UNPKG

unreal.js

Version:

A pak reader for games like VALORANT & Fortnite written in Node.JS

47 lines (46 loc) 2.6 kB
"use strict"; var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; return c > 3 && r && Object.defineProperty(target, key, r), r; }; var __metadata = (this && this.__metadata) || function (k, v) { if (typeof Reflect === "object" && typeof Reflect.metadata === "function") return Reflect.metadata(k, v); }; Object.defineProperty(exports, "__esModule", { value: true }); exports.FStaticMaterial = void 0; const UProperty_1 = require("../../../../util/decorators/UProperty"); const FName_1 = require("../../../objects/uobject/FName"); const Lazy_1 = require("../../../../util/Lazy"); const FMeshUVChannelInfo_1 = require("./FMeshUVChannelInfo"); const FRenderingObjectVersion_1 = require("../../../versions/FRenderingObjectVersion"); class FStaticMaterial { constructor(Ar) { this.materialInterface = null; this.materialSlotName = FName_1.FName.NAME_None; this.importedMaterialSlotName = FName_1.FName.NAME_None; this.uvChannelData = null; this.materialInterface = Ar.readObject(); this.materialSlotName = Ar.readFName(); if (FRenderingObjectVersion_1.FRenderingObjectVersion.get(Ar) >= FRenderingObjectVersion_1.EFRenderingObjectVersion.TextureStreamingMeshUVChannelData) this.uvChannelData = new FMeshUVChannelInfo_1.FMeshUVChannelInfo(Ar); } } __decorate([ UProperty_1.UProperty({ name: "MaterialInterface" }), __metadata("design:type", Lazy_1.Lazy) ], FStaticMaterial.prototype, "materialInterface", void 0); __decorate([ UProperty_1.UProperty({ name: "MaterialSlotName" }), __metadata("design:type", FName_1.FName) ], FStaticMaterial.prototype, "materialSlotName", void 0); __decorate([ UProperty_1.UProperty({ name: "ImportedMaterialSlotName" }), __metadata("design:type", FName_1.FName) ], FStaticMaterial.prototype, "importedMaterialSlotName", void 0); __decorate([ UProperty_1.UProperty({ name: "UVChannelData" }), __metadata("design:type", FMeshUVChannelInfo_1.FMeshUVChannelInfo) ], FStaticMaterial.prototype, "uvChannelData", void 0); exports.FStaticMaterial = FStaticMaterial;