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C# BinaryWriter.WriteUInt16Array方法代码示例

本文整理汇总了C#中System.IO.BinaryWriter.WriteUInt16Array方法的典型用法代码示例。如果您正苦于以下问题:C# BinaryWriter.WriteUInt16Array方法的具体用法?C# BinaryWriter.WriteUInt16Array怎么用?C# BinaryWriter.WriteUInt16Array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System.IO.BinaryWriter的用法示例。


在下文中一共展示了BinaryWriter.WriteUInt16Array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: Write

 public void Write(BinaryWriter bw)
 {
     for (var i = 0; i < Pixels.Length; i++)
     {
         bw.WriteUInt16Array(Pixels[i]);
     }
 }
开发者ID:zdimension,项目名称:FreeRaider,代码行数:7,代码来源:DataTypes.cs

示例2: Write_TR4

        private void Write_TR4()
        {
            writer.Write((uint)(WriteIsDemoOrUb ? 0x63345254 : 0x00345254));

            writer.Write((ushort)Textures.Length);
            writer.Write((ushort)0);
            writer.Write((ushort)0);

            byte[] buf;
            using (var ms = new MemoryStream())
            {
                using (var bw = new BinaryWriter(ms))
                    bw.WriteArray(Textures, x => x.Write(bw));
                buf = ms.ToArray();
            }
            writer.Write((uint)buf.Length); // uncompSize
            var bufComp = Helper.Encompress(buf);
            writer.Write((uint)bufComp.Length); // compSize
            writer.Write(bufComp);

            using (var ms = new MemoryStream())
            {
                using (var bw = new BinaryWriter(ms))
                    bw.WriteArray(Texture16, x => x.Write(bw));
                buf = ms.ToArray();
            }
            writer.Write((uint)buf.Length); // uncompSize
            bufComp = Helper.Encompress(buf);
            writer.Write((uint)bufComp.Length); // compSize
            writer.Write(bufComp);

            using (var ms = new MemoryStream())
            {
                using (var bw = new BinaryWriter(ms))
                    bw.WriteArray(Textures.Skip(Textures.Length - 2).Take(2), x => x.Write(bw));
                buf = ms.ToArray();
            }
            writer.Write((uint)buf.Length); // uncompSize
            bufComp = Helper.Encompress(buf);
            writer.Write((uint)bufComp.Length); // compSize
            writer.Write(bufComp);

            // Here be dragons

            using (var ms = new MemoryStream())
            {
                using (var bw = new BinaryWriter(ms))
                {
                    bw.Write((uint)0); // unused

                    bw.Write((ushort)Rooms.Length);
                    bw.WriteArray(Rooms, x => x.Write(bw, Engine.TR4));

                    bw.Write((uint)FloorData.Length);
                    bw.WriteUInt16Array(FloorData);

                    var tmpw = writer;
                    writer = bw;
                    WriteMeshData();
                    writer = tmpw;

                    bw.Write((uint)Animations.Length);
                    bw.WriteArray(Animations, x => x.Write(bw, Engine.TR4));

                    bw.Write((uint)StateChanges.Length);
                    bw.WriteArray(StateChanges, x => x.Write(bw));

                    bw.Write((uint)AnimDispatches.Length);
                    bw.WriteArray(AnimDispatches, x => x.Write(bw));

                    bw.Write((uint)AnimCommands.Length);
                    bw.WriteInt16Array(AnimCommands);

                    bw.Write((uint)MeshTreeData.Length);
                    bw.WriteUInt32Array(MeshTreeData);

                    tmpw = writer;
                    writer = bw;
                    WriteFrameMoveableData();
                    writer = tmpw;

                    bw.Write((uint)StaticMeshes.Length);
                    bw.WriteArray(StaticMeshes, x => x.Write(bw));

                    bw.Write((sbyte)'S');
                    bw.Write((sbyte)'P');
                    bw.Write((sbyte)'R');

                    bw.Write((uint)SpriteTextures.Length);
                    bw.WriteArray(SpriteTextures, x => x.Write(bw, Engine.TR4));

                    bw.Write((uint)SpriteSequences.Length);
                    bw.WriteArray(SpriteSequences, x => x.Write(bw));

                    bw.Write((uint)Cameras.Length);
                    bw.WriteArray(Cameras, x => x.Write(bw));

                    bw.Write((uint)FlybyCameras.Length);
                    bw.WriteArray(FlybyCameras, x => x.Write(bw));

//.........这里部分代码省略.........
开发者ID:zdimension,项目名称:FreeRaider,代码行数:101,代码来源:TR4Level.cs

示例3: Write

        public void Write(BinaryWriter bw)
        {
            bw.Write(NumGenericStrings);
            bw.Write(NumPSXStrings);
            bw.Write(NumPCStrings);

            bw.Write(GenericStrings.Sum(x => Encoding.ASCII.GetByteCount(x) + 1));
            bw.Write(PSXStrings.Sum(x => Encoding.ASCII.GetByteCount(x) + 1));
            bw.Write(PCStrings.Sum(x => Encoding.ASCII.GetByteCount(x) + 1));

            var stringOTpos = bw.BaseStream.Position;
            var stringOffsetTable = new ushort[StringTable.Length];

            var stringStart = bw.BaseStream.Position + StringTable.Length * sizeof (ushort);
            bw.BaseStream.Position = stringStart;

            for (var i = 0; i < StringTable.Length; i++)
            {
                stringOffsetTable[i] = (ushort) (bw.BaseStream.Position - stringStart);
                bw.WriteStringASCII(StringTable[i]);
                bw.Write((byte)0x00); // null-terminator
            }

            bw.BaseStream.Position = stringOTpos;
            bw.WriteUInt16Array(stringOffsetTable);
        }
开发者ID:zdimension,项目名称:FreeRaider,代码行数:26,代码来源:TR4ScriptFile.cs

示例4: Write

        public void Write(BinaryWriter bw, bool psx = false)
        {
            bw.Write((uint) GameVersion);
            bw.WriteStringASCII(CopyrightInfo, 256);
            bw.Write((ushort) 128); // gameflowSize

            bw.Write(FirstOption);
            bw.Write(TitleReplace);
            bw.Write(OnDeathDemoMode);
            bw.Write(OnDeathInGame);
            bw.Write(DemoTime);
            bw.Write(OnDemoInterrupt);
            bw.Write(OnDemoEnd);
            bw.Write(new byte[36]); // Unknown2
            bw.Write(NumLevels);
            bw.Write(NumChapterScreens);
            bw.Write(NumTitles);
            bw.Write(NumFMVs);
            bw.Write(NumCutscenes);
            bw.Write(NumDemoLevels);
            bw.Write(TitleSoundID);
            bw.Write(SingleLevel);
            bw.Write(new byte[32]); // Unknown3
            bw.Write((ushort) Flags);
            bw.Write(new byte[6]); // Unknown4
            bw.Write(XORbyte);
            bw.Write((byte) Language);
            bw.Write(SecretSoundID);
            bw.Write(new byte[4]); // Unknown5

            var xor = Flags.HasFlag(TOMBPCFlags.UseEncryption) ? XORbyte : (byte)0;
            bw.WriteStringArray(LevelDisplayNames, xor);
            bw.WriteStringArray(ChapterScreens, xor);
            bw.WriteStringArray(TitleFileNames, xor);
            bw.WriteStringArray(FMVFileNames, xor);
            bw.WriteStringArray(LevelFileNames, xor);
            bw.WriteStringArray(CutSceneFileNames, xor);

            var scrOffsets = new ushort[NumLevels + 1];
            ushort totalOffset = 0;
            for (var i = 0; i <= NumLevels; i++)
            {
                scrOffsets[i] = totalOffset;
                totalOffset += (ushort)(Script[i].Length * 2);
            }
            bw.WriteUInt16Array(scrOffsets);

            bw.Write((ushort)0);
            var nbPos = bw.BaseStream.Position;
            foreach (var a in Script.Resize(NumLevels + 1))
                bw.WriteUInt16Array(a);
            var tp = bw.BaseStream.Position;
            bw.BaseStream.Position = nbPos - 2;
            bw.Write((ushort)(tp - nbPos));
            bw.BaseStream.Position = tp;
            bw.WriteUInt16Array(DemoLevelIDs);

            if (psx)
            {
                bw.WriteArray(PSXFMVInfo.Resize(NumFMVs), x => x.Write(bw));
            }

            bw.Write((ushort) GameStrings1.Length);
            bw.WriteStringArray(GameStrings1, xor);
            bw.WriteStringArray(GameStrings2, xor);
            foreach (var puz in Puzzles.Resize(4))
                bw.WriteStringArray(puz.Resize(NumLevels), xor);
            foreach (var puz in Pickups.Resize(2))
                bw.WriteStringArray(puz.Resize(NumLevels), xor);
            foreach (var puz in Keys.Resize(4))
                bw.WriteStringArray(puz.Resize(NumLevels), xor);
        }
开发者ID:zdimension,项目名称:FreeRaider,代码行数:72,代码来源:TOMBPCFile.cs


注:本文中的System.IO.BinaryWriter.WriteUInt16Array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。