本文整理汇总了C#中System.IO.BinaryReader.ReadNameA4方法的典型用法代码示例。如果您正苦于以下问题:C# BinaryReader.ReadNameA4方法的具体用法?C# BinaryReader.ReadNameA4怎么用?C# BinaryReader.ReadNameA4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System.IO.BinaryReader
的用法示例。
在下文中一共展示了BinaryReader.ReadNameA4方法的15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: LoadName
public static string LoadName(Stream stream)
{
try
{
BinaryReader reader = new BinaryReader(stream);
return reader.ReadNameA4();
}
catch
{
return null;
}
}
示例2: LoadFrom
public void LoadFrom(Stream stream)
{
BinaryReader reader = new BinaryReader(stream);
m_Name = reader.ReadNameA4();
m_ControllerSize = reader.ReadUInt32();
m_Controller = new ControllerConstant(stream);
int tosSize = reader.ReadInt32();
m_TOS = new List<KeyValuePair<uint, string>>(tosSize);
for (int i = 0; i < tosSize; i++)
{
m_TOS.Add(new KeyValuePair<uint, string>(reader.ReadUInt32(), reader.ReadNameA4()));
}
int numClips = reader.ReadInt32();
m_AnimationClips = new List<PPtr<AnimationClip>>(numClips);
for (int i = 0; i < numClips; i++)
{
m_AnimationClips.Add(new PPtr<AnimationClip>(stream, file));
}
}
示例3: LoadFrom
public void LoadFrom(Stream stream)
{
BinaryReader reader = new BinaryReader(stream);
name = reader.ReadNameA4();
nameHash = reader.ReadUInt32();
frameIndex = reader.ReadInt32();
frameCount = reader.ReadInt32();
}
示例4: LoadFrom
public void LoadFrom(Stream stream)
{
BinaryReader reader = new BinaryReader(stream);
m_Name = reader.ReadNameA4();
m_Format = reader.ReadInt32();
m_Type = reader.ReadInt32();
m_3D = reader.ReadBoolean();
m_UseHardware = reader.ReadBoolean();
reader.ReadBytes(2);
m_Stream = reader.ReadInt32();
m_AudioData = reader.ReadBytes(reader.ReadInt32());
}
示例5: AssetBundleScriptInfo
public AssetBundleScriptInfo(Stream stream)
{
BinaryReader reader = new BinaryReader(stream);
className = reader.ReadNameA4();
nameSpace = reader.ReadNameA4();
assemblyName = reader.ReadNameA4();
hash = reader.ReadUInt32();
}
示例6: LoadFrom
public void LoadFrom(Stream stream)
{
BinaryReader reader = new BinaryReader(stream);
m_Name = reader.ReadNameA4();
int numObjects = reader.ReadInt32();
m_PreloadTable = new List<PPtr<Object>>(numObjects);
for (int i = 0; i < numObjects; i++)
{
PPtr<Object> objPtr = new PPtr<Object>(stream);
if (objPtr.m_FileID == 0)
{
Component comp = file.FindComponent(objPtr.m_PathID, false);
if (comp == null)
{
comp = new NotLoaded(file, objPtr.m_PathID, 0, 0);
}
objPtr = new PPtr<Object>(comp);
}
m_PreloadTable.Add(objPtr);
}
int numContainerEntries = reader.ReadInt32();
m_Container = new List<KeyValuePair<string, AssetInfo>>(numContainerEntries);
for (int i = 0; i < numContainerEntries; i++)
{
m_Container.Add
(
new KeyValuePair<string, AssetInfo>
(
reader.ReadNameA4(), new AssetInfo(file, stream)
)
);
}
m_MainAsset = new AssetInfo(file, stream);
int numScriptComps = reader.ReadInt32();
m_ScriptCompatibility = new AssetBundleScriptInfo[numScriptComps];
for (int i = 0; i < numScriptComps; i++)
{
m_ScriptCompatibility[i] = new AssetBundleScriptInfo(stream);
}
int numClassComps = reader.ReadInt32();
m_ClassCompatibility = new KeyValuePair<int, uint>[numClassComps];
for (int i = 0; i < numClassComps; i++)
{
m_ClassCompatibility[i] = new KeyValuePair<int, uint>
(
reader.ReadInt32(), reader.ReadUInt32()
);
}
m_RuntimeCompatibility = reader.ReadUInt32();
}
示例7: LoadFrom
public void LoadFrom(Stream stream)
{
BinaryReader reader = new BinaryReader(stream);
m_Name = reader.ReadNameA4();
m_AvatarSize = reader.ReadUInt32();
m_Avatar = new AvatarConstant(stream);
int numTOS = reader.ReadInt32();
m_TOS = new List<KeyValuePair<uint, string>>(numTOS);
for (int i = 0; i < numTOS; i++)
{
m_TOS.Add(new KeyValuePair<uint, string>(reader.ReadUInt32(), reader.ReadNameA4()));
}
}
示例8: LoadFrom
public void LoadFrom(Stream stream)
{
BinaryReader reader = new BinaryReader(stream);
m_Name = reader.ReadNameA4();
m_Shader = new PPtr<Shader>(stream, file);
int numShaderKeywords = reader.ReadInt32();
m_ShaderKeywords = new List<string>(numShaderKeywords);
for (int i = 0; i < numShaderKeywords; i++)
{
m_ShaderKeywords.Add(reader.ReadNameA4());
}
m_CustomRenderQueue = reader.ReadInt32();
m_SavedProperties = new UnityPropertySheet(file, stream);
}
示例9: LoadFrom
public void LoadFrom(Stream stream)
{
BinaryReader reader = new BinaryReader(stream);
m_Name = reader.ReadNameA4();
m_Rect = new Rectf(stream);
m_Offset = reader.ReadVector2();
m_Border = reader.ReadVector4();
m_PixelsToUnits = reader.ReadSingle();
m_Extrude = reader.ReadUInt32();
m_RD = new SpriteRenderData(file, stream);
}
示例10: GetAssetNames
public string[] GetAssetNames(bool filter)
{
string[] assetNames = new string[Parser.Cabinet.Components.Count];
using (BinaryReader reader = new BinaryReader(File.OpenRead(Parser.FilePath)))
{
Stream stream = reader.BaseStream;
for (int i = 0; i < Parser.Cabinet.Components.Count; i++)
{
NotLoaded comp = Parser.Cabinet.Components[i] as NotLoaded;
if (comp == null)
{
Component subfile = Parser.Cabinet.Components[i];
assetNames[i] = AssetCabinet.ToString(subfile);
continue;
}
if (comp.Name == null)
{
stream.Position = comp.offset;
switch (comp.classID1)
{
case UnityClassID.AssetBundle:
case UnityClassID.Avatar:
case UnityClassID.Mesh:
if (!filter)
{
comp.Name = reader.ReadNameA4();
}
break;
case UnityClassID.AudioClip:
case UnityClassID.AnimationClip:
case UnityClassID.AnimatorController:
case UnityClassID.AnimatorOverrideController:
case UnityClassID.Cubemap:
case UnityClassID.Material:
case UnityClassID.Shader:
case UnityClassID.Sprite:
case UnityClassID.TextAsset:
case UnityClassID.Texture2D:
comp.Name = reader.ReadNameA4();
break;
case UnityClassID.MonoScript:
comp.Name = comp.pathID + " / " + reader.ReadNameA4();
break;
case UnityClassID.Animator:
case UnityClassID.EllipsoidParticleEmitter:
case UnityClassID.Light:
case UnityClassID.ParticleAnimator:
case UnityClassID.ParticleRenderer:
case UnityClassID.ParticleSystem:
case UnityClassID.ParticleSystemRenderer:
comp.Name = GetNameFromGameObject(filter, stream);
break;
default:
if ((int)comp.classID1 <= -1 && comp.classID2 == UnityClassID.MonoBehaviour)
{
comp.Name = GetNameFromGameObject(filter, stream);
if (comp.Name == null)
{
comp.Name = MonoBehaviour.LoadName(stream);
}
}
break;
case UnityClassID.AudioListener:
case UnityClassID.AudioSource:
case UnityClassID.BoxCollider:
case UnityClassID.Camera:
case UnityClassID.CapsuleCollider:
case UnityClassID.FlareLayer:
case UnityClassID.LinkToGameObject:
case UnityClassID.LinkToGameObject223:
case UnityClassID.LinkToGameObject225:
case UnityClassID.MeshCollider:
case UnityClassID.MeshFilter:
case UnityClassID.MeshRenderer:
case UnityClassID.MultiLink:
case UnityClassID.Projector:
case UnityClassID.Rigidbody:
case UnityClassID.SkinnedMeshRenderer:
case UnityClassID.SphereCollider:
case UnityClassID.SpriteRenderer:
case UnityClassID.Transform:
if (!filter)
{
comp.Name = GetNameFromGameObject(true, stream);
}
break;
case UnityClassID.GameObject:
if (!filter || IsVirtualAnimator(comp))
{
comp.Name = GameObject.LoadName(stream);
}
break;
}
}
assetNames[i] = comp.Name != null ? comp.Name : comp.pathID.ToString();
}
}
return assetNames;
}
示例11: LoadFrom
public void LoadFrom(Stream stream)
{
BinaryReader reader = new BinaryReader(stream);
m_Name = reader.ReadNameA4();
m_Width = reader.ReadInt32();
m_Height = reader.ReadInt32();
m_CompleteImageSize = reader.ReadInt32();
m_TextureFormat = (TextureFormat)reader.ReadInt32();
m_MipMap = reader.ReadBoolean();
m_isReadable = reader.ReadBoolean();
m_ReadAllowed = reader.ReadBoolean();
reader.ReadByte();
m_ImageCount = reader.ReadInt32();
m_TextureDimension = reader.ReadInt32();
m_TextureSettings = new GLTextureSettings(stream);
m_LightmapFormat = reader.ReadInt32();
m_ColorSpace = reader.ReadInt32();
int size = reader.ReadInt32();
image_data = reader.ReadBytes(size);
reader.ReadBytes(4 - size & 3);
}
示例12: LoadName
public static string LoadName(Stream stream)
{
BinaryReader reader = new BinaryReader(stream);
return reader.ReadNameA4();
}
示例13: LoadFrom
public void LoadFrom(Stream stream)
{
BinaryReader reader = new BinaryReader(stream);
m_Name = reader.ReadNameA4();
m_Script = reader.ReadNameA4();
m_PathName = reader.ReadNameA4();
int numDependencies = reader.ReadInt32();
m_Dependencies = new List<PPtr<Shader>>(numDependencies);
for (int i = 0; i < numDependencies; i++)
{
m_Dependencies.Add(new PPtr<Shader>(stream, file));
}
m_ShaderIsBaked = reader.ReadBoolean();
reader.ReadBytes(3);
}
示例14: LoadName
public static string LoadName(Stream stream)
{
BinaryReader reader = new BinaryReader(stream);
int numComponents = reader.ReadInt32();
for (int i = 0; i < numComponents; i++)
{
reader.ReadInt32();
new PPtr<Component>(stream);
}
reader.ReadUInt32();
return reader.ReadNameA4();
}
示例15: LoadFrom
public void LoadFrom(Stream stream)
{
BinaryReader reader = new BinaryReader(stream);
int numComponents = reader.ReadInt32();
m_Component = new List<KeyValuePair<UnityClassID, PPtr<Component>>>(numComponents);
for (int i = 0; i < numComponents; i++)
{
m_Component.Add
(
new KeyValuePair<UnityClassID, PPtr<Component>>
(
(UnityClassID)reader.ReadInt32(),
new PPtr<Component>(stream, file)
)
);
}
m_Layer = reader.ReadUInt32();
m_Name = reader.ReadNameA4();
m_Tag = reader.ReadUInt16();
m_isActive = reader.ReadBoolean();
}