unreal.js
Version:
A pak reader for games like VALORANT & Fortnite written in Node.JS
47 lines (46 loc) • 2.6 kB
JavaScript
;
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;