Atlas Data
Sprite and asset information used for rendering game graphics.
- Package:
renderer.atlas.collector.ser - Source: atlas_data.proto
Proto File
syntax = "proto3";
package renderer.atlas.collector.ser;
option optimize_for = SPEED;
message Options {
uint32 exploredMask = 1;
uint32 dopplegangerMask = 2;
bool enhancedGraphics = 3;
repeated string enabledMods = 4;
}
message ExtraAssetFrameInfo { bool used = 1; }
message AssetInfo {
int32 id = 1;
string fileName = 2;
bool used = 3;
bool broken = 4;
repeated bytes headers = 5;
SpriteInfo spriteInfo = 6;
repeated ExtraAssetFrameInfo extraFrameInfo = 7;
}
message SpriteInfo {
string name = 1;
int32 facetNum = 2;
int32 frameNum = 3;
}
message FrameInfo {
uint32 frame = 1;
uint32 time = 2;
repeated Frames remove = 3;
repeated Frames add = 4;
repeated Frames once = 5;
}
message Frames {
int32 assetId = 1;
repeated int32 frames = 2;
}
message AtlasData {
Options options = 1;
repeated AssetInfo assets = 2;
repeated FrameInfo frames = 3;
}
Messages
Options
Rendering options including explored/doppelganger masks, enhanced graphics toggle, and enabled mod list.
AssetInfo
Describes a sprite asset: its ID, file name, usage status,
and per-frame information via SpriteInfo and
ExtraAssetFrameInfo.
SpriteInfo
Sprite metadata with name, number of facets (rotation angles), and number of frames (animation steps).
FrameInfo
Per-frame changes to the atlas. Each frame can add, remove, or play-once specific sprite frames.
AtlasData
Top-level container combining rendering options, all asset definitions, and frame-by-frame atlas changes.