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https://github.com/KillzXGaming/Switch-Toolbox
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BXLYT : Recalculate material indices automatically on save.
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3 changed files with 28 additions and 0 deletions
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@ -450,8 +450,16 @@ namespace LayoutBXLYT.Cafe
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public void Write(FileWriter writer)
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{
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RecalculateMaterialReferences();
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Version = VersionMajor << 24 | VersionMinor << 16 | VersionMicro << 8 | VersionMicro2;
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foreach (var pane in PaneLookup.Values)
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{
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if (pane is PIC1)
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((PIC1)pane).MaterialIndex = (ushort)MaterialList.Materials.IndexOf(((PIC1)pane).Material);
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}
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writer.SetByteOrder(true);
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writer.WriteSignature(Magic);
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if (!IsBigEndian)
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@ -479,6 +479,8 @@ namespace LayoutBXLYT
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public void Write(FileWriter writer)
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{
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RecalculateMaterialReferences();
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Version = VersionMajor << 24 | VersionMinor << 16 | VersionMicro << 8 | VersionMicro2;
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writer.SetByteOrder(true);
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@ -2285,6 +2285,24 @@ namespace LayoutBXLYT
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return new BxlytMaterial();
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}
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public void RecalculateMaterialReferences()
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{
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List<BxlytMaterial> materials = Materials;
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foreach (var pane in PaneLookup.Values)
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{
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if (pane is IPicturePane)
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((IPicturePane)pane).MaterialIndex = (ushort)materials.IndexOf(((IPicturePane)pane).Material);
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if (pane is IWindowPane)
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{
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((IWindowPane)pane).Content.MaterialIndex = (ushort)materials.IndexOf(((IWindowPane)pane).Content.Material);
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foreach (var window in ((IWindowPane)pane).WindowFrames)
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window.MaterialIndex = (ushort)materials.IndexOf(window.Material);
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}
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if (pane is ITextPane)
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((ITextPane)pane).MaterialIndex = (ushort)materials.IndexOf(((ITextPane)pane).Material);
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}
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}
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public void RemoveTextureReferences(string texture)
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{
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foreach (var mat in Materials)
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