本文整理汇总了C#中IUnrealStream.ReadUInt16方法的典型用法代码示例。如果您正苦于以下问题:C# IUnrealStream.ReadUInt16方法的具体用法?C# IUnrealStream.ReadUInt16怎么用?C# IUnrealStream.ReadUInt16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类IUnrealStream
的用法示例。
在下文中一共展示了IUnrealStream.ReadUInt16方法的6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 )
{
// Condition
DeserializeNext();
// Size. Used to skip ? if Condition is False.
stream.ReadUInt16();
Decompiler.AlignSize( sizeof(ushort) );
// If TRUE expression
DeserializeNext();
// Size. Used to skip : if Condition is True.
stream.ReadUInt16();
Decompiler.AlignSize( sizeof(ushort) );
// If FALSE expression
DeserializeNext();
}
示例2: Deserialize
public override void Deserialize( IUnrealStream stream )
{
stream.ReadUInt16(); // Line
Decompiler.AlignSize( sizeof(short) );
// TODO: Corrigate version, at least known since Mirrors Edge(536)
if( stream.Version >= 536 )
{
DebugMode = stream.ReadByte() > 0;
Decompiler.AlignSize( sizeof(byte) );
}
DeserializeNext();
}
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();
}
示例4: 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();
}
示例5: Deserialize
public override void Deserialize( IUnrealStream stream )
{
stream.ReadUInt16(); // Size
Decompiler.AlignSize( sizeof(ushort) );
// FIXME: MOHA or general?
if( stream.Version == 421 )
{
Decompiler.AlignSize( sizeof(ushort) );
}
DeserializeNext(); // Expression
DeserializeNext(); // EndParmValue
}
示例6: 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();
}