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AssetLibraryConfiguration.cs
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/* Copyright (c) 2015 Rick (rick 'at' gibbed 'dot' us)
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would
* be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not
* be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
namespace Gibbed.Borderlands2.GameInfo
{
public sealed class AssetLibraryConfiguration
{
internal AssetLibraryConfiguration()
{
}
public AssetGroup Group { get; internal set; }
/// <summary>
/// The Native/UnrealScript type of assets in the library.
/// </summary>
public string Type { get; internal set; }
/// <summary>
/// The number of bits required to represent the sublibrary index.
/// </summary>
public int SublibraryBits { get; internal set; }
/// <summary>
/// The number of bits required to represent the sublibrary assets index.
/// </summary>
public int AssetBits { get; internal set; }
public uint NoneIndex
{
get { return (1u << this.SublibraryBits + this.AssetBits) - 1; }
}
public uint SublibraryMask
{
get { return (1u << this.SublibraryBits - 1) - 1; }
}
public uint UseSetIdMask
{
get { return (1u << this.SublibraryBits - 1); }
}
public uint AssetMask
{
get { return (1u << this.AssetBits) - 1; }
}
}
}