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C# IUnrealStream.ReadObjectIndex方法代码示例

本文整理汇总了C#中IUnrealStream.ReadObjectIndex方法的典型用法代码示例。如果您正苦于以下问题:C# IUnrealStream.ReadObjectIndex方法的具体用法?C# IUnrealStream.ReadObjectIndex怎么用?C# IUnrealStream.ReadObjectIndex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.ReadObjectIndex方法的9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 )
                {
                    stream.ReadObjectIndex();
                    Decompiler.AlignObjectSize();

                    DeserializeNext();
                    // ==
                    DeserializeNext();
                }
开发者ID:Dybuk,项目名称:Unreal-Library,代码行数:9,代码来源:OtherTokens.cs

示例2: Deserialize

                public override void Deserialize( IUnrealStream stream )
                {
                    // TODO: Corrigate version.
                    if( stream.Version <= 300 )
                        return;

                    _ReturnObject = Decompiler._Container.TryGetIndexObject( stream.ReadObjectIndex() );
                    Decompiler.AlignObjectSize();
                }
开发者ID:jjbott,项目名称:Unreal-Library,代码行数:9,代码来源:JumpTokens.cs

示例3: Deserialize

            public void Deserialize( IUnrealStream stream )
            {
                Class = stream.ReadObjectIndex();

                // Deep
                stream.ReadInt32();

                // ScriptTextCRC
                stream.ReadUInt32();
            }
开发者ID:jjbott,项目名称:Unreal-Library,代码行数:10,代码来源:UClass.cs

示例4: Deserialize

 public void Deserialize( IUnrealStream stream )
 {
     if( stream.Version <= 540 )
     {
         // e.g. Core.Object.X
         FieldName = stream.ReadText();
     }
     else
     {
         FieldIndex = stream.ReadObjectIndex();
     }
     MetaTags = new UArray<UMetaTag>();
     MetaTags.Deserialize( stream, tag => tag.Owner = Owner );
 }
开发者ID:jjbott,项目名称:Unreal-Library,代码行数:14,代码来源:UMetaData.cs

示例5: Deserialize

                public override void Deserialize( IUnrealStream stream )
                {
                    // TODO: Corrigate Version
                    if( stream.Version > 180 )
                    {
                        ++ stream.Position; // ReadByte()
                        Decompiler.AlignSize( sizeof(byte) );
                    }

                    // Delegate object index
                    stream.ReadObjectIndex();
                    Decompiler.AlignObjectSize();

                    // Delegate name index
                    FunctionNameIndex = stream.ReadNameIndex();
                    Decompiler.AlignNameSize();

                    DeserializeCall();
                }
开发者ID:Dybuk,项目名称:Unreal-Library,代码行数:19,代码来源:FunctionTokens.cs

示例6: 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7: Deserialize

                public override void Deserialize( IUnrealStream stream )
                {
                    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) );
                    }

                    // Expression
                    DeserializeNext();
                }
开发者ID:hanfling,项目名称:Unreal-Library,代码行数:25,代码来源:JumpTokens.cs

示例8: 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9: Deserialize

 public override void Deserialize( IUnrealStream stream )
 {
     Object = Decompiler._Container.TryGetIndexObject( stream.ReadObjectIndex() );
     Decompiler.AlignObjectSize();
 }
开发者ID:jjbott,项目名称:Unreal-Library,代码行数:5,代码来源:FieldTokens.cs


注:本文中的IUnrealStream.ReadObjectIndex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。