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115
Assets/Cryville/Crtr/PropOp.cs
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115
Assets/Cryville/Crtr/PropOp.cs
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using Cryville.Common.Pdt;
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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namespace Cryville.Crtr {
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public abstract class PropOp : PdtOperator {
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internal PropOp() : base(1) { }
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public class Boolean : PropOp {
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readonly Action<bool> _cb;
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public Boolean(Action<bool> cb) { _cb = cb; }
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protected override void Execute() {
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_cb(GetOperand(0).AsNumber() != 0);
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}
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}
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public class Integer : PropOp {
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readonly Action<int> _cb;
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public Integer(Action<int> cb) { _cb = cb; }
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protected override void Execute() {
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_cb((int)GetOperand(0).AsNumber());
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}
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}
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public class Float : PropOp {
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readonly Action<float> _cb;
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public Float(Action<float> cb) { _cb = cb; }
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protected override void Execute() {
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_cb(GetOperand(0).AsNumber());
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}
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}
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public class String : PropOp {
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readonly Action<string> _cb;
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public String(Action<string> cb) { _cb = cb; }
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protected override void Execute() {
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_cb(GetOperand(0).AsString());
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}
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}
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public class Enum<T> : PropOp {
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readonly static Dictionary<string, int> _cache = new Dictionary<string, int>();
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readonly Action<T> _cb;
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public Enum(Action<T> cb) {
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if (!typeof(T).IsEnum)
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throw new ArgumentException("Type is not enum");
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var names = typeof(T).GetFields(BindingFlags.Public | BindingFlags.Static);
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for (int i = 0; i < names.Length; i++)
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_cache[names[i].Name] = Convert.ToInt32(names[i].GetValue(null));
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_cb = cb;
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}
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protected override void Execute() {
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int result = 0;
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for (int i = 0; i < LoadedOperandCount; i++)
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result |= _cache[GetOperand(0).AsIdentifier()];
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_cb((T)(object)result);
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}
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}
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public class Vector2 : PropOp {
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readonly Action<UnityEngine.Vector2> _cb;
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public Vector2(Action<UnityEngine.Vector2> cb) { _cb = cb; }
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protected override unsafe void Execute() {
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var o = GetOperand(0);
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switch ((o.Length - 4) / 4) {
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case 0: // Number
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case 1: // Array[1]
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float num = o.AsNumber();
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_cb(new UnityEngine.Vector2(num, num));
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break;
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case 2:
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_cb(*(UnityEngine.Vector2*)o.TrustedAsOfLength(sizeof(UnityEngine.Vector2)));
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break;
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default:
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throw new InvalidOperationException("Invalid array size");
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}
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}
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}
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public class Vector3 : PropOp {
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readonly Action<UnityEngine.Vector3> _cb;
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public Vector3(Action<UnityEngine.Vector3> cb) { _cb = cb; }
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protected override unsafe void Execute() {
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var o = GetOperand(0);
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switch ((o.Length - 4) / 4) {
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case 0: // Number
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case 1: // Array[1]
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float num = o.AsNumber();
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_cb(new UnityEngine.Vector3(num, num));
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break;
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case 2:
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_cb(*(UnityEngine.Vector2*)o.TrustedAsOfLength(sizeof(UnityEngine.Vector2)));
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break;
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case 3:
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_cb(*(UnityEngine.Vector3*)o.TrustedAsOfLength(sizeof(UnityEngine.Vector3)));
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break;
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default:
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throw new InvalidOperationException("Invalid array size");
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}
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}
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}
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public class Color : PropOp {
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readonly Action<UnityEngine.Color> _cb;
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public Color(Action<UnityEngine.Color> cb) { _cb = cb; }
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protected override unsafe void Execute() {
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var o = GetOperand(0);
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switch ((o.Length - 4) / 4) {
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case 3:
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var ptr = (float*)o.TrustedAsOfLength(sizeof(float) * 3);
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_cb(new UnityEngine.Color(ptr[0], ptr[1], ptr[2]));
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break;
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case 4:
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_cb(*(UnityEngine.Color*)o.TrustedAsOfLength(sizeof(UnityEngine.Color)));
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break;
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default:
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throw new InvalidOperationException("Invalid array size");
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}
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}
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}
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}
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}
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