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void | Parse (string name, byte[] buffer, List< BTI > externalBTIs, bool isModel=false, bool useRigidbody=false) |
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void | CreateShapes (GameObject targetObject=null) |
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BMD | OverwriteMaterial (Material material) |
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BMD | OverwriteMaterial (int sourceMaterialIndex, Material material) |
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BMD | ChangeEmission (UnityEngine.Color color) |
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BMD | ChangeAlphaThreshold (float alphaThreshold) |
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BMD | ChangeColor (UnityEngine.Color color) |
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void | CalculateWeights () |
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void | LoadAnimation (string bckName) |
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void | LoadBTK (string btkName) |
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void | LoadBRK (string brkName) |
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bool | IsAnimationPlaying () |
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ZeldaAnimation | LoadSpecificAnimationOnMain (Archive archive, string bckName, LoopType loopType=LoopType.Loop, AnimationBehavior behavior=AnimationBehavior.Stay) |
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ZeldaAnimation | LoadSpecificAnimation (Archive archive, string bckName, LoopType loopType=LoopType.Loop, AnimationBehavior behavior=AnimationBehavior.Stay) |
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async Task< AnimationSetup.AnimationCurveHolder > | LoadAnimationCurvesInBackground (Archive archive, string bckName, string startBone="##STOP##") |
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AnimationSetup.AnimationCurveHolder | LoadAnimationCurves (Archive archive, string bckName, string startBone="##STOP##") |
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void | PlaySequencedAnimation (params ZeldaAnimation[] states) |
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ZeldaAnimation | MergeCurvesToAnimation (AnimationSetup.AnimationCurveHolder curve1, AnimationSetup.AnimationCurveHolder curve2, LoopType loopType=LoopType.Once, AnimationBehavior animationBehavior=AnimationBehavior.GoBack) |
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void | PrepareWeights () |
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void | PrepareAnimation () |
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Transform | FindChildByPath (Transform root, string path) |
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BMD | PlayAnimationFromDifferentArchive (string archive, string name) |
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BMD | UseSameAnimationAsOriginalModelForCopy (BMD original) |
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void | SetParticles (int groupID, int subId) |
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void | PlayFacialBTP (string btpName, string external="") |
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void | CreateMesh (GameObject child, SHP1.Shape shape, List< Vector3 > vertices, List< Vector3 > normals, BTI bti, BTI vertexBti, MeshVertexHolder vertexHolder, Material3 mat, bool external, bool externalVertex, bool isModel, int shapeIndex, Material overwriteMaterial=null) |
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void | LoadTagDataFromFile (byte[] buffer, EndianBinaryReader reader, int tagCount, List< BTI > externalBTIs, bool isModel) |
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void | ApplyBonePositionsToAnimationTransforms (IList< SkeletonJoint > boneList, Matrix4[] boneTransforms) |
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GameObject | CreateSubMesh (GameObject target, string name) |
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GameObject | GetWorldRoot () |
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BMD | SetParentJoint (BMD parent, string jointName) |
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BMD | SetPosition (Vector3 translation) |
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void | RemoveCollision () |
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void | ApplyFirstTranslation () |
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BMD | Translate (Vector3 translation) |
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BMD | TranslateLocal (Vector3 translation) |
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BMD | SetLocalPosition (Vector3 translation) |
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BMD | SetLocalRotation (Vector3 translation) |
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BMD | RotateXShort (int shortAngle) |
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void | InitializeModelParams (ItemData data) |
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BMD | RotateYShort (int shortAngle) |
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BMD | RotateX (int angle) |
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BMD | RotateY (int angle) |
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BMD | ResetRotation () |
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BMD | SetRotation (Vector3 rotation) |
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BMD | SetBaseScale (Vector3 scale) |
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BMD | SetLocalScale (Vector3 scale) |
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void | RotateByPivot (float target) |
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BMD | ToUrpLitShader () |
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void | AddClothPhysics (float maxCoefficients) |
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void | MoveToTarget (Transform target, float moveSpeed, float acceleration, float deceleration) |
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void | InterruptMove () |
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INF1 | INF1Tag |
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VTX1 | VTX1Tag |
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EVP1 | EVP1Tag |
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DRW1 | DRW1Tag |
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JNT1 | JNT1Tag |
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SHP1 | SHP1Tag |
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MAT3 | MAT3Tag |
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TEX1 | TEX1Tag |
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string | Magic |
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int | Size |
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int | Offset |
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int | NumChunks |
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string | Name |
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Actor | Actor |
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Vector3 | Dialogue3DRotation |
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int | DialogueId |
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List< GameObject > | Childs = new List<GameObject>() |
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List< TextureData > | TextureDatas = new List<TextureData>() |
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Archive | Archive |
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Dictionary< string, GameObject > | jointGameObjects = new Dictionary<string, GameObject>() |
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BCK | CurrentAnimation |
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BTK | CurrentBTK |
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BRK | CurrentBRK |
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bool | IsLink |
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List< BCK > | PreloadedBCKs = new List<BCK>() |
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WeightDataGenerator | WeightDataGenerator |
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List< TexMatrix[]> | TexMatrixIndexes = new List<TexMatrix[]>() |
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int | UpdateIndex |
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bool | CheckCached = false |
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bool | ForceCheck = false |
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Dictionary< int, Vector3[]> | CachedAnimationsVerts = new Dictionary<int, Vector3[]>() |
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Dictionary< int, Vector3[]> | CachedAnimationsNormals = new Dictionary<int, Vector3[]>() |
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bool | CacheMeshes = false |
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Dictionary< string, AnimationClip > | _animationClips = new Dictionary<string, AnimationClip>() |
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bool | CompressedAnimations = false |
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Dictionary< string, AnimationSetup.AnimationCurveHolder > | specificAnimations = new Dictionary<string, AnimationSetup.AnimationCurveHolder>() |
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bool | LoadAnimationsOnMainThread = false |
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Animator | _animator |
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AnimancerComponent | _animancer |
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string | lastAnimationName = "" |
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int | MaxEyeTexture = 2 |
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List< Renderer > | _meshRenderers = new List<Renderer>() |
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Vector3 | initTranslation = Vector3.zero |
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bool | IsRendererVisible (Renderer renderer) |
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void | FixedUpdate () |
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void | AddMeshColliderToSkinned () |
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void | PlayNextState (ZeldaAnimation[] states, int currentIndex) |
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IEnumerator | BlinkRoutine () |
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void | OnDrawGizmos () |
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Dictionary< string, GameObject > | CreateJointGameObjects (List< SkeletonJoint > joints, Transform parent) |
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void | BuildHierarchy (List< SkeletonJoint > joints, Dictionary< string, GameObject > jointGameObjects) |
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Transform | FindJointGameObject (SkeletonJoint joint, Transform parentTransform) |
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void | PrepareShape (GameObject target, int shapeIndex, List< BTI > externalBTIs, IList< SkeletonJoint > boneList, Matrix4[] boneTransforms, bool isModel) |
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float | ShortToRadians (int shortValue) |
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IEnumerator | _RotateByPivot (float target) |
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IEnumerator | _MoveToTarget (Transform target, float maxMoveSpeed, float acceleration, float deceleration) |
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Transform | RecursiveFindChild (Transform parent, string childName) |
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