本文整理汇总了C#中System.IO.MemoryStream.ReadUInt16方法的典型用法代码示例。如果您正苦于以下问题:C# MemoryStream.ReadUInt16方法的具体用法?C# MemoryStream.ReadUInt16怎么用?C# MemoryStream.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System.IO.MemoryStream
的用法示例。
在下文中一共展示了MemoryStream.ReadUInt16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: UnpackRATileData
void UnpackRATileData(MemoryStream ms)
{
var types = new ushort[mapSize, mapSize];
for (var j = 0; j < mapSize; j++)
{
for (var i = 0; i < mapSize; i++)
{
var tileID = ms.ReadUInt16();
types[i, j] = tileID == (ushort)0 ? (ushort)255 : tileID; // RAED weirdness
}
}
for (var j = 0; j < mapSize; j++)
for (var i = 0; i < mapSize; i++)
map.MapTiles.Value[new CPos(i, j)] = new TerrainTile(types[i, j], ms.ReadUInt8());
}
示例2: UnpackRATileData
void UnpackRATileData(MemoryStream ms)
{
for (int i = 0; i < mapSize; i++)
for (int j = 0; j < mapSize; j++)
map.MapTiles.Value[i, j] = new TileReference<ushort, byte>();
for (int j = 0; j < mapSize; j++)
for (int i = 0; i < mapSize; i++)
map.MapTiles.Value[i, j].Type = ms.ReadUInt16();
for (int j = 0; j < mapSize; j++)
for (int i = 0; i < mapSize; i++)
map.MapTiles.Value[i, j].Index = ms.ReadUInt8();
}
示例3: ReadUInt16
public void ReadUInt16()
{
UInt16 testValue = 1024;
using( var stream = new MemoryStream() )
{
var bytes = BitConverter.GetBytes( testValue );
stream.Write( bytes, 0, bytes.Length );
stream.Seek( 0, SeekOrigin.Begin );
var value = stream.ReadUInt16();
Assert.AreEqual( value, testValue );
}
}
示例4: ReadTiles
static void ReadTiles(Map map, IniFile file, int2 fullSize)
{
var tileset = Game.ModData.DefaultTileSets[map.Tileset];
var mapSection = file.GetSection("IsoMapPack5");
var data = Convert.FromBase64String(mapSection.Aggregate(string.Empty, (a, b) => a + b.Value));
int cells = (fullSize.X * 2 - 1) * fullSize.Y;
int lzoPackSize = cells * 11 + 4; // last 4 bytes contains a lzo pack header saying no more data is left
var isoMapPack = new byte[lzoPackSize];
UnpackLZO(data, isoMapPack);
var mf = new MemoryStream(isoMapPack);
for (var i = 0; i < cells; i++)
{
var rx = mf.ReadUInt16();
var ry = mf.ReadUInt16();
var tilenum = mf.ReadUInt16();
/*var zero1 = */mf.ReadInt16();
var subtile = mf.ReadUInt8();
var z = mf.ReadUInt8();
/*var zero2 = */mf.ReadUInt8();
int dx = rx - ry + fullSize.X - 1;
int dy = rx + ry - fullSize.X - 1;
var mapCell = new MPos(dx / 2, dy);
var cell = mapCell.ToCPos(map);
if (map.Tiles.Contains(cell))
{
if (!tileset.Templates.ContainsKey(tilenum))
tilenum = subtile = 0;
map.Tiles[cell] = new TerrainTile(tilenum, subtile);
map.Height[cell] = z;
}
}
}
示例5: UnpackRATileData
void UnpackRATileData(MemoryStream ms)
{
for (int i = 0; i < mapSize; i++)
for (int j = 0; j < mapSize; j++)
map.MapTiles.Value[i, j] = new TileReference<ushort, byte>();
for (int j = 0; j < mapSize; j++)
for (int i = 0; i < mapSize; i++)
{
var tileID = ms.ReadUInt16();
map.MapTiles.Value[i, j].Type = tileID == (ushort)0 ? (ushort)255 : tileID; // RAED weirdness
}
for (int j = 0; j < mapSize; j++)
for (int i = 0; i < mapSize; i++)
map.MapTiles.Value[i, j].Index = ms.ReadUInt8();
}
示例6: UnPackArray
//-------------------------------------------------------------------------------------
private static void UnPackArray(ref object arr, byte[] data, Type elemType, uint owner, DeserContext cox)
{
MemoryStream ms = null;
try
{
ms = new MemoryStream(data);
int[] dims = new int[ms.ReadByte()];
for(int a = 0; a < dims.Length; a++)
dims[a] = ms.ReadInt32();
arr = Array.CreateInstance(elemType, dims);
//bool fullDeser = true;
if(IsPrimitive(elemType))
{
#region
uint size = (uint)SizeOfPrimitive(elemType);
ArrayIndexEnumerator aie = new ArrayIndexEnumerator((Array)arr);
while(aie.MoveNext())
((Array)arr).SetValue(FromBytes(elemType, ms.ReadBytes(size)), aie.Current);
#endregion
}
else if(elemType == typeof(String) || elemType == typeof(RefString))
{
#region
byte b;
ArrayIndexEnumerator aie = new ArrayIndexEnumerator((Array)arr);
while(aie.MoveNext())
{
using(MemoryStream line = new MemoryStream())
while(true)
{
b = (byte)ms.ReadByte();
if(b == 0xFE)
((Array)arr).SetValue(null, aie.Current);
else if(b == 0xFF)
((Array)arr).SetValue(FromBytes(elemType, line.ToArray()), aie.Current);
else
line.WriteByte(b);
if(b >= 0xFE)
break;
}
}
#endregion
}
else if(elemType == typeof(Type))
{
#region
ArrayIndexEnumerator aie = new ArrayIndexEnumerator((Array)arr);
while(aie.MoveNext())
{
ushort typeid = ms.ReadUInt16();
if(typeid != 0)
((Array)arr).SetValue(cox.types[typeid], aie.Current);
}
#endregion
}
else
{
ArrayIndexEnumerator aie = new ArrayIndexEnumerator((Array)arr);
while(aie.MoveNext())
{
ushort typeid = ms.ReadUInt16();
if(typeid == 0)
continue;
Type t = cox.types[typeid];
if(t.IsArray)
{
object val = null;
uint len = ms.ReadUInt32();
UnPackArray(ref val, ms.ReadBytes(len), t.GetElementType(), owner, cox);
((Array)arr).SetValue(val, aie.Current);
}
else if(typeid < 25 || t.IsEnum)
((Array)arr).SetValue(FromBytes(t, ms.ReadBytes((uint)SizeOfPrimitive(t))), aie.Current);
else if(t == typeof(String) || t == typeof(RefString))
{
#region
using(MemoryStream line = new MemoryStream())
{
byte b;
while(true)
{
b = (byte)ms.ReadByte();
if(b == 0xFE)
((Array)arr).SetValue(null, aie.Current);
else if(b == 0xFF)
((Array)arr).SetValue(FromBytes(t, line.ToArray()), aie.Current);
else
line.WriteByte(b);
if(b >= 0xFE)
break;
}
}
#endregion
}
else if(typeof(ISelfSerialization).IsAssignableFrom(t))
//.........这里部分代码省略.........
示例7: ParseData
protected override void ParseData(MemoryStream ms)
{
SequenceNumber = Helper.ConvertEndian(ms.ReadUInt32());
Width = Helper.ConvertEndian(ms.ReadUInt32());
Height = Helper.ConvertEndian(ms.ReadUInt32());
XOffset = Helper.ConvertEndian(ms.ReadUInt32());
YOffset = Helper.ConvertEndian(ms.ReadUInt32());
DelayNum = Helper.ConvertEndian(ms.ReadUInt16());
DelayDen = Helper.ConvertEndian(ms.ReadUInt16());
DisposeOp = (DisposeOps)ms.ReadByte();
BlendOp = (BlendOps)ms.ReadByte();
}
示例8: SwitchContainerObject
public SwitchContainerObject(byte[] data)
{
Data = data;
using (MemoryStream s = new MemoryStream(data))
{
ID = s.ReadUInt32();
bool overrideEffects = s.ReadBoolean();
byte effectCount = s.ReadUInt8();
if (effectCount > 0)
{
s.ReadUInt8(); // effectmask
}
for (int i = 0; i < effectCount; i++)
{
s.ReadUInt8(); // effect index
s.ReadUInt32(); // effect id
s.ReadUInt16(); // zeroes
}
OutputBus = s.ReadUInt32();
ParentObjectId = s.ReadUInt32();
s.ReadBoolean(); // overrideParentPlaybackPriority
s.ReadBoolean(); // offset priority by ... at max distance activated
byte additionalParameterCount = s.ReadUInt8();
byte[] additionalParameterTypes = new byte[additionalParameterCount];
for (int i = 0; i < additionalParameterCount; i++)
{
additionalParameterTypes[i] = s.ReadUInt8();
}
for (int i = 0; i < additionalParameterCount; i++)
{
s.ReadUInt32(); // most of these are floats but it doesn't actually matter. 4 bytes is 4 bytes
}
s.ReadUInt8(); // unknown
bool positioningSection = s.ReadBoolean();
if (positioningSection)
{
byte positionType = s.ReadUInt8();
if (positionType == 0x00)
{
// 2D
s.ReadBoolean(); // panner enabled?
}
else if (positionType == 0x01)
{
// 3D
uint positionSource = s.ReadUInt32();
s.ReadUInt32(); // attenuation object
s.ReadBoolean(); // spatialization?
if (positionSource == 0x02)
{
// User defined
s.ReadUInt32(); // play type
s.ReadBoolean(); // loop?
s.ReadUInt32(); // transition time
s.ReadBoolean(); // follow listener orientation?
}
else if (positionSource == 0x03)
{
// Game defined
s.ReadBoolean(); // update at each frame?
}
}
}
s.ReadBoolean(); // override parent settings for Game-Defined Auxiliary Sends?
s.ReadBoolean(); // use Game-Defined Auxiliary Sends?
s.ReadBoolean(); // override parent settings for User-Defined Auxiliary Sends?
bool udasExist = s.ReadBoolean(); // User-Defined Auxiliary Sends exist?
if (udasExist)
{
uint auxBus0 = s.ReadUInt32(); // Auxiliary bus 0
uint auxBus1 = s.ReadUInt32(); // Auxiliary bus 1
uint auxBus2 = s.ReadUInt32(); // Auxiliary bus 2
uint auxBus3 = s.ReadUInt32(); // Auxiliary bus 3
}
bool unkPlaybackLimit = s.ReadBoolean(); // unknown param for playback limit
if (unkPlaybackLimit)
{
s.ReadUInt8(); // priority equal action
s.ReadUInt8(); // limit action
s.ReadUInt16(); // limit sound instances to ...
}
s.ReadUInt8(); // how to limit source instances
s.ReadUInt8(); // virtual voice behaviour
s.ReadBoolean(); // override parent settings for playback limit
s.ReadBoolean(); // override parent settings for virtual voice
uint stateGroupCount = s.ReadUInt32();
for (int i = 0; i < stateGroupCount; i++)
{
uint stateGroupId = s.ReadUInt32();
s.ReadUInt8(); // change occurs at
ushort statesDifferentFromDefault = s.ReadUInt16();
//.........这里部分代码省略.........