2019-08-10 01:33:26 +00:00
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Windows.Forms;
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using Toolbox.Library;
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using Toolbox.Library.Forms;
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using System.IO;
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2019-08-10 23:20:39 +00:00
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using OpenTK;
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2019-08-11 00:52:58 +00:00
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using FirstPlugin;
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2019-08-11 01:14:06 +00:00
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using UKing.Actors.Forms;
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2019-08-10 01:33:26 +00:00
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2019-08-11 00:52:58 +00:00
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namespace UKing.Actors
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2019-08-10 01:33:26 +00:00
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{
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/// <summary>
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/// A class that holds methods to load actor data for botw.
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/// </summary>
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public class BotwActorLoader
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{
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private static string ActorPath = $"/Actor/Pack/";
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private static string CachedActorsPath = $"/Pack/";
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2019-08-10 23:20:39 +00:00
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private static string ActorInfoTable = $"/Actor/ActorInfo.product.sbyml";
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2019-08-11 00:52:58 +00:00
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//MSBT stores certain properties and helps define our actor names
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private string ActorMessageData
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{
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get { return $"/Pack/Bootup_{MessageRegion}{MessageLanguage}.pack"; }
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}
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public Language MessageLanguage = Language.en;
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public Region MessageRegion = Region.US;
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public enum Region
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{
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US,
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EU,
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JP,
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}
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public enum Language
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{
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en, //English
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de, //German
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es, //Spanish
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fr, //Frence
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it, //Italian
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nl, //
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ru, //Russian
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ja, //Japanese
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}
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2019-08-10 01:33:26 +00:00
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public enum ActorCategory
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{
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Armour,
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Animal,
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Weapon,
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Item,
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Enemy,
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Npc,
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}
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public class ActorDefineInfo
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{
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public string Name { get; set; }
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public ActorDefineInfo(string name)
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{
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Name = name;
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}
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}
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2019-08-10 23:20:39 +00:00
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public class ActorInfo
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{
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private const string N_name = "name";
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private const string N_bfres = "bfres";
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private const string N_aabbMin = "aabbMin";
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private const string N_aabbMax = "aabbMax";
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2019-08-11 00:52:58 +00:00
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public string MessageName = "";
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public string MessageDescription = "";
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public string MessageFile = "";
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2019-08-10 23:20:39 +00:00
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public string Name
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{
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get { return this[N_name] != null ? this[N_name] : ""; }
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set { this[N_name] = value; }
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}
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public string BfresName
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{
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get { return this[N_bfres] != null ? this[N_bfres] : ""; }
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set { this[N_bfres] = value; }
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}
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public Vector3 AABMin
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{
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get
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{
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if (this[N_aabbMin] == null)
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return new Vector3(0, 0, 0);
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return new Vector3(
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this[N_aabbMin]["X"] != null ? this[N_aabbMin]["X"] : 0,
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this[N_aabbMin]["Y"] != null ? this[N_aabbMin]["Y"] : 0,
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this[N_aabbMin]["Z"] != null ? this[N_aabbMin]["Z"] : 0);
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}
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set
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{
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this[N_aabbMin]["X"] = value.X;
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this[N_aabbMin]["Y"] = value.Y;
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this[N_aabbMin]["Z"] = value.Z;
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}
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}
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public Vector3 AABMax
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{
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get
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{
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if (this[N_aabbMax] == null)
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return new Vector3(0, 0, 0);
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return new Vector3(
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this[N_aabbMax]["X"] != null ? this[N_aabbMax]["X"] : 0,
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this[N_aabbMax]["Y"] != null ? this[N_aabbMax]["Y"] : 0,
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this[N_aabbMax]["Z"] != null ? this[N_aabbMax]["Z"] : 0);
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}
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set
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{
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this[N_aabbMax]["X"] = value.X;
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this[N_aabbMax]["Y"] = value.Y;
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this[N_aabbMax]["Z"] = value.Z;
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}
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}
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public ActorInfo(dynamic node)
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{
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if (node is Dictionary<string, dynamic>) Prop = (Dictionary<string, dynamic>)node;
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}
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public Dictionary<string, dynamic> Prop { get; set; } = new Dictionary<string, dynamic>();
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public dynamic this[string name]
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{
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get
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{
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if (Prop.ContainsKey(name)) return Prop[name];
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else return null;
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}
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set
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{
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if (Prop.ContainsKey(name)) Prop[name] = value;
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else Prop.Add(name, value);
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}
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}
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}
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2019-08-10 01:33:26 +00:00
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private ObjectEditor editor;
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public BotwActorLoader()
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{
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editor = new ObjectEditor();
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editor.Text = "Actor Editor BOTW";
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LibraryGUI.CreateMdiWindow(editor);
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2019-08-11 00:52:58 +00:00
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editor.SortTreeAscending();
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2019-08-10 01:33:26 +00:00
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LoadActors();
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}
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private void LoadActors()
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{
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//Setup a list of nodes based on category
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TreeNode ArmourFolder = new TreeNode("Armours");
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TreeNode WeaponsFolder = new TreeNode("Weapons");
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TreeNode ItemsFolder = new TreeNode("Items");
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TreeNode EnemyFolder = new TreeNode("Enemies");
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if (!Directory.Exists(Runtime.BotwGamePath))
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{
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bool IsValid = NotifySetGamePath();
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if (!IsValid) //Give up loading it if it's wrong
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return;
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}
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2019-08-10 23:20:39 +00:00
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Dictionary<string, TreeNode> ActorIDS = new Dictionary<string, TreeNode>();
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Dictionary<string, ActorInfo> Actors = new Dictionary<string, ActorInfo>();
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if (File.Exists($"{Runtime.BotwGamePath}{ActorInfoTable}"))
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{
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var byml = EveryFileExplorer.YAZ0.Decompress($"{Runtime.BotwGamePath}{ActorInfoTable}");
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var actorInfoProductRoot = ByamlExt.Byaml.ByamlFile.FastLoadN(new MemoryStream(byml)).RootNode;
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if (actorInfoProductRoot.ContainsKey("Actors"))
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{
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foreach (var actor in actorInfoProductRoot["Actors"])
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{
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ActorInfo info = new ActorInfo(actor);
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if (info.Name != string.Empty)
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{
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Actors.Add(info.Name, info);
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}
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}
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}
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}
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2019-08-11 00:52:58 +00:00
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//Parse message data for our actor names, and additional info to add to the editor
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2019-08-10 23:20:39 +00:00
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2019-08-11 00:52:58 +00:00
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Console.WriteLine("msbtEXT " + File.Exists($"{Runtime.BotwGamePath}{ActorMessageData}"));
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Console.WriteLine($"{Runtime.BotwGamePath}{ActorMessageData}");
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2019-08-10 01:33:26 +00:00
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2019-08-11 00:52:58 +00:00
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if (File.Exists($"{Runtime.BotwGamePath}{ActorMessageData}"))
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{
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var msgPack = SARCExt.SARC.UnpackRamN(File.Open($"{Runtime.BotwGamePath}{ActorMessageData}", FileMode.Open));
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2019-08-10 01:33:26 +00:00
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2019-08-11 00:52:58 +00:00
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//Get the other sarc inside
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foreach (var pack in msgPack.Files)
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2019-08-10 01:33:26 +00:00
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{
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2019-08-11 00:52:58 +00:00
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var msgProductPack = SARCExt.SARC.UnpackRamN(EveryFileExplorer.YAZ0.Decompress(pack.Value));
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2019-08-10 01:33:26 +00:00
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2019-08-11 00:52:58 +00:00
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//Folders are setup with actors
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foreach (var msbtFile in msgProductPack.Files)
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{
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using (var stream = new MemoryStream(msbtFile.Value))
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{
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MSBT msbt = new MSBT();
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if (!msbt.Identify(stream))
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continue;
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msbt.Load(new MemoryStream(msbtFile.Value));
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//Get our labels and match up with our actors
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if (msbt.header.Label1 != null)
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{
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for (int i = 0; i < msbt.header.Label1.Labels.Count; i++)
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{
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var lbl = msbt.header.Label1.Labels[i];
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if (lbl.Name.Contains("_Name"))
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{
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string actorName = lbl.Name.Replace("_Name", string.Empty);
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if (Actors.ContainsKey(actorName))
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{
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Actors[actorName].MessageFile = Path.GetFileNameWithoutExtension(msbtFile.Key);
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Actors[actorName].MessageName = lbl.String.GetText(msbt.header.StringEncoding);
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}
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}
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if (lbl.Name.Contains("_Desc"))
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{
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string actorName = lbl.Name.Replace("_Desc", string.Empty);
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if (Actors.ContainsKey(actorName))
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{
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Actors[actorName].MessageFile = Path.GetFileNameWithoutExtension(msbtFile.Key);
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Actors[actorName].MessageDescription = lbl.String.GetText(msbt.header.StringEncoding);
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}
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}
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}
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}
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msbt.Unload();
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}
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2019-08-10 01:33:26 +00:00
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}
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}
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2019-08-11 00:52:58 +00:00
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}
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2019-08-10 01:33:26 +00:00
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2019-08-11 00:52:58 +00:00
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Dictionary<string, TreeNode> Categories = new Dictionary<string, TreeNode>();
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2019-08-10 01:33:26 +00:00
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2019-08-11 00:52:58 +00:00
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foreach (var info in Actors)
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{
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if (info.Value.MessageName != string.Empty)
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{
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//Temp atm. Use message file name for organing
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string catgeory = info.Value.MessageFile;
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2019-08-10 01:33:26 +00:00
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2019-08-11 00:52:58 +00:00
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if (!Categories.ContainsKey(catgeory))
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{
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TreeNode node = new TreeNode(catgeory);
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editor.AddNode(node);
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Categories.Add(catgeory, node);
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}
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2019-08-10 01:33:26 +00:00
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2019-08-11 00:52:58 +00:00
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ActorEntry entry = new ActorEntry();
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entry.Info = info.Value;
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2019-08-11 00:52:58 +00:00
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entry.Text = info.Value.MessageName;
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Categories[catgeory].Nodes.Add(entry);
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2019-08-12 19:19:30 +00:00
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entry.ReloadActorProperties();
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2019-08-11 00:52:58 +00:00
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}
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}
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2019-08-10 01:33:26 +00:00
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2019-08-11 00:52:58 +00:00
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Categories.Clear();
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GC.Collect();
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2019-08-10 01:33:26 +00:00
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}
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private bool NotifySetGamePath()
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{
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string dir = "";
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var result = MessageBox.Show("Please set your game path for botw", "Actor Loader", MessageBoxButtons.OK, MessageBoxIcon.Exclamation);
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if (result == DialogResult.OK)
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{
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FolderSelectDialog folderSelect = new FolderSelectDialog();
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if (folderSelect.ShowDialog() == DialogResult.OK)
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{
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dir = folderSelect.SelectedPath;
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Runtime.BotwGamePath = dir;
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2019-08-11 00:52:58 +00:00
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Toolbox.Library.Config.Save();
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2019-08-10 01:33:26 +00:00
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}
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}
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return IsValidDirectory(dir);
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}
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private bool IsValidDirectory(string directory)
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{
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bool HasActors = Directory.Exists($"{directory}\\Actor");
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return HasActors ;
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}
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/// <summary>
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/// A container for multiple actors that link to each other.
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/// </summary>
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public class ActorCotainer : TreeNodeCustom
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{
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public List<ActorEntry> SubActors = new List<ActorEntry>();
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}
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public class ActorEntry : TreeNodeCustom
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{
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public string FileName { get; set; }
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public string FilePath { get; set; }
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public ActorCategory Category { get; set; }
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public ActorParameters Parameters { get; set; }
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public ActorModel Models { get; set; }
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public ActorTextures Textures { get; set; }
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2019-08-11 01:14:06 +00:00
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public ActorInfo Info { get; set; }
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2019-08-10 01:33:26 +00:00
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public void ReloadActorProperties()
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{
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Textures = new ActorTextures();
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Models = new ActorModel();
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Parameters = new ActorParameters();
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2019-08-12 19:19:30 +00:00
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string bfresName = Info.BfresName;
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2019-08-10 01:33:26 +00:00
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//Load our texture paths if they exist
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2019-08-12 19:19:30 +00:00
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string texPathNX = $"{Runtime.BotwGamePath}/Model/{bfresName}.Tex.sbfres";
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string tex1Path = $"{Runtime.BotwGamePath}/Model/{bfresName}.Tex1.sbfres";
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string tex2Path = $"{Runtime.BotwGamePath}/Model/{bfresName}.Tex2.sbfres";
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if (File.Exists(texPathNX))
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Textures.FilePathTex1 = texPathNX;
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if (File.Exists(tex1Path))
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Textures.FilePathTex1 = tex1Path;
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if (File.Exists(tex2Path))
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Textures.FilePathTex2 = tex2Path;
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//Load model and animation paths if they exist
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string modelPath = $"{Runtime.BotwGamePath}/Model/{bfresName}.sbfres";
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string animationPath = $"{Runtime.BotwGamePath}/Model/{bfresName}_Animation.sbfres";
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if (File.Exists(modelPath))
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Models.FilePathModel = modelPath;
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if (File.Exists(animationPath))
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Models.FilePathAnimation = animationPath;
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//Load any cached paths
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2019-08-10 01:33:26 +00:00
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}
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public override void OnClick(TreeView treeview)
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{
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2019-08-11 01:14:06 +00:00
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UpdateEditor();
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}
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public void UpdateEditor()
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{
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BotwActorEditorControl editor = (BotwActorEditorControl)LibraryGUI.GetActiveContent(typeof(BotwActorEditorControl));
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if (editor == null)
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{
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editor = new BotwActorEditorControl();
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editor.Dock = DockStyle.Fill;
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2019-08-10 01:33:26 +00:00
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2019-08-11 01:14:06 +00:00
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LibraryGUI.LoadEditor(editor);
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}
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editor.Text = Text;
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editor.LoadActor(this);
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2019-08-10 01:33:26 +00:00
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}
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}
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public class ActorParameters
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{
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}
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public class ActorTextures
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{
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/// <summary>
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/// The file path for the main texture data (no mips for wii u)
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/// For Switch this stores both
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/// </summary>
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public string FilePathTex1 { get; set; }
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/// <summary>
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/// The file path for the mip map texture data (for wii u)
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/// </summary>
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public string FilePathTex2 { get; set; }
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}
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public class ActorModel
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{
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/// <summary>
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/// The file path that stores the model for an actor
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/// </summary>
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public string FilePathModel { get; set; }
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/// <summary>
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/// The file path that stores the animation for an actor
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/// </summary>
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public string FilePathAnimation { get; set; }
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}
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}
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}
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