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C# IUnrealStream.ReadByte方法代码示例

本文整理汇总了C#中IUnrealStream.ReadByte方法的典型用法代码示例。如果您正苦于以下问题:C# IUnrealStream.ReadByte方法的具体用法?C# IUnrealStream.ReadByte怎么用?C# IUnrealStream.ReadByte使用的例子?那么恭喜您, 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IUnrealStream的用法示例。


在下文中一共展示了IUnrealStream.ReadByte方法的8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 override void Deserialize( IUnrealStream stream )
                {
                    var topFunc = Decompiler._Container as UFunction;
                    Debug.Assert( topFunc != null, "topf != null" );
                    foreach( var property in topFunc.Variables )
                    {
                        if( !property.HasPropertyFlag( Flags.PropertyFlagsLO.Parm | Flags.PropertyFlagsLO.ReturnParm ) )
                            continue;

                        stream.ReadByte(); // Size
                        Decompiler.AlignSize( sizeof(byte) );

                        stream.ReadByte(); // bOutParam
                        Decompiler.AlignSize( sizeof(byte) );
                    }
                    stream.ReadByte();  // End
                    Decompiler.AlignSize( sizeof(byte) );
                }
开发者ID:Dybuk,项目名称:Unreal-Library,代码行数:18,代码来源:OtherTokens.cs

示例2: Deserialize

            public void Deserialize( IUnrealStream stream )
            {
                _StartU = stream.ReadInt32();
                _StartV = stream.ReadInt32();

                _USize = stream.ReadInt32();
                _VSize = stream.ReadInt32();

                _TextureIndex = stream.ReadByte();
            }
开发者ID:jjbott,项目名称:Unreal-Library,代码行数:10,代码来源:UFont.cs

示例3: Deserialize

                public override void Deserialize( IUnrealStream stream )
                {
                    var propertyAdded = stream.Version >= VSizeByteMoved
#if TERA
                        && stream.Package.Build != UnrealPackage.GameBuild.BuildName.Tera
#endif
#if TRANSFORMERS
                        && stream.Package.Build != UnrealPackage.GameBuild.BuildName.Transformers
#endif
                        ; 

                    // A.?
                    DeserializeNext();

                    // SkipSize
                    stream.ReadUInt16();
                    Decompiler.AlignSize( sizeof(ushort) );

                    // Doesn't seem to exist in APB
                    if( propertyAdded )
                    {
                        // Property
                        stream.ReadObjectIndex();
                        Decompiler.AlignObjectSize();
                    }

                    // PropertyType
                    stream.ReadByte();
                    Decompiler.AlignSize( sizeof(byte) );

                    // Additional byte in APB?
                    if( stream.Version > 512 && !propertyAdded )
                    {
                        stream.ReadByte();
                        Decompiler.AlignSize( sizeof(byte) );
                    }

                    // ?.B
                    DeserializeNext();
                }
开发者ID:jjbott,项目名称:Unreal-Library,代码行数:40,代码来源:ContextTokens.cs

示例4: Deserialize

                public override void Deserialize( IUnrealStream stream )
                {
                    // Expression
                    DeserializeNext();

                    // Param 1
                    DeserializeNext();

                    HasSecondParm = stream.ReadByte() > 0;
                    Decompiler.AlignSize( sizeof(byte) );
                    DeserializeNext();

                    base.Deserialize( stream );
                }
开发者ID:hanfling,项目名称:Unreal-Library,代码行数:14,代码来源:JumpTokens.cs

示例5: Deserialize

            public void Deserialize( IUnrealStream stream )
            {
                if( stream.Version >= 63 )
                {
                    // Offset to (Width = ...)
                    WidthOffset = stream.ReadUInt32();

                    long opos = stream.Position;
                    stream.Seek( WidthOffset, System.IO.SeekOrigin.Begin );
                    Width = stream.ReadUInt32();
                    Height = stream.ReadUInt32();
                    stream.Seek( opos, System.IO.SeekOrigin.Begin );
                }

                int mipMapSize = stream.ReadIndex();
                Pixels = new int[mipMapSize];
                switch( Owner._Format.Decompile().Substring( 6 ) )
                {
                    case "TEXF_RGBA8": case "5":
                        for( int i = 0; i < mipMapSize; ++ i )
                        {
                            Pixels[i] = stream.ReadInt32();
                        }
                        break;

                    case "TEXF_DXT1": case "3":
                        for( int i = 0; i < mipMapSize / 2; ++ i )
                        {
                            byte c = stream.ReadByte();
                            Pixels[i ++] = c & 0xF0;
                            Pixels[i] = c & 0x0F;
                        }

                        // PostProcess:
                        // 4x4 4bit per pixel, 16bit per color: 5bits red; 6bits green; 5bits blue.
                        //
                        break;
                }

                // Width, Height. See above!
                stream.Skip( 8 );
                BitsWidth = stream.ReadByte();
                BitsHeight = stream.ReadByte();
            }
开发者ID:jjbott,项目名称:Unreal-Library,代码行数:44,代码来源:UTexture.cs

示例6: Deserialize

                public override void Deserialize( IUnrealStream stream )
                {
                    // TODO: Corrigate Version (Definitely not in MOHA, but in roboblitz(369))
                    //       Not in mass effect xbox 391
                    if( stream.Version >= 178 && stream.Version < 391/*MOHA*/ )
                    {
                        byte isSuperCall = stream.ReadByte();
                        Decompiler.AlignSize( sizeof(byte) );
                    }

                    if( stream.Version == 421 )
                    {
                        Decompiler.AlignSize( sizeof(int) );
                    }

                    FunctionNameIndex = stream.ReadNameIndex();
                    Decompiler.AlignNameSize();

                    DeserializeCall();
                }
开发者ID:Dybuk,项目名称:Unreal-Library,代码行数:20,代码来源:FunctionTokens.cs

示例7: Deserialize

        public void Deserialize( IUnrealStream stream )
        {
            ClassIndex      = stream.ReadObjectIndex();
            SuperIndex      = stream.ReadObjectIndex();
            OuterIndex      = stream.ReadInt32(); // ObjectIndex, though always written as 32bits regardless of build.
#if BIOSHOCK
            if( stream.Package.Build == UnrealPackage.GameBuild.BuildName.Bioshock && stream.Version >= 132 )
            {
                stream.Skip( sizeof(int) );
            }
#endif
            ObjectName  = stream.ReadNameReference();

            if( stream.Version >= VArchetype )
            {
                ArchetypeIndex = stream.ReadInt32();
            }

            _ObjectFlagsOffset = stream.Position;
            ObjectFlags = stream.ReadUInt32();
            if( stream.Version >= VObjectFlagsToULONG
#if BIOSHOCK
                || (stream.Package.Build == UnrealPackage.GameBuild.BuildName.Bioshock && stream.Package.LicenseeVersion >= 40)
#endif
                )
            {
                ObjectFlags = (ObjectFlags << 32) | stream.ReadUInt32();
            }

            SerialSize = stream.ReadIndex();
            if( SerialSize > 0 || stream.Version >= VSerialSizeConditionless )
            {
                SerialOffset = stream.ReadIndex();
            }
#if BIOSHOCK
            if( stream.Package.Build == UnrealPackage.GameBuild.BuildName.Bioshock && stream.Version >= 130 )
            {
                stream.Skip( sizeof(int) );
            }
#endif
            if( stream.Version < 220 )
                return;

            if( stream.Version < 543
#if ALPHAPROTOCOL
                && stream.Package.Build != UnrealPackage.GameBuild.BuildName.AlphaProtcol
#endif
#if TRANSFORMERS
                && (stream.Package.Build != UnrealPackage.GameBuild.BuildName.Transformers || stream.Package.LicenseeVersion < 37)
#endif
                )
            {
                int componentMapCount = stream.ReadInt32();
                stream.Skip( componentMapCount * 12 );
                //if( componentMapCount > 0 )
                //{
                //    Components = new Dictionary<int, int>( componentMapCount );
                //    for( int i = 0; i < componentMapCount; ++ i )
                //    {
                //        Components.Add( stream.ReadNameIndex(), stream.ReadObjectIndex() );
                //    }
                //}
            }

            if( stream.Version < 247 )
                return;

            ExportFlags = stream.ReadUInt32();
            if( stream.Version < 322 )
                return;
#if TRANSFORMERS
            if( stream.Package.Build == UnrealPackage.GameBuild.BuildName.Transformers && stream.Package.LicenseeVersion >= 116 )
            {
                var flag = stream.ReadByte();
                if( flag == 0 )
                {
                    return;
                }
            }
#endif
#if BIOSHOCK
            if( stream.Package.Build == UnrealPackage.GameBuild.BuildName.Bioshock_Infinite )
            {
                var unk = stream.ReadUInt32();
                if( unk == 1 )
                {
                    var flags = stream.ReadUInt32();
                    if( (flags & 1) != 0x0 )
                    {
                        stream.ReadUInt32();
                    }
                    stream.Skip( 16 );  // guid
                    stream.ReadUInt32();    // 01000020
                }
                return;
            }
#endif
#if MKKE
            if( stream.Package.Build != UnrealPackage.GameBuild.BuildName.MKKE )
            {            
//.........这里部分代码省略.........
开发者ID:jjbott,项目名称:Unreal-Library,代码行数:101,代码来源:UExportTableItem.cs

示例8: Deserialize

                public override void Deserialize( IUnrealStream stream )
                {
#if TRANSFORMERS
                    if( Package.Build == UnrealPackage.GameBuild.BuildName.Transformers )
                    {
                        PropertyType = stream.ReadUInt16();
                        Decompiler.AlignSize( sizeof(ushort) );
                        goto deserialize;
                    }
#endif
                    if( stream.Version >= 600 )
                    {
                        // Points to the object that was passed to the switch,
                        // beware that the followed token chain contains it as well!
                        stream.ReadObjectIndex();
                        Decompiler.AlignObjectSize();
                    }

                    // TODO: Corrigate version
                    if( stream.Version >= 536 && stream.Version <= 587 )
                    {
                        PropertyType = stream.ReadUInt16();
                        Decompiler.AlignSize( sizeof(ushort) );
                    }
                    else
                    {
                        PropertyType = stream.ReadByte();
                        Decompiler.AlignSize( sizeof(byte) );
                    }

                deserialize:
                    // Expression
                    DeserializeNext();
                }
开发者ID:jjbott,项目名称:Unreal-Library,代码行数:34,代码来源:JumpTokens.cs


注:本文中的IUnrealStream.ReadByte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。