- _Parallax: 0.005
|
||||
- _Pass: 0
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||||
- _QueueOffset: 0
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@@ -70,24 +70,8 @@ Shader "Soullies/EdgeShader"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
|
||||
|
||||
#if USE_SHAPE_LIGHT_TYPE_0
|
||||
SHAPE_LIGHT(0)
|
||||
#endif
|
||||
|
||||
#if USE_SHAPE_LIGHT_TYPE_1
|
||||
SHAPE_LIGHT(1)
|
||||
#endif
|
||||
|
||||
#if USE_SHAPE_LIGHT_TYPE_2
|
||||
SHAPE_LIGHT(2)
|
||||
#endif
|
||||
|
||||
#if USE_SHAPE_LIGHT_TYPE_3
|
||||
SHAPE_LIGHT(3)
|
||||
#endif
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
|
||||
|
||||
#pragma shader_feature_local _CIRCLE_ON_ON
|
||||
@@ -197,7 +181,7 @@ Shader "Soullies/EdgeShader"
|
||||
InitializeSurfaceData(Color.rgb, Color.a, Mask, surfaceData);
|
||||
InputData2D inputData;
|
||||
InitializeInputData(IN.texCoord0.xy, half2(IN.screenPosition.xy / IN.screenPosition.w), inputData);
|
||||
SETUP_DEBUG_DATA_2D(inputData, positionWS);
|
||||
SETUP_DEBUG_DATA_2D(inputData, positionWS, IN.positionCS);
|
||||
return CombinedShapeLightShared(surfaceData, inputData);
|
||||
}
|
||||
|
||||
@@ -480,7 +464,7 @@ Shader "Soullies/EdgeShader"
|
||||
InitializeInputData(positionWS.xy, half2(IN.texCoord0.xy), inputData);
|
||||
half4 debugColor = 0;
|
||||
|
||||
SETUP_DEBUG_DATA_2D(inputData, positionWS);
|
||||
SETUP_DEBUG_DATA_2D(inputData, positionWS, IN.positionCS);
|
||||
|
||||
if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
|
||||
{
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@@ -44,7 +44,7 @@ Shader "Soullies/floor"
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||||
|
||||
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||||
HLSLINCLUDE
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#pragma target 4.5
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#pragma target 3.5
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#pragma prefer_hlslcc gles
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// ensure rendering platforms toggle list is visible
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@@ -49,7 +49,7 @@ Shader "Soullies/hold1"
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||||
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||||
HLSLINCLUDE
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#pragma target 4.5
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#pragma target 3.5
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#pragma prefer_hlslcc gles
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// ensure rendering platforms toggle list is visible
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@@ -49,7 +49,7 @@ Shader "Soullies/hold"
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HLSLINCLUDE
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#pragma target 4.5
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#pragma target 3.5
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#pragma prefer_hlslcc gles
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// ensure rendering platforms toggle list is visible
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@@ -50,7 +50,7 @@ Shader "Soullies/parallax"
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||||
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HLSLINCLUDE
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#pragma target 4.5
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#pragma target 3.5
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#pragma prefer_hlslcc gles
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@@ -104,28 +104,11 @@ Shader /*ase_name*/ "Hidden/Universal/2D Lit" /*end*/
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
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#if USE_SHAPE_LIGHT_TYPE_0
|
||||
SHAPE_LIGHT(0)
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||||
#endif
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|
||||
#if USE_SHAPE_LIGHT_TYPE_1
|
||||
SHAPE_LIGHT(1)
|
||||
#endif
|
||||
|
||||
#if USE_SHAPE_LIGHT_TYPE_2
|
||||
SHAPE_LIGHT(2)
|
||||
#endif
|
||||
|
||||
#if USE_SHAPE_LIGHT_TYPE_3
|
||||
SHAPE_LIGHT(3)
|
||||
#endif
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
|
||||
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||||
/*ase_pragma*/
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@@ -484,7 +484,7 @@ Shader /*ase_name*/ "Hidden/Universal/Lit" /*end*/
|
||||
/*ase_stencil*/
|
||||
|
||||
HLSLINCLUDE
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#pragma target 4.5
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#pragma target 3.5
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#pragma prefer_hlslcc gles
|
||||
#pragma exclude_renderers d3d9 // ensure rendering platforms toggle list is visible
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@@ -250,7 +250,7 @@ Shader /*ase_name*/ "Hidden/Universal/Unlit" /*end*/
|
||||
/*ase_stencil*/
|
||||
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||||
HLSLINCLUDE
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#pragma target 4.5
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#pragma target 3.5
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d9 // ensure rendering platforms toggle list is visible
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Before Width: | Height: | Size: 29 KiB After Width: | Height: | Size: 130 B |
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Before Width: | Height: | Size: 29 KiB After Width: | Height: | Size: 130 B |
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Before Width: | Height: | Size: 23 KiB After Width: | Height: | Size: 130 B |
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Before Width: | Height: | Size: 25 KiB After Width: | Height: | Size: 130 B |
@@ -295,7 +295,7 @@ namespace Dreamteck.Splines
|
||||
float anglePercent = (float)lon / sides;
|
||||
int index = bodyVertexCount + lon + (lat-1) * (sides + 1);
|
||||
Quaternion rot = Quaternion.AngleAxis(_revolve * anglePercent + rotation + 180f, -Vector3.forward) * Quaternion.AngleAxis(latAngle, Vector3.up);
|
||||
_tsMesh.vertices[index] = center + lookRot * rot * -Vector3.right * (size * 0.5f * evalResult.size);
|
||||
_tsMesh.vertices[index] = center + lookRot * rot * -Vector3.right * (size * 0.5f * resultSize);
|
||||
_tsMesh.colors[index] = vertexColor;
|
||||
_tsMesh.normals[index] = (_tsMesh.vertices[index] - center).normalized;
|
||||
float baseV = startV + capLengthPercent * latitudePercent;
|
||||
@@ -360,7 +360,7 @@ namespace Dreamteck.Splines
|
||||
float anglePercent = (float)lon / sides;
|
||||
int index = bodyVertexCount + capVertexCount + lon + (lat - 1) * (sides + 1);
|
||||
Quaternion rot = Quaternion.AngleAxis(_revolve * anglePercent + rotation + 180f, Vector3.forward) * Quaternion.AngleAxis(latAngle, -Vector3.up);
|
||||
_tsMesh.vertices[index] = center + lookRot * rot * Vector3.right * size * 0.5f * evalResult.size;
|
||||
_tsMesh.vertices[index] = center + lookRot * rot * Vector3.right * size * 0.5f * resultSize;
|
||||
_tsMesh.normals[index] = (_tsMesh.vertices[index] - center).normalized;
|
||||
_tsMesh.colors[index] = vertexColor;
|
||||
float baseV = startV + capLengthPercent * latitudePercent;
|
||||
|
||||
@@ -231,7 +231,7 @@ namespace Dreamteck.Splines
|
||||
#endif
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input.transform.localScale = GetScale(input.transform.localScale);
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input.position = GetPosition(input.position);
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if (input.bodyType != RigidbodyType2D.Kinematic)
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{
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#if UNITY_6000_OR_NEWER
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using System.Collections.Generic;
|
||||
using Ichni.RhythmGame;
|
||||
using Ichni.RhythmGame.Beatmap;
|
||||
|
||||
namespace ES3Types
|
||||
{
|
||||
[UnityEngine.Scripting.Preserve]
|
||||
public class ES3Type_FlexibleBool_BM : ES3ObjectType
|
||||
{
|
||||
public static ES3Type Instance = null;
|
||||
|
||||
public ES3Type_FlexibleBool_BM() : base(typeof(FlexibleBool_BM))
|
||||
{
|
||||
Instance = this;
|
||||
priority = 1;
|
||||
}
|
||||
|
||||
protected override void WriteObject(object obj, ES3Writer writer)
|
||||
{
|
||||
var instance = (FlexibleBool_BM)obj;
|
||||
writer.WriteProperty("animatedBoolList", instance.animatedBoolList);
|
||||
}
|
||||
|
||||
protected override void ReadObject<T>(ES3Reader reader, object obj)
|
||||
{
|
||||
var instance = (FlexibleBool_BM)obj;
|
||||
foreach (string propertyName in reader.Properties)
|
||||
{
|
||||
switch (propertyName)
|
||||
{
|
||||
case "animatedBoolList":
|
||||
case "animations":
|
||||
instance.animatedBoolList = reader.Read<List<AnimatedBool>>();
|
||||
break;
|
||||
default:
|
||||
reader.Skip();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
instance.animatedBoolList ??= new List<AnimatedBool>();
|
||||
}
|
||||
|
||||
protected override object ReadObject<T>(ES3Reader reader)
|
||||
{
|
||||
var instance = new FlexibleBool_BM();
|
||||
ReadObject<T>(reader, instance);
|
||||
return instance;
|
||||
}
|
||||
}
|
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}
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@@ -0,0 +1,51 @@
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||||
using System.Collections.Generic;
|
||||
using Ichni.RhythmGame;
|
||||
using Ichni.RhythmGame.Beatmap;
|
||||
|
||||
namespace ES3Types
|
||||
{
|
||||
[UnityEngine.Scripting.Preserve]
|
||||
public class ES3Type_FlexibleFloat_BM : ES3ObjectType
|
||||
{
|
||||
public static ES3Type Instance = null;
|
||||
|
||||
public ES3Type_FlexibleFloat_BM() : base(typeof(FlexibleFloat_BM))
|
||||
{
|
||||
Instance = this;
|
||||
priority = 1;
|
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}
|
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|
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protected override void WriteObject(object obj, ES3Writer writer)
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||||
{
|
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var instance = (FlexibleFloat_BM)obj;
|
||||
writer.WriteProperty("animatedFloatList", instance.animatedFloatList);
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}
|
||||
|
||||
protected override void ReadObject<T>(ES3Reader reader, object obj)
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{
|
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var instance = (FlexibleFloat_BM)obj;
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foreach (string propertyName in reader.Properties)
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{
|
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switch (propertyName)
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{
|
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case "animatedFloatList":
|
||||
case "animations":
|
||||
instance.animatedFloatList = reader.Read<List<AnimatedFloat>>();
|
||||
break;
|
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default:
|
||||
reader.Skip();
|
||||
break;
|
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}
|
||||
}
|
||||
|
||||
instance.animatedFloatList ??= new List<AnimatedFloat>();
|
||||
}
|
||||
|
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protected override object ReadObject<T>(ES3Reader reader)
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{
|
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var instance = new FlexibleFloat_BM();
|
||||
ReadObject<T>(reader, instance);
|
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return instance;
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}
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}
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}
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fileFormatVersion: 2
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@@ -0,0 +1,51 @@
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using System.Collections.Generic;
|
||||
using Ichni.RhythmGame;
|
||||
using Ichni.RhythmGame.Beatmap;
|
||||
|
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namespace ES3Types
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{
|
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[UnityEngine.Scripting.Preserve]
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public class ES3Type_FlexibleInt_BM : ES3ObjectType
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{
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public static ES3Type Instance = null;
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public ES3Type_FlexibleInt_BM() : base(typeof(FlexibleInt_BM))
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{
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Instance = this;
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priority = 1;
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}
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protected override void WriteObject(object obj, ES3Writer writer)
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{
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var instance = (FlexibleInt_BM)obj;
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writer.WriteProperty("animatedIntList", instance.animatedIntList);
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}
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protected override void ReadObject<T>(ES3Reader reader, object obj)
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{
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var instance = (FlexibleInt_BM)obj;
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foreach (string propertyName in reader.Properties)
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{
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switch (propertyName)
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{
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case "animatedIntList":
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case "animations":
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instance.animatedIntList = reader.Read<List<AnimatedInt>>();
|
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break;
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default:
|
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reader.Skip();
|
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break;
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}
|
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}
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|
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instance.animatedIntList ??= new List<AnimatedInt>();
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}
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|
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protected override object ReadObject<T>(ES3Reader reader)
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{
|
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var instance = new FlexibleInt_BM();
|
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ReadObject<T>(reader, instance);
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return instance;
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}
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