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Tools/UpdatesForTransform/WorldPositions.cs
107 строк
4 KB
ZeromusXYZ
Transform RC2 (#282)
20 июл 2021, 18:37
Не верифицирован
20 июл 2021, 18:37
1fd36af
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using System; using System.Collections.Generic; using System.ComponentModel; using System.Text; using Newtonsoft.Json; namespace UpdatesForTransform { /// <summary> /// All default values are ignored to save space. /// Additionally this class has technically more fields than each individual json will require (adds all possible fields) /// </summary> public class WorldSpawnPositionNew { //public uint WorldId { get; set; } //public uint ZoneId { get; set; } [JsonProperty(DefaultValueHandling = DefaultValueHandling.IgnoreAndPopulate)] [DefaultValue(0f)] public float X { get; set; } [JsonProperty(DefaultValueHandling = DefaultValueHandling.IgnoreAndPopulate)] [DefaultValue(0f)] public float Y { get; set; } [JsonProperty(DefaultValueHandling = DefaultValueHandling.IgnoreAndPopulate)] [DefaultValue(0f)] public float Z { get; set; } [JsonProperty(DefaultValueHandling = DefaultValueHandling.IgnoreAndPopulate)] [DefaultValue(0f)] public float Roll { get; set; } [JsonProperty(DefaultValueHandling = DefaultValueHandling.IgnoreAndPopulate)] [DefaultValue(0f)] public float Pitch { get; set; } [JsonProperty(DefaultValueHandling = DefaultValueHandling.IgnoreAndPopulate)] [DefaultValue(0f)] public float Yaw { get; set; } } public class WorldSpawnPositionOld { //public uint WorldId { get; set; } //public uint ZoneId { get; set; } [JsonProperty(DefaultValueHandling = DefaultValueHandling.IgnoreAndPopulate)] public float X { get; set; } [JsonProperty(DefaultValueHandling = DefaultValueHandling.IgnoreAndPopulate)] public float Y { get; set; } [JsonProperty(DefaultValueHandling = DefaultValueHandling.IgnoreAndPopulate)] public float Z { get; set; } [JsonProperty(DefaultValueHandling = DefaultValueHandling.IgnoreAndPopulate)] public sbyte RotationX { get; set; } [JsonProperty(DefaultValueHandling = DefaultValueHandling.IgnoreAndPopulate)] public sbyte RotationY { get; set; } [JsonProperty(DefaultValueHandling = DefaultValueHandling.IgnoreAndPopulate)] public sbyte RotationZ { get; set; } } public class NpcSpawnerOld { public long Id; public long UnitId; [JsonProperty(DefaultValueHandling = DefaultValueHandling.IgnoreAndPopulate, Required = Required.DisallowNull)] [DefaultValue(1)] public long Count = 1; public WorldSpawnPositionOld Position; [JsonProperty(DefaultValueHandling = DefaultValueHandling.IgnoreAndPopulate, Required = Required.DisallowNull)] [DefaultValue(1f)] public float Scale = 1f; [JsonProperty(DefaultValueHandling = DefaultValueHandling.IgnoreAndPopulate, Required = Required.DisallowNull)] [DefaultValue(0)] public long FuncGroupId = 0; public NpcSpawnerOld() { Position = new WorldSpawnPositionOld(); } } public class NpcSpawnerNew { public long Id; public long UnitId; [JsonProperty(DefaultValueHandling = DefaultValueHandling.IgnoreAndPopulate, Required = Required.DisallowNull)] [DefaultValue(1)] public long Count = 1; public WorldSpawnPositionNew Position; [JsonProperty(DefaultValueHandling = DefaultValueHandling.IgnoreAndPopulate, Required = Required.DisallowNull)] [DefaultValue(1f)] public float Scale = 1f; [JsonProperty(DefaultValueHandling = DefaultValueHandling.IgnoreAndPopulate, Required = Required.DisallowNull)] [DefaultValue(0)] public long FuncGroupId = 0; public NpcSpawnerNew() { Position = new WorldSpawnPositionNew(); } } }