Switch-Toolbox/Switch_FileFormatsMain/GUI/Byaml/CourseMuuntStructs.cs

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5.9 KiB
C#
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using OpenGl_EditorFramework;
using OpenTK;
using System.ComponentModel;
namespace FirstPlugin.Turbo.CourseMuuntStructs
{
public class CourseMuuntScene
{
private dynamic root;
[Description("The effect index used globally across the course.")]
[Category("Scene")]
[DisplayName("Effect Index")]
public int EffectSW
{
get { return root["EffectSW"]; }
set { root["EffectSW"] = value; }
}
[Description("Enables or disables headlights for the course.")]
[Category("Scene")]
[DisplayName("HeadLight")]
public bool HeadLight
{
get { return (root["HeadLight"] == 1) ? true : false; }
set { root["HeadLight"] = value == true ? 1 : 0; }
}
[Description("Determines if First Curve is left or right. This determines Latiku's direction.")]
[Category("Scene")]
[DisplayName("IsFirstLeft")]
public bool IsFirstLeft
{
get
{
if (FirstCurve == "left")
return true;
else
return false;
}
set
{
if (value == true)
FirstCurve = "left";
else
FirstCurve = "right";
}
}
private string FirstCurve
{
get { return root["FirstCurve"]; }
set { root["FirstCurve"] = value; }
}
[Description("Unknown Value")]
[Category("Scene")]
[DisplayName("IsJugemAbove")]
public bool IsJugemAbove
{
get { return root["IsJugemAbove"]; }
set { root["IsJugemAbove"] = value; }
}
[Description("Unknown Value")]
[Category("Scene")]
[DisplayName("JugemAbove")]
public int JugemAbove
{
get { return root["JugemAbove"]; }
set { root["JugemAbove"] = value; }
}
[Description("Unknown Value")]
[Category("Scene")]
[DisplayName("LapJugemPos")]
public int LapJugemPos
{
get { return root["LapJugemPos"]; }
set { root["LapJugemPos"] = value; }
}
[Description("The number of laps to be finished during the track.")]
[Category("Scene")]
[DisplayName("LapNumber")]
public int LapNumber
{
get { return root["LapNumber"]; }
set { root["LapNumber"] = value; }
}
[Description("The number of pattern sets picked randomly at start.")]
[Category("Scene")]
[DisplayName("PatternNum")]
public int PatternNum
{
get { return root["PatternNum"]; }
set { root["PatternNum"] = value; }
}
[Category("Object Parameters")]
public int OBJPrm1
{
get { return root["OBJPrm1"]; }
set { root["OBJPrm1"] = value; }
}
[Category("Object Parameters")]
public int OBJPrm2
{
get { return root["OBJPrm2"]; }
set { root["OBJPrm2"] = value; }
}
[Category("Object Parameters")]
public int OBJPrm3
{
get { return root["OBJPrm3"]; }
set { root["OBJPrm3"] = value; }
}
[Category("Object Parameters")]
public int OBJPrm4
{
get { return root["OBJPrm4"]; }
set { root["OBJPrm4"] = value; }
}
[Category("Object Parameters")]
public int OBJPrm5
{
get { return root["OBJPrm5"]; }
set { root["OBJPrm5"] = value; }
}
[Category("Object Parameters")]
public int OBJPrm6
{
get { return root["OBJPrm6"]; }
set { root["OBJPrm6"] = value; }
}
[Category("Object Parameters")]
public int OBJPrm7
{
get { return root["OBJPrm7"]; }
set { root["OBJPrm7"] = value; }
}
[Category("Object Parameters")]
public int OBJPrm8
{
get { return root["OBJPrm8"]; }
set { root["OBJPrm8"] = value; }
}
public CourseMuuntScene(dynamic rootNode)
{
root = rootNode;
}
public List<BFRES> BfresObjects = new List<BFRES>();
public List<KCL> KclObjects = new List<KCL>();
public void AddRenderableKcl(string FilePath)
{
KCL kcl = (KCL)Switch_Toolbox.Library.IO.STFileLoader.OpenFileFormat(FilePath);
KclObjects.Add(kcl);
}
public void AddRenderableBfres(string FilePath)
{
BFRES bfres = (BFRES)Switch_Toolbox.Library.IO.STFileLoader.OpenFileFormat(FilePath);
BfresObjects.Add(bfres);
}
}
public class Path
{
public List<object> Properties = new List<object>();
public List<PathPoint> PathPoints = new List<PathPoint>();
}
public class PathPoint
{
public List<object> Properties = new List<object>();
public List<NextPoint> NextPoints = new List<NextPoint>();
public List<PrevPoint> PrevPoints = new List<PrevPoint>();
public List<ControlPoint> ControlPoints = new List<ControlPoint>();
public Vector3 Rotate;
public Vector3 Scale;
public Vector3 Translate;
}
public class PointId
{
public int PathID { get; set; } //For groups
public int PtID { get; set; } //For points
}
public class NextPoint : PointId { };
public class PrevPoint : PointId { };
public class ControlPoint
{
public Vector3 Point1;
public Vector3 Point2;
}
public class ObjectNode
{
public Dictionary<string, dynamic> Properties { get; set; } = new Dictionary<string, dynamic>();
}
}