From 3142c035eb09287ba6d4474710e5ffe9ec3c0e63 Mon Sep 17 00:00:00 2001 From: Chipmunk <65827213+ChipmunkMC@users.noreply.github.com> Date: Fri, 14 Jul 2023 11:16:53 -0400 Subject: [PATCH] Improve variable names in LevelLoader --- Assets/Scripts/Assembly-CSharp/LevelLoader.cs | 170 +++++++++--------- 1 file changed, 85 insertions(+), 85 deletions(-) diff --git a/Assets/Scripts/Assembly-CSharp/LevelLoader.cs b/Assets/Scripts/Assembly-CSharp/LevelLoader.cs index 892391f0..0ef20b82 100644 --- a/Assets/Scripts/Assembly-CSharp/LevelLoader.cs +++ b/Assets/Scripts/Assembly-CSharp/LevelLoader.cs @@ -83,8 +83,8 @@ public class LevelLoader : MonoBehaviour private void ReadLevel(BinaryReader reader) { - int num = reader.ReadInt32(); - for (int i = 0; i < num; i++) + int objectCount = reader.ReadInt32(); + for (int i = 0; i < objectCount; i++) { this.ReadObject(null, reader); } @@ -92,14 +92,14 @@ public class LevelLoader : MonoBehaviour private void ReadObject(GameObject parent, BinaryReader reader) { - short num = reader.ReadInt16(); - if (num == 0) + short childCount = reader.ReadInt16(); + if (childCount == 0) { this.ReadPrefabInstance(parent, reader); } else { - this.ReadParentObject(num, parent, reader); + this.ReadParentObject(childCount, parent, reader); } } @@ -183,9 +183,9 @@ public class LevelLoader : MonoBehaviour private void ReadPrefabOverrides(GameObject obj, BinaryReader reader) { - int num = reader.ReadInt32(); - byte[] buffer = new byte[num]; - reader.Read(buffer, 0, num); + int count = reader.ReadInt32(); + byte[] buffer = new byte[count]; + reader.Read(buffer, 0, count); using (MemoryStream memoryStream = new MemoryStream(buffer)) { using (StreamReader streamReader = new StreamReader(memoryStream, Encoding.UTF8)) @@ -199,36 +199,36 @@ public class LevelLoader : MonoBehaviour private void ReadTerrain(GameObject obj, BinaryReader reader) { - e2dTerrain component = obj.GetComponent(); - component.FillTextureTileOffsetX = reader.ReadSingle(); - component.FillTextureTileOffsetY = reader.ReadSingle(); - GameObject gameObject = obj.transform.Find("_fill").gameObject; - MeshFilter component2 = gameObject.GetComponent(); - Mesh sharedMesh = this.ReadMesh(false, true, false, reader, component); + e2dTerrain terrain = obj.GetComponent(); + terrain.FillTextureTileOffsetX = reader.ReadSingle(); + terrain.FillTextureTileOffsetY = reader.ReadSingle(); + GameObject fill = obj.transform.Find("_fill").gameObject; + MeshFilter filter = fill.GetComponent(); + Mesh sharedMesh = this.ReadMesh(false, true, false, reader, terrain); Color color = this.ReadColor(reader); int index = reader.ReadInt32(); - component2.sharedMesh = sharedMesh; - gameObject.GetComponent().sharedMaterial.color = color; - gameObject.GetComponent().sharedMaterial.mainTexture = (this.m_references[index] as Texture2D); - GameObject gameObject2 = obj.transform.Find("_curve").gameObject; - component2 = gameObject2.GetComponent(); - sharedMesh = this.ReadMesh(false, false, true, reader, component); - component2.sharedMesh = sharedMesh; - int num = reader.ReadInt32(); - for (int i = 0; i < num; i++) + filter.sharedMesh = sharedMesh; + fill.GetComponent().sharedMaterial.color = color; + fill.GetComponent().sharedMaterial.mainTexture = (this.m_references[index] as Texture2D); + GameObject curve = obj.transform.Find("_curve").gameObject; + filter = curve.GetComponent(); + sharedMesh = this.ReadMesh(false, false, true, reader, terrain); + filter.sharedMesh = sharedMesh; + int curveTextureCount = reader.ReadInt32(); + for (int i = 0; i < curveTextureCount; i++) { - if (i >= component.CurveTextures.Count) + if (i >= terrain.CurveTextures.Count) { - component.CurveTextures.Add(new e2dCurveTexture(null)); + terrain.CurveTextures.Add(new e2dCurveTexture(null)); } int index2 = reader.ReadInt32(); - component.CurveTextures[i].texture = (this.m_references[index2] as Texture); - component.CurveTextures[i].size = this.ReadVector2(reader); - component.CurveTextures[i].fixedAngle = reader.ReadBoolean(); - component.CurveTextures[i].fadeThreshold = reader.ReadSingle(); + terrain.CurveTextures[i].texture = (this.m_references[index2] as Texture); + terrain.CurveTextures[i].size = this.ReadVector2(reader); + terrain.CurveTextures[i].fixedAngle = reader.ReadBoolean(); + terrain.CurveTextures[i].fadeThreshold = reader.ReadSingle(); } - int num2 = reader.ReadInt32(); - if (num2 > 0) + int hasControlTexture = reader.ReadInt32(); + if (hasControlTexture > 0) { int count = reader.ReadInt32(); byte[] data = reader.ReadBytes(count); @@ -240,15 +240,15 @@ public class LevelLoader : MonoBehaviour { throw new InvalidOperationException("Can't load control texture"); } - component.CurveMesh.ControlTextures.Clear(); - component.CurveMesh.ControlTextures.Add(texture2D); - component.CurveMesh.RebuildMaterial(); + terrain.CurveMesh.ControlTextures.Clear(); + terrain.CurveMesh.ControlTextures.Add(texture2D); + terrain.CurveMesh.RebuildMaterial(); } - bool flag = reader.ReadBoolean(); - if (flag) + bool hasCollision = reader.ReadBoolean(); + if (hasCollision) { - component2 = gameObject.GetComponent(); - Mesh sharedMesh2 = component2.sharedMesh; + filter = fill.GetComponent(); + Mesh sharedMesh2 = filter.sharedMesh; this.CreateCollider(obj, sharedMesh2.vertices); } else if (obj.transform.Find(e2dConstants.COLLIDER_MESH_NAME)) @@ -260,66 +260,66 @@ public class LevelLoader : MonoBehaviour private Mesh ReadMesh(bool readUV, bool fillMesh, bool readColor, BinaryReader reader, e2dTerrain terrain) { Mesh mesh = new Mesh(); - int num = reader.ReadInt32(); - Vector3[] array = new Vector3[num]; + int count = reader.ReadInt32(); + Vector3[] vertices = new Vector3[count]; if (fillMesh) { - for (int i = 0; i < array.Length; i++) + for (int i = 0; i < vertices.Length; i++) { - array[i] = this.ReadVector2(reader); + vertices[i] = this.ReadVector2(reader); } - Vector2[] array2 = new Vector2[array.Length]; + Vector2[] uv = new Vector2[vertices.Length]; float num2 = 1f / terrain.FillTextureTileWidth; float num3 = 1f / terrain.FillTextureTileHeight; - for (int j = 0; j < array2.Length; j++) + for (int j = 0; j < uv.Length; j++) { - array2[j].x = (array[j].x - terrain.FillTextureTileOffsetX) * num2; - array2[j].y = (array[j].y - terrain.FillTextureTileOffsetY) * num3; + uv[j].x = (vertices[j].x - terrain.FillTextureTileOffsetX) * num2; + uv[j].y = (vertices[j].y - terrain.FillTextureTileOffsetY) * num3; } - mesh.vertices = array; - mesh.uv = array2; + mesh.vertices = vertices; + mesh.uv = uv; } else { - Color[] array3 = new Color[array.Length]; - for (int k = 0; k < array.Length; k++) + Color[] colors = new Color[vertices.Length]; + for (int k = 0; k < vertices.Length; k++) { - array[k] = this.ReadVector2(reader); - array[k].z = -0.01f; - array3[k].r = (float)((k + 1) % 2); + vertices[k] = this.ReadVector2(reader); + vertices[k].z = -0.01f; + colors[k].r = (float)((k + 1) % 2); } - Vector2[] array4 = new Vector2[array.Length]; - int num4 = num / 2; + Vector2[] uv = new Vector2[vertices.Length]; + int num4 = count / 2; float num5 = 0f; for (int l = 1; l < num4; l++) { int num6 = l; int num7 = 2 * num6; - float magnitude = (array[num7] - array[num7 - 2]).magnitude; + float magnitude = (vertices[num7] - vertices[num7 - 2]).magnitude; num5 += magnitude; - array4[num7] = (array4[num7 + 1] = new Vector2(num5, (float)num6)); + uv[num7] = (uv[num7 + 1] = new Vector2(num5, (float)num6)); } - mesh.vertices = array; - mesh.colors = array3; - mesh.uv = array4; + mesh.vertices = vertices; + mesh.colors = colors; + mesh.uv = uv; } if (readUV) { - int num8 = reader.ReadInt32(); - Vector2[] array5 = new Vector2[num8]; - for (int m = 0; m < array5.Length; m++) + int uvCount = reader.ReadInt32(); + Vector2[] uv = new Vector2[uvCount]; + for (int m = 0; m < uv.Length; m++) { - array5[m] = this.ReadVector2(reader); + uv[m] = this.ReadVector2(reader); } - mesh.uv = array5; + mesh.uv = uv; } - int num9 = reader.ReadInt32(); - int[] array6 = new int[num9]; - for (int n = 0; n < num9; n++) + int triangleCount = reader.ReadInt32(); + int[] triangles = new int[triangleCount]; + for (int n = 0; n < triangleCount; n++) { - array6[n] = (int)reader.ReadInt16(); + triangles[n] = (int)reader.ReadInt16(); } - mesh.triangles = array6; + mesh.triangles = triangles; return mesh; } @@ -332,34 +332,34 @@ public class LevelLoader : MonoBehaviour public void CreateCollider(GameObject obj, Vector3[] polygon) { - Vector3[] array = new Vector3[2 * polygon.Length]; - int[] array2 = new int[6 * polygon.Length]; + Vector3[] vertices = new Vector3[2 * polygon.Length]; + int[] triangles = new int[6 * polygon.Length]; for (int i = 0; i < polygon.Length; i++) { int num = 2 * i; - array[num] = new Vector3(polygon[i].x, polygon[i].y, -0.5f * e2dConstants.COLLISION_MESH_Z_DEPTH); - array[num + 1] = new Vector3(polygon[i].x, polygon[i].y, 0.5f * e2dConstants.COLLISION_MESH_Z_DEPTH); + vertices[num] = new Vector3(polygon[i].x, polygon[i].y, -0.5f * e2dConstants.COLLISION_MESH_Z_DEPTH); + vertices[num + 1] = new Vector3(polygon[i].x, polygon[i].y, 0.5f * e2dConstants.COLLISION_MESH_Z_DEPTH); int num2 = 6 * i; - array2[num2] = num % array.Length; - array2[num2 + 1] = (num + 1) % array.Length; - array2[num2 + 2] = (num + 2) % array.Length; - array2[num2 + 3] = (num + 2) % array.Length; - array2[num2 + 4] = (num + 1) % array.Length; - array2[num2 + 5] = (num + 3) % array.Length; + triangles[num2] = num % vertices.Length; + triangles[num2 + 1] = (num + 1) % vertices.Length; + triangles[num2 + 2] = (num + 2) % vertices.Length; + triangles[num2 + 3] = (num + 2) % vertices.Length; + triangles[num2 + 4] = (num + 1) % vertices.Length; + triangles[num2 + 5] = (num + 3) % vertices.Length; } Transform transform = obj.transform.Find(e2dConstants.COLLIDER_MESH_NAME); - MeshCollider component = transform.GetComponent(); - component.sharedMesh = new Mesh + MeshCollider collider = transform.GetComponent(); + collider.sharedMesh = new Mesh { - vertices = array, - triangles = array2 + vertices = vertices, + triangles = triangles }; transform.localPosition = Vector3.zero; transform.localRotation = Quaternion.identity; transform.localScale = Vector3.one; if (obj.layer != LayerMask.NameToLayer("IceGround")) { - component.gameObject.layer = LayerMask.NameToLayer("Ground"); + collider.gameObject.layer = LayerMask.NameToLayer("Ground"); } }