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C# BitReader.ReadString方法代码示例

本文整理汇总了C#中BitReader.ReadString方法的典型用法代码示例。如果您正苦于以下问题:C# BitReader.ReadString方法的具体用法?C# BitReader.ReadString怎么用?C# BitReader.ReadString使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在BitReader的用法示例。


在下文中一共展示了BitReader.ReadString方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: Deserialize

        public static PrivateMatchSettings Deserialize(BitReader br)
        {
            var pms = new PrivateMatchSettings();
            pms.Mutators = br.ReadString().Split(',').ToList();
            pms.Unknown1 = br.ReadUInt32(); // GameNameId? Possibly referencing a string by id
            pms.Unknown2 = br.ReadUInt32(); // Max players?
            pms.GameName = br.ReadString();
            pms.Password = br.ReadString();
            pms.Unknown3 = br.ReadBit(); // Public?

            return pms;
        }
开发者ID:jjbott,项目名称:RocketLeagueReplayParser,代码行数:12,代码来源:PrivateMatchSettings.cs

示例2: Deserialize

        public static Reservation Deserialize(UInt32 versionMajor, UInt32 versionMinor, BitReader br)
        {
            var r = new Reservation();

            r.Unknown1 = br.ReadUInt32FromBits(3);

            r.PlayerId = UniqueId.Deserialize(br);

            if (r.PlayerId.Type != UniqueId.UniqueIdType.Unknown)
            {
                r.PlayerName = br.ReadString();
            }

            if (versionMajor < 868 || versionMinor < 12)
            {
                r.Unknown2 = br.ReadBitsAsBytes(2)[0];
            }
            else
            {
                r.Unknown2 = br.ReadByte();
            }
            /*
                ReservationStatus_None,
            ReservationStatus_Reserved,
            ReservationStatus_Joining,
            ReservationStatus_InGame,
            ReservationStatus_MAX
             */

            return r;
        }
开发者ID:jjbott,项目名称:RocketLeagueReplayParser,代码行数:31,代码来源:Reservation.cs

示例3: ItemAction

        // Methods
        public ItemAction(byte[] data)
            : base(data)
        {
            this.superiorType = SuperiorItemType.NotApplicable;
            this.charClass = CharacterClass.NotApplicable;
            this.level = -1;
            this.usedSockets = -1;
            this.use = -1;
            this.graphic = -1;
            this.color = -1;
            this.stats = new List<StatBase>();
            this.unknown1 = -1;
            this.runewordID = -1;
            this.runewordParam = -1;
            BitReader br = new BitReader(data, 1);
            this.action = (ItemActionType) br.ReadByte();
            br.SkipBytes(1);
            this.category = (ItemCategory) br.ReadByte();
            this.uid = br.ReadUInt32();
            if (data[0] == 0x9d)
            {
                br.SkipBytes(5);
            }
            this.flags = (ItemFlags) br.ReadUInt32();
            this.version = (ItemVersion) br.ReadByte();
            this.unknown1 = br.ReadByte(2);
            this.destination = (ItemDestination) br.ReadByte(3);
            if (this.destination == ItemDestination.Ground)
            {
                this.x = br.ReadUInt16();
                this.y = br.ReadUInt16();
            }
            else
            {
                this.location = (EquipmentLocation) br.ReadByte(4);
                this.x = br.ReadByte(4);
                this.y = br.ReadByte(3);
                this.container = (ItemContainer) br.ReadByte(4);
            }
            if ((this.action == ItemActionType.AddToShop) || (this.action == ItemActionType.RemoveFromShop))
            {
                int num = ((int) this.container) | 0x80;
                if ((num & 1) == 1)
                {
                    num--;
                    this.y += 8;
                }
                this.container = (ItemContainer) num;
            }
            else if (this.container == ItemContainer.Unspecified)
            {
                if (this.location == EquipmentLocation.NotApplicable)
                {
                    if ((this.Flags & ItemFlags.InSocket) == ItemFlags.InSocket)
                    {
                        this.container = ItemContainer.Item;
                        this.y = -1;
                    }
                    else if ((this.action == ItemActionType.PutInBelt) || (this.action == ItemActionType.RemoveFromBelt))
                    {
                        this.container = ItemContainer.Belt;
                        this.y = this.x / 4;
                        this.x = this.x % 4;
                    }
                }
                else
                {
                    this.x = -1;
                    this.y = -1;
                }
            }
            if ((this.flags & ItemFlags.Ear) == ItemFlags.Ear)
            {
                this.charClass = (CharacterClass) br.ReadByte(3);
                this.level = br.ReadByte(7);
                this.name = br.ReadString(7, '\0', 0x10);
                this.baseItem = BaseItem.Get(ItemType.Ear);
            }
            else
            {
                this.baseItem = BaseItem.GetByID(this.category, br.ReadUInt32());
                if (this.baseItem.Type == ItemType.Gold)
                {
                    this.stats.Add(new SignedStat(BaseStat.Get(StatType.Quantity), br.ReadInt32(br.ReadBoolean(1) ? 0x20 : 12)));
                }
                else
                {
                    this.usedSockets = br.ReadByte(3);
                    if ((this.flags & (ItemFlags.Compact | ItemFlags.Gamble)) == ItemFlags.None)
                    {
                        BaseStat stat;
                        int num2;
                        this.level = br.ReadByte(7);
                        this.quality = (ItemQuality) br.ReadByte(4);
                        if (br.ReadBoolean(1))
                        {
                            this.graphic = br.ReadByte(3);
                        }
                        if (br.ReadBoolean(1))
//.........这里部分代码省略.........
开发者ID:killerbonzai,项目名称:BlueVex2,代码行数:101,代码来源:GameServerPackets.cs

示例4: Deserialize

        public static ActorStateProperty Deserialize(IClassNetCache classMap, string typeName, string[] objectIndexToName, UInt32 versionMajor, UInt32 versionMinor, BitReader br)
        {
            var asp = new ActorStateProperty();

            var maxPropId = classMap.MaxPropertyId;

            var className = objectIndexToName[classMap.ObjectIndex];
            asp.PropertyId = br.ReadUInt32Max(maxPropId + 1);
            #if DEBUG
            asp.MaxPropertyId = (UInt32)maxPropId;
            #endif
            asp.PropertyName = objectIndexToName[classMap.GetProperty((int)asp.PropertyId).Index];

            var startPosition = br.Position;

            asp.Data = new List<object>();

            switch (asp.PropertyName)
            {
                case "TAGame.GameEvent_TA:ReplicatedStateIndex":
                    asp.Data.Add(br.ReadUInt32Max(140)); // number is made up, I dont know the max yet // TODO: Revisit this. It might work well enough, but looks fishy
                    asp.MarkComplete();
                    break;
                case "TAGame.RBActor_TA:ReplicatedRBState":
                    asp.Data.Add(RigidBodyState.Deserialize(br));
                    asp.MarkComplete();
                    break;
                case "TAGame.CrowdActor_TA:ReplicatedOneShotSound":
                case "TAGame.CrowdManager_TA:ReplicatedGlobalOneShotSound":
                case "Engine.GameReplicationInfo:GameClass":
                case "TAGame.CrowdManager_TA:GameEvent":
                case "TAGame.CrowdActor_TA:GameEvent":
                case "TAGame.Team_TA:LogoData":
                case "TAGame.CameraSettingsActor_TA:PRI":
                case "TAGame.PRI_TA:PersistentCamera":
                case "TAGame.GameEvent_TA:MatchTypeClass":
                case "TAGame.GameEvent_Soccar_TA:SubRulesArchetype":
                    // Theres a good chance that most of these can be moved to the next section
                    asp.Data.Add(br.ReadBit());
                    asp.Data.Add(br.ReadUInt32());
                    asp.MarkComplete();
                    break;
                case "TAGame.Team_TA:GameEvent":
                case "TAGame.Ball_TA:GameEvent":
                case "Engine.PlayerReplicationInfo:Team":
                case "Engine.Pawn:PlayerReplicationInfo":
                case "TAGame.PRI_TA:ReplicatedGameEvent":
                case "TAGame.CarComponent_TA:Vehicle":
                case "TAGame.Car_TA:AttachedPickup":
                case "TAGame.SpecialPickup_Targeted_TA:Targeted":
                    // TODO: Use a real class so it can be accessed normally.
                    // If Active == false, ActorId will be -1
                    asp.Data.Add(ActiveActor.Deserialize(br));
                    asp.MarkComplete();
                    break;
                case "Engine.GameReplicationInfo:ServerName":
                case "Engine.PlayerReplicationInfo:PlayerName":
                case "TAGame.Team_TA:CustomTeamName":
                case "Engine.PlayerReplicationInfo:RemoteUserData":
                case "TAGame.GRI_TA:NewDedicatedServerIP":
                    asp.Data.Add(br.ReadString());
                    asp.MarkComplete();
                    break;
                case "TAGame.GameEvent_Soccar_TA:SecondsRemaining":
                case "TAGame.GameEvent_TA:ReplicatedGameStateTimeRemaining":
                case "TAGame.CrowdActor_TA:ReplicatedCountDownNumber":
                case "TAGame.GameEvent_Team_TA:MaxTeamSize":
                case "Engine.PlayerReplicationInfo:PlayerID":
                case "TAGame.PRI_TA:TotalXP":
                case "TAGame.PRI_TA:MatchScore":
                case "TAGame.GameEvent_Soccar_TA:RoundNum":
                case "TAGame.GameEvent_TA:BotSkill":
                case "TAGame.PRI_TA:MatchShots":
                case "TAGame.PRI_TA:MatchSaves":
                case "ProjectX.GRI_X:ReplicatedGamePlaylist":
                case "Engine.TeamInfo:Score":
                case "Engine.PlayerReplicationInfo:Score":
                case "TAGame.PRI_TA:MatchGoals":
                case "TAGame.PRI_TA:MatchAssists":
                case "ProjectX.GRI_X:ReplicatedGameMutatorIndex":
                case "TAGame.PRI_TA:Title":
                case "TAGame.GameEvent_TA:ReplicatedStateName":
                case "TAGame.Team_Soccar_TA:GameScore":
                case "TAGame.GameEvent_Soccar_TA:GameTime":
                case "TAGame.CarComponent_Boost_TA:UnlimitedBoostRefCount":
                case "TAGame.CrowdActor_TA:ReplicatedRoundCountDownNumber":
                    asp.Data.Add(br.ReadUInt32());
                    asp.MarkComplete();
                    break;
                case "TAGame.VehiclePickup_TA:ReplicatedPickupData":
                    asp.Data.Add(br.ReadBit());
                    asp.Data.Add(br.ReadUInt32());
                    asp.Data.Add(br.ReadBit());

                    asp.MarkComplete();
                    break;
                case "Engine.PlayerReplicationInfo:Ping":
                case "TAGame.Vehicle_TA:ReplicatedSteer":
                case "TAGame.Vehicle_TA:ReplicatedThrottle": // 0: full reverse, 128: No throttle.  255 full throttle/boosting
                case "TAGame.PRI_TA:CameraYaw":
//.........这里部分代码省略.........
开发者ID:jjbott,项目名称:RocketLeagueReplayParser,代码行数:101,代码来源:ActorStateProperty.cs


注:本文中的BitReader.ReadString方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。