667 lines
20 KiB
C#
667 lines
20 KiB
C#
// ArrayPrefs2 v 1.4
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using UnityEngine;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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public class PlayerPrefsX
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{
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static private int endianDiff1;
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static private int endianDiff2;
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static private int idx;
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static private byte[] byteBlock;
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enum ArrayType { Float, Int32, Bool, String, Vector2, Vector3, Quaternion, Color }
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public static bool SetBool(String name, bool value)
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{
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try
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{
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PlayerPrefs.SetInt(name, value ? 1 : 0);
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}
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catch
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{
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return false;
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}
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return true;
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}
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public static bool GetBool(String name)
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{
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return PlayerPrefs.GetInt(name) == 1;
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}
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public static bool GetBool(String name, bool defaultValue)
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{
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return (1 == PlayerPrefs.GetInt(name, defaultValue ? 1 : 0));
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}
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public static long GetLong(string key, long defaultValue)
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{
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int lowBits, highBits;
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SplitLong(defaultValue, out lowBits, out highBits);
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lowBits = PlayerPrefs.GetInt(key + "_lowBits", lowBits);
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highBits = PlayerPrefs.GetInt(key + "_highBits", highBits);
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// unsigned, to prevent loss of sign bit.
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ulong ret = (uint)highBits;
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ret = (ret << 32);
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return (long)(ret | (ulong)(uint)lowBits);
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}
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public static long GetLong(string key)
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{
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int lowBits = PlayerPrefs.GetInt(key + "_lowBits");
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int highBits = PlayerPrefs.GetInt(key + "_highBits");
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// unsigned, to prevent loss of sign bit.
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ulong ret = (uint)highBits;
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ret = (ret << 32);
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return (long)(ret | (ulong)(uint)lowBits);
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}
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private static void SplitLong(long input, out int lowBits, out int highBits)
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{
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// unsigned everything, to prevent loss of sign bit.
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lowBits = (int)(uint)(ulong)input;
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highBits = (int)(uint)(input >> 32);
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}
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public static void SetLong(string key, long value)
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{
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int lowBits, highBits;
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SplitLong(value, out lowBits, out highBits);
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PlayerPrefs.SetInt(key + "_lowBits", lowBits);
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PlayerPrefs.SetInt(key + "_highBits", highBits);
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}
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public static bool SetVector2(String key, Vector2 vector)
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{
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return SetFloatArray(key, new float[] { vector.x, vector.y });
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}
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static Vector2 GetVector2(String key)
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{
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var floatArray = GetFloatArray(key);
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if (floatArray.Length < 2)
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{
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return Vector2.zero;
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}
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return new Vector2(floatArray[0], floatArray[1]);
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}
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public static Vector2 GetVector2(String key, Vector2 defaultValue)
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{
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if (PlayerPrefs.HasKey(key))
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{
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return GetVector2(key);
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}
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return defaultValue;
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}
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public static bool SetVector3(String key, Vector3 vector)
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{
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return SetFloatArray(key, new float[] { vector.x, vector.y, vector.z });
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}
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public static Vector3 GetVector3(String key)
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{
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var floatArray = GetFloatArray(key);
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if (floatArray.Length < 3)
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{
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return Vector3.zero;
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}
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return new Vector3(floatArray[0], floatArray[1], floatArray[2]);
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}
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public static Vector3 GetVector3(String key, Vector3 defaultValue)
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{
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if (PlayerPrefs.HasKey(key))
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{
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return GetVector3(key);
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}
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return defaultValue;
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}
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public static bool SetQuaternion(String key, Quaternion vector)
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{
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return SetFloatArray(key, new float[] { vector.x, vector.y, vector.z, vector.w });
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}
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public static Quaternion GetQuaternion(String key)
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{
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var floatArray = GetFloatArray(key);
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if (floatArray.Length < 4)
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{
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return Quaternion.identity;
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}
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return new Quaternion(floatArray[0], floatArray[1], floatArray[2], floatArray[3]);
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}
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public static Quaternion GetQuaternion(String key, Quaternion defaultValue)
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{
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if (PlayerPrefs.HasKey(key))
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{
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return GetQuaternion(key);
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}
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return defaultValue;
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}
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public static bool SetColor(String key, Color color)
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{
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return SetFloatArray(key, new float[] { color.r, color.g, color.b, color.a });
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}
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public static Color GetColor(String key)
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{
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var floatArray = GetFloatArray(key);
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if (floatArray.Length < 4)
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{
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return new Color(0.0f, 0.0f, 0.0f, 0.0f);
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}
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return new Color(floatArray[0], floatArray[1], floatArray[2], floatArray[3]);
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}
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public static Color GetColor(String key, Color defaultValue)
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{
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if (PlayerPrefs.HasKey(key))
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{
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return GetColor(key);
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}
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return defaultValue;
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}
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public static bool SetBoolArray(String key, bool[] boolArray)
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{
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// Make a byte array that's a multiple of 8 in length, plus 5 bytes to store the number of entries as an int32 (+ identifier)
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// We have to store the number of entries, since the boolArray length might not be a multiple of 8, so there could be some padded zeroes
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var bytes = new byte[(boolArray.Length + 7) / 8 + 5];
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bytes[0] = System.Convert.ToByte(ArrayType.Bool); // Identifier
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var bits = new BitArray(boolArray);
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bits.CopyTo(bytes, 5);
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Initialize();
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ConvertInt32ToBytes(boolArray.Length, bytes); // The number of entries in the boolArray goes in the first 4 bytes
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return SaveBytes(key, bytes);
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}
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public static bool[] GetBoolArray(String key)
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{
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if (PlayerPrefs.HasKey(key))
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{
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var bytes = System.Convert.FromBase64String(PlayerPrefs.GetString(key));
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if (bytes.Length < 5)
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{
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Debug.LogError("Corrupt preference file for " + key);
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return new bool[0];
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}
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if ((ArrayType)bytes[0] != ArrayType.Bool)
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{
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Debug.LogError(key + " is not a boolean array");
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return new bool[0];
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}
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Initialize();
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// Make a new bytes array that doesn't include the number of entries + identifier (first 5 bytes) and turn that into a BitArray
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var bytes2 = new byte[bytes.Length - 5];
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System.Array.Copy(bytes, 5, bytes2, 0, bytes2.Length);
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var bits = new BitArray(bytes2);
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// Get the number of entries from the first 4 bytes after the identifier and resize the BitArray to that length, then convert it to a boolean array
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bits.Length = ConvertBytesToInt32(bytes);
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var boolArray = new bool[bits.Count];
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bits.CopyTo(boolArray, 0);
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return boolArray;
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}
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return new bool[0];
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}
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public static bool[] GetBoolArray(String key, bool defaultValue, int defaultSize)
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{
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if (PlayerPrefs.HasKey(key))
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{
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return GetBoolArray(key);
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}
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var boolArray = new bool[defaultSize];
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for (int i = 0; i < defaultSize; i++)
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{
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boolArray[i] = defaultValue;
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}
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return boolArray;
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}
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public static bool SetStringArray(String key, String[] stringArray)
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{
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var bytes = new byte[stringArray.Length + 1];
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bytes[0] = System.Convert.ToByte(ArrayType.String); // Identifier
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Initialize();
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// Store the length of each string that's in stringArray, so we can extract the correct strings in GetStringArray
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for (var i = 0; i < stringArray.Length; i++)
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{
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if (stringArray[i] == null)
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{
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Debug.LogError("Can't save null entries in the string array when setting " + key);
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return false;
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}
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if (stringArray[i].Length > 255)
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{
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Debug.LogError("Strings cannot be longer than 255 characters when setting " + key);
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return false;
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}
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bytes[idx++] = (byte)stringArray[i].Length;
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}
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try
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{
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PlayerPrefs.SetString(key, System.Convert.ToBase64String(bytes) + "|" + String.Join("", stringArray));
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}
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catch
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{
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return false;
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}
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return true;
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}
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public static String[] GetStringArray(String key)
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{
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if (PlayerPrefs.HasKey(key))
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{
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var completeString = PlayerPrefs.GetString(key);
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var separatorIndex = completeString.IndexOf("|"[0]);
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if (separatorIndex < 4)
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{
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Debug.LogError("Corrupt preference file for " + key);
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return new String[0];
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}
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var bytes = System.Convert.FromBase64String(completeString.Substring(0, separatorIndex));
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if ((ArrayType)bytes[0] != ArrayType.String)
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{
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Debug.LogError(key + " is not a string array");
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return new String[0];
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}
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Initialize();
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var numberOfEntries = bytes.Length - 1;
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var stringArray = new String[numberOfEntries];
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var stringIndex = separatorIndex + 1;
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for (var i = 0; i < numberOfEntries; i++)
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{
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int stringLength = bytes[idx++];
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if (stringIndex + stringLength > completeString.Length)
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{
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Debug.LogError("Corrupt preference file for " + key);
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return new String[0];
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}
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stringArray[i] = completeString.Substring(stringIndex, stringLength);
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stringIndex += stringLength;
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}
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return stringArray;
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}
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return new String[0];
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}
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public static String[] GetStringArray(String key, String defaultValue, int defaultSize)
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{
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if (PlayerPrefs.HasKey(key))
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{
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return GetStringArray(key);
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}
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var stringArray = new String[defaultSize];
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for (int i = 0; i < defaultSize; i++)
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{
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stringArray[i] = defaultValue;
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}
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return stringArray;
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}
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public static bool SetIntArray(String key, int[] intArray)
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{
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return SetValue(key, intArray, ArrayType.Int32, 1, ConvertFromInt);
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}
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public static bool SetFloatArray(String key, float[] floatArray)
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{
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return SetValue(key, floatArray, ArrayType.Float, 1, ConvertFromFloat);
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}
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public static bool SetVector2Array(String key, Vector2[] vector2Array)
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{
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return SetValue(key, vector2Array, ArrayType.Vector2, 2, ConvertFromVector2);
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}
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public static bool SetVector3Array(String key, Vector3[] vector3Array)
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{
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return SetValue(key, vector3Array, ArrayType.Vector3, 3, ConvertFromVector3);
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}
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public static bool SetQuaternionArray(String key, Quaternion[] quaternionArray)
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{
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return SetValue(key, quaternionArray, ArrayType.Quaternion, 4, ConvertFromQuaternion);
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}
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public static bool SetColorArray(String key, Color[] colorArray)
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{
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return SetValue(key, colorArray, ArrayType.Color, 4, ConvertFromColor);
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}
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private static bool SetValue<T>(String key, T array, ArrayType arrayType, int vectorNumber, Action<T, byte[], int> convert) where T : IList
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{
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var bytes = new byte[(4 * array.Count) * vectorNumber + 1];
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bytes[0] = System.Convert.ToByte(arrayType); // Identifier
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Initialize();
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for (var i = 0; i < array.Count; i++)
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{
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convert(array, bytes, i);
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}
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return SaveBytes(key, bytes);
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}
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private static void ConvertFromInt(int[] array, byte[] bytes, int i)
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{
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ConvertInt32ToBytes(array[i], bytes);
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}
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private static void ConvertFromFloat(float[] array, byte[] bytes, int i)
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{
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ConvertFloatToBytes(array[i], bytes);
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}
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private static void ConvertFromVector2(Vector2[] array, byte[] bytes, int i)
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{
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ConvertFloatToBytes(array[i].x, bytes);
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ConvertFloatToBytes(array[i].y, bytes);
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}
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private static void ConvertFromVector3(Vector3[] array, byte[] bytes, int i)
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{
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ConvertFloatToBytes(array[i].x, bytes);
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ConvertFloatToBytes(array[i].y, bytes);
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ConvertFloatToBytes(array[i].z, bytes);
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}
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private static void ConvertFromQuaternion(Quaternion[] array, byte[] bytes, int i)
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{
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ConvertFloatToBytes(array[i].x, bytes);
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ConvertFloatToBytes(array[i].y, bytes);
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ConvertFloatToBytes(array[i].z, bytes);
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ConvertFloatToBytes(array[i].w, bytes);
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}
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private static void ConvertFromColor(Color[] array, byte[] bytes, int i)
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{
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ConvertFloatToBytes(array[i].r, bytes);
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ConvertFloatToBytes(array[i].g, bytes);
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ConvertFloatToBytes(array[i].b, bytes);
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ConvertFloatToBytes(array[i].a, bytes);
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}
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public static int[] GetIntArray(String key)
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{
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var intList = new List<int>();
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GetValue(key, intList, ArrayType.Int32, 1, ConvertToInt);
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return intList.ToArray();
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}
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public static int[] GetIntArray(String key, int defaultValue, int defaultSize)
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{
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if (PlayerPrefs.HasKey(key))
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{
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return GetIntArray(key);
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}
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var intArray = new int[defaultSize];
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for (int i = 0; i < defaultSize; i++)
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{
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intArray[i] = defaultValue;
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}
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return intArray;
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}
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public static float[] GetFloatArray(String key)
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{
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var floatList = new List<float>();
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GetValue(key, floatList, ArrayType.Float, 1, ConvertToFloat);
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return floatList.ToArray();
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}
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public static float[] GetFloatArray(String key, float defaultValue, int defaultSize)
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{
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if (PlayerPrefs.HasKey(key))
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{
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return GetFloatArray(key);
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}
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var floatArray = new float[defaultSize];
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for (int i = 0; i < defaultSize; i++)
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{
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floatArray[i] = defaultValue;
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}
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return floatArray;
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}
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public static Vector2[] GetVector2Array(String key)
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{
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var vector2List = new List<Vector2>();
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GetValue(key, vector2List, ArrayType.Vector2, 2, ConvertToVector2);
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return vector2List.ToArray();
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}
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public static Vector2[] GetVector2Array(String key, Vector2 defaultValue, int defaultSize)
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{
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if (PlayerPrefs.HasKey(key))
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{
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return GetVector2Array(key);
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}
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var vector2Array = new Vector2[defaultSize];
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for (int i = 0; i < defaultSize; i++)
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{
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vector2Array[i] = defaultValue;
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}
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return vector2Array;
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}
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public static Vector3[] GetVector3Array(String key)
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{
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var vector3List = new List<Vector3>();
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GetValue(key, vector3List, ArrayType.Vector3, 3, ConvertToVector3);
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return vector3List.ToArray();
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}
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public static Vector3[] GetVector3Array(String key, Vector3 defaultValue, int defaultSize)
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{
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if (PlayerPrefs.HasKey(key))
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{
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return GetVector3Array(key);
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}
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var vector3Array = new Vector3[defaultSize];
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for (int i = 0; i < defaultSize; i++)
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{
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vector3Array[i] = defaultValue;
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}
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return vector3Array;
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}
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public static Quaternion[] GetQuaternionArray(String key)
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{
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var quaternionList = new List<Quaternion>();
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GetValue(key, quaternionList, ArrayType.Quaternion, 4, ConvertToQuaternion);
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return quaternionList.ToArray();
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}
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public static Quaternion[] GetQuaternionArray(String key, Quaternion defaultValue, int defaultSize)
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{
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if (PlayerPrefs.HasKey(key))
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{
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return GetQuaternionArray(key);
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}
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var quaternionArray = new Quaternion[defaultSize];
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for (int i = 0; i < defaultSize; i++)
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{
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quaternionArray[i] = defaultValue;
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}
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return quaternionArray;
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}
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public static Color[] GetColorArray(String key)
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{
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var colorList = new List<Color>();
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GetValue(key, colorList, ArrayType.Color, 4, ConvertToColor);
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return colorList.ToArray();
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}
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public static Color[] GetColorArray(String key, Color defaultValue, int defaultSize)
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{
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if (PlayerPrefs.HasKey(key))
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{
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return GetColorArray(key);
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}
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var colorArray = new Color[defaultSize];
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for (int i = 0; i < defaultSize; i++)
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{
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colorArray[i] = defaultValue;
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}
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return colorArray;
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}
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private static void GetValue<T>(String key, T list, ArrayType arrayType, int vectorNumber, Action<T, byte[]> convert) where T : IList
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{
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if (PlayerPrefs.HasKey(key))
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{
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var bytes = System.Convert.FromBase64String(PlayerPrefs.GetString(key));
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if ((bytes.Length - 1) % (vectorNumber * 4) != 0)
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{
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Debug.LogError("Corrupt preference file for " + key);
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return;
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}
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if ((ArrayType)bytes[0] != arrayType)
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{
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Debug.LogError(key + " is not a " + arrayType.ToString() + " array");
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return;
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}
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Initialize();
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var end = (bytes.Length - 1) / (vectorNumber * 4);
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for (var i = 0; i < end; i++)
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{
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convert(list, bytes);
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}
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}
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|
}
|
|
|
|
private static void ConvertToInt(List<int> list, byte[] bytes)
|
|
{
|
|
list.Add(ConvertBytesToInt32(bytes));
|
|
}
|
|
|
|
private static void ConvertToFloat(List<float> list, byte[] bytes)
|
|
{
|
|
list.Add(ConvertBytesToFloat(bytes));
|
|
}
|
|
|
|
private static void ConvertToVector2(List<Vector2> list, byte[] bytes)
|
|
{
|
|
list.Add(new Vector2(ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes)));
|
|
}
|
|
|
|
private static void ConvertToVector3(List<Vector3> list, byte[] bytes)
|
|
{
|
|
list.Add(new Vector3(ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes)));
|
|
}
|
|
|
|
private static void ConvertToQuaternion(List<Quaternion> list, byte[] bytes)
|
|
{
|
|
list.Add(new Quaternion(ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes)));
|
|
}
|
|
|
|
private static void ConvertToColor(List<Color> list, byte[] bytes)
|
|
{
|
|
list.Add(new Color(ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes)));
|
|
}
|
|
|
|
public static void ShowArrayType(String key)
|
|
{
|
|
var bytes = System.Convert.FromBase64String(PlayerPrefs.GetString(key));
|
|
if (bytes.Length > 0)
|
|
{
|
|
ArrayType arrayType = (ArrayType)bytes[0];
|
|
Debug.Log(key + " is a " + arrayType.ToString() + " array");
|
|
}
|
|
}
|
|
|
|
private static void Initialize()
|
|
{
|
|
if (System.BitConverter.IsLittleEndian)
|
|
{
|
|
endianDiff1 = 0;
|
|
endianDiff2 = 0;
|
|
}
|
|
else
|
|
{
|
|
endianDiff1 = 3;
|
|
endianDiff2 = 1;
|
|
}
|
|
if (byteBlock == null)
|
|
{
|
|
byteBlock = new byte[4];
|
|
}
|
|
idx = 1;
|
|
}
|
|
|
|
private static bool SaveBytes(String key, byte[] bytes)
|
|
{
|
|
try
|
|
{
|
|
PlayerPrefs.SetString(key, System.Convert.ToBase64String(bytes));
|
|
}
|
|
catch
|
|
{
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
private static void ConvertFloatToBytes(float f, byte[] bytes)
|
|
{
|
|
byteBlock = System.BitConverter.GetBytes(f);
|
|
ConvertTo4Bytes(bytes);
|
|
}
|
|
|
|
private static float ConvertBytesToFloat(byte[] bytes)
|
|
{
|
|
ConvertFrom4Bytes(bytes);
|
|
return System.BitConverter.ToSingle(byteBlock, 0);
|
|
}
|
|
|
|
private static void ConvertInt32ToBytes(int i, byte[] bytes)
|
|
{
|
|
byteBlock = System.BitConverter.GetBytes(i);
|
|
ConvertTo4Bytes(bytes);
|
|
}
|
|
|
|
private static int ConvertBytesToInt32(byte[] bytes)
|
|
{
|
|
ConvertFrom4Bytes(bytes);
|
|
return System.BitConverter.ToInt32(byteBlock, 0);
|
|
}
|
|
|
|
private static void ConvertTo4Bytes(byte[] bytes)
|
|
{
|
|
bytes[idx] = byteBlock[endianDiff1];
|
|
bytes[idx + 1] = byteBlock[1 + endianDiff2];
|
|
bytes[idx + 2] = byteBlock[2 - endianDiff2];
|
|
bytes[idx + 3] = byteBlock[3 - endianDiff1];
|
|
idx += 4;
|
|
}
|
|
|
|
private static void ConvertFrom4Bytes(byte[] bytes)
|
|
{
|
|
byteBlock[endianDiff1] = bytes[idx];
|
|
byteBlock[1 + endianDiff2] = bytes[idx + 1];
|
|
byteBlock[2 - endianDiff2] = bytes[idx + 2];
|
|
byteBlock[3 - endianDiff1] = bytes[idx + 3];
|
|
idx += 4;
|
|
}
|
|
} |