mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-30 00:48:00 +01:00
1220 lines
30 KiB
C#
1220 lines
30 KiB
C#
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// Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
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// GameDataEditor.GDEPPX
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using GameDataEditor;
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using UnityEngine;
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namespace GameDataEditor
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{
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public class GDEPPX
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{
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private enum ListType
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{
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Float,
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Int32,
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Bool,
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String,
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Vector2,
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Vector3,
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Quaternion,
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Color,
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Vector4,
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Float_2D,
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Int32_2D,
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Bool_2D,
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String_2D,
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Vector2_2D,
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Vector3_2D,
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Vector4_2D,
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Quaternion_2D,
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Color_2D
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}
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private static int endianDiff1;
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private static int endianDiff2;
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private static int idx;
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private static byte[] byteBlock;
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private static void ConvertToInt(List<int> list, byte[] bytes)
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{
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ConvertToInt((IList)list, bytes);
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}
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private static void ConvertToInt(IList list, byte[] bytes)
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{
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list.Add(ConvertBytesToInt32(bytes));
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}
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private static void ConvertToFloat(List<float> list, byte[] bytes)
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{
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ConvertToFloat((IList)list, bytes);
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}
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private static void ConvertToFloat(IList list, byte[] bytes)
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{
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list.Add(ConvertBytesToFloat(bytes));
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}
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private static void ConvertToVector2(List<Vector2> list, byte[] bytes)
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{
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ConvertToVector2((IList)list, bytes);
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}
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private static void ConvertToVector2(IList list, byte[] bytes)
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{
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list.Add(new Vector2(ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes)));
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}
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private static void ConvertToVector3(List<Vector3> list, byte[] bytes)
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{
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ConvertToVector3((IList)list, bytes);
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}
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private static void ConvertToVector3(IList list, byte[] bytes)
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{
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list.Add(new Vector3(ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes)));
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}
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private static void ConvertToVector4(List<Vector4> list, byte[] bytes)
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{
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ConvertToVector4((IList)list, bytes);
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}
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private static void ConvertToVector4(IList list, byte[] bytes)
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{
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list.Add(new Vector4(ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes)));
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}
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private static void ConvertToQuaternion(List<Quaternion> list, byte[] bytes)
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{
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ConvertToQuaternion((IList)list, bytes);
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}
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private static void ConvertToQuaternion(IList list, byte[] bytes)
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{
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list.Add(new Quaternion(ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes)));
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}
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private static void ConvertToColor(List<Color> list, byte[] bytes)
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{
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ConvertToColor((IList)list, bytes);
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}
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private static void ConvertToColor(IList list, byte[] bytes)
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{
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list.Add(new Color(ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes)));
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}
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private static void ConvertFromInt(int[] array, byte[] bytes, int i)
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{
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ConvertInt32ToBytes(array[i], bytes);
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}
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private static void ConvertFromInt(IList list, byte[] bytes, int i)
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{
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ConvertInt32ToBytes((int)list[i], bytes);
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}
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private static void ConvertFromFloat(float[] array, byte[] bytes, int i)
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{
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ConvertFloatToBytes(array[i], bytes);
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}
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private static void ConvertFromFloat(IList list, byte[] bytes, int i)
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{
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ConvertFloatToBytes((float)list[i], bytes);
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}
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private static void ConvertFromVector2(Vector2[] array, byte[] bytes, int i)
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{
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ConvertFloatToBytes(array[i].x, bytes);
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ConvertFloatToBytes(array[i].y, bytes);
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}
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private static void ConvertFromVector2(IList list, byte[] bytes, int i)
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{
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ConvertFloatToBytes(((Vector2)list[i]).x, bytes);
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ConvertFloatToBytes(((Vector2)list[i]).y, bytes);
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}
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private static void ConvertFromVector3(Vector3[] array, byte[] bytes, int i)
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{
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ConvertFloatToBytes(array[i].x, bytes);
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ConvertFloatToBytes(array[i].y, bytes);
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ConvertFloatToBytes(array[i].z, bytes);
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}
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private static void ConvertFromVector3(IList list, byte[] bytes, int i)
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{
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ConvertFloatToBytes(((Vector3)list[i]).x, bytes);
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ConvertFloatToBytes(((Vector3)list[i]).y, bytes);
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ConvertFloatToBytes(((Vector3)list[i]).z, bytes);
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}
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private static void ConvertFromVector4(Vector4[] array, byte[] bytes, int i)
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{
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ConvertFloatToBytes(array[i].x, bytes);
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ConvertFloatToBytes(array[i].y, bytes);
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ConvertFloatToBytes(array[i].z, bytes);
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ConvertFloatToBytes(array[i].w, bytes);
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}
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private static void ConvertFromVector4(IList list, byte[] bytes, int i)
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{
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ConvertFloatToBytes(((Vector4)list[i]).x, bytes);
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ConvertFloatToBytes(((Vector4)list[i]).y, bytes);
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ConvertFloatToBytes(((Vector4)list[i]).z, bytes);
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ConvertFloatToBytes(((Vector4)list[i]).w, bytes);
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}
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private static void ConvertFromQuaternion(Quaternion[] array, byte[] bytes, int i)
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{
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ConvertFloatToBytes(array[i].x, bytes);
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ConvertFloatToBytes(array[i].y, bytes);
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ConvertFloatToBytes(array[i].z, bytes);
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ConvertFloatToBytes(array[i].w, bytes);
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}
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private static void ConvertFromQuaternion(IList list, byte[] bytes, int i)
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{
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ConvertFloatToBytes(((Quaternion)list[i]).x, bytes);
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ConvertFloatToBytes(((Quaternion)list[i]).y, bytes);
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ConvertFloatToBytes(((Quaternion)list[i]).z, bytes);
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ConvertFloatToBytes(((Quaternion)list[i]).w, bytes);
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}
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private static void ConvertFromColor(Color[] array, byte[] bytes, int i)
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{
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ConvertFloatToBytes(array[i].r, bytes);
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ConvertFloatToBytes(array[i].g, bytes);
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ConvertFloatToBytes(array[i].b, bytes);
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ConvertFloatToBytes(array[i].a, bytes);
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}
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private static void ConvertFromColor(IList list, byte[] bytes, int i)
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{
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ConvertFloatToBytes(((Color)list[i]).r, bytes);
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ConvertFloatToBytes(((Color)list[i]).g, bytes);
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ConvertFloatToBytes(((Color)list[i]).b, bytes);
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ConvertFloatToBytes(((Color)list[i]).a, bytes);
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}
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private static void ConvertFloatToBytes(float f, byte[] bytes)
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{
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byteBlock = BitConverter.GetBytes(f);
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ConvertTo4Bytes(bytes);
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}
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private static float ConvertBytesToFloat(byte[] bytes)
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{
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ConvertFrom4Bytes(bytes);
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return BitConverter.ToSingle(byteBlock, 0);
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}
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private static void ConvertInt32ToBytes(int i, byte[] bytes)
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{
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byteBlock = BitConverter.GetBytes(i);
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ConvertTo4Bytes(bytes);
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}
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private static int ConvertBytesToInt32(byte[] bytes)
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{
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ConvertFrom4Bytes(bytes);
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return BitConverter.ToInt32(byteBlock, 0);
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}
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private static void ConvertTo4Bytes(byte[] bytes)
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{
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bytes[idx] = byteBlock[endianDiff1];
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bytes[idx + 1] = byteBlock[1 + endianDiff2];
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bytes[idx + 2] = byteBlock[2 - endianDiff2];
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bytes[idx + 3] = byteBlock[3 - endianDiff1];
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idx += 4;
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}
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private static void ConvertFrom4Bytes(byte[] bytes)
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{
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byteBlock[endianDiff1] = bytes[idx];
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byteBlock[1 + endianDiff2] = bytes[idx + 1];
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byteBlock[2 - endianDiff2] = bytes[idx + 2];
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byteBlock[3 - endianDiff1] = bytes[idx + 3];
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idx += 4;
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}
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public static bool GetBool(string name)
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{
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return PlayerPrefs.GetInt(name) == 1;
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}
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public static bool GetBool(string name, bool defaultValue)
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{
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return 1 == PlayerPrefs.GetInt(name, defaultValue ? 1 : 0);
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}
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public static long GetLong(string key, long defaultValue)
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{
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SplitLong(defaultValue, out var lowBits, out var highBits);
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lowBits = PlayerPrefs.GetInt(key + "_lowBits", lowBits);
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highBits = PlayerPrefs.GetInt(key + "_highBits", highBits);
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ulong num = (uint)highBits;
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num <<= 32;
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return (long)(num | (uint)lowBits);
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}
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public static long GetLong(string key)
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{
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int @int = PlayerPrefs.GetInt(key + "_lowBits");
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int int2 = PlayerPrefs.GetInt(key + "_highBits");
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ulong num = (uint)int2;
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num <<= 32;
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return (long)(num | (uint)@int);
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}
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private static Vector2 GetVector2(string key)
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{
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List<float> floatList = GetFloatList(key);
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if (floatList.Count < 2)
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{
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return Vector2.zero;
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}
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return new Vector2(floatList[0], floatList[1]);
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}
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public static Vector2 GetVector2(string key, Vector2 defaultValue)
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{
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Vector2 result = defaultValue;
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if (PlayerPrefs.HasKey(key))
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{
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result = GetVector2(key);
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}
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return result;
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}
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public static Color GetColor(string key)
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{
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List<float> floatList = GetFloatList(key);
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if (floatList.Count < 4)
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{
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return Color.black;
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}
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return new Color(floatList[0], floatList[1], floatList[2], floatList[3]);
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}
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public static Color GetColor(string key, Color defaultValue)
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{
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Color result = defaultValue;
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if (PlayerPrefs.HasKey(key))
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{
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result = GetColor(key);
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}
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return result;
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}
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public static Vector3 GetVector3(string key)
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{
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List<float> floatList = GetFloatList(key);
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if (floatList.Count < 3)
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{
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return Vector3.zero;
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}
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return new Vector3(floatList[0], floatList[1], floatList[2]);
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}
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public static Vector3 GetVector3(string key, Vector3 defaultValue)
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{
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Vector3 result = defaultValue;
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if (PlayerPrefs.HasKey(key))
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{
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result = GetVector3(key);
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}
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return result;
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}
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public static Vector4 GetVector4(string key)
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{
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List<float> floatList = GetFloatList(key);
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if (floatList.Count < 4)
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{
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return Vector4.zero;
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}
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return new Vector4(floatList[0], floatList[1], floatList[2], floatList[3]);
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}
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public static Vector4 GetVector4(string key, Vector4 defaultValue)
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{
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Vector4 result = defaultValue;
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if (PlayerPrefs.HasKey(key))
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{
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result = GetVector4(key);
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}
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return result;
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}
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public static List<bool> GetBoolList(string key)
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{
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List<bool> list = new List<bool>();
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if (PlayerPrefs.HasKey(key))
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{
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byte[] array = Convert.FromBase64String(PlayerPrefs.GetString(key));
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if (array.Length < 5)
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{
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Debug.LogError($"Corrupt preference file for: {key}");
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return list;
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}
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if (array[0] != 2)
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{
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Debug.LogError($"{key} is not a boolean array.");
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return list;
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}
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Initialize();
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byte[] array2 = new byte[array.Length - 5];
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Array.Copy(array, 5, array2, 0, array2.Length);
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BitArray bitArray = new BitArray(array2);
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bitArray.Length = ConvertBytesToInt32(array);
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bool[] array3 = new bool[bitArray.Count];
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bitArray.CopyTo(array3, 0);
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list.AddRange(array3);
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}
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return list;
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}
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public static List<bool> GetBoolList(string key, List<bool> defaultValue)
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{
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List<bool> result = defaultValue;
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if (PlayerPrefs.HasKey(key))
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{
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result = GetBoolList(key);
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}
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return result;
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}
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public static List<List<bool>> Get2DBoolList(string key)
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{
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List<List<bool>> list = new List<List<bool>>();
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if (PlayerPrefs.HasKey(key))
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{
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byte[] array = Convert.FromBase64String(PlayerPrefs.GetString(key));
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if (array.Length < 5)
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{
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Debug.LogError($"Corrupt preference file for: {key}");
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return list;
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}
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if (array[0] != 11)
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{
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Debug.LogError($"{key} is not a boolean array.");
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return list;
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}
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int num = BitConverter.ToInt32(array, 1);
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int num2 = num * 4 + 5;
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byte[] array2 = new byte[array.Length - num2];
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Array.Copy(array, num2, array2, 0, array2.Length);
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BitArray bitArray = new BitArray(array2);
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int num3 = 5;
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int num4 = 0;
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int num5 = 0;
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for (int i = 0; i < num; i++)
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{
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num4 = BitConverter.ToInt32(array, num3);
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num3 += 4;
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List<bool> list2 = new List<bool>();
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for (int j = 0; j < num4; j++)
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{
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list2.Add(bitArray.Get(num5++));
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}
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list.Add(list2);
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}
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}
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return list;
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}
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public static List<List<bool>> Get2DBoolList(string key, List<List<bool>> defaultValue)
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{
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List<List<bool>> result = defaultValue;
|
||
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if (PlayerPrefs.HasKey(key))
|
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{
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result = Get2DBoolList(key);
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}
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return result;
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}
|
||
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public static List<string> GetStringList(string key)
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||
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{
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||
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if (PlayerPrefs.HasKey(key))
|
||
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{
|
||
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string @string = PlayerPrefs.GetString(key);
|
||
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List<object> list = Json.Deserialize(@string) as List<object>;
|
||
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return list.ConvertAll((object obj) => obj.ToString());
|
||
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}
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||
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return new List<string>();
|
||
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}
|
||
|
|
||
|
public static List<string> GetStringList(string key, List<string> defaultValue)
|
||
|
{
|
||
|
List<string> result = defaultValue;
|
||
|
if (PlayerPrefs.HasKey(key))
|
||
|
{
|
||
|
result = GetStringList(key);
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
public static List<List<string>> Get2DStringList(string key)
|
||
|
{
|
||
|
if (PlayerPrefs.HasKey(key))
|
||
|
{
|
||
|
string @string = PlayerPrefs.GetString(key);
|
||
|
List<object> list = Json.Deserialize(@string) as List<object>;
|
||
|
List<List<string>> list2 = new List<List<string>>();
|
||
|
{
|
||
|
foreach (object item in list)
|
||
|
{
|
||
|
List<object> list3 = item as List<object>;
|
||
|
list2.Add(list3.ConvertAll((object obj) => obj.ToString()));
|
||
|
}
|
||
|
return list2;
|
||
|
}
|
||
|
}
|
||
|
return new List<List<string>>();
|
||
|
}
|
||
|
|
||
|
public static List<List<string>> Get2DStringList(string key, List<List<string>> defaultValue)
|
||
|
{
|
||
|
List<List<string>> result = defaultValue;
|
||
|
if (PlayerPrefs.HasKey(key))
|
||
|
{
|
||
|
result = Get2DStringList(key);
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
public static List<int> GetIntList(string key)
|
||
|
{
|
||
|
List<int> list = new List<int>();
|
||
|
GetValue(key, list, ListType.Int32, 1, ConvertToInt);
|
||
|
return list;
|
||
|
}
|
||
|
|
||
|
public static List<int> GetIntList(string key, List<int> defaultValue)
|
||
|
{
|
||
|
List<int> result = defaultValue;
|
||
|
if (PlayerPrefs.HasKey(key))
|
||
|
{
|
||
|
result = GetIntList(key);
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
public static List<List<int>> Get2DIntList(string key)
|
||
|
{
|
||
|
List<List<int>> list = new List<List<int>>();
|
||
|
Get2DValue(key, list, ListType.Int32_2D, 1, ConvertToInt);
|
||
|
return list;
|
||
|
}
|
||
|
|
||
|
public static List<List<int>> Get2DIntList(string key, List<List<int>> defaultValue)
|
||
|
{
|
||
|
List<List<int>> result = defaultValue;
|
||
|
if (PlayerPrefs.HasKey(key))
|
||
|
{
|
||
|
result = Get2DIntList(key);
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
public static List<float> GetFloatList(string key)
|
||
|
{
|
||
|
List<float> list = new List<float>();
|
||
|
GetValue(key, list, ListType.Float, 1, ConvertToFloat);
|
||
|
return list;
|
||
|
}
|
||
|
|
||
|
public static List<float> GetFloatList(string key, List<float> defaultValue)
|
||
|
{
|
||
|
List<float> result = defaultValue;
|
||
|
if (PlayerPrefs.HasKey(key))
|
||
|
{
|
||
|
result = GetFloatList(key);
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
public static List<List<float>> Get2DFloatList(string key)
|
||
|
{
|
||
|
List<List<float>> list = new List<List<float>>();
|
||
|
Get2DValue(key, list, ListType.Float_2D, 1, ConvertToFloat);
|
||
|
return list;
|
||
|
}
|
||
|
|
||
|
public static List<List<float>> Get2DFloatList(string key, List<List<float>> defaultValue)
|
||
|
{
|
||
|
List<List<float>> result = defaultValue;
|
||
|
if (PlayerPrefs.HasKey(key))
|
||
|
{
|
||
|
result = Get2DFloatList(key);
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
public static List<Vector2> GetVector2List(string key)
|
||
|
{
|
||
|
List<Vector2> list = new List<Vector2>();
|
||
|
GetValue(key, list, ListType.Vector2, 2, ConvertToVector2);
|
||
|
return list;
|
||
|
}
|
||
|
|
||
|
public static List<Vector2> GetVector2List(string key, List<Vector2> defaultValue)
|
||
|
{
|
||
|
List<Vector2> result = defaultValue;
|
||
|
if (PlayerPrefs.HasKey(key))
|
||
|
{
|
||
|
result = GetVector2List(key);
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
public static List<List<Vector2>> Get2DVector2List(string key)
|
||
|
{
|
||
|
List<List<Vector2>> list = new List<List<Vector2>>();
|
||
|
Get2DValue(key, list, ListType.Vector2_2D, 2, ConvertToVector2);
|
||
|
return list;
|
||
|
}
|
||
|
|
||
|
public static List<List<Vector2>> Get2DVector2List(string key, List<List<Vector2>> defaultValue)
|
||
|
{
|
||
|
List<List<Vector2>> result = defaultValue;
|
||
|
if (PlayerPrefs.HasKey(key))
|
||
|
{
|
||
|
result = Get2DVector2List(key);
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
public static List<Vector3> GetVector3List(string key)
|
||
|
{
|
||
|
List<Vector3> list = new List<Vector3>();
|
||
|
GetValue(key, list, ListType.Vector3, 3, ConvertToVector3);
|
||
|
return list;
|
||
|
}
|
||
|
|
||
|
public static List<Vector3> GetVector3List(string key, List<Vector3> defaultValue)
|
||
|
{
|
||
|
List<Vector3> result = defaultValue;
|
||
|
if (PlayerPrefs.HasKey(key))
|
||
|
{
|
||
|
result = GetVector3List(key);
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
public static List<List<Vector3>> Get2DVector3List(string key)
|
||
|
{
|
||
|
List<List<Vector3>> list = new List<List<Vector3>>();
|
||
|
Get2DValue(key, list, ListType.Vector3_2D, 3, ConvertToVector3);
|
||
|
return list;
|
||
|
}
|
||
|
|
||
|
public static List<List<Vector3>> Get2DVector3List(string key, List<List<Vector3>> defaultValue)
|
||
|
{
|
||
|
List<List<Vector3>> result = defaultValue;
|
||
|
if (PlayerPrefs.HasKey(key))
|
||
|
{
|
||
|
result = Get2DVector3List(key);
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
public static List<Vector4> GetVector4List(string key)
|
||
|
{
|
||
|
List<Vector4> list = new List<Vector4>();
|
||
|
GetValue(key, list, ListType.Vector4, 4, ConvertToVector4);
|
||
|
return list;
|
||
|
}
|
||
|
|
||
|
public static List<Vector4> GetVector4List(string key, List<Vector4> defaultValue)
|
||
|
{
|
||
|
List<Vector4> result = defaultValue;
|
||
|
if (PlayerPrefs.HasKey(key))
|
||
|
{
|
||
|
result = GetVector4List(key);
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
public static List<List<Vector4>> Get2DVector4List(string key)
|
||
|
{
|
||
|
List<List<Vector4>> list = new List<List<Vector4>>();
|
||
|
Get2DValue(key, list, ListType.Vector4_2D, 4, ConvertToVector4);
|
||
|
return list;
|
||
|
}
|
||
|
|
||
|
public static List<List<Vector4>> Get2DVector4List(string key, List<List<Vector4>> defaultValue)
|
||
|
{
|
||
|
List<List<Vector4>> result = defaultValue;
|
||
|
if (PlayerPrefs.HasKey(key))
|
||
|
{
|
||
|
result = Get2DVector4List(key);
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
public static List<Quaternion> GetQuaternionList(string key)
|
||
|
{
|
||
|
List<Quaternion> list = new List<Quaternion>();
|
||
|
GetValue(key, list, ListType.Quaternion, 4, ConvertToQuaternion);
|
||
|
return list;
|
||
|
}
|
||
|
|
||
|
public static List<Quaternion> GetQuaternionList(string key, List<Quaternion> defaultValue)
|
||
|
{
|
||
|
List<Quaternion> result = defaultValue;
|
||
|
if (PlayerPrefs.HasKey(key))
|
||
|
{
|
||
|
result = GetQuaternionList(key);
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
public static List<List<Quaternion>> Get2DQuaternionList(string key)
|
||
|
{
|
||
|
List<List<Quaternion>> list = new List<List<Quaternion>>();
|
||
|
Get2DValue(key, list, ListType.Quaternion_2D, 4, ConvertToQuaternion);
|
||
|
return list;
|
||
|
}
|
||
|
|
||
|
public static List<List<Quaternion>> Get2DQuaternionList(string key, List<List<Quaternion>> defaultValue)
|
||
|
{
|
||
|
List<List<Quaternion>> result = defaultValue;
|
||
|
if (PlayerPrefs.HasKey(key))
|
||
|
{
|
||
|
result = Get2DQuaternionList(key);
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
public static List<Color> GetColorList(string key)
|
||
|
{
|
||
|
List<Color> list = new List<Color>();
|
||
|
GetValue(key, list, ListType.Color, 4, ConvertToColor);
|
||
|
return list;
|
||
|
}
|
||
|
|
||
|
public static List<Color> GetColorList(string key, List<Color> defaultValue)
|
||
|
{
|
||
|
List<Color> result = defaultValue;
|
||
|
if (PlayerPrefs.HasKey(key))
|
||
|
{
|
||
|
result = GetColorList(key);
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
public static List<List<Color>> Get2DColorList(string key)
|
||
|
{
|
||
|
List<List<Color>> list = new List<List<Color>>();
|
||
|
Get2DValue(key, list, ListType.Color_2D, 4, ConvertToColor);
|
||
|
return list;
|
||
|
}
|
||
|
|
||
|
public static List<List<Color>> Get2DColorList(string key, List<List<Color>> defaultValue)
|
||
|
{
|
||
|
List<List<Color>> result = defaultValue;
|
||
|
if (PlayerPrefs.HasKey(key))
|
||
|
{
|
||
|
result = Get2DColorList(key);
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
private static void GetValue<T>(string key, T list, ListType arrayType, int vectorNumber, Action<T, byte[]> convert) where T : IList
|
||
|
{
|
||
|
if (!PlayerPrefs.HasKey(key))
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
byte[] array = Convert.FromBase64String(PlayerPrefs.GetString(key));
|
||
|
if ((array.Length - 1) % (vectorNumber * 4) != 0)
|
||
|
{
|
||
|
Debug.LogError($"Corrupt preference file for: {key}");
|
||
|
return;
|
||
|
}
|
||
|
if ((ListType)array[0] != arrayType)
|
||
|
{
|
||
|
Debug.LogError($"{key} is not a {arrayType.ToString()} array.");
|
||
|
return;
|
||
|
}
|
||
|
Initialize();
|
||
|
int num = (array.Length - 1) / (vectorNumber * 4);
|
||
|
for (int i = 0; i < num; i++)
|
||
|
{
|
||
|
convert(list, array);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private static void Get2DValue<T>(string key, T list, ListType arrayType, int vectorNumber, Action<IList, byte[]> convert) where T : IList
|
||
|
{
|
||
|
if (!PlayerPrefs.HasKey(key))
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
byte[] array = Convert.FromBase64String(PlayerPrefs.GetString(key));
|
||
|
if (array.Length < 5)
|
||
|
{
|
||
|
Debug.LogError($"Corrupt preference file for: {key}");
|
||
|
return;
|
||
|
}
|
||
|
int num = BitConverter.ToInt32(array, 1);
|
||
|
byte[] array2 = new byte[num * 4 + 5];
|
||
|
Array.Copy(array, 0, array2, 0, array2.Length);
|
||
|
List<byte> list2 = new List<byte>(array);
|
||
|
list2.RemoveRange(1, array2.Length - 1);
|
||
|
array = list2.ToArray();
|
||
|
if ((array.Length - 1) % (vectorNumber * 4) != 0)
|
||
|
{
|
||
|
Debug.LogError($"Corrupt preference file for: {key}");
|
||
|
return;
|
||
|
}
|
||
|
if ((ListType)array[0] != arrayType)
|
||
|
{
|
||
|
Debug.LogError(string.Format("Corrupt preference file for: {0}", key, arrayType.ToString()));
|
||
|
return;
|
||
|
}
|
||
|
Initialize();
|
||
|
GetNewListForType(arrayType, out var list3);
|
||
|
int num2 = (array.Length - 1) / (vectorNumber * 4);
|
||
|
for (int i = 0; i < num2; i++)
|
||
|
{
|
||
|
convert(list3, array);
|
||
|
}
|
||
|
int num3 = 0;
|
||
|
int num4 = 0;
|
||
|
int num5 = 5;
|
||
|
for (int j = 0; j < num; j++)
|
||
|
{
|
||
|
num3 = BitConverter.ToInt32(array2, num5);
|
||
|
num5 += 4;
|
||
|
GetNewListForType(arrayType, out var list4);
|
||
|
for (int k = 0; k < num3; k++)
|
||
|
{
|
||
|
list4.Add(list3[num4++]);
|
||
|
}
|
||
|
list.Add(list4);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private static void GetNewListForType(ListType arrayType, out IList list)
|
||
|
{
|
||
|
list = null;
|
||
|
if (arrayType.Equals(ListType.Bool_2D))
|
||
|
{
|
||
|
list = new List<bool>();
|
||
|
}
|
||
|
else if (arrayType.Equals(ListType.Int32_2D))
|
||
|
{
|
||
|
list = new List<int>();
|
||
|
}
|
||
|
else if (arrayType.Equals(ListType.Float_2D))
|
||
|
{
|
||
|
list = new List<float>();
|
||
|
}
|
||
|
else if (arrayType.Equals(ListType.Vector2_2D))
|
||
|
{
|
||
|
list = new List<Vector2>();
|
||
|
}
|
||
|
else if (arrayType.Equals(ListType.Vector3_2D))
|
||
|
{
|
||
|
list = new List<Vector3>();
|
||
|
}
|
||
|
else if (arrayType.Equals(ListType.Vector4_2D))
|
||
|
{
|
||
|
list = new List<Vector4>();
|
||
|
}
|
||
|
else if (arrayType.Equals(ListType.Quaternion_2D))
|
||
|
{
|
||
|
list = new List<Quaternion>();
|
||
|
}
|
||
|
else if (arrayType.Equals(ListType.Color_2D))
|
||
|
{
|
||
|
list = new List<Color>();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public static Quaternion GetQuaternion(string key)
|
||
|
{
|
||
|
List<float> floatList = GetFloatList(key);
|
||
|
if (floatList.Count < 4)
|
||
|
{
|
||
|
return Quaternion.identity;
|
||
|
}
|
||
|
return new Quaternion(floatList[0], floatList[1], floatList[2], floatList[3]);
|
||
|
}
|
||
|
|
||
|
public static Quaternion GetQuaternion(string key, Quaternion defaultValue)
|
||
|
{
|
||
|
Quaternion result = defaultValue;
|
||
|
if (PlayerPrefs.HasKey(key))
|
||
|
{
|
||
|
result = GetQuaternion(key);
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
private static void Initialize(bool is2DList = false)
|
||
|
{
|
||
|
if (BitConverter.IsLittleEndian)
|
||
|
{
|
||
|
endianDiff1 = 0;
|
||
|
endianDiff2 = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
endianDiff1 = 3;
|
||
|
endianDiff2 = 1;
|
||
|
}
|
||
|
if (byteBlock == null)
|
||
|
{
|
||
|
byteBlock = new byte[4];
|
||
|
}
|
||
|
if (is2DList)
|
||
|
{
|
||
|
idx = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
idx = 1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private static void SplitLong(long input, out int lowBits, out int highBits)
|
||
|
{
|
||
|
lowBits = (int)input;
|
||
|
highBits = (int)(input >> 32);
|
||
|
}
|
||
|
|
||
|
public static void ShowArrayType(string key)
|
||
|
{
|
||
|
byte[] array = Convert.FromBase64String(PlayerPrefs.GetString(key));
|
||
|
if (array.Length > 0)
|
||
|
{
|
||
|
ListType listType = (ListType)array[0];
|
||
|
Debug.Log(string.Format("Corrupt preference file for: {0}", key, listType.ToString()));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private static bool SaveBytes(string key, byte[] bytes)
|
||
|
{
|
||
|
try
|
||
|
{
|
||
|
PlayerPrefs.SetString(key, Convert.ToBase64String(bytes));
|
||
|
}
|
||
|
catch
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
public static bool SetBool(string name, bool value)
|
||
|
{
|
||
|
try
|
||
|
{
|
||
|
PlayerPrefs.SetInt(name, value ? 1 : 0);
|
||
|
}
|
||
|
catch
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
public static void SetLong(string key, long value)
|
||
|
{
|
||
|
SplitLong(value, out var lowBits, out var highBits);
|
||
|
PlayerPrefs.SetInt(key + "_lowBits", lowBits);
|
||
|
PlayerPrefs.SetInt(key + "_highBits", highBits);
|
||
|
}
|
||
|
|
||
|
public static bool SetVector2(string key, Vector2 vector)
|
||
|
{
|
||
|
return SetFloatList(key, new List<float> { vector.x, vector.y });
|
||
|
}
|
||
|
|
||
|
public static bool SetVector3(string key, Vector3 vector)
|
||
|
{
|
||
|
return SetFloatList(key, new List<float> { vector.x, vector.y, vector.z });
|
||
|
}
|
||
|
|
||
|
public static bool SetVector4(string key, Vector4 vector)
|
||
|
{
|
||
|
return SetFloatList(key, new List<float> { vector.x, vector.y, vector.z, vector.w });
|
||
|
}
|
||
|
|
||
|
public static bool SetQuaternion(string key, Quaternion vector)
|
||
|
{
|
||
|
return SetFloatList(key, new List<float> { vector.x, vector.y, vector.z, vector.w });
|
||
|
}
|
||
|
|
||
|
public static bool SetColor(string key, Color color)
|
||
|
{
|
||
|
return SetFloatList(key, new List<float> { color.r, color.g, color.b, color.a });
|
||
|
}
|
||
|
|
||
|
public static bool SetGameObject(string key, GameObject go)
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
public static bool SetTexture2D(string key, Texture2D tex)
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
public static bool SetMaterial(string key, Material mat)
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
public static bool SetAudioClip(string key, AudioClip aud)
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
public static bool SetBoolList(string key, List<bool> boolList)
|
||
|
{
|
||
|
byte[] array = new byte[(boolList.Count + 7) / 8 + 5];
|
||
|
array[0] = Convert.ToByte(ListType.Bool);
|
||
|
BitArray bitArray = new BitArray(boolList.ToArray());
|
||
|
bitArray.CopyTo(array, 5);
|
||
|
Initialize();
|
||
|
ConvertInt32ToBytes(boolList.Count, array);
|
||
|
return SaveBytes(key, array);
|
||
|
}
|
||
|
|
||
|
public static bool Set2DBoolList(string key, List<List<bool>> list)
|
||
|
{
|
||
|
int num = 5;
|
||
|
List<bool> list2 = new List<bool>();
|
||
|
foreach (List<bool> item in list)
|
||
|
{
|
||
|
num += 4;
|
||
|
list2.AddRange(item);
|
||
|
}
|
||
|
num += (list2.Count + 7) / 8;
|
||
|
int num2 = 0;
|
||
|
byte[] array = new byte[num];
|
||
|
array[0] = Convert.ToByte(ListType.Bool_2D);
|
||
|
num2++;
|
||
|
byte[] bytes = BitConverter.GetBytes(list.Count);
|
||
|
if (!BitConverter.IsLittleEndian)
|
||
|
{
|
||
|
Array.Reverse(bytes);
|
||
|
}
|
||
|
bytes.CopyTo(array, num2);
|
||
|
num2 += bytes.Length;
|
||
|
foreach (List<bool> item2 in list)
|
||
|
{
|
||
|
bytes = BitConverter.GetBytes(item2.Count);
|
||
|
if (!BitConverter.IsLittleEndian)
|
||
|
{
|
||
|
Array.Reverse(bytes);
|
||
|
}
|
||
|
bytes.CopyTo(array, num2);
|
||
|
num2 += bytes.Length;
|
||
|
}
|
||
|
BitArray bitArray = new BitArray(list2.ToArray());
|
||
|
bitArray.CopyTo(array, num2);
|
||
|
return SaveBytes(key, array);
|
||
|
}
|
||
|
|
||
|
public static bool SetStringList(string key, List<string> list)
|
||
|
{
|
||
|
bool result = false;
|
||
|
try
|
||
|
{
|
||
|
string value = Json.Serialize(list);
|
||
|
PlayerPrefs.SetString(key, value);
|
||
|
result = true;
|
||
|
}
|
||
|
catch (Exception exception)
|
||
|
{
|
||
|
Debug.LogException(exception);
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
public static bool Set2DStringList(string key, List<List<string>> list)
|
||
|
{
|
||
|
bool result = false;
|
||
|
try
|
||
|
{
|
||
|
string value = Json.Serialize(list);
|
||
|
PlayerPrefs.SetString(key, value);
|
||
|
result = true;
|
||
|
}
|
||
|
catch (Exception exception)
|
||
|
{
|
||
|
Debug.LogException(exception);
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
public static bool SetIntList(string key, List<int> list)
|
||
|
{
|
||
|
return SetValue(key, list, ListType.Int32, 1, ConvertFromInt);
|
||
|
}
|
||
|
|
||
|
public static bool SetFloatList(string key, List<float> list)
|
||
|
{
|
||
|
return SetValue(key, list, ListType.Float, 1, ConvertFromFloat);
|
||
|
}
|
||
|
|
||
|
public static bool SetVector2List(string key, List<Vector2> list)
|
||
|
{
|
||
|
return SetValue(key, list, ListType.Vector2, 2, ConvertFromVector2);
|
||
|
}
|
||
|
|
||
|
public static bool SetVector3List(string key, List<Vector3> list)
|
||
|
{
|
||
|
return SetValue(key, list, ListType.Vector3, 3, ConvertFromVector3);
|
||
|
}
|
||
|
|
||
|
public static bool SetVector4List(string key, List<Vector4> list)
|
||
|
{
|
||
|
return SetValue(key, list, ListType.Vector4, 4, ConvertFromVector4);
|
||
|
}
|
||
|
|
||
|
public static bool SetQuaternionList(string key, List<Quaternion> list)
|
||
|
{
|
||
|
return SetValue(key, list, ListType.Quaternion, 4, ConvertFromQuaternion);
|
||
|
}
|
||
|
|
||
|
public static bool SetColorList(string key, List<Color> list)
|
||
|
{
|
||
|
return SetValue(key, list, ListType.Color, 4, ConvertFromColor);
|
||
|
}
|
||
|
|
||
|
public static bool SetGameObjectList(string key, List<GameObject> list)
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
public static bool SetTexture2DList(string key, List<Texture2D> list)
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
public static bool SetMaterialList(string key, List<Material> List)
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
public static bool SetAudioClipList(string key, List<AudioClip> list)
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
private static bool SetValue<T>(string key, T array, ListType arrayType, int vectorNumber, Action<T, byte[], int> convert) where T : IList
|
||
|
{
|
||
|
byte[] array2 = new byte[4 * array.Count * vectorNumber + 1];
|
||
|
array2[0] = Convert.ToByte(arrayType);
|
||
|
Initialize();
|
||
|
for (int i = 0; i < array.Count; i++)
|
||
|
{
|
||
|
convert(array, array2, i);
|
||
|
}
|
||
|
return SaveBytes(key, array2);
|
||
|
}
|
||
|
|
||
|
public static bool Set2DIntList(string key, List<List<int>> int2DList)
|
||
|
{
|
||
|
return Set2DValue(key, int2DList, ListType.Int32_2D, 1, ConvertFromInt);
|
||
|
}
|
||
|
|
||
|
public static bool Set2DFloatList(string key, List<List<float>> float2DList)
|
||
|
{
|
||
|
return Set2DValue(key, float2DList, ListType.Float_2D, 1, ConvertFromFloat);
|
||
|
}
|
||
|
|
||
|
public static bool Set2DVector2List(string key, List<List<Vector2>> vec2_2DList)
|
||
|
{
|
||
|
return Set2DValue(key, vec2_2DList, ListType.Vector2_2D, 2, ConvertFromVector2);
|
||
|
}
|
||
|
|
||
|
public static bool Set2DVector3List(string key, List<List<Vector3>> vec3_2DList)
|
||
|
{
|
||
|
return Set2DValue(key, vec3_2DList, ListType.Vector3_2D, 3, ConvertFromVector3);
|
||
|
}
|
||
|
|
||
|
public static bool Set2DVector4List(string key, List<List<Vector4>> vec4_2DList)
|
||
|
{
|
||
|
return Set2DValue(key, vec4_2DList, ListType.Vector4_2D, 4, ConvertFromVector4);
|
||
|
}
|
||
|
|
||
|
public static bool Set2DGameObjectList(string key, List<List<GameObject>> go_2DList)
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
public static bool Set2DTexture2DList(string key, List<List<Texture2D>> tex_2DList)
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
public static bool Set2DMaterialList(string key, List<List<Material>> mat_2DList)
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
public static bool Set2DAudioClipList(string key, List<List<AudioClip>> aud_2DList)
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
public static bool Set2DQuaternionList(string key, List<List<Quaternion>> quaternion_2DList)
|
||
|
{
|
||
|
return Set2DValue(key, quaternion_2DList, ListType.Quaternion_2D, 4, ConvertFromQuaternion);
|
||
|
}
|
||
|
|
||
|
public static bool Set2DColorList(string key, List<List<Color>> color_2DList)
|
||
|
{
|
||
|
return Set2DValue(key, color_2DList, ListType.Color_2D, 4, ConvertFromColor);
|
||
|
}
|
||
|
|
||
|
private static bool Set2DValue(string key, IList list, ListType arrayType, int vectorNumber, Action<IList, byte[], int> convert)
|
||
|
{
|
||
|
List<byte> list2 = new List<byte>();
|
||
|
list2.Add(Convert.ToByte(arrayType));
|
||
|
byte[] bytes = BitConverter.GetBytes(list.Count);
|
||
|
if (!BitConverter.IsLittleEndian)
|
||
|
{
|
||
|
Array.Reverse(bytes);
|
||
|
}
|
||
|
list2.AddRange(bytes);
|
||
|
foreach (IList item in list)
|
||
|
{
|
||
|
bytes = BitConverter.GetBytes(item.Count);
|
||
|
if (!BitConverter.IsLittleEndian)
|
||
|
{
|
||
|
Array.Reverse(bytes);
|
||
|
}
|
||
|
list2.AddRange(bytes);
|
||
|
}
|
||
|
for (int i = 0; i < list.Count; i++)
|
||
|
{
|
||
|
IList list4 = list[i] as IList;
|
||
|
byte[] array = new byte[4 * list4.Count * vectorNumber];
|
||
|
Initialize(is2DList: true);
|
||
|
for (int j = 0; j < list4.Count; j++)
|
||
|
{
|
||
|
convert(list4, array, j);
|
||
|
}
|
||
|
list2.AddRange(array);
|
||
|
}
|
||
|
return SaveBytes(key, list2.ToArray());
|
||
|
}
|
||
|
}
|
||
|
}
|