Allocation-safe asset reading
Try to not pre-allocate memory during asset reading
This commit is contained in:
@@ -287,6 +287,11 @@ namespace AssetStudio
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var compressedSize = (int)m_Header.compressedBlocksInfoSize;
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var uncompressedSize = (int)m_Header.uncompressedBlocksInfoSize;
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if (uncompressedSize < 0 || compressedSize < 0 || compressedSize > reader.BaseStream.Length)
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{
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throw new IOException("Incorrect blockInfo length.\nBlockInfo sizes might be encrypted.\n");
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}
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if ((m_Header.flags & ArchiveFlags.BlocksInfoAtTheEnd) != 0)
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{
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var position = reader.Position;
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@@ -1,22 +1,19 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Collections.Generic;
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namespace AssetStudio
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{
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public sealed class Animation : Behaviour
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{
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public PPtr<AnimationClip>[] m_Animations;
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public List<PPtr<AnimationClip>> m_Animations;
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public Animation(ObjectReader reader) : base(reader)
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{
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var m_Animation = new PPtr<AnimationClip>(reader);
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int numAnimations = reader.ReadInt32();
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m_Animations = new PPtr<AnimationClip>[numAnimations];
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for (int i = 0; i < numAnimations; i++)
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m_Animations = new List<PPtr<AnimationClip>>();
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for (var i = 0; i < numAnimations; i++)
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{
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m_Animations[i] = new PPtr<AnimationClip>(reader);
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m_Animations.Add(new PPtr<AnimationClip>(reader));
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}
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}
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}
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@@ -35,7 +35,7 @@ namespace AssetStudio
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public class AnimationCurve<T>
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{
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public Keyframe<T>[] m_Curve;
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public List<Keyframe<T>> m_Curve;
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public int m_PreInfinity;
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public int m_PostInfinity;
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public int m_RotationOrder;
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@@ -45,10 +45,10 @@ namespace AssetStudio
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public AnimationCurve(ObjectReader reader, Func<T> readerFunc)
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{
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int numCurves = reader.ReadInt32();
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m_Curve = new Keyframe<T>[numCurves];
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for (int i = 0; i < numCurves; i++)
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m_Curve = new List<Keyframe<T>>();
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for (var i = 0; i < numCurves; i++)
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{
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m_Curve[i] = new Keyframe<T>(reader, readerFunc);
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m_Curve.Add(new Keyframe<T>(reader, readerFunc));
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}
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m_PreInfinity = reader.ReadInt32();
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@@ -111,7 +111,7 @@ namespace AssetStudio
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var data = new List<float>();
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for (var index = 0; index != end; index += chunkStride / 4)
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{
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for (int i = 0; i < itemCountInChunk; ++i)
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for (var i = 0; i < itemCountInChunk; ++i)
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{
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uint x = 0;
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@@ -132,7 +132,6 @@ namespace AssetStudio
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data.Add(x / (scale * ((1 << m_BitSize) - 1)) + m_Start);
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}
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}
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return data.ToArray();
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}
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}
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@@ -159,16 +158,16 @@ namespace AssetStudio
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public int[] UnpackInts()
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{
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var data = new int[m_NumItems];
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var data = new List<int>();
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int indexPos = 0;
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int bitPos = 0;
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for (int i = 0; i < m_NumItems; i++)
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for (var i = 0; i < m_NumItems; i++)
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{
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int bits = 0;
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data[i] = 0;
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int elem = 0;
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while (bits < m_BitSize)
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{
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data[i] |= (m_Data[indexPos] >> bitPos) << bits;
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elem |= (m_Data[indexPos] >> bitPos) << bits;
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int num = Math.Min(m_BitSize - bits, 8 - bitPos);
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bitPos += num;
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bits += num;
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@@ -178,9 +177,10 @@ namespace AssetStudio
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bitPos = 0;
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}
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}
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data[i] &= (1 << m_BitSize) - 1;
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elem &= (1 << m_BitSize) - 1;
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data.Add(elem);
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}
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return data;
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return data.ToArray();
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}
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}
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@@ -203,11 +203,11 @@ namespace AssetStudio
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public Quaternion[] UnpackQuats()
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{
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var data = new Quaternion[m_NumItems];
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var data = new List<Quaternion>();
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int indexPos = 0;
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int bitPos = 0;
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for (int i = 0; i < m_NumItems; i++)
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for (var i = 0; i < m_NumItems; i++)
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{
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uint flags = 0;
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@@ -226,10 +226,9 @@ namespace AssetStudio
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}
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flags &= 7;
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var q = new Quaternion();
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float sum = 0;
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for (int j = 0; j < 4; j++)
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for (var j = 0; j < 4; j++)
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{
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if ((flags & 3) != j)
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{
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@@ -254,15 +253,13 @@ namespace AssetStudio
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sum += q[j] * q[j];
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}
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}
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int lastComponent = (int)(flags & 3);
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q[lastComponent] = MathF.Sqrt(1 - sum);
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if ((flags & 4) != 0u)
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q[lastComponent] = -q[lastComponent];
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data[i] = q;
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data.Add(q);
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}
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return data;
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return data.ToArray();
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}
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}
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@@ -343,7 +340,7 @@ namespace AssetStudio
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public class PPtrCurve
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{
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public PPtrKeyframe[] curve;
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public List<PPtrKeyframe> curve;
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public string attribute;
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public string path;
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public int classID;
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@@ -355,10 +352,10 @@ namespace AssetStudio
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public PPtrCurve(ObjectReader reader)
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{
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int numCurves = reader.ReadInt32();
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curve = new PPtrKeyframe[numCurves];
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for (int i = 0; i < numCurves; i++)
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curve = new List<PPtrKeyframe>();
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for (var i = 0; i < numCurves; i++)
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{
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curve[i] = new PPtrKeyframe(reader);
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curve.Add(new PPtrKeyframe(reader));
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}
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attribute = reader.ReadAlignedString();
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@@ -470,11 +467,12 @@ namespace AssetStudio
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m_LookAtWeight = reader.ReadVector4();
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int numGoals = reader.ReadInt32();
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m_GoalArray = new HumanGoal[numGoals];
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for (int i = 0; i < numGoals; i++)
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var goalList = new List<HumanGoal>();
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for (var i = 0; i < numGoals; i++)
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{
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m_GoalArray[i] = new HumanGoal(reader);
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goalList.Add(new HumanGoal(reader));
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}
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m_GoalArray = goalList.ToArray();
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m_LeftHandPose = new HandPose(reader);
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m_RightHandPose = new HandPose(reader);
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@@ -484,11 +482,14 @@ namespace AssetStudio
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if (version >= (5, 2))//5.2 and up
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{
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int numTDof = reader.ReadInt32();
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m_TDoFArray = new Vector3[numTDof];
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for (int i = 0; i < numTDof; i++)
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var tDoFList = new List<Vector3>();
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for (var i = 0; i < numTDof; i++)
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{
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m_TDoFArray[i] = version >= (5, 4) ? reader.ReadVector3() : (Vector3)reader.ReadVector4();//5.4 and up
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tDoFList.Add(version >= (5, 4) //5.4 and up
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? reader.ReadVector3()
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: (Vector3) reader.ReadVector4());
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}
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m_TDoFArray = tDoFList.ToArray();
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}
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}
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}
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@@ -556,7 +557,7 @@ namespace AssetStudio
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public class StreamedFrame
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{
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public float time;
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public StreamedCurveKey[] keyList;
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public List<StreamedCurveKey> keyList;
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public StreamedFrame() { }
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@@ -565,10 +566,10 @@ namespace AssetStudio
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time = reader.ReadSingle();
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int numKeys = reader.ReadInt32();
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keyList = new StreamedCurveKey[numKeys];
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for (int i = 0; i < numKeys; i++)
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keyList = new List<StreamedCurveKey>();
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for (var i = 0; i < numKeys; i++)
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{
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keyList[i] = new StreamedCurveKey(reader);
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keyList.Add(new StreamedCurveKey(reader));
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}
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}
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}
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@@ -586,12 +587,12 @@ namespace AssetStudio
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}
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}
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for (int frameIndex = 2; frameIndex < frameList.Count - 1; frameIndex++)
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for (var frameIndex = 2; frameIndex < frameList.Count - 1; frameIndex++)
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{
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var frame = frameList[frameIndex];
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foreach (var curveKey in frame.keyList)
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{
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for (int i = frameIndex - 1; i >= 0; i--)
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for (var i = frameIndex - 1; i >= 0; i--)
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{
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var preFrame = frameList[i];
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var preCurveKey = preFrame.keyList.FirstOrDefault(x => x.index == curveKey.index);
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@@ -669,11 +670,12 @@ namespace AssetStudio
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public ValueArrayConstant(ObjectReader reader)
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{
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int numVals = reader.ReadInt32();
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m_ValueArray = new ValueConstant[numVals];
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for (int i = 0; i < numVals; i++)
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var valueList = new List<ValueConstant>();
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for (var i = 0; i < numVals; i++)
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{
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m_ValueArray[i] = new ValueConstant(reader);
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valueList.Add(new ValueConstant(reader));
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}
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m_ValueArray = valueList.ToArray();
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}
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}
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@@ -718,7 +720,7 @@ namespace AssetStudio
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var bindings = new AnimationClipBindingConstant();
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var genericBindings = new List<GenericBinding>();
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var values = m_Binding;
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for (int i = 0; i < values.m_ValueArray.Length;)
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for (var i = 0; i < values.m_ValueArray.Length;)
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{
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var curveID = values.m_ValueArray[i].m_ID;
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var curveTypeID = values.m_ValueArray[i].m_TypeID;
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@@ -753,7 +755,7 @@ namespace AssetStudio
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i++;
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}
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}
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bindings.genericBindings = genericBindings.ToArray();
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bindings.genericBindings = genericBindings;
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return bindings;
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}
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}
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@@ -834,11 +836,13 @@ namespace AssetStudio
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m_IndexArray = reader.ReadInt32Array();
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if (version < (4, 3)) //4.3 down
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{
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var m_AdditionalCurveIndexArray = reader.ReadInt32Array();
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var m_AdditionalCurveIndexArrayNum = reader.ReadInt32();
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reader.Position += m_AdditionalCurveIndexArrayNum * 4; //skip int[] m_AdditionalCurveIndexArray
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}
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int numDeltas = reader.ReadInt32();
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reader.ThrowIfTooLarge(numDeltas * 8f);
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m_ValueArrayDelta = new ValueDelta[numDeltas];
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for (int i = 0; i < numDeltas; i++)
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for (var i = 0; i < numDeltas; i++)
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{
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m_ValueArrayDelta[i] = new ValueDelta(reader);
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}
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@@ -911,25 +915,25 @@ namespace AssetStudio
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public class AnimationClipBindingConstant
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{
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public GenericBinding[] genericBindings;
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public PPtr<Object>[] pptrCurveMapping;
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public List<GenericBinding> genericBindings;
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public List<PPtr<Object>> pptrCurveMapping;
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public AnimationClipBindingConstant() { }
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public AnimationClipBindingConstant(ObjectReader reader)
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{
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int numBindings = reader.ReadInt32();
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genericBindings = new GenericBinding[numBindings];
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for (int i = 0; i < numBindings; i++)
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genericBindings = new List<GenericBinding>();
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for (var i = 0; i < numBindings; i++)
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{
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genericBindings[i] = new GenericBinding(reader);
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genericBindings.Add(new GenericBinding(reader));
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}
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int numMappings = reader.ReadInt32();
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pptrCurveMapping = new PPtr<Object>[numMappings];
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for (int i = 0; i < numMappings; i++)
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pptrCurveMapping = new List<PPtr<Object>>();
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for (var i = 0; i < numMappings; i++)
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{
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pptrCurveMapping[i] = new PPtr<Object>(reader);
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pptrCurveMapping.Add(new PPtr<Object>(reader));
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}
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}
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@@ -1013,20 +1017,20 @@ namespace AssetStudio
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public bool m_Legacy;
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public bool m_Compressed;
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public bool m_UseHighQualityCurve;
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public QuaternionCurve[] m_RotationCurves;
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public CompressedAnimationCurve[] m_CompressedRotationCurves;
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public Vector3Curve[] m_EulerCurves;
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public Vector3Curve[] m_PositionCurves;
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public Vector3Curve[] m_ScaleCurves;
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public FloatCurve[] m_FloatCurves;
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public PPtrCurve[] m_PPtrCurves;
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public List<QuaternionCurve> m_RotationCurves;
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public List<CompressedAnimationCurve> m_CompressedRotationCurves;
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public List<Vector3Curve> m_EulerCurves;
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public List<Vector3Curve> m_PositionCurves;
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public List<Vector3Curve> m_ScaleCurves;
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public List<FloatCurve> m_FloatCurves;
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public List<PPtrCurve> m_PPtrCurves;
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public float m_SampleRate;
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public int m_WrapMode;
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public AABB m_Bounds;
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public uint m_MuscleClipSize;
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public ClipMuscleConstant m_MuscleClip;
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public AnimationClipBindingConstant m_ClipBindingConstant;
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public AnimationEvent[] m_Events;
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public List<AnimationEvent> m_Events;
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public byte[] m_AnimData;
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public StreamingInfo m_StreamingInfo;
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@@ -1083,9 +1087,9 @@ namespace AssetStudio
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}
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else
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{
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m_EulerCurves = Vector3CurveArray(objReader);
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m_PositionCurves = Vector3CurveArray(objReader);
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m_ScaleCurves = Vector3CurveArray(objReader);
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m_EulerCurves = Vector3CurveList(objReader);
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m_PositionCurves = Vector3CurveList(objReader);
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m_ScaleCurves = Vector3CurveList(objReader);
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}
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}
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}
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@@ -1116,19 +1120,19 @@ namespace AssetStudio
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}
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reader.AlignStream();
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int numRCurves = reader.ReadInt32();
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m_RotationCurves = new QuaternionCurve[numRCurves];
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for (int i = 0; i < numRCurves; i++)
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m_RotationCurves = new List<QuaternionCurve>();
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for (var i = 0; i < numRCurves; i++)
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{
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m_RotationCurves[i] = new QuaternionCurve(reader);
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m_RotationCurves.Add(new QuaternionCurve(reader));
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}
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if (version >= (2, 6)) //2.6 and up
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{
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int numCRCurves = reader.ReadInt32();
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m_CompressedRotationCurves = new CompressedAnimationCurve[numCRCurves];
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for (int i = 0; i < numCRCurves; i++)
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m_CompressedRotationCurves = new List<CompressedAnimationCurve>();
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for (var i = 0; i < numCRCurves; i++)
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{
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m_CompressedRotationCurves[i] = new CompressedAnimationCurve(reader);
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m_CompressedRotationCurves.Add(new CompressedAnimationCurve(reader));
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}
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}
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@@ -1136,26 +1140,26 @@ namespace AssetStudio
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{
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if (version >= (5, 3)) //5.3 and up
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{
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m_EulerCurves = Vector3CurveArray(reader);
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m_EulerCurves = Vector3CurveList(reader);
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}
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m_PositionCurves = Vector3CurveArray(reader);
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m_ScaleCurves = Vector3CurveArray(reader);
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m_PositionCurves = Vector3CurveList(reader);
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m_ScaleCurves = Vector3CurveList(reader);
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}
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int numFCurves = reader.ReadInt32();
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m_FloatCurves = new FloatCurve[numFCurves];
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for (int i = 0; i < numFCurves; i++)
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m_FloatCurves = new List<FloatCurve>();
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for (var i = 0; i < numFCurves; i++)
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{
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m_FloatCurves[i] = new FloatCurve(reader);
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m_FloatCurves.Add(new FloatCurve(reader));
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}
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if (version >= (4, 3)) //4.3 and up
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{
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int numPtrCurves = reader.ReadInt32();
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m_PPtrCurves = new PPtrCurve[numPtrCurves];
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for (int i = 0; i < numPtrCurves; i++)
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m_PPtrCurves = new List<PPtrCurve>();
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for (var i = 0; i < numPtrCurves; i++)
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{
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m_PPtrCurves[i] = new PPtrCurve(reader);
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m_PPtrCurves.Add(new PPtrCurve(reader));
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}
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}
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@@ -1185,9 +1189,9 @@ namespace AssetStudio
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}
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else
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{
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m_EulerCurves = Vector3CurveArray(reader);
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m_PositionCurves = Vector3CurveArray(reader);
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m_ScaleCurves = Vector3CurveArray(reader);
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m_EulerCurves = Vector3CurveList(reader);
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m_PositionCurves = Vector3CurveList(reader);
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m_ScaleCurves = Vector3CurveList(reader);
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}
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}
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}
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@@ -1202,10 +1206,10 @@ namespace AssetStudio
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reader.AlignStream();
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}
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int numEvents = reader.ReadInt32();
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m_Events = new AnimationEvent[numEvents];
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for (int i = 0; i < numEvents; i++)
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m_Events = new List<AnimationEvent>();
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for (var i = 0; i < numEvents; i++)
|
||||
{
|
||||
m_Events[i] = new AnimationEvent(reader);
|
||||
m_Events.Add(new AnimationEvent(reader));
|
||||
}
|
||||
if (version >= 2017) //2017 and up
|
||||
{
|
||||
@@ -1213,13 +1217,13 @@ namespace AssetStudio
|
||||
}
|
||||
}
|
||||
|
||||
private static Vector3Curve[] Vector3CurveArray(ObjectReader reader)
|
||||
private static List<Vector3Curve> Vector3CurveList(ObjectReader reader)
|
||||
{
|
||||
var curveNum = reader.ReadInt32();
|
||||
var vector3Curve = new Vector3Curve[curveNum];
|
||||
var vector3Curve = new List<Vector3Curve>();
|
||||
for (var i = 0; i < curveNum; i++)
|
||||
{
|
||||
vector3Curve[i] = new Vector3Curve(reader);
|
||||
vector3Curve.Add(new Vector3Curve(reader));
|
||||
}
|
||||
return vector3Curve;
|
||||
}
|
||||
|
||||
@@ -1,7 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace AssetStudio
|
||||
{
|
||||
@@ -38,15 +35,15 @@ namespace AssetStudio
|
||||
|
||||
public class SkeletonMask
|
||||
{
|
||||
public SkeletonMaskElement[] m_Data;
|
||||
public List<SkeletonMaskElement> m_Data;
|
||||
|
||||
public SkeletonMask(ObjectReader reader)
|
||||
{
|
||||
int numElements = reader.ReadInt32();
|
||||
m_Data = new SkeletonMaskElement[numElements];
|
||||
for (int i = 0; i < numElements; i++)
|
||||
m_Data = new List<SkeletonMaskElement>();
|
||||
for (var i = 0; i < numElements; i++)
|
||||
{
|
||||
m_Data[i] = new SkeletonMaskElement(reader);
|
||||
m_Data.Add(new SkeletonMaskElement(reader));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -124,11 +121,12 @@ namespace AssetStudio
|
||||
var version = reader.version;
|
||||
|
||||
int numConditions = reader.ReadInt32();
|
||||
m_ConditionConstantArray = new ConditionConstant[numConditions];
|
||||
for (int i = 0; i < numConditions; i++)
|
||||
var conditionConstantList = new List<ConditionConstant>();
|
||||
for (var i = 0; i < numConditions; i++)
|
||||
{
|
||||
m_ConditionConstantArray[i] = new ConditionConstant(reader);
|
||||
conditionConstantList.Add(new ConditionConstant(reader));
|
||||
}
|
||||
m_ConditionConstantArray = conditionConstantList.ToArray();
|
||||
|
||||
m_DestinationState = reader.ReadUInt32();
|
||||
if (version >= 5) //5.0 and up
|
||||
@@ -201,11 +199,12 @@ namespace AssetStudio
|
||||
m_ChildPairAvgMagInvArray = reader.ReadSingleArray();
|
||||
|
||||
int numNeighbours = reader.ReadInt32();
|
||||
m_ChildNeighborListArray = new MotionNeighborList[numNeighbours];
|
||||
for (int i = 0; i < numNeighbours; i++)
|
||||
var childNeighborLists = new List<MotionNeighborList>();
|
||||
for (var i = 0; i < numNeighbours; i++)
|
||||
{
|
||||
m_ChildNeighborListArray[i] = new MotionNeighborList(reader);
|
||||
childNeighborLists.Add(new MotionNeighborList(reader));
|
||||
}
|
||||
m_ChildNeighborListArray = childNeighborLists.ToArray();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -305,11 +304,12 @@ namespace AssetStudio
|
||||
var version = reader.version;
|
||||
|
||||
int numNodes = reader.ReadInt32();
|
||||
m_NodeArray = new BlendTreeNodeConstant[numNodes];
|
||||
for (int i = 0; i < numNodes; i++)
|
||||
var nodeList = new List<BlendTreeNodeConstant>();
|
||||
for (var i = 0; i < numNodes; i++)
|
||||
{
|
||||
m_NodeArray[i] = new BlendTreeNodeConstant(reader);
|
||||
nodeList.Add(new BlendTreeNodeConstant(reader));
|
||||
}
|
||||
m_NodeArray = nodeList.ToArray();
|
||||
|
||||
if (version < (4, 5)) //4.5 down
|
||||
{
|
||||
@@ -343,31 +343,34 @@ namespace AssetStudio
|
||||
{
|
||||
var version = reader.version;
|
||||
|
||||
int numTransistions = reader.ReadInt32();
|
||||
m_TransitionConstantArray = new TransitionConstant[numTransistions];
|
||||
for (int i = 0; i < numTransistions; i++)
|
||||
int numTransitions = reader.ReadInt32();
|
||||
var transitionConstantList = new List<TransitionConstant>();
|
||||
for (var i = 0; i < numTransitions; i++)
|
||||
{
|
||||
m_TransitionConstantArray[i] = new TransitionConstant(reader);
|
||||
transitionConstantList.Add(new TransitionConstant(reader));
|
||||
}
|
||||
m_TransitionConstantArray = transitionConstantList.ToArray();
|
||||
|
||||
m_BlendTreeConstantIndexArray = reader.ReadInt32Array();
|
||||
|
||||
if (version < (5, 2)) //5.2 down
|
||||
{
|
||||
int numInfos = reader.ReadInt32();
|
||||
m_LeafInfoArray = new LeafInfoConstant[numInfos];
|
||||
for (int i = 0; i < numInfos; i++)
|
||||
var leafInfoList = new List<LeafInfoConstant>();
|
||||
for (var i = 0; i < numInfos; i++)
|
||||
{
|
||||
m_LeafInfoArray[i] = new LeafInfoConstant(reader);
|
||||
leafInfoList.Add(new LeafInfoConstant(reader));
|
||||
}
|
||||
m_LeafInfoArray = leafInfoList.ToArray();
|
||||
}
|
||||
|
||||
int numBlends = reader.ReadInt32();
|
||||
m_BlendTreeConstantArray = new BlendTreeConstant[numBlends];
|
||||
for (int i = 0; i < numBlends; i++)
|
||||
var blendTreeConstantList = new List<BlendTreeConstant>();
|
||||
for (var i = 0; i < numBlends; i++)
|
||||
{
|
||||
m_BlendTreeConstantArray[i] = new BlendTreeConstant(reader);
|
||||
blendTreeConstantList.Add(new BlendTreeConstant(reader));
|
||||
}
|
||||
m_BlendTreeConstantArray = blendTreeConstantList.ToArray();
|
||||
|
||||
m_NameID = reader.ReadUInt32();
|
||||
if (version >= (4, 3)) //4.3 and up
|
||||
@@ -423,11 +426,12 @@ namespace AssetStudio
|
||||
m_Destination = reader.ReadUInt32();
|
||||
|
||||
int numConditions = reader.ReadInt32();
|
||||
m_ConditionConstantArray = new ConditionConstant[numConditions];
|
||||
for (int i = 0; i < numConditions; i++)
|
||||
var conditionConstantList = new List<ConditionConstant>();
|
||||
for (var i = 0; i < numConditions; i++)
|
||||
{
|
||||
m_ConditionConstantArray[i] = new ConditionConstant(reader);
|
||||
conditionConstantList.Add(new ConditionConstant(reader));
|
||||
}
|
||||
m_ConditionConstantArray = conditionConstantList.ToArray();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -440,11 +444,12 @@ namespace AssetStudio
|
||||
public SelectorStateConstant(ObjectReader reader)
|
||||
{
|
||||
int numTransitions = reader.ReadInt32();
|
||||
m_TransitionConstantArray = new SelectorTransitionConstant[numTransitions];
|
||||
for (int i = 0; i < numTransitions; i++)
|
||||
var transitionConstantList = new List<SelectorTransitionConstant>();
|
||||
for (var i = 0; i < numTransitions; i++)
|
||||
{
|
||||
m_TransitionConstantArray[i] = new SelectorTransitionConstant(reader);
|
||||
transitionConstantList.Add(new SelectorTransitionConstant(reader));
|
||||
}
|
||||
m_TransitionConstantArray = transitionConstantList.ToArray();
|
||||
|
||||
m_FullPathID = reader.ReadUInt32();
|
||||
m_isEntry = reader.ReadBoolean();
|
||||
@@ -465,27 +470,30 @@ namespace AssetStudio
|
||||
var version = reader.version;
|
||||
|
||||
int numStates = reader.ReadInt32();
|
||||
m_StateConstantArray = new StateConstant[numStates];
|
||||
for (int i = 0; i < numStates; i++)
|
||||
var stateConstantList = new List<StateConstant>();
|
||||
for (var i = 0; i < numStates; i++)
|
||||
{
|
||||
m_StateConstantArray[i] = new StateConstant(reader);
|
||||
stateConstantList.Add(new StateConstant(reader));
|
||||
}
|
||||
m_StateConstantArray = stateConstantList.ToArray();
|
||||
|
||||
int numAnyStates = reader.ReadInt32();
|
||||
m_AnyStateTransitionConstantArray = new TransitionConstant[numAnyStates];
|
||||
for (int i = 0; i < numAnyStates; i++)
|
||||
var anyStateTransitionConstantList = new List<TransitionConstant>();
|
||||
for (var i = 0; i < numAnyStates; i++)
|
||||
{
|
||||
m_AnyStateTransitionConstantArray[i] = new TransitionConstant(reader);
|
||||
anyStateTransitionConstantList.Add(new TransitionConstant(reader));
|
||||
}
|
||||
m_AnyStateTransitionConstantArray = anyStateTransitionConstantList.ToArray();
|
||||
|
||||
if (version >= 5) //5.0 and up
|
||||
{
|
||||
int numSelectors = reader.ReadInt32();
|
||||
m_SelectorStateConstantArray = new SelectorStateConstant[numSelectors];
|
||||
for (int i = 0; i < numSelectors; i++)
|
||||
var selectorStateConstantList = new List<SelectorStateConstant>();
|
||||
for (var i = 0; i < numSelectors; i++)
|
||||
{
|
||||
m_SelectorStateConstantArray[i] = new SelectorStateConstant(reader);
|
||||
selectorStateConstantList.Add(new SelectorStateConstant(reader));
|
||||
}
|
||||
m_SelectorStateConstantArray = selectorStateConstantList.ToArray();
|
||||
}
|
||||
|
||||
m_DefaultState = reader.ReadUInt32();
|
||||
@@ -522,20 +530,26 @@ namespace AssetStudio
|
||||
else
|
||||
{
|
||||
int numPosValues = reader.ReadInt32();
|
||||
m_PositionValues = new Vector3[numPosValues];
|
||||
for (int i = 0; i < numPosValues; i++)
|
||||
var positionValuesList = new List<Vector3>();
|
||||
for (var i = 0; i < numPosValues; i++)
|
||||
{
|
||||
m_PositionValues[i] = version >= (5, 4) ? reader.ReadVector3() : (Vector3)reader.ReadVector4(); //5.4 and up
|
||||
positionValuesList.Add(version >= (5, 4) //5.4 and up
|
||||
? reader.ReadVector3()
|
||||
: (Vector3)reader.ReadVector4());
|
||||
}
|
||||
m_PositionValues = positionValuesList.ToArray();
|
||||
|
||||
m_QuaternionValues = reader.ReadVector4Array();
|
||||
|
||||
int numScaleValues = reader.ReadInt32();
|
||||
m_ScaleValues = new Vector3[numScaleValues];
|
||||
for (int i = 0; i < numScaleValues; i++)
|
||||
var scaleValuesList = new List<Vector3>();
|
||||
for (var i = 0; i < numScaleValues; i++)
|
||||
{
|
||||
m_ScaleValues[i] = version >= (5, 4) ? reader.ReadVector3() : (Vector3)reader.ReadVector4(); //5.4 and up
|
||||
scaleValuesList.Add(version >= (5, 4) //5.4 and up
|
||||
? reader.ReadVector3()
|
||||
: (Vector3)reader.ReadVector4());
|
||||
}
|
||||
m_ScaleValues = scaleValuesList.ToArray();
|
||||
|
||||
if (version >= (5, 5)) //5.5 and up
|
||||
{
|
||||
@@ -558,18 +572,20 @@ namespace AssetStudio
|
||||
public ControllerConstant(ObjectReader reader)
|
||||
{
|
||||
int numLayers = reader.ReadInt32();
|
||||
m_LayerArray = new LayerConstant[numLayers];
|
||||
for (int i = 0; i < numLayers; i++)
|
||||
var layerList = new List<LayerConstant>();
|
||||
for (var i = 0; i < numLayers; i++)
|
||||
{
|
||||
m_LayerArray[i] = new LayerConstant(reader);
|
||||
layerList.Add(new LayerConstant(reader));
|
||||
}
|
||||
m_LayerArray = layerList.ToArray();
|
||||
|
||||
int numStates = reader.ReadInt32();
|
||||
m_StateMachineArray = new StateMachineConstant[numStates];
|
||||
for (int i = 0; i < numStates; i++)
|
||||
var stateMachineList = new List<StateMachineConstant>();
|
||||
for (var i = 0; i < numStates; i++)
|
||||
{
|
||||
m_StateMachineArray[i] = new StateMachineConstant(reader);
|
||||
stateMachineList.Add(new StateMachineConstant(reader));
|
||||
}
|
||||
m_StateMachineArray = stateMachineList.ToArray();
|
||||
|
||||
m_Values = new ValueArrayConstant(reader);
|
||||
m_DefaultValues = new ValueArray(reader);
|
||||
@@ -578,7 +594,8 @@ namespace AssetStudio
|
||||
|
||||
public sealed class AnimatorController : RuntimeAnimatorController
|
||||
{
|
||||
public PPtr<AnimationClip>[] m_AnimationClips;
|
||||
public List<PPtr<AnimationClip>> m_AnimationClips;
|
||||
public List<KeyValuePair<uint, string>> m_TOS;
|
||||
|
||||
public AnimatorController(ObjectReader reader) : base(reader)
|
||||
{
|
||||
@@ -586,17 +603,17 @@ namespace AssetStudio
|
||||
var m_Controller = new ControllerConstant(reader);
|
||||
|
||||
int tosSize = reader.ReadInt32();
|
||||
var m_TOS = new KeyValuePair<uint, string>[tosSize];
|
||||
for (int i = 0; i < tosSize; i++)
|
||||
m_TOS = new List<KeyValuePair<uint, string>>();
|
||||
for (var i = 0; i < tosSize; i++)
|
||||
{
|
||||
m_TOS[i] = new KeyValuePair<uint, string>(reader.ReadUInt32(), reader.ReadAlignedString());
|
||||
m_TOS.Add(new KeyValuePair<uint, string>(reader.ReadUInt32(), reader.ReadAlignedString()));
|
||||
}
|
||||
|
||||
int numClips = reader.ReadInt32();
|
||||
m_AnimationClips = new PPtr<AnimationClip>[numClips];
|
||||
for (int i = 0; i < numClips; i++)
|
||||
m_AnimationClips = new List<PPtr<AnimationClip>>();
|
||||
for (var i = 0; i < numClips; i++)
|
||||
{
|
||||
m_AnimationClips[i] = new PPtr<AnimationClip>(reader);
|
||||
m_AnimationClips.Add(new PPtr<AnimationClip>(reader));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace AssetStudio
|
||||
{
|
||||
@@ -20,17 +17,17 @@ namespace AssetStudio
|
||||
public sealed class AnimatorOverrideController : RuntimeAnimatorController
|
||||
{
|
||||
public PPtr<RuntimeAnimatorController> m_Controller;
|
||||
public AnimationClipOverride[] m_Clips;
|
||||
public List<AnimationClipOverride> m_Clips;
|
||||
|
||||
public AnimatorOverrideController(ObjectReader reader) : base(reader)
|
||||
{
|
||||
m_Controller = new PPtr<RuntimeAnimatorController>(reader);
|
||||
|
||||
int numOverrides = reader.ReadInt32();
|
||||
m_Clips = new AnimationClipOverride[numOverrides];
|
||||
for (int i = 0; i < numOverrides; i++)
|
||||
m_Clips = new List<AnimationClipOverride>();
|
||||
for (var i = 0; i < numOverrides; i++)
|
||||
{
|
||||
m_Clips[i] = new AnimationClipOverride(reader);
|
||||
m_Clips.Add(new AnimationClipOverride(reader));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -18,8 +18,8 @@ namespace AssetStudio
|
||||
|
||||
public sealed class AssetBundle : NamedObject
|
||||
{
|
||||
public PPtr<Object>[] m_PreloadTable;
|
||||
public KeyValuePair<string, AssetInfo>[] m_Container;
|
||||
public List<PPtr<Object>> m_PreloadTable;
|
||||
public List<KeyValuePair<string, AssetInfo>> m_Container;
|
||||
public string m_AssetBundleName;
|
||||
public string[] m_Dependencies;
|
||||
public bool m_IsStreamedSceneAssetBundle;
|
||||
@@ -27,17 +27,17 @@ namespace AssetStudio
|
||||
public AssetBundle(ObjectReader reader) : base(reader)
|
||||
{
|
||||
var m_PreloadTableSize = reader.ReadInt32();
|
||||
m_PreloadTable = new PPtr<Object>[m_PreloadTableSize];
|
||||
m_PreloadTable = new List<PPtr<Object>>();
|
||||
for (var i = 0; i < m_PreloadTableSize; i++)
|
||||
{
|
||||
m_PreloadTable[i] = new PPtr<Object>(reader);
|
||||
m_PreloadTable.Add(new PPtr<Object>(reader));
|
||||
}
|
||||
|
||||
var m_ContainerSize = reader.ReadInt32();
|
||||
m_Container = new KeyValuePair<string, AssetInfo>[m_ContainerSize];
|
||||
m_Container = new List<KeyValuePair<string, AssetInfo>>();
|
||||
for (var i = 0; i < m_ContainerSize; i++)
|
||||
{
|
||||
m_Container[i] = new KeyValuePair<string, AssetInfo>(reader.ReadAlignedString(), new AssetInfo(reader));
|
||||
m_Container.Add(new KeyValuePair<string, AssetInfo>(reader.ReadAlignedString(), new AssetInfo(reader)));
|
||||
}
|
||||
|
||||
var m_MainAsset = new AssetInfo(reader);
|
||||
@@ -61,13 +61,7 @@ namespace AssetStudio
|
||||
{
|
||||
m_AssetBundleName = reader.ReadAlignedString();
|
||||
|
||||
var m_DependenciesSize = reader.ReadInt32();
|
||||
m_Dependencies = new string[m_DependenciesSize];
|
||||
|
||||
for (var i = 0; i < m_DependenciesSize; i++)
|
||||
{
|
||||
m_Dependencies[i] = reader.ReadAlignedString();
|
||||
}
|
||||
m_Dependencies = reader.ReadStringArray();
|
||||
|
||||
m_IsStreamedSceneAssetBundle = reader.ReadBoolean();
|
||||
}
|
||||
|
||||
@@ -66,7 +66,7 @@ namespace AssetStudio
|
||||
|
||||
public class Skeleton
|
||||
{
|
||||
public Node[] m_Node;
|
||||
public List<Node> m_Node;
|
||||
public uint[] m_ID;
|
||||
public Axes[] m_AxesArray;
|
||||
|
||||
@@ -74,34 +74,35 @@ namespace AssetStudio
|
||||
public Skeleton(ObjectReader reader)
|
||||
{
|
||||
int numNodes = reader.ReadInt32();
|
||||
m_Node = new Node[numNodes];
|
||||
for (int i = 0; i < numNodes; i++)
|
||||
m_Node = new List<Node>();
|
||||
for (var i = 0; i < numNodes; i++)
|
||||
{
|
||||
m_Node[i] = new Node(reader);
|
||||
m_Node.Add(new Node(reader));
|
||||
}
|
||||
|
||||
m_ID = reader.ReadUInt32Array();
|
||||
|
||||
int numAxes = reader.ReadInt32();
|
||||
m_AxesArray = new Axes[numAxes];
|
||||
for (int i = 0; i < numAxes; i++)
|
||||
var axesList = new List<Axes>();
|
||||
for (var i = 0; i < numAxes; i++)
|
||||
{
|
||||
m_AxesArray[i] = new Axes(reader);
|
||||
axesList.Add(new Axes(reader));
|
||||
}
|
||||
m_AxesArray = axesList.ToArray();
|
||||
}
|
||||
}
|
||||
|
||||
public class SkeletonPose
|
||||
{
|
||||
public xform[] m_X;
|
||||
public List<xform> m_X;
|
||||
|
||||
public SkeletonPose(ObjectReader reader)
|
||||
{
|
||||
int numXforms = reader.ReadInt32();
|
||||
m_X = new xform[numXforms];
|
||||
for (int i = 0; i < numXforms; i++)
|
||||
m_X = new List<xform>();
|
||||
for (var i = 0; i < numXforms; i++)
|
||||
{
|
||||
m_X[i] = new xform(reader);
|
||||
m_X.Add(new xform(reader));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -163,7 +164,7 @@ namespace AssetStudio
|
||||
public SkeletonPose m_SkeletonPose;
|
||||
public Hand m_LeftHand;
|
||||
public Hand m_RightHand;
|
||||
public Handle[] m_Handles;
|
||||
public List<Handle> m_Handles;
|
||||
public Collider[] m_ColliderArray;
|
||||
public int[] m_HumanBoneIndex;
|
||||
public float[] m_HumanBoneMass;
|
||||
@@ -192,18 +193,19 @@ namespace AssetStudio
|
||||
if (version < (2018, 2)) //2018.2 down
|
||||
{
|
||||
int numHandles = reader.ReadInt32();
|
||||
m_Handles = new Handle[numHandles];
|
||||
for (int i = 0; i < numHandles; i++)
|
||||
m_Handles = new List<Handle>();
|
||||
for (var i = 0; i < numHandles; i++)
|
||||
{
|
||||
m_Handles[i] = new Handle(reader);
|
||||
m_Handles.Add(new Handle(reader));
|
||||
}
|
||||
|
||||
int numColliders = reader.ReadInt32();
|
||||
m_ColliderArray = new Collider[numColliders];
|
||||
for (int i = 0; i < numColliders; i++)
|
||||
var colliderList = new List<Collider>();
|
||||
for (var i = 0; i < numColliders; i++)
|
||||
{
|
||||
m_ColliderArray[i] = new Collider(reader);
|
||||
colliderList.Add(new Collider(reader));
|
||||
}
|
||||
m_ColliderArray = colliderList.ToArray();
|
||||
}
|
||||
|
||||
m_HumanBoneIndex = reader.ReadInt32Array();
|
||||
@@ -287,7 +289,7 @@ namespace AssetStudio
|
||||
{
|
||||
public uint m_AvatarSize;
|
||||
public AvatarConstant m_Avatar;
|
||||
public KeyValuePair<uint, string>[] m_TOS;
|
||||
public List<KeyValuePair<uint, string>> m_TOS;
|
||||
|
||||
public Avatar(ObjectReader reader) : base(reader)
|
||||
{
|
||||
@@ -295,10 +297,10 @@ namespace AssetStudio
|
||||
m_Avatar = new AvatarConstant(reader);
|
||||
|
||||
int numTOS = reader.ReadInt32();
|
||||
m_TOS = new KeyValuePair<uint, string>[numTOS];
|
||||
for (int i = 0; i < numTOS; i++)
|
||||
m_TOS = new List<KeyValuePair<uint, string>>();
|
||||
for (var i = 0; i < numTOS; i++)
|
||||
{
|
||||
m_TOS[i] = new KeyValuePair<uint, string>(reader.ReadUInt32(), reader.ReadAlignedString());
|
||||
m_TOS.Add(new KeyValuePair<uint, string>(reader.ReadUInt32(), reader.ReadAlignedString()));
|
||||
}
|
||||
|
||||
//HumanDescription m_HumanDescription 2019 and up
|
||||
|
||||
@@ -1,9 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace AssetStudio
|
||||
namespace AssetStudio
|
||||
{
|
||||
public abstract class EditorExtension : Object
|
||||
{
|
||||
|
||||
@@ -1,9 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace AssetStudio
|
||||
namespace AssetStudio
|
||||
{
|
||||
public sealed class Font : NamedObject
|
||||
{
|
||||
@@ -23,12 +18,12 @@ namespace AssetStudio
|
||||
var m_CharacterPadding = reader.ReadInt32();
|
||||
var m_ConvertCase = reader.ReadInt32();
|
||||
int m_CharacterRects_size = reader.ReadInt32();
|
||||
for (int i = 0; i < m_CharacterRects_size; i++)
|
||||
for (var i = 0; i < m_CharacterRects_size; i++)
|
||||
{
|
||||
reader.Position += 44;//CharacterInfo data 41
|
||||
}
|
||||
int m_KerningValues_size = reader.ReadInt32();
|
||||
for (int i = 0; i < m_KerningValues_size; i++)
|
||||
for (var i = 0; i < m_KerningValues_size; i++)
|
||||
{
|
||||
reader.Position += 8;
|
||||
}
|
||||
@@ -55,7 +50,7 @@ namespace AssetStudio
|
||||
if (version <= 3)
|
||||
{
|
||||
int m_PerCharacterKerning_size = reader.ReadInt32();
|
||||
for (int i = 0; i < m_PerCharacterKerning_size; i++)
|
||||
for (var i = 0; i < m_PerCharacterKerning_size; i++)
|
||||
{
|
||||
int first = reader.ReadInt32();
|
||||
float second = reader.ReadSingle();
|
||||
@@ -71,7 +66,7 @@ namespace AssetStudio
|
||||
var m_DefaultMaterial = new PPtr<Material>(reader);
|
||||
|
||||
int m_CharacterRects_size = reader.ReadInt32();
|
||||
for (int i = 0; i < m_CharacterRects_size; i++)
|
||||
for (var i = 0; i < m_CharacterRects_size; i++)
|
||||
{
|
||||
int index = reader.ReadInt32();
|
||||
//Rectf uv
|
||||
@@ -96,7 +91,7 @@ namespace AssetStudio
|
||||
var m_Texture = new PPtr<Texture>(reader);
|
||||
|
||||
int m_KerningValues_size = reader.ReadInt32();
|
||||
for (int i = 0; i < m_KerningValues_size; i++)
|
||||
for (var i = 0; i < m_KerningValues_size; i++)
|
||||
{
|
||||
int pairfirst = reader.ReadInt16();
|
||||
int pairsecond = reader.ReadInt16();
|
||||
|
||||
@@ -1,10 +1,11 @@
|
||||
using System.Text.Json.Serialization;
|
||||
using System.Collections.Generic;
|
||||
using System.Text.Json.Serialization;
|
||||
|
||||
namespace AssetStudio
|
||||
{
|
||||
public sealed class GameObject : EditorExtension
|
||||
{
|
||||
public PPtr<Component>[] m_Components;
|
||||
public List<PPtr<Component>> m_Components;
|
||||
public string m_Name;
|
||||
|
||||
public Transform m_Transform;
|
||||
@@ -18,15 +19,15 @@ namespace AssetStudio
|
||||
|
||||
public GameObject(ObjectReader reader) : base(reader)
|
||||
{
|
||||
var m_Component_size = reader.ReadInt32();
|
||||
m_Components = new PPtr<Component>[m_Component_size];
|
||||
for (var i = 0; i < m_Component_size; i++)
|
||||
var m_ComponentSize = reader.ReadInt32();
|
||||
m_Components = new List<PPtr<Component>>();
|
||||
for (var i = 0; i < m_ComponentSize; i++)
|
||||
{
|
||||
if (version < (5, 5)) //5.5 down
|
||||
{
|
||||
var first = reader.ReadInt32();
|
||||
}
|
||||
m_Components[i] = new PPtr<Component>(reader);
|
||||
m_Components.Add(new PPtr<Component>(reader));
|
||||
}
|
||||
|
||||
var m_Layer = reader.ReadInt32();
|
||||
|
||||
@@ -21,10 +21,10 @@ namespace AssetStudio
|
||||
|
||||
public class UnityPropertySheet
|
||||
{
|
||||
public KeyValuePair<string, UnityTexEnv>[] m_TexEnvs;
|
||||
public KeyValuePair<string, int>[] m_Ints;
|
||||
public KeyValuePair<string, float>[] m_Floats;
|
||||
public KeyValuePair<string, Color>[] m_Colors;
|
||||
public List<KeyValuePair<string, UnityTexEnv>> m_TexEnvs;
|
||||
public List<KeyValuePair<string, int>> m_Ints;
|
||||
public List<KeyValuePair<string, float>> m_Floats;
|
||||
public List<KeyValuePair<string, Color>> m_Colors;
|
||||
|
||||
public UnityPropertySheet() { }
|
||||
|
||||
@@ -33,34 +33,34 @@ namespace AssetStudio
|
||||
var version = reader.version;
|
||||
|
||||
int m_TexEnvsSize = reader.ReadInt32();
|
||||
m_TexEnvs = new KeyValuePair<string, UnityTexEnv>[m_TexEnvsSize];
|
||||
for (int i = 0; i < m_TexEnvsSize; i++)
|
||||
m_TexEnvs = new List<KeyValuePair<string, UnityTexEnv>>();
|
||||
for (var i = 0; i < m_TexEnvsSize; i++)
|
||||
{
|
||||
m_TexEnvs[i] = new KeyValuePair<string, UnityTexEnv>(reader.ReadAlignedString(), new UnityTexEnv(reader));
|
||||
m_TexEnvs.Add(new KeyValuePair<string, UnityTexEnv>(reader.ReadAlignedString(), new UnityTexEnv(reader)));
|
||||
}
|
||||
|
||||
if (version >= 2021) //2021.1 and up
|
||||
{
|
||||
int m_IntsSize = reader.ReadInt32();
|
||||
m_Ints = new KeyValuePair<string, int>[m_IntsSize];
|
||||
for (int i = 0; i < m_IntsSize; i++)
|
||||
m_Ints = new List<KeyValuePair<string, int>>();
|
||||
for (var i = 0; i < m_IntsSize; i++)
|
||||
{
|
||||
m_Ints[i] = new KeyValuePair<string, int>(reader.ReadAlignedString(), reader.ReadInt32());
|
||||
m_Ints.Add(new KeyValuePair<string, int>(reader.ReadAlignedString(), reader.ReadInt32()));
|
||||
}
|
||||
}
|
||||
|
||||
int m_FloatsSize = reader.ReadInt32();
|
||||
m_Floats = new KeyValuePair<string, float>[m_FloatsSize];
|
||||
for (int i = 0; i < m_FloatsSize; i++)
|
||||
m_Floats = new List<KeyValuePair<string, float>>();
|
||||
for (var i = 0; i < m_FloatsSize; i++)
|
||||
{
|
||||
m_Floats[i] = new KeyValuePair<string, float>(reader.ReadAlignedString(), reader.ReadSingle());
|
||||
m_Floats.Add(new KeyValuePair<string, float>(reader.ReadAlignedString(), reader.ReadSingle()));
|
||||
}
|
||||
|
||||
int m_ColorsSize = reader.ReadInt32();
|
||||
m_Colors = new KeyValuePair<string, Color>[m_ColorsSize];
|
||||
for (int i = 0; i < m_ColorsSize; i++)
|
||||
m_Colors = new List<KeyValuePair<string, Color>>();
|
||||
for (var i = 0; i < m_ColorsSize; i++)
|
||||
{
|
||||
m_Colors[i] = new KeyValuePair<string, Color>(reader.ReadAlignedString(), reader.ReadColor4());
|
||||
m_Colors.Add(new KeyValuePair<string, Color>(reader.ReadAlignedString(), reader.ReadColor4()));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -118,7 +118,7 @@ namespace AssetStudio
|
||||
if (version >= (5, 1)) //5.1 and up
|
||||
{
|
||||
var stringTagMapSize = reader.ReadInt32();
|
||||
for (int i = 0; i < stringTagMapSize; i++)
|
||||
for (var i = 0; i < stringTagMapSize; i++)
|
||||
{
|
||||
var first = reader.ReadAlignedString();
|
||||
var second = reader.ReadAlignedString();
|
||||
|
||||
@@ -123,8 +123,8 @@ namespace AssetStudio
|
||||
{
|
||||
public uint m_CurrentChannels;
|
||||
public uint m_VertexCount;
|
||||
public ChannelInfo[] m_Channels;
|
||||
public StreamInfo[] m_Streams;
|
||||
public List<ChannelInfo> m_Channels;
|
||||
public List<StreamInfo> m_Streams;
|
||||
public byte[] m_DataSize;
|
||||
|
||||
public VertexData(ObjectReader reader)
|
||||
@@ -141,27 +141,23 @@ namespace AssetStudio
|
||||
if (version >= 4) //4.0 and up
|
||||
{
|
||||
var m_ChannelsSize = reader.ReadInt32();
|
||||
m_Channels = new ChannelInfo[m_ChannelsSize];
|
||||
for (int i = 0; i < m_ChannelsSize; i++)
|
||||
m_Channels = new List<ChannelInfo>();
|
||||
for (var i = 0; i < m_ChannelsSize; i++)
|
||||
{
|
||||
m_Channels[i] = new ChannelInfo(reader);
|
||||
m_Channels.Add(new ChannelInfo(reader));
|
||||
}
|
||||
}
|
||||
|
||||
if (version < 5) //5.0 down
|
||||
{
|
||||
if (version < 4)
|
||||
{
|
||||
m_Streams = new StreamInfo[4];
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Streams = new StreamInfo[reader.ReadInt32()];
|
||||
}
|
||||
var streamCount = version < 4 //4.0 down
|
||||
? 4
|
||||
: reader.ReadInt32();
|
||||
|
||||
for (int i = 0; i < m_Streams.Length; i++)
|
||||
m_Streams = new List<StreamInfo>();
|
||||
for (var i = 0; i < streamCount; i++)
|
||||
{
|
||||
m_Streams[i] = new StreamInfo(reader);
|
||||
m_Streams.Add(new StreamInfo(reader));
|
||||
}
|
||||
|
||||
if (version < 4) //4.0 down
|
||||
@@ -181,13 +177,13 @@ namespace AssetStudio
|
||||
private void GetStreams(UnityVersion version)
|
||||
{
|
||||
var streamCount = m_Channels.Max(x => x.stream) + 1;
|
||||
m_Streams = new StreamInfo[streamCount];
|
||||
m_Streams = new List<StreamInfo>();
|
||||
uint offset = 0;
|
||||
for (int s = 0; s < streamCount; s++)
|
||||
for (var s = 0; s < streamCount; s++)
|
||||
{
|
||||
uint chnMask = 0;
|
||||
uint stride = 0;
|
||||
for (int chn = 0; chn < m_Channels.Length; chn++)
|
||||
for (var chn = 0; chn < m_Channels.Count; chn++)
|
||||
{
|
||||
var m_Channel = m_Channels[chn];
|
||||
if (m_Channel.stream == s)
|
||||
@@ -199,14 +195,14 @@ namespace AssetStudio
|
||||
}
|
||||
}
|
||||
}
|
||||
m_Streams[s] = new StreamInfo
|
||||
m_Streams.Add(new StreamInfo
|
||||
{
|
||||
channelMask = chnMask,
|
||||
offset = offset,
|
||||
stride = stride,
|
||||
dividerOp = 0,
|
||||
frequency = 0
|
||||
};
|
||||
});
|
||||
offset += m_VertexCount * stride;
|
||||
//static size_t AlignStreamSize (size_t size) { return (size + (kVertexStreamAlign-1)) & ~(kVertexStreamAlign-1); }
|
||||
offset = (offset + (16u - 1u)) & ~(16u - 1u);
|
||||
@@ -215,17 +211,17 @@ namespace AssetStudio
|
||||
|
||||
private void GetChannels(UnityVersion version)
|
||||
{
|
||||
m_Channels = new ChannelInfo[6];
|
||||
for (int i = 0; i < 6; i++)
|
||||
m_Channels = new List<ChannelInfo>(6);
|
||||
for (var i = 0; i < 6; i++)
|
||||
{
|
||||
m_Channels[i] = new ChannelInfo();
|
||||
m_Channels.Add(new ChannelInfo());
|
||||
}
|
||||
for (var s = 0; s < m_Streams.Length; s++)
|
||||
for (var s = 0; s < m_Streams.Count; s++)
|
||||
{
|
||||
var m_Stream = m_Streams[s];
|
||||
var channelMask = new BitArray(new[] { (int)m_Stream.channelMask });
|
||||
byte offset = 0;
|
||||
for (int i = 0; i < 6; i++)
|
||||
for (var i = 0; i < 6; i++)
|
||||
{
|
||||
if (channelMask.Get(i))
|
||||
{
|
||||
@@ -344,8 +340,8 @@ namespace AssetStudio
|
||||
public class BlendShapeData
|
||||
{
|
||||
public BlendShapeVertex[] vertices;
|
||||
public MeshBlendShape[] shapes;
|
||||
public MeshBlendShapeChannel[] channels;
|
||||
public List<MeshBlendShape> shapes;
|
||||
public List<MeshBlendShapeChannel> channels;
|
||||
public float[] fullWeights;
|
||||
|
||||
public BlendShapeData(ObjectReader reader)
|
||||
@@ -355,24 +351,25 @@ namespace AssetStudio
|
||||
if (version >= (4, 3)) //4.3 and up
|
||||
{
|
||||
int numVerts = reader.ReadInt32();
|
||||
reader.ThrowIfTooLarge(numVerts * 40f);
|
||||
vertices = new BlendShapeVertex[numVerts];
|
||||
for (int i = 0; i < numVerts; i++)
|
||||
for (var i = 0; i < numVerts; i++)
|
||||
{
|
||||
vertices[i] = new BlendShapeVertex(reader);
|
||||
}
|
||||
|
||||
int numShapes = reader.ReadInt32();
|
||||
shapes = new MeshBlendShape[numShapes];
|
||||
for (int i = 0; i < numShapes; i++)
|
||||
shapes = new List<MeshBlendShape>();
|
||||
for (var i = 0; i < numShapes; i++)
|
||||
{
|
||||
shapes[i] = new MeshBlendShape(reader);
|
||||
shapes.Add(new MeshBlendShape(reader));
|
||||
}
|
||||
|
||||
int numChannels = reader.ReadInt32();
|
||||
channels = new MeshBlendShapeChannel[numChannels];
|
||||
for (int i = 0; i < numChannels; i++)
|
||||
channels = new List<MeshBlendShapeChannel>();
|
||||
for (var i = 0; i < numChannels; i++)
|
||||
{
|
||||
channels[i] = new MeshBlendShapeChannel(reader);
|
||||
channels.Add(new MeshBlendShapeChannel(reader));
|
||||
}
|
||||
|
||||
fullWeights = reader.ReadSingleArray();
|
||||
@@ -380,17 +377,17 @@ namespace AssetStudio
|
||||
else
|
||||
{
|
||||
var m_ShapesSize = reader.ReadInt32();
|
||||
var m_Shapes = new MeshBlendShape[m_ShapesSize];
|
||||
for (int i = 0; i < m_ShapesSize; i++)
|
||||
var m_Shapes = new List<MeshBlendShape>();
|
||||
for (var i = 0; i < m_ShapesSize; i++)
|
||||
{
|
||||
m_Shapes[i] = new MeshBlendShape(reader);
|
||||
m_Shapes.Add(new MeshBlendShape(reader));
|
||||
}
|
||||
reader.AlignStream();
|
||||
var m_ShapeVerticesSize = reader.ReadInt32();
|
||||
var m_ShapeVertices = new BlendShapeVertex[m_ShapeVerticesSize]; //MeshBlendShapeVertex
|
||||
for (int i = 0; i < m_ShapeVerticesSize; i++)
|
||||
reader.ThrowIfTooLarge(m_ShapeVerticesSize * 40f);
|
||||
for (var i = 0; i < m_ShapeVerticesSize; i++)
|
||||
{
|
||||
m_ShapeVertices[i] = new BlendShapeVertex(reader);
|
||||
var m_ShapeVertices = new BlendShapeVertex(reader); //MeshBlendShapeVertex
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -490,7 +487,7 @@ namespace AssetStudio
|
||||
public sealed class Mesh : NamedObject
|
||||
{
|
||||
private bool m_Use16BitIndices = true;
|
||||
public SubMesh[] m_SubMeshes;
|
||||
public List<SubMesh> m_SubMeshes;
|
||||
private uint[] m_IndexBuffer;
|
||||
public BlendShapeData m_Shapes;
|
||||
public Matrix4x4[] m_BindPose;
|
||||
@@ -524,28 +521,29 @@ namespace AssetStudio
|
||||
|
||||
if (version <= (2, 5)) //2.5 and down
|
||||
{
|
||||
int m_IndexBuffer_size = reader.ReadInt32();
|
||||
int m_IndexBufferSize = reader.ReadInt32();
|
||||
|
||||
if (m_Use16BitIndices)
|
||||
{
|
||||
m_IndexBuffer = new uint[m_IndexBuffer_size / 2];
|
||||
for (int i = 0; i < m_IndexBuffer_size / 2; i++)
|
||||
var indexBufferList = new List<uint>();
|
||||
for (var i = 0; i < m_IndexBufferSize / 2; i++)
|
||||
{
|
||||
m_IndexBuffer[i] = reader.ReadUInt16();
|
||||
indexBufferList.Add(reader.ReadUInt16());
|
||||
}
|
||||
reader.AlignStream();
|
||||
m_IndexBuffer = indexBufferList.ToArray();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_IndexBuffer = reader.ReadUInt32Array(m_IndexBuffer_size / 4);
|
||||
m_IndexBuffer = reader.ReadUInt32Array(m_IndexBufferSize / 4);
|
||||
}
|
||||
}
|
||||
|
||||
int m_SubMeshesSize = reader.ReadInt32();
|
||||
m_SubMeshes = new SubMesh[m_SubMeshesSize];
|
||||
for (int i = 0; i < m_SubMeshesSize; i++)
|
||||
m_SubMeshes = new List<SubMesh>();
|
||||
for (var i = 0; i < m_SubMeshesSize; i++)
|
||||
{
|
||||
m_SubMeshes[i] = new SubMesh(reader);
|
||||
m_SubMeshes.Add(new SubMesh(reader));
|
||||
}
|
||||
|
||||
if (version >= (4, 1)) //4.1 and up
|
||||
@@ -565,13 +563,13 @@ namespace AssetStudio
|
||||
if (version >= 2019) //2019 and up
|
||||
{
|
||||
var m_BonesAABBSize = reader.ReadInt32();
|
||||
var m_BonesAABB = new MinMaxAABB[m_BonesAABBSize];
|
||||
for (int i = 0; i < m_BonesAABBSize; i++)
|
||||
for (var i = 0; i < m_BonesAABBSize; i++)
|
||||
{
|
||||
m_BonesAABB[i] = new MinMaxAABB(reader);
|
||||
var m_BonesAABB = new MinMaxAABB(reader);
|
||||
}
|
||||
|
||||
var m_VariableBoneCountWeights = reader.ReadUInt32Array();
|
||||
var m_VariableBoneCountWeightsSize = reader.ReadInt32();
|
||||
reader.Position += m_VariableBoneCountWeightsSize * 4; //skip uint[] m_VariableBoneCountWeights
|
||||
}
|
||||
|
||||
var m_MeshCompression = reader.ReadByte();
|
||||
@@ -626,19 +624,20 @@ namespace AssetStudio
|
||||
m_Use16BitIndices = m_IndexFormat == 0;
|
||||
}
|
||||
|
||||
int m_IndexBuffer_size = reader.ReadInt32();
|
||||
int m_IndexBufferSize = reader.ReadInt32();
|
||||
if (m_Use16BitIndices)
|
||||
{
|
||||
m_IndexBuffer = new uint[m_IndexBuffer_size / 2];
|
||||
for (int i = 0; i < m_IndexBuffer_size / 2; i++)
|
||||
var indexBufferList = new List<uint>();
|
||||
for (var i = 0; i < m_IndexBufferSize / 2; i++)
|
||||
{
|
||||
m_IndexBuffer[i] = reader.ReadUInt16();
|
||||
indexBufferList.Add(reader.ReadUInt16());
|
||||
}
|
||||
reader.AlignStream();
|
||||
m_IndexBuffer = indexBufferList.ToArray();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_IndexBuffer = reader.ReadUInt32Array(m_IndexBuffer_size / 4);
|
||||
m_IndexBuffer = reader.ReadUInt32Array(m_IndexBufferSize / 4);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -647,8 +646,10 @@ namespace AssetStudio
|
||||
m_VertexCount = reader.ReadInt32();
|
||||
m_Vertices = reader.ReadSingleArray(m_VertexCount * 3); //Vector3
|
||||
|
||||
m_Skin = new BoneWeights4[reader.ReadInt32()];
|
||||
for (int s = 0; s < m_Skin.Length; s++)
|
||||
var numSkin = reader.ReadInt32();
|
||||
reader.ThrowIfTooLarge(numSkin * 32f);
|
||||
m_Skin = new BoneWeights4[numSkin];
|
||||
for (var s = 0; s < numSkin; s++)
|
||||
{
|
||||
m_Skin[s] = new BoneWeights4(reader);
|
||||
}
|
||||
@@ -661,10 +662,11 @@ namespace AssetStudio
|
||||
|
||||
if (version <= (2, 5)) //2.5 and down
|
||||
{
|
||||
int m_TangentSpace_size = reader.ReadInt32();
|
||||
m_Normals = new float[m_TangentSpace_size * 3];
|
||||
m_Tangents = new float[m_TangentSpace_size * 4];
|
||||
for (int v = 0; v < m_TangentSpace_size; v++)
|
||||
int m_TangentSpaceSize = reader.ReadInt32();
|
||||
reader.ThrowIfTooLarge(m_TangentSpaceSize * 28f);
|
||||
m_Normals = new float[m_TangentSpaceSize * 3];
|
||||
m_Tangents = new float[m_TangentSpaceSize * 4];
|
||||
for (var v = 0; v < m_TangentSpaceSize; v++)
|
||||
{
|
||||
m_Normals[v * 3] = reader.ReadSingle();
|
||||
m_Normals[v * 3 + 1] = reader.ReadSingle();
|
||||
@@ -686,8 +688,10 @@ namespace AssetStudio
|
||||
{
|
||||
if (version < (2018, 2)) //2018.2 down
|
||||
{
|
||||
m_Skin = new BoneWeights4[reader.ReadInt32()];
|
||||
for (int s = 0; s < m_Skin.Length; s++)
|
||||
var numSkin = reader.ReadInt32();
|
||||
reader.ThrowIfTooLarge(numSkin * 32f);
|
||||
m_Skin = new BoneWeights4[numSkin];
|
||||
for (var s = 0; s < numSkin; s++)
|
||||
{
|
||||
m_Skin[s] = new BoneWeights4(reader);
|
||||
}
|
||||
@@ -710,15 +714,16 @@ namespace AssetStudio
|
||||
|
||||
if (version <= (3, 4)) //3.4.2 and earlier
|
||||
{
|
||||
int m_Colors_size = reader.ReadInt32();
|
||||
m_Colors = new float[m_Colors_size * 4];
|
||||
for (int v = 0; v < m_Colors_size * 4; v++)
|
||||
int m_ColorsSize = reader.ReadInt32();
|
||||
var m_ColorsList = new List<float>();
|
||||
for (var v = 0; v < m_ColorsSize * 4; v++)
|
||||
{
|
||||
m_Colors[v] = (float)reader.ReadByte() / 0xFF;
|
||||
m_ColorsList.Add((float)reader.ReadByte() / 0xFF);
|
||||
}
|
||||
m_Colors = m_ColorsList.ToArray();
|
||||
|
||||
int m_CollisionTriangles_size = reader.ReadInt32();
|
||||
reader.Position += m_CollisionTriangles_size * 4; //UInt32 indices
|
||||
int m_CollisionTrianglesSize = reader.ReadInt32();
|
||||
reader.Position += m_CollisionTrianglesSize * 4; //UInt32 indices
|
||||
int m_CollisionVertexCount = reader.ReadInt32();
|
||||
}
|
||||
|
||||
@@ -780,7 +785,7 @@ namespace AssetStudio
|
||||
{
|
||||
m_VertexCount = (int)m_VertexData.m_VertexCount;
|
||||
|
||||
for (var chn = 0; chn < m_VertexData.m_Channels.Length; chn++)
|
||||
for (var chn = 0; chn < m_VertexData.m_Channels.Count; chn++)
|
||||
{
|
||||
var m_Channel = m_VertexData.m_Channels[chn];
|
||||
if (m_Channel.dimension > 0)
|
||||
@@ -797,10 +802,10 @@ namespace AssetStudio
|
||||
var vertexFormat = MeshHelper.ToVertexFormat(m_Channel.format, version);
|
||||
var componentByteSize = (int)MeshHelper.GetFormatSize(vertexFormat);
|
||||
var componentBytes = new byte[m_VertexCount * m_Channel.dimension * componentByteSize];
|
||||
for (int v = 0; v < m_VertexCount; v++)
|
||||
for (var v = 0; v < m_VertexCount; v++)
|
||||
{
|
||||
var vertexOffset = (int)m_Stream.offset + m_Channel.offset + (int)m_Stream.stride * v;
|
||||
for (int d = 0; d < m_Channel.dimension; d++)
|
||||
for (var d = 0; d < m_Channel.dimension; d++)
|
||||
{
|
||||
var componentOffset = vertexOffset + componentByteSize * d;
|
||||
Buffer.BlockCopy(m_VertexData.m_DataSize, componentOffset, componentBytes, componentByteSize * (v * m_Channel.dimension + d), componentByteSize);
|
||||
@@ -871,9 +876,9 @@ namespace AssetStudio
|
||||
{
|
||||
InitMSkin();
|
||||
}
|
||||
for (int i = 0; i < m_VertexCount; i++)
|
||||
for (var i = 0; i < m_VertexCount; i++)
|
||||
{
|
||||
for (int j = 0; j < m_Channel.dimension; j++)
|
||||
for (var j = 0; j < m_Channel.dimension; j++)
|
||||
{
|
||||
m_Skin[i].weight[j] = componentsFloatArray[i * m_Channel.dimension + j];
|
||||
}
|
||||
@@ -884,9 +889,9 @@ namespace AssetStudio
|
||||
{
|
||||
InitMSkin();
|
||||
}
|
||||
for (int i = 0; i < m_VertexCount; i++)
|
||||
for (var i = 0; i < m_VertexCount; i++)
|
||||
{
|
||||
for (int j = 0; j < m_Channel.dimension; j++)
|
||||
for (var j = 0; j < m_Channel.dimension; j++)
|
||||
{
|
||||
m_Skin[i].boneIndex[j] = componentsIntArray[i * m_Channel.dimension + j];
|
||||
}
|
||||
@@ -956,7 +961,7 @@ namespace AssetStudio
|
||||
const int kMaxTexCoordShaderChannels = 8;
|
||||
|
||||
int uvSrcOffset = 0;
|
||||
for (int uv = 0; uv < kMaxTexCoordShaderChannels; uv++)
|
||||
for (var uv = 0; uv < kMaxTexCoordShaderChannels; uv++)
|
||||
{
|
||||
var texCoordBits = m_UVInfo >> (uv * kInfoBitsPerUV);
|
||||
texCoordBits &= (1u << kInfoBitsPerUV) - 1u;
|
||||
@@ -986,7 +991,7 @@ namespace AssetStudio
|
||||
m_BindPose = new Matrix4x4[m_CompressedMesh.m_BindPoses.m_NumItems / 16];
|
||||
var m_BindPoses_Unpacked = m_CompressedMesh.m_BindPoses.UnpackFloats(16, 4 * 16);
|
||||
var buffer = new float[16];
|
||||
for (int i = 0; i < m_BindPose.Length; i++)
|
||||
for (var i = 0; i < m_BindPose.Length; i++)
|
||||
{
|
||||
Array.Copy(m_BindPoses_Unpacked, i * 16, buffer, 0, 16);
|
||||
m_BindPose[i] = new Matrix4x4(buffer);
|
||||
@@ -999,7 +1004,7 @@ namespace AssetStudio
|
||||
var normalData = m_CompressedMesh.m_Normals.UnpackFloats(2, 4 * 2);
|
||||
var signs = m_CompressedMesh.m_NormalSigns.UnpackInts();
|
||||
m_Normals = new float[m_CompressedMesh.m_Normals.m_NumItems / 2 * 3];
|
||||
for (int i = 0; i < m_CompressedMesh.m_Normals.m_NumItems / 2; ++i)
|
||||
for (var i = 0; i < m_CompressedMesh.m_Normals.m_NumItems / 2; ++i)
|
||||
{
|
||||
var x = normalData[i * 2 + 0];
|
||||
var y = normalData[i * 2 + 1];
|
||||
@@ -1029,7 +1034,7 @@ namespace AssetStudio
|
||||
var tangentData = m_CompressedMesh.m_Tangents.UnpackFloats(2, 4 * 2);
|
||||
var signs = m_CompressedMesh.m_TangentSigns.UnpackInts();
|
||||
m_Tangents = new float[m_CompressedMesh.m_Tangents.m_NumItems / 2 * 4];
|
||||
for (int i = 0; i < m_CompressedMesh.m_Tangents.m_NumItems / 2; ++i)
|
||||
for (var i = 0; i < m_CompressedMesh.m_Tangents.m_NumItems / 2; ++i)
|
||||
{
|
||||
var x = tangentData[i * 2 + 0];
|
||||
var y = tangentData[i * 2 + 1];
|
||||
@@ -1076,7 +1081,7 @@ namespace AssetStudio
|
||||
int j = 0;
|
||||
int sum = 0;
|
||||
|
||||
for (int i = 0; i < m_CompressedMesh.m_Weights.m_NumItems; i++)
|
||||
for (var i = 0; i < m_CompressedMesh.m_Weights.m_NumItems; i++)
|
||||
{
|
||||
//read bone index and weight.
|
||||
m_Skin[bonePos].weight[j] = weights[i] / 31.0f;
|
||||
@@ -1120,7 +1125,7 @@ namespace AssetStudio
|
||||
m_CompressedMesh.m_Colors.m_BitSize /= 4;
|
||||
var tempColors = m_CompressedMesh.m_Colors.UnpackInts();
|
||||
m_Colors = new float[m_CompressedMesh.m_Colors.m_NumItems];
|
||||
for (int v = 0; v < m_CompressedMesh.m_Colors.m_NumItems; v++)
|
||||
for (var v = 0; v < m_CompressedMesh.m_Colors.m_NumItems; v++)
|
||||
{
|
||||
m_Colors[v] = tempColors[v] / 255f;
|
||||
}
|
||||
@@ -1140,7 +1145,7 @@ namespace AssetStudio
|
||||
var topology = m_SubMesh.topology;
|
||||
if (topology == GfxPrimitiveType.Triangles)
|
||||
{
|
||||
for (int i = 0; i < indexCount; i += 3)
|
||||
for (var i = 0; i < indexCount; i += 3)
|
||||
{
|
||||
m_Indices.Add(m_IndexBuffer[firstIndex + i]);
|
||||
m_Indices.Add(m_IndexBuffer[firstIndex + i + 1]);
|
||||
@@ -1151,7 +1156,7 @@ namespace AssetStudio
|
||||
{
|
||||
// de-stripify :
|
||||
uint triIndex = 0;
|
||||
for (int i = 0; i < indexCount - 2; i++)
|
||||
for (var i = 0; i < indexCount - 2; i++)
|
||||
{
|
||||
var a = m_IndexBuffer[firstIndex + i];
|
||||
var b = m_IndexBuffer[firstIndex + i + 1];
|
||||
@@ -1180,7 +1185,7 @@ namespace AssetStudio
|
||||
}
|
||||
else if (topology == GfxPrimitiveType.Quads)
|
||||
{
|
||||
for (int q = 0; q < indexCount; q += 4)
|
||||
for (var q = 0; q < indexCount; q += 4)
|
||||
{
|
||||
m_Indices.Add(m_IndexBuffer[firstIndex + q]);
|
||||
m_Indices.Add(m_IndexBuffer[firstIndex + q + 1]);
|
||||
@@ -1202,7 +1207,7 @@ namespace AssetStudio
|
||||
private void InitMSkin()
|
||||
{
|
||||
m_Skin = new BoneWeights4[m_VertexCount];
|
||||
for (int i = 0; i < m_VertexCount; i++)
|
||||
for (var i = 0; i < m_VertexCount; i++)
|
||||
{
|
||||
m_Skin[i] = new BoneWeights4();
|
||||
}
|
||||
@@ -1405,7 +1410,7 @@ namespace AssetStudio
|
||||
var size = GetFormatSize(format);
|
||||
var len = inputBytes.Length / size;
|
||||
var result = new float[len];
|
||||
for (int i = 0; i < len; i++)
|
||||
for (var i = 0; i < len; i++)
|
||||
{
|
||||
switch (format)
|
||||
{
|
||||
@@ -1437,7 +1442,7 @@ namespace AssetStudio
|
||||
var size = GetFormatSize(format);
|
||||
var len = inputBytes.Length / size;
|
||||
var result = new int[len];
|
||||
for (int i = 0; i < len; i++)
|
||||
for (var i = 0; i < len; i++)
|
||||
{
|
||||
switch (format)
|
||||
{
|
||||
|
||||
@@ -1,9 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace AssetStudio
|
||||
namespace AssetStudio
|
||||
{
|
||||
public sealed class MeshFilter : Component
|
||||
{
|
||||
|
||||
@@ -1,9 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace AssetStudio
|
||||
namespace AssetStudio
|
||||
{
|
||||
public sealed class MeshRenderer : Renderer
|
||||
{
|
||||
|
||||
@@ -1,9 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace AssetStudio
|
||||
namespace AssetStudio
|
||||
{
|
||||
public sealed class MonoScript : NamedObject
|
||||
{
|
||||
|
||||
@@ -1,9 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace AssetStudio
|
||||
namespace AssetStudio
|
||||
{
|
||||
public sealed class MovieTexture : Texture
|
||||
{
|
||||
|
||||
@@ -1,9 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace AssetStudio
|
||||
namespace AssetStudio
|
||||
{
|
||||
public class NamedObject : EditorExtension
|
||||
{
|
||||
|
||||
@@ -1,16 +1,18 @@
|
||||
namespace AssetStudio
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace AssetStudio
|
||||
{
|
||||
public sealed class PreloadData : NamedObject
|
||||
{
|
||||
public PPtr<Object>[] m_Assets;
|
||||
public List<PPtr<Object>> m_Assets;
|
||||
|
||||
public PreloadData(ObjectReader reader) : base(reader)
|
||||
{
|
||||
var m_PreloadTableSize = reader.ReadInt32();
|
||||
m_Assets = new PPtr<Object>[m_PreloadTableSize];
|
||||
m_Assets = new List<PPtr<Object>>();
|
||||
for (var i = 0; i < m_PreloadTableSize; i++)
|
||||
{
|
||||
m_Assets[i] = new PPtr<Object>(reader);
|
||||
m_Assets.Add(new PPtr<Object>(reader));
|
||||
}
|
||||
|
||||
/*
|
||||
|
||||
@@ -1,9 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace AssetStudio
|
||||
namespace AssetStudio
|
||||
{
|
||||
public sealed class RectTransform : Transform
|
||||
{
|
||||
|
||||
@@ -1,4 +1,6 @@
|
||||
namespace AssetStudio
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace AssetStudio
|
||||
{
|
||||
public class StaticBatchInfo
|
||||
{
|
||||
@@ -14,7 +16,7 @@
|
||||
|
||||
public abstract class Renderer : Component
|
||||
{
|
||||
public PPtr<Material>[] m_Materials;
|
||||
public List<PPtr<Material>> m_Materials;
|
||||
public StaticBatchInfo m_StaticBatchInfo;
|
||||
public uint[] m_SubsetIndices;
|
||||
|
||||
@@ -108,10 +110,10 @@
|
||||
}
|
||||
|
||||
var m_MaterialsSize = reader.ReadInt32();
|
||||
m_Materials = new PPtr<Material>[m_MaterialsSize];
|
||||
for (int i = 0; i < m_MaterialsSize; i++)
|
||||
m_Materials = new List<PPtr<Material>>();
|
||||
for (var i = 0; i < m_MaterialsSize; i++)
|
||||
{
|
||||
m_Materials[i] = new PPtr<Material>(reader);
|
||||
m_Materials.Add(new PPtr<Material>(reader));
|
||||
}
|
||||
|
||||
if (version < 3) //3.0 down
|
||||
|
||||
@@ -4,15 +4,15 @@ namespace AssetStudio
|
||||
{
|
||||
public class ResourceManager : Object
|
||||
{
|
||||
public KeyValuePair<string, PPtr<Object>>[] m_Container;
|
||||
public List<KeyValuePair<string, PPtr<Object>>> m_Container;
|
||||
|
||||
public ResourceManager(ObjectReader reader) : base(reader)
|
||||
{
|
||||
var m_ContainerSize = reader.ReadInt32();
|
||||
m_Container = new KeyValuePair<string, PPtr<Object>>[m_ContainerSize];
|
||||
for (int i = 0; i < m_ContainerSize; i++)
|
||||
m_Container = new List<KeyValuePair<string, PPtr<Object>>>();
|
||||
for (var i = 0; i < m_ContainerSize; i++)
|
||||
{
|
||||
m_Container[i] = new KeyValuePair<string, PPtr<Object>>(reader.ReadAlignedString(), new PPtr<Object>(reader));
|
||||
m_Container.Add(new KeyValuePair<string, PPtr<Object>>(reader.ReadAlignedString(), new PPtr<Object>(reader)));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,9 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace AssetStudio
|
||||
namespace AssetStudio
|
||||
{
|
||||
public abstract class RuntimeAnimatorController : NamedObject
|
||||
{
|
||||
|
||||
@@ -17,8 +17,8 @@ namespace AssetStudio
|
||||
|
||||
public class StructParameter
|
||||
{
|
||||
public MatrixParameter[] m_MatrixParams;
|
||||
public VectorParameter[] m_VectorParams;
|
||||
public List<MatrixParameter> m_MatrixParams;
|
||||
public List<VectorParameter> m_VectorParams;
|
||||
|
||||
public StructParameter(BinaryReader reader)
|
||||
{
|
||||
@@ -28,17 +28,17 @@ namespace AssetStudio
|
||||
var m_StructSize = reader.ReadInt32();
|
||||
|
||||
int numVectorParams = reader.ReadInt32();
|
||||
m_VectorParams = new VectorParameter[numVectorParams];
|
||||
for (int i = 0; i < numVectorParams; i++)
|
||||
m_VectorParams = new List<VectorParameter>();
|
||||
for (var i = 0; i < numVectorParams; i++)
|
||||
{
|
||||
m_VectorParams[i] = new VectorParameter(reader);
|
||||
m_VectorParams.Add(new VectorParameter(reader));
|
||||
}
|
||||
|
||||
int numMatrixParams = reader.ReadInt32();
|
||||
m_MatrixParams = new MatrixParameter[numMatrixParams];
|
||||
for (int i = 0; i < numMatrixParams; i++)
|
||||
m_MatrixParams = new List<MatrixParameter>();
|
||||
for (var i = 0; i < numMatrixParams; i++)
|
||||
{
|
||||
m_MatrixParams[i] = new MatrixParameter(reader);
|
||||
m_MatrixParams.Add(new MatrixParameter(reader));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -112,15 +112,15 @@ namespace AssetStudio
|
||||
|
||||
public class SerializedProperties
|
||||
{
|
||||
public SerializedProperty[] m_Props;
|
||||
public List<SerializedProperty> m_Props;
|
||||
|
||||
public SerializedProperties(BinaryReader reader)
|
||||
{
|
||||
int numProps = reader.ReadInt32();
|
||||
m_Props = new SerializedProperty[numProps];
|
||||
for (int i = 0; i < numProps; i++)
|
||||
m_Props = new List<SerializedProperty>();
|
||||
for (var i = 0; i < numProps; i++)
|
||||
{
|
||||
m_Props[i] = new SerializedProperty(reader);
|
||||
m_Props.Add(new SerializedProperty(reader));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -237,7 +237,7 @@ namespace AssetStudio
|
||||
|
||||
m_Name = reader.ReadAlignedString();
|
||||
rtBlend = new SerializedShaderRTBlendState[8];
|
||||
for (int i = 0; i < 8; i++)
|
||||
for (var i = 0; i < 8; i++)
|
||||
{
|
||||
rtBlend[i] = new SerializedShaderRTBlendState(reader);
|
||||
}
|
||||
@@ -290,16 +290,16 @@ namespace AssetStudio
|
||||
|
||||
public class ParserBindChannels
|
||||
{
|
||||
public ShaderBindChannel[] m_Channels;
|
||||
public List<ShaderBindChannel> m_Channels;
|
||||
public uint m_SourceMap;
|
||||
|
||||
public ParserBindChannels(BinaryReader reader)
|
||||
{
|
||||
int numChannels = reader.ReadInt32();
|
||||
m_Channels = new ShaderBindChannel[numChannels];
|
||||
for (int i = 0; i < numChannels; i++)
|
||||
m_Channels = new List<ShaderBindChannel>();
|
||||
for (var i = 0; i < numChannels; i++)
|
||||
{
|
||||
m_Channels[i] = new ShaderBindChannel(reader);
|
||||
m_Channels.Add(new ShaderBindChannel(reader));
|
||||
}
|
||||
reader.AlignStream();
|
||||
|
||||
@@ -390,9 +390,9 @@ namespace AssetStudio
|
||||
public class ConstantBuffer
|
||||
{
|
||||
public int m_NameIndex;
|
||||
public MatrixParameter[] m_MatrixParams;
|
||||
public VectorParameter[] m_VectorParams;
|
||||
public StructParameter[] m_StructParams;
|
||||
public List<MatrixParameter> m_MatrixParams;
|
||||
public List<VectorParameter> m_VectorParams;
|
||||
public List<StructParameter> m_StructParams;
|
||||
public int m_Size;
|
||||
public bool m_IsPartialCB;
|
||||
|
||||
@@ -403,25 +403,25 @@ namespace AssetStudio
|
||||
m_NameIndex = reader.ReadInt32();
|
||||
|
||||
int numMatrixParams = reader.ReadInt32();
|
||||
m_MatrixParams = new MatrixParameter[numMatrixParams];
|
||||
for (int i = 0; i < numMatrixParams; i++)
|
||||
m_MatrixParams = new List<MatrixParameter>();
|
||||
for (var i = 0; i < numMatrixParams; i++)
|
||||
{
|
||||
m_MatrixParams[i] = new MatrixParameter(reader);
|
||||
m_MatrixParams.Add(new MatrixParameter(reader));
|
||||
}
|
||||
|
||||
int numVectorParams = reader.ReadInt32();
|
||||
m_VectorParams = new VectorParameter[numVectorParams];
|
||||
for (int i = 0; i < numVectorParams; i++)
|
||||
m_VectorParams = new List<VectorParameter>();
|
||||
for (var i = 0; i < numVectorParams; i++)
|
||||
{
|
||||
m_VectorParams[i] = new VectorParameter(reader);
|
||||
m_VectorParams.Add(new VectorParameter(reader));
|
||||
}
|
||||
if (version >= (2017, 3)) //2017.3 and up
|
||||
{
|
||||
int numStructParams = reader.ReadInt32();
|
||||
m_StructParams = new StructParameter[numStructParams];
|
||||
for (int i = 0; i < numStructParams; i++)
|
||||
m_StructParams = new List<StructParameter>();
|
||||
for (var i = 0; i < numStructParams; i++)
|
||||
{
|
||||
m_StructParams[i] = new StructParameter(reader);
|
||||
m_StructParams.Add(new StructParameter(reader));
|
||||
}
|
||||
}
|
||||
m_Size = reader.ReadInt32();
|
||||
@@ -488,71 +488,74 @@ namespace AssetStudio
|
||||
|
||||
public class SerializedProgramParameters
|
||||
{
|
||||
public VectorParameter[] m_VectorParams;
|
||||
public MatrixParameter[] m_MatrixParams;
|
||||
public TextureParameter[] m_TextureParams;
|
||||
public BufferBinding[] m_BufferParams;
|
||||
public ConstantBuffer[] m_ConstantBuffers;
|
||||
public BufferBinding[] m_ConstantBufferBindings;
|
||||
public UAVParameter[] m_UAVParams;
|
||||
public SamplerParameter[] m_Samplers;
|
||||
public List<VectorParameter> m_VectorParams;
|
||||
public List<MatrixParameter> m_MatrixParams;
|
||||
public List<TextureParameter> m_TextureParams;
|
||||
public List<BufferBinding> m_BufferParams;
|
||||
public List<ConstantBuffer> m_ConstantBuffers;
|
||||
public List<BufferBinding> m_ConstantBufferBindings;
|
||||
public List<UAVParameter> m_UAVParams;
|
||||
public List<SamplerParameter> m_Samplers;
|
||||
|
||||
public SerializedProgramParameters(ObjectReader reader)
|
||||
{
|
||||
int numVectorParams = reader.ReadInt32();
|
||||
m_VectorParams = new VectorParameter[numVectorParams];
|
||||
for (int i = 0; i < numVectorParams; i++)
|
||||
m_VectorParams = new List<VectorParameter>();
|
||||
for (var i = 0; i < numVectorParams; i++)
|
||||
{
|
||||
m_VectorParams[i] = new VectorParameter(reader);
|
||||
m_VectorParams.Add(new VectorParameter(reader));
|
||||
}
|
||||
|
||||
int numMatrixParams = reader.ReadInt32();
|
||||
m_MatrixParams = new MatrixParameter[numMatrixParams];
|
||||
for (int i = 0; i < numMatrixParams; i++)
|
||||
m_MatrixParams = new List<MatrixParameter>();
|
||||
for (var i = 0; i < numMatrixParams; i++)
|
||||
{
|
||||
m_MatrixParams[i] = new MatrixParameter(reader);
|
||||
m_MatrixParams.Add(new MatrixParameter(reader));
|
||||
}
|
||||
|
||||
int numTextureParams = reader.ReadInt32();
|
||||
m_TextureParams = new TextureParameter[numTextureParams];
|
||||
for (int i = 0; i < numTextureParams; i++)
|
||||
m_TextureParams = new List<TextureParameter>();
|
||||
for (var i = 0; i < numTextureParams; i++)
|
||||
{
|
||||
m_TextureParams[i] = new TextureParameter(reader);
|
||||
m_TextureParams.Add(new TextureParameter(reader));
|
||||
}
|
||||
|
||||
int numBufferParams = reader.ReadInt32();
|
||||
m_BufferParams = new BufferBinding[numBufferParams];
|
||||
for (int i = 0; i < numBufferParams; i++)
|
||||
m_BufferParams = new List<BufferBinding>();
|
||||
for (var i = 0; i < numBufferParams; i++)
|
||||
{
|
||||
m_BufferParams[i] = new BufferBinding(reader);
|
||||
m_BufferParams.Add(new BufferBinding(reader));
|
||||
}
|
||||
|
||||
int numConstantBuffers = reader.ReadInt32();
|
||||
m_ConstantBuffers = new ConstantBuffer[numConstantBuffers];
|
||||
for (int i = 0; i < numConstantBuffers; i++)
|
||||
m_ConstantBuffers = new List<ConstantBuffer>();
|
||||
for (var i = 0; i < numConstantBuffers; i++)
|
||||
{
|
||||
m_ConstantBuffers[i] = new ConstantBuffer(reader);
|
||||
m_ConstantBuffers.Add(new ConstantBuffer(reader));
|
||||
}
|
||||
|
||||
int numConstantBufferBindings = reader.ReadInt32();
|
||||
m_ConstantBufferBindings = new BufferBinding[numConstantBufferBindings];
|
||||
for (int i = 0; i < numConstantBufferBindings; i++)
|
||||
m_ConstantBufferBindings = new List<BufferBinding>();
|
||||
for (var i = 0; i < numConstantBufferBindings; i++)
|
||||
{
|
||||
m_ConstantBufferBindings[i] = new BufferBinding(reader);
|
||||
m_ConstantBufferBindings.Add(new BufferBinding(reader));
|
||||
}
|
||||
|
||||
int numUAVParams = reader.ReadInt32();
|
||||
m_UAVParams = new UAVParameter[numUAVParams];
|
||||
for (int i = 0; i < numUAVParams; i++)
|
||||
m_UAVParams = new List<UAVParameter>();
|
||||
for (var i = 0; i < numUAVParams; i++)
|
||||
{
|
||||
m_UAVParams[i] = new UAVParameter(reader);
|
||||
m_UAVParams.Add(new UAVParameter(reader));
|
||||
}
|
||||
|
||||
int numSamplers = reader.ReadInt32();
|
||||
m_Samplers = new SamplerParameter[numSamplers];
|
||||
for (int i = 0; i < numSamplers; i++)
|
||||
if (reader.version >= 2017) //2017 and up
|
||||
{
|
||||
m_Samplers[i] = new SamplerParameter(reader);
|
||||
int numSamplers = reader.ReadInt32();
|
||||
m_Samplers = new List<SamplerParameter>();
|
||||
for (var i = 0; i < numSamplers; i++)
|
||||
{
|
||||
m_Samplers.Add(new SamplerParameter(reader));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -564,15 +567,7 @@ namespace AssetStudio
|
||||
public ushort[] m_KeywordIndices;
|
||||
public sbyte m_ShaderHardwareTier;
|
||||
public ShaderGpuProgramType m_GpuProgramType;
|
||||
public SerializedProgramParameters m_Parameters;
|
||||
public VectorParameter[] m_VectorParams;
|
||||
public MatrixParameter[] m_MatrixParams;
|
||||
public TextureParameter[] m_TextureParams;
|
||||
public BufferBinding[] m_BufferParams;
|
||||
public ConstantBuffer[] m_ConstantBuffers;
|
||||
public BufferBinding[] m_ConstantBufferBindings;
|
||||
public UAVParameter[] m_UAVParams;
|
||||
public SamplerParameter[] m_Samplers;
|
||||
public SerializedProgramParameters m_Parameters; // nested since 2020.3.2f1 and up; 2021.1.1f1 and up
|
||||
|
||||
public SerializedSubProgram(ObjectReader reader)
|
||||
{
|
||||
@@ -601,72 +596,7 @@ namespace AssetStudio
|
||||
m_GpuProgramType = (ShaderGpuProgramType)reader.ReadSByte();
|
||||
reader.AlignStream();
|
||||
|
||||
if (version.IsInRange((2020, 3, 2), 2021) //2020.3.2f1 and up
|
||||
|| version >= (2021, 1, 1)) //2021.1.1f1 and up
|
||||
{
|
||||
m_Parameters = new SerializedProgramParameters(reader);
|
||||
}
|
||||
else
|
||||
{
|
||||
int numVectorParams = reader.ReadInt32();
|
||||
m_VectorParams = new VectorParameter[numVectorParams];
|
||||
for (int i = 0; i < numVectorParams; i++)
|
||||
{
|
||||
m_VectorParams[i] = new VectorParameter(reader);
|
||||
}
|
||||
|
||||
int numMatrixParams = reader.ReadInt32();
|
||||
m_MatrixParams = new MatrixParameter[numMatrixParams];
|
||||
for (int i = 0; i < numMatrixParams; i++)
|
||||
{
|
||||
m_MatrixParams[i] = new MatrixParameter(reader);
|
||||
}
|
||||
|
||||
int numTextureParams = reader.ReadInt32();
|
||||
m_TextureParams = new TextureParameter[numTextureParams];
|
||||
for (int i = 0; i < numTextureParams; i++)
|
||||
{
|
||||
m_TextureParams[i] = new TextureParameter(reader);
|
||||
}
|
||||
|
||||
int numBufferParams = reader.ReadInt32();
|
||||
m_BufferParams = new BufferBinding[numBufferParams];
|
||||
for (int i = 0; i < numBufferParams; i++)
|
||||
{
|
||||
m_BufferParams[i] = new BufferBinding(reader);
|
||||
}
|
||||
|
||||
int numConstantBuffers = reader.ReadInt32();
|
||||
m_ConstantBuffers = new ConstantBuffer[numConstantBuffers];
|
||||
for (int i = 0; i < numConstantBuffers; i++)
|
||||
{
|
||||
m_ConstantBuffers[i] = new ConstantBuffer(reader);
|
||||
}
|
||||
|
||||
int numConstantBufferBindings = reader.ReadInt32();
|
||||
m_ConstantBufferBindings = new BufferBinding[numConstantBufferBindings];
|
||||
for (int i = 0; i < numConstantBufferBindings; i++)
|
||||
{
|
||||
m_ConstantBufferBindings[i] = new BufferBinding(reader);
|
||||
}
|
||||
|
||||
int numUAVParams = reader.ReadInt32();
|
||||
m_UAVParams = new UAVParameter[numUAVParams];
|
||||
for (int i = 0; i < numUAVParams; i++)
|
||||
{
|
||||
m_UAVParams[i] = new UAVParameter(reader);
|
||||
}
|
||||
|
||||
if (version >= 2017) //2017 and up
|
||||
{
|
||||
int numSamplers = reader.ReadInt32();
|
||||
m_Samplers = new SamplerParameter[numSamplers];
|
||||
for (int i = 0; i < numSamplers; i++)
|
||||
{
|
||||
m_Samplers[i] = new SamplerParameter(reader);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (version >= (2017, 2)) //2017.2 and up
|
||||
{
|
||||
@@ -684,7 +614,7 @@ namespace AssetStudio
|
||||
|
||||
public class SerializedProgram
|
||||
{
|
||||
public SerializedSubProgram[] m_SubPrograms;
|
||||
public List<SerializedSubProgram> m_SubPrograms;
|
||||
public SerializedProgramParameters m_CommonParameters;
|
||||
public ushort[] m_SerializedKeywordStateMask;
|
||||
|
||||
@@ -693,10 +623,10 @@ namespace AssetStudio
|
||||
var version = reader.version;
|
||||
|
||||
int numSubPrograms = reader.ReadInt32();
|
||||
m_SubPrograms = new SerializedSubProgram[numSubPrograms];
|
||||
for (int i = 0; i < numSubPrograms; i++)
|
||||
m_SubPrograms = new List<SerializedSubProgram>();
|
||||
for (var i = 0; i < numSubPrograms; i++)
|
||||
{
|
||||
m_SubPrograms[i] = new SerializedSubProgram(reader);
|
||||
m_SubPrograms.Add(new SerializedSubProgram(reader));
|
||||
}
|
||||
|
||||
if (version.IsInRange((2020, 3, 2), 2021) //2020.3.2f1 and up
|
||||
@@ -722,11 +652,11 @@ namespace AssetStudio
|
||||
|
||||
public class SerializedPass
|
||||
{
|
||||
public Hash128[] m_EditorDataHash;
|
||||
public List<Hash128> m_EditorDataHash;
|
||||
public byte[] m_Platforms;
|
||||
public ushort[] m_LocalKeywordMask;
|
||||
public ushort[] m_GlobalKeywordMask;
|
||||
public KeyValuePair<string, int>[] m_NameIndices;
|
||||
public List<KeyValuePair<string, int>> m_NameIndices;
|
||||
public PassType m_Type;
|
||||
public SerializedShaderState m_State;
|
||||
public uint m_ProgramMask;
|
||||
@@ -750,10 +680,10 @@ namespace AssetStudio
|
||||
if (version >= (2020, 2)) //2020.2 and up
|
||||
{
|
||||
int numEditorDataHash = reader.ReadInt32();
|
||||
m_EditorDataHash = new Hash128[numEditorDataHash];
|
||||
for (int i = 0; i < numEditorDataHash; i++)
|
||||
m_EditorDataHash = new List<Hash128>();
|
||||
for (var i = 0; i < numEditorDataHash; i++)
|
||||
{
|
||||
m_EditorDataHash[i] = new Hash128(reader);
|
||||
m_EditorDataHash.Add(new Hash128(reader));
|
||||
}
|
||||
reader.AlignStream();
|
||||
m_Platforms = reader.ReadUInt8Array();
|
||||
@@ -768,10 +698,10 @@ namespace AssetStudio
|
||||
}
|
||||
|
||||
int numIndices = reader.ReadInt32();
|
||||
m_NameIndices = new KeyValuePair<string, int>[numIndices];
|
||||
for (int i = 0; i < numIndices; i++)
|
||||
m_NameIndices = new List<KeyValuePair<string, int>>();
|
||||
for (var i = 0; i < numIndices; i++)
|
||||
{
|
||||
m_NameIndices[i] = new KeyValuePair<string, int>(reader.ReadAlignedString(), reader.ReadInt32());
|
||||
m_NameIndices.Add(new KeyValuePair<string, int>(reader.ReadAlignedString(), reader.ReadInt32()));
|
||||
}
|
||||
|
||||
m_Type = (PassType)reader.ReadInt32();
|
||||
@@ -806,32 +736,32 @@ namespace AssetStudio
|
||||
|
||||
public class SerializedTagMap
|
||||
{
|
||||
public KeyValuePair<string, string>[] tags;
|
||||
public List<KeyValuePair<string, string>> tags;
|
||||
|
||||
public SerializedTagMap(BinaryReader reader)
|
||||
{
|
||||
int numTags = reader.ReadInt32();
|
||||
tags = new KeyValuePair<string, string>[numTags];
|
||||
for (int i = 0; i < numTags; i++)
|
||||
tags = new List<KeyValuePair<string, string>>();
|
||||
for (var i = 0; i < numTags; i++)
|
||||
{
|
||||
tags[i] = new KeyValuePair<string, string>(reader.ReadAlignedString(), reader.ReadAlignedString());
|
||||
tags.Add(new KeyValuePair<string, string>(reader.ReadAlignedString(), reader.ReadAlignedString()));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class SerializedSubShader
|
||||
{
|
||||
public SerializedPass[] m_Passes;
|
||||
public List<SerializedPass> m_Passes;
|
||||
public SerializedTagMap m_Tags;
|
||||
public int m_LOD;
|
||||
|
||||
public SerializedSubShader(ObjectReader reader)
|
||||
{
|
||||
int numPasses = reader.ReadInt32();
|
||||
m_Passes = new SerializedPass[numPasses];
|
||||
for (int i = 0; i < numPasses; i++)
|
||||
m_Passes = new List<SerializedPass>();
|
||||
for (var i = 0; i < numPasses; i++)
|
||||
{
|
||||
m_Passes[i] = new SerializedPass(reader);
|
||||
m_Passes.Add(new SerializedPass(reader));
|
||||
}
|
||||
|
||||
m_Tags = new SerializedTagMap(reader);
|
||||
@@ -866,14 +796,14 @@ namespace AssetStudio
|
||||
public class SerializedShader
|
||||
{
|
||||
public SerializedProperties m_PropInfo;
|
||||
public SerializedSubShader[] m_SubShaders;
|
||||
public List<SerializedSubShader> m_SubShaders;
|
||||
public string[] m_KeywordNames;
|
||||
public byte[] m_KeywordFlags;
|
||||
public string m_Name;
|
||||
public string m_CustomEditorName;
|
||||
public string m_FallbackName;
|
||||
public SerializedShaderDependency[] m_Dependencies;
|
||||
public SerializedCustomEditorForRenderPipeline[] m_CustomEditorForRenderPipelines;
|
||||
public List<SerializedShaderDependency> m_Dependencies;
|
||||
public List<SerializedCustomEditorForRenderPipeline> m_CustomEditorForRenderPipelines;
|
||||
public bool m_DisableNoSubshadersMessage;
|
||||
|
||||
public SerializedShader(ObjectReader reader)
|
||||
@@ -883,10 +813,10 @@ namespace AssetStudio
|
||||
m_PropInfo = new SerializedProperties(reader);
|
||||
|
||||
int numSubShaders = reader.ReadInt32();
|
||||
m_SubShaders = new SerializedSubShader[numSubShaders];
|
||||
for (int i = 0; i < numSubShaders; i++)
|
||||
m_SubShaders = new List<SerializedSubShader>();
|
||||
for (var i = 0; i < numSubShaders; i++)
|
||||
{
|
||||
m_SubShaders[i] = new SerializedSubShader(reader);
|
||||
m_SubShaders.Add(new SerializedSubShader(reader));
|
||||
}
|
||||
|
||||
if (version >= (2021, 2)) //2021.2 and up
|
||||
@@ -901,19 +831,19 @@ namespace AssetStudio
|
||||
m_FallbackName = reader.ReadAlignedString();
|
||||
|
||||
int numDependencies = reader.ReadInt32();
|
||||
m_Dependencies = new SerializedShaderDependency[numDependencies];
|
||||
for (int i = 0; i < numDependencies; i++)
|
||||
m_Dependencies = new List<SerializedShaderDependency>();
|
||||
for (var i = 0; i < numDependencies; i++)
|
||||
{
|
||||
m_Dependencies[i] = new SerializedShaderDependency(reader);
|
||||
m_Dependencies.Add(new SerializedShaderDependency(reader));
|
||||
}
|
||||
|
||||
if (version >= 2021) //2021.1 and up
|
||||
{
|
||||
int m_CustomEditorForRenderPipelinesSize = reader.ReadInt32();
|
||||
m_CustomEditorForRenderPipelines = new SerializedCustomEditorForRenderPipeline[m_CustomEditorForRenderPipelinesSize];
|
||||
for (int i = 0; i < m_CustomEditorForRenderPipelinesSize; i++)
|
||||
m_CustomEditorForRenderPipelines = new List<SerializedCustomEditorForRenderPipeline>();
|
||||
for (var i = 0; i < m_CustomEditorForRenderPipelinesSize; i++)
|
||||
{
|
||||
m_CustomEditorForRenderPipelines[i] = new SerializedCustomEditorForRenderPipeline(reader);
|
||||
m_CustomEditorForRenderPipelines.Add(new SerializedCustomEditorForRenderPipeline(reader));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -988,18 +918,18 @@ namespace AssetStudio
|
||||
reader.AlignStream();
|
||||
|
||||
var m_DependenciesCount = reader.ReadInt32();
|
||||
for (int i = 0; i < m_DependenciesCount; i++)
|
||||
for (var i = 0; i < m_DependenciesCount; i++)
|
||||
{
|
||||
new PPtr<Shader>(reader);
|
||||
var m_Dependencies = new PPtr<Shader>(reader);
|
||||
}
|
||||
|
||||
if (version >= 2018)
|
||||
{
|
||||
var m_NonModifiableTexturesCount = reader.ReadInt32();
|
||||
for (int i = 0; i < m_NonModifiableTexturesCount; i++)
|
||||
for (var i = 0; i < m_NonModifiableTexturesCount; i++)
|
||||
{
|
||||
var first = reader.ReadAlignedString();
|
||||
new PPtr<Texture>(reader);
|
||||
var second = new PPtr<Texture>(reader);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,14 +1,11 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace AssetStudio
|
||||
{
|
||||
public sealed class SkinnedMeshRenderer : Renderer
|
||||
{
|
||||
public PPtr<Mesh> m_Mesh;
|
||||
public PPtr<Transform>[] m_Bones;
|
||||
public List<PPtr<Transform>> m_Bones;
|
||||
public float[] m_BlendShapeWeights;
|
||||
|
||||
public SkinnedMeshRenderer(ObjectReader reader) : base(reader)
|
||||
@@ -25,10 +22,11 @@ namespace AssetStudio
|
||||
|
||||
m_Mesh = new PPtr<Mesh>(reader);
|
||||
|
||||
m_Bones = new PPtr<Transform>[reader.ReadInt32()];
|
||||
for (int b = 0; b < m_Bones.Length; b++)
|
||||
var numBones = reader.ReadInt32();
|
||||
m_Bones = new List<PPtr<Transform>>();
|
||||
for (var b = 0; b < numBones; b++)
|
||||
{
|
||||
m_Bones[b] = new PPtr<Transform>(reader);
|
||||
m_Bones.Add(new PPtr<Transform>(reader));
|
||||
}
|
||||
|
||||
if (version >= (4, 3)) //4.3 and up
|
||||
|
||||
@@ -79,11 +79,11 @@ namespace AssetStudio
|
||||
{
|
||||
public PPtr<Texture2D> texture;
|
||||
public PPtr<Texture2D> alphaTexture;
|
||||
public SecondarySpriteTexture[] secondaryTextures;
|
||||
public SubMesh[] m_SubMeshes;
|
||||
public List<SecondarySpriteTexture> secondaryTextures;
|
||||
public List<SubMesh> m_SubMeshes;
|
||||
public byte[] m_IndexBuffer;
|
||||
public VertexData m_VertexData;
|
||||
public SpriteVertex[] vertices;
|
||||
public List<SpriteVertex> vertices;
|
||||
public ushort[] indices;
|
||||
public Matrix4x4[] m_Bindpose;
|
||||
public BoneWeights4[] m_SourceSkin;
|
||||
@@ -104,20 +104,20 @@ namespace AssetStudio
|
||||
if (version >= 2019) //2019 and up
|
||||
{
|
||||
var secondaryTexturesSize = reader.ReadInt32();
|
||||
secondaryTextures = new SecondarySpriteTexture[secondaryTexturesSize];
|
||||
for (int i = 0; i < secondaryTexturesSize; i++)
|
||||
secondaryTextures = new List<SecondarySpriteTexture>();
|
||||
for (var i = 0; i < secondaryTexturesSize; i++)
|
||||
{
|
||||
secondaryTextures[i] = new SecondarySpriteTexture(reader);
|
||||
secondaryTextures.Add(new SecondarySpriteTexture(reader));
|
||||
}
|
||||
}
|
||||
|
||||
if (version >= (5, 6)) //5.6 and up
|
||||
{
|
||||
var m_SubMeshesSize = reader.ReadInt32();
|
||||
m_SubMeshes = new SubMesh[m_SubMeshesSize];
|
||||
for (int i = 0; i < m_SubMeshesSize; i++)
|
||||
m_SubMeshes = new List<SubMesh>();
|
||||
for (var i = 0; i < m_SubMeshesSize; i++)
|
||||
{
|
||||
m_SubMeshes[i] = new SubMesh(reader);
|
||||
m_SubMeshes.Add(new SubMesh(reader));
|
||||
}
|
||||
|
||||
m_IndexBuffer = reader.ReadUInt8Array();
|
||||
@@ -128,10 +128,10 @@ namespace AssetStudio
|
||||
else
|
||||
{
|
||||
var verticesSize = reader.ReadInt32();
|
||||
vertices = new SpriteVertex[verticesSize];
|
||||
for (int i = 0; i < verticesSize; i++)
|
||||
vertices = new List<SpriteVertex>();
|
||||
for (var i = 0; i < verticesSize; i++)
|
||||
{
|
||||
vertices[i] = new SpriteVertex(reader);
|
||||
vertices.Add(new SpriteVertex(reader));
|
||||
}
|
||||
|
||||
indices = reader.ReadUInt16Array();
|
||||
@@ -145,7 +145,9 @@ namespace AssetStudio
|
||||
if (version < (2018, 2)) //2018.2 down
|
||||
{
|
||||
var m_SourceSkinSize = reader.ReadInt32();
|
||||
for (int i = 0; i < m_SourceSkinSize; i++)
|
||||
reader.ThrowIfTooLarge(m_SourceSkinSize * 32f);
|
||||
m_SourceSkin = new BoneWeights4[m_SourceSkinSize];
|
||||
for (var i = 0; i < m_SourceSkinSize; i++)
|
||||
{
|
||||
m_SourceSkin[i] = new BoneWeights4(reader);
|
||||
}
|
||||
@@ -201,7 +203,7 @@ namespace AssetStudio
|
||||
public string[] m_AtlasTags;
|
||||
public PPtr<SpriteAtlas> m_SpriteAtlas;
|
||||
public SpriteRenderData m_RD;
|
||||
public Vector2[][] m_PhysicsShape;
|
||||
//public Vector2[][] m_PhysicsShape;
|
||||
|
||||
public Sprite(ObjectReader reader) : base(reader)
|
||||
{
|
||||
@@ -238,17 +240,18 @@ namespace AssetStudio
|
||||
}
|
||||
|
||||
m_RD = new SpriteRenderData(reader);
|
||||
|
||||
/*
|
||||
if (version >= 2017) //2017 and up
|
||||
{
|
||||
var m_PhysicsShapeSize = reader.ReadInt32();
|
||||
m_PhysicsShape = new Vector2[m_PhysicsShapeSize][];
|
||||
for (int i = 0; i < m_PhysicsShapeSize; i++)
|
||||
var physicsShapeList = new List<Vector2[]>();
|
||||
for (var i = 0; i < m_PhysicsShapeSize; i++)
|
||||
{
|
||||
m_PhysicsShape[i] = reader.ReadVector2Array();
|
||||
physicsShapeList.Add(reader.ReadVector2Array());
|
||||
}
|
||||
m_PhysicsShape = physicsShapeList.ToArray();
|
||||
}
|
||||
|
||||
*/
|
||||
//vector m_Bones 2018 and up
|
||||
}
|
||||
}
|
||||
|
||||
@@ -14,7 +14,7 @@ namespace AssetStudio
|
||||
public Vector4 uvTransform;
|
||||
public float downscaleMultiplier;
|
||||
public SpriteSettings settingsRaw;
|
||||
public SecondarySpriteTexture[] secondaryTextures;
|
||||
public List<SecondarySpriteTexture> secondaryTextures;
|
||||
|
||||
public SpriteAtlasData(ObjectReader reader)
|
||||
{
|
||||
@@ -33,10 +33,10 @@ namespace AssetStudio
|
||||
if (version >= (2020, 2)) //2020.2 and up
|
||||
{
|
||||
var secondaryTexturesSize = reader.ReadInt32();
|
||||
secondaryTextures = new SecondarySpriteTexture[secondaryTexturesSize];
|
||||
for (int i = 0; i < secondaryTexturesSize; i++)
|
||||
secondaryTextures = new List<SecondarySpriteTexture>();
|
||||
for (var i = 0; i < secondaryTexturesSize; i++)
|
||||
{
|
||||
secondaryTextures[i] = new SecondarySpriteTexture(reader);
|
||||
secondaryTextures.Add(new SecondarySpriteTexture(reader));
|
||||
}
|
||||
reader.AlignStream();
|
||||
}
|
||||
@@ -45,7 +45,7 @@ namespace AssetStudio
|
||||
|
||||
public sealed class SpriteAtlas : NamedObject
|
||||
{
|
||||
public PPtr<Sprite>[] m_PackedSprites;
|
||||
public List<PPtr<Sprite>> m_PackedSprites;
|
||||
[JsonConverter(typeof(JsonConverterHelper.RenderDataMapConverter))]
|
||||
public Dictionary<KeyValuePair<Guid, long>, SpriteAtlasData> m_RenderDataMap;
|
||||
public bool m_IsVariant;
|
||||
@@ -53,17 +53,17 @@ namespace AssetStudio
|
||||
public SpriteAtlas(ObjectReader reader) : base(reader)
|
||||
{
|
||||
var m_PackedSpritesSize = reader.ReadInt32();
|
||||
m_PackedSprites = new PPtr<Sprite>[m_PackedSpritesSize];
|
||||
for (int i = 0; i < m_PackedSpritesSize; i++)
|
||||
m_PackedSprites = new List<PPtr<Sprite>>();
|
||||
for (var i = 0; i < m_PackedSpritesSize; i++)
|
||||
{
|
||||
m_PackedSprites[i] = new PPtr<Sprite>(reader);
|
||||
m_PackedSprites.Add(new PPtr<Sprite>(reader));
|
||||
}
|
||||
|
||||
var m_PackedSpriteNamesToIndex = reader.ReadStringArray();
|
||||
|
||||
var m_RenderDataMapSize = reader.ReadInt32();
|
||||
m_RenderDataMap = new Dictionary<KeyValuePair<Guid, long>, SpriteAtlasData>(m_RenderDataMapSize);
|
||||
for (int i = 0; i < m_RenderDataMapSize; i++)
|
||||
m_RenderDataMap = new Dictionary<KeyValuePair<Guid, long>, SpriteAtlasData>();
|
||||
for (var i = 0; i < m_RenderDataMapSize; i++)
|
||||
{
|
||||
var first = new Guid(reader.ReadBytes(16));
|
||||
var second = reader.ReadInt64();
|
||||
|
||||
@@ -1,10 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Linq.Expressions;
|
||||
using System.Text;
|
||||
|
||||
namespace AssetStudio
|
||||
namespace AssetStudio
|
||||
{
|
||||
public sealed class TextAsset : NamedObject
|
||||
{
|
||||
|
||||
@@ -1,7 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace AssetStudio
|
||||
{
|
||||
@@ -10,7 +7,7 @@ namespace AssetStudio
|
||||
public Quaternion m_LocalRotation;
|
||||
public Vector3 m_LocalPosition;
|
||||
public Vector3 m_LocalScale;
|
||||
public PPtr<Transform>[] m_Children;
|
||||
public List<PPtr<Transform>> m_Children;
|
||||
public PPtr<Transform> m_Father;
|
||||
|
||||
public Transform(ObjectReader reader) : base(reader)
|
||||
@@ -20,10 +17,10 @@ namespace AssetStudio
|
||||
m_LocalScale = reader.ReadVector3();
|
||||
|
||||
int m_ChildrenCount = reader.ReadInt32();
|
||||
m_Children = new PPtr<Transform>[m_ChildrenCount];
|
||||
for (int i = 0; i < m_ChildrenCount; i++)
|
||||
m_Children = new List<PPtr<Transform>>();
|
||||
for (var i = 0; i < m_ChildrenCount; i++)
|
||||
{
|
||||
m_Children[i] = new PPtr<Transform>(reader);
|
||||
m_Children.Add(new PPtr<Transform>(reader));
|
||||
}
|
||||
m_Father = new PPtr<Transform>(reader);
|
||||
}
|
||||
|
||||
@@ -49,10 +49,9 @@ namespace AssetStudio
|
||||
if (version >= 2020) //2020.1 and up
|
||||
{
|
||||
var m_VideoShadersSize = reader.ReadInt32();
|
||||
var m_VideoShaders = new PPtr<Shader>[m_VideoShadersSize];
|
||||
for (int i = 0; i < m_VideoShadersSize; i++)
|
||||
for (var i = 0; i < m_VideoShadersSize; i++)
|
||||
{
|
||||
m_VideoShaders[i] = new PPtr<Shader>(reader);
|
||||
var m_VideoShaders = new PPtr<Shader>(reader);
|
||||
}
|
||||
}
|
||||
m_ExternalResources = new StreamedResource(reader);
|
||||
|
||||
@@ -1,18 +1,14 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Text;
|
||||
|
||||
namespace AssetStudio
|
||||
{
|
||||
public static class BinaryReaderExtensions
|
||||
{
|
||||
public static void AlignStream(this BinaryReader reader)
|
||||
{
|
||||
reader.AlignStream(4);
|
||||
}
|
||||
|
||||
public static void AlignStream(this BinaryReader reader, int alignment)
|
||||
public static void AlignStream(this BinaryReader reader, int alignment = 4)
|
||||
{
|
||||
var pos = reader.BaseStream.Position;
|
||||
var mod = pos % alignment;
|
||||
@@ -25,7 +21,9 @@ namespace AssetStudio
|
||||
public static string ReadAlignedString(this BinaryReader reader)
|
||||
{
|
||||
var length = reader.ReadInt32();
|
||||
if (length > 0 && length <= reader.BaseStream.Length - reader.BaseStream.Position)
|
||||
if (length > reader.BaseStream.Length - reader.BaseStream.Position)
|
||||
throw new EndOfStreamException();
|
||||
if (length > 0)
|
||||
{
|
||||
var stringData = reader.ReadBytes(length);
|
||||
var result = Encoding.UTF8.GetString(stringData);
|
||||
@@ -102,24 +100,22 @@ namespace AssetStudio
|
||||
return new Color(reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle());
|
||||
}
|
||||
|
||||
public static Matrix4x4 ReadMatrix(this BinaryReader reader)
|
||||
private static T[] ReadArray<T>(BinaryReader reader, int byteLen) where T : struct
|
||||
{
|
||||
return new Matrix4x4(reader.ReadSingleArray(16));
|
||||
}
|
||||
if (byteLen < 0)
|
||||
throw new ArgumentOutOfRangeException(nameof(byteLen));
|
||||
if (reader.BaseStream.Position + byteLen > reader.BaseStream.Length)
|
||||
throw new EndOfStreamException();
|
||||
|
||||
private static T[] ReadArray<T>(Func<T> del, int length)
|
||||
{
|
||||
var array = new T[length];
|
||||
for (int i = 0; i < length; i++)
|
||||
{
|
||||
array[i] = del();
|
||||
}
|
||||
return array;
|
||||
var bytes = reader.ReadBytes(byteLen);
|
||||
|
||||
var span = MemoryMarshal.Cast<byte, T>(bytes);
|
||||
return span.ToArray();
|
||||
}
|
||||
|
||||
public static bool[] ReadBooleanArray(this BinaryReader reader)
|
||||
{
|
||||
return ReadArray(reader.ReadBoolean, reader.ReadInt32());
|
||||
return ReadArray<bool>(reader, reader.ReadInt32());
|
||||
}
|
||||
|
||||
public static byte[] ReadUInt8Array(this BinaryReader reader)
|
||||
@@ -129,62 +125,65 @@ namespace AssetStudio
|
||||
|
||||
public static ushort[] ReadUInt16Array(this BinaryReader reader)
|
||||
{
|
||||
return ReadArray(reader.ReadUInt16, reader.ReadInt32());
|
||||
return ReadArray<ushort>(reader, reader.ReadInt32() * 2);
|
||||
}
|
||||
|
||||
public static int[] ReadInt32Array(this BinaryReader reader)
|
||||
public static int[] ReadInt32Array(this BinaryReader reader, int length = -1)
|
||||
{
|
||||
return ReadArray(reader.ReadInt32, reader.ReadInt32());
|
||||
if (length == -1)
|
||||
length = reader.ReadInt32();
|
||||
return ReadArray<int>(reader, length * 4);
|
||||
}
|
||||
|
||||
public static int[] ReadInt32Array(this BinaryReader reader, int length)
|
||||
public static uint[] ReadUInt32Array(this BinaryReader reader, int length = -1)
|
||||
{
|
||||
return ReadArray(reader.ReadInt32, length);
|
||||
}
|
||||
|
||||
public static uint[] ReadUInt32Array(this BinaryReader reader)
|
||||
{
|
||||
return ReadArray(reader.ReadUInt32, reader.ReadInt32());
|
||||
if (length == -1)
|
||||
length = reader.ReadInt32();
|
||||
return ReadArray<uint>(reader, length * 4);
|
||||
}
|
||||
|
||||
public static uint[][] ReadUInt32ArrayArray(this BinaryReader reader)
|
||||
{
|
||||
return ReadArray(reader.ReadUInt32Array, reader.ReadInt32());
|
||||
var length = reader.ReadInt32();
|
||||
var list = new List<uint[]>();
|
||||
for (var i = 0; i < length; i++)
|
||||
{
|
||||
list.Add(ReadArray<uint>(reader, reader.ReadInt32() * 4));
|
||||
}
|
||||
return list.ToArray();
|
||||
}
|
||||
|
||||
public static uint[] ReadUInt32Array(this BinaryReader reader, int length)
|
||||
public static float[] ReadSingleArray(this BinaryReader reader, int length = -1)
|
||||
{
|
||||
return ReadArray(reader.ReadUInt32, length);
|
||||
}
|
||||
|
||||
public static float[] ReadSingleArray(this BinaryReader reader)
|
||||
{
|
||||
return ReadArray(reader.ReadSingle, reader.ReadInt32());
|
||||
}
|
||||
|
||||
public static float[] ReadSingleArray(this BinaryReader reader, int length)
|
||||
{
|
||||
return ReadArray(reader.ReadSingle, length);
|
||||
if (length == -1)
|
||||
length = reader.ReadInt32();
|
||||
return ReadArray<float>(reader, length * 4);
|
||||
}
|
||||
|
||||
public static string[] ReadStringArray(this BinaryReader reader)
|
||||
{
|
||||
return ReadArray(reader.ReadAlignedString, reader.ReadInt32());
|
||||
var length = reader.ReadInt32();
|
||||
var list = new List<string>();
|
||||
for (var i = 0; i < length; i++)
|
||||
{
|
||||
list.Add(reader.ReadAlignedString());
|
||||
}
|
||||
return list.ToArray();
|
||||
}
|
||||
|
||||
public static Vector2[] ReadVector2Array(this BinaryReader reader)
|
||||
{
|
||||
return ReadArray(reader.ReadVector2, reader.ReadInt32());
|
||||
return ReadArray<Vector2>(reader, reader.ReadInt32() * 8);
|
||||
}
|
||||
|
||||
public static Vector4[] ReadVector4Array(this BinaryReader reader)
|
||||
{
|
||||
return ReadArray(reader.ReadVector4, reader.ReadInt32());
|
||||
return ReadArray<Vector4>(reader, reader.ReadInt32() * 16);
|
||||
}
|
||||
|
||||
public static Matrix4x4[] ReadMatrixArray(this BinaryReader reader)
|
||||
{
|
||||
return ReadArray(reader.ReadMatrix, reader.ReadInt32());
|
||||
return ReadArray<Matrix4x4>(reader, reader.ReadInt32() * 64);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using System;
|
||||
using System.IO;
|
||||
|
||||
namespace AssetStudio
|
||||
{
|
||||
@@ -16,6 +17,8 @@ namespace AssetStudio
|
||||
|
||||
public UnityVersion version => assetsFile.version;
|
||||
|
||||
public long Remaining => byteStart + byteSize - Position;
|
||||
|
||||
public ObjectReader(EndianBinaryReader reader, SerializedFile assetsFile, ObjectInfo objectInfo) : base(reader.BaseStream, reader.Endian)
|
||||
{
|
||||
this.assetsFile = assetsFile;
|
||||
@@ -36,6 +39,12 @@ namespace AssetStudio
|
||||
m_Version = assetsFile.header.m_Version;
|
||||
}
|
||||
|
||||
public void ThrowIfTooLarge(float val)
|
||||
{
|
||||
if (val < 0 || val > Remaining)
|
||||
throw new EndOfStreamException();
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
Position = byteStart;
|
||||
|
||||
@@ -112,8 +112,8 @@ namespace AssetStudio
|
||||
|
||||
// Read Types
|
||||
int typeCount = reader.ReadInt32();
|
||||
m_Types = new List<SerializedType>(typeCount);
|
||||
for (int i = 0; i < typeCount; i++)
|
||||
m_Types = new List<SerializedType>();
|
||||
for (var i = 0; i < typeCount; i++)
|
||||
{
|
||||
m_Types.Add(ReadSerializedType(false));
|
||||
}
|
||||
@@ -125,10 +125,10 @@ namespace AssetStudio
|
||||
|
||||
// Read Objects
|
||||
int objectCount = reader.ReadInt32();
|
||||
m_Objects = new List<ObjectInfo>(objectCount);
|
||||
Objects = new List<Object>(objectCount);
|
||||
ObjectsDic = new Dictionary<long, Object>(objectCount);
|
||||
for (int i = 0; i < objectCount; i++)
|
||||
m_Objects = new List<ObjectInfo>();
|
||||
Objects = new List<Object>();
|
||||
ObjectsDic = new Dictionary<long, Object>();
|
||||
for (var i = 0; i < objectCount; i++)
|
||||
{
|
||||
var objectInfo = new ObjectInfo();
|
||||
if (bigIDEnabled != 0)
|
||||
@@ -184,8 +184,8 @@ namespace AssetStudio
|
||||
if (header.m_Version >= SerializedFileFormatVersion.HasScriptTypeIndex)
|
||||
{
|
||||
int scriptCount = reader.ReadInt32();
|
||||
m_ScriptTypes = new List<LocalSerializedObjectIdentifier>(scriptCount);
|
||||
for (int i = 0; i < scriptCount; i++)
|
||||
m_ScriptTypes = new List<LocalSerializedObjectIdentifier>();
|
||||
for (var i = 0; i < scriptCount; i++)
|
||||
{
|
||||
var m_ScriptType = new LocalSerializedObjectIdentifier();
|
||||
m_ScriptType.localSerializedFileIndex = reader.ReadInt32();
|
||||
@@ -203,8 +203,8 @@ namespace AssetStudio
|
||||
}
|
||||
|
||||
int externalsCount = reader.ReadInt32();
|
||||
m_Externals = new List<FileIdentifier>(externalsCount);
|
||||
for (int i = 0; i < externalsCount; i++)
|
||||
m_Externals = new List<FileIdentifier>();
|
||||
for (var i = 0; i < externalsCount; i++)
|
||||
{
|
||||
var m_External = new FileIdentifier();
|
||||
if (header.m_Version >= SerializedFileFormatVersion.Unknown_6)
|
||||
@@ -224,8 +224,8 @@ namespace AssetStudio
|
||||
if (header.m_Version >= SerializedFileFormatVersion.SupportsRefObject)
|
||||
{
|
||||
int refTypesCount = reader.ReadInt32();
|
||||
m_RefTypes = new List<SerializedType>(refTypesCount);
|
||||
for (int i = 0; i < refTypesCount; i++)
|
||||
m_RefTypes = new List<SerializedType>();
|
||||
for (var i = 0; i < refTypesCount; i++)
|
||||
{
|
||||
m_RefTypes.Add(ReadSerializedType(true));
|
||||
}
|
||||
@@ -322,7 +322,7 @@ namespace AssetStudio
|
||||
}
|
||||
|
||||
int childrenCount = reader.ReadInt32();
|
||||
for (int i = 0; i < childrenCount; i++)
|
||||
for (var i = 0; i < childrenCount; i++)
|
||||
{
|
||||
ReadTypeTree(m_Type, level + 1);
|
||||
}
|
||||
@@ -332,7 +332,7 @@ namespace AssetStudio
|
||||
{
|
||||
int numberOfNodes = reader.ReadInt32();
|
||||
int stringBufferSize = reader.ReadInt32();
|
||||
for (int i = 0; i < numberOfNodes; i++)
|
||||
for (var i = 0; i < numberOfNodes; i++)
|
||||
{
|
||||
var typeTreeNode = new TypeTreeNode();
|
||||
m_Type.m_Nodes.Add(typeTreeNode);
|
||||
@@ -353,7 +353,7 @@ namespace AssetStudio
|
||||
|
||||
using (var stringBufferReader = new BinaryReader(new MemoryStream(m_Type.m_StringBuffer)))
|
||||
{
|
||||
for (int i = 0; i < numberOfNodes; i++)
|
||||
for (var i = 0; i < numberOfNodes; i++)
|
||||
{
|
||||
var m_Node = m_Type.m_Nodes[i];
|
||||
m_Node.m_Type = ReadString(stringBufferReader, m_Node.m_TypeStrOffset);
|
||||
|
||||
@@ -237,7 +237,7 @@ namespace AssetStudioCLI
|
||||
#region Face
|
||||
|
||||
int sum = 0;
|
||||
for (var i = 0; i < m_Mesh.m_SubMeshes.Length; i++)
|
||||
for (var i = 0; i < m_Mesh.m_SubMeshes.Count; i++)
|
||||
{
|
||||
sb.AppendLine($"g {m_Mesh.m_Name}_{i}");
|
||||
int indexCount = (int)m_Mesh.m_SubMeshes[i].indexCount;
|
||||
|
||||
@@ -198,7 +198,7 @@ namespace AssetStudioCLI
|
||||
var i = 0;
|
||||
foreach (var assetsFile in assetsManager.assetsFileList)
|
||||
{
|
||||
var preloadTable = Array.Empty<PPtr<AssetStudio.Object>>();
|
||||
var preloadTable = new List<PPtr<AssetStudio.Object>>();
|
||||
foreach (var asset in assetsFile.Objects)
|
||||
{
|
||||
var assetItem = new AssetItem(asset);
|
||||
@@ -221,7 +221,7 @@ namespace AssetStudioCLI
|
||||
foreach (var m_Container in m_AssetBundle.m_Container)
|
||||
{
|
||||
var preloadIndex = m_Container.Value.preloadIndex;
|
||||
var preloadSize = isStreamedSceneAssetBundle ? preloadTable.Length : m_Container.Value.preloadSize;
|
||||
var preloadSize = isStreamedSceneAssetBundle ? preloadTable.Count : m_Container.Value.preloadSize;
|
||||
var preloadEnd = preloadIndex + preloadSize;
|
||||
for (var k = preloadIndex; k < preloadEnd; k++)
|
||||
{
|
||||
|
||||
@@ -197,7 +197,7 @@ namespace AssetStudioGUI
|
||||
|
||||
#region Face
|
||||
int sum = 0;
|
||||
for (var i = 0; i < m_Mesh.m_SubMeshes.Length; i++)
|
||||
for (var i = 0; i < m_Mesh.m_SubMeshes.Count; i++)
|
||||
{
|
||||
sb.AppendLine($"g {m_Mesh.m_Name}_{i}");
|
||||
int indexCount = (int)m_Mesh.m_SubMeshes[i].indexCount;
|
||||
|
||||
@@ -221,7 +221,7 @@ namespace AssetStudioGUI
|
||||
Progress.Reset();
|
||||
foreach (var assetsFile in assetsManager.assetsFileList)
|
||||
{
|
||||
var preloadTable = Array.Empty<PPtr<Object>>();
|
||||
var preloadTable = new List<PPtr<Object>>();
|
||||
|
||||
foreach (var asset in assetsFile.Objects)
|
||||
{
|
||||
@@ -333,7 +333,7 @@ namespace AssetStudioGUI
|
||||
{
|
||||
var preloadIndex = m_Container.Value.preloadIndex;
|
||||
var preloadSize = isStreamedSceneAssetBundle
|
||||
? preloadTable.Length
|
||||
? preloadTable.Count
|
||||
: m_Container.Value.preloadSize;
|
||||
var preloadEnd = preloadIndex + preloadSize;
|
||||
for (var k = preloadIndex; k < preloadEnd; k++)
|
||||
|
||||
@@ -39,7 +39,7 @@ namespace CubismLive2DExtractor
|
||||
for (int frameIndex = 1; frameIndex < streamedFrames.Count - 1; frameIndex++)
|
||||
{
|
||||
var frame = streamedFrames[frameIndex];
|
||||
for (int curveIndex = 0; curveIndex < frame.keyList.Length; curveIndex++)
|
||||
for (int curveIndex = 0; curveIndex < frame.keyList.Count; curveIndex++)
|
||||
{
|
||||
ReadStreamedData(iAnim, m_ClipBindingConstant, frame.time, frame.keyList[curveIndex]);
|
||||
}
|
||||
@@ -90,7 +90,7 @@ namespace CubismLive2DExtractor
|
||||
GetLive2dPath(binding, out var target, out var boneName);
|
||||
if (string.IsNullOrEmpty(boneName))
|
||||
{
|
||||
Logger.Warning($"[Motion Converter] \"{iAnim.Name}\" read fail on binding {Array.IndexOf(m_ClipBindingConstant.genericBindings, binding)}");
|
||||
Logger.Warning($"[Motion Converter] \"{iAnim.Name}\" read fail on binding {m_ClipBindingConstant.genericBindings.FindIndex(x => x == binding)}");
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -105,7 +105,7 @@ namespace CubismLive2DExtractor
|
||||
GetLive2dPath(binding, out var target, out var boneName);
|
||||
if (string.IsNullOrEmpty(boneName))
|
||||
{
|
||||
Logger.Warning($"[Motion Converter] \"{iAnim.Name}\" read fail on binding {Array.IndexOf(m_ClipBindingConstant.genericBindings, binding)}");
|
||||
Logger.Warning($"[Motion Converter] \"{iAnim.Name}\" read fail on binding {m_ClipBindingConstant.genericBindings.FindIndex(x => x == binding)}");
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
@@ -116,7 +116,7 @@ namespace CubismLive2DExtractor
|
||||
// [Optional] Time of the overall Fade-Out for easing in seconds.
|
||||
FadeOutTime = fadeMotion.FadeOutTime,
|
||||
// The total number of curves.
|
||||
CurveCount = (int)fadeMotion.ParameterCurves.LongCount(x => x.m_Curve.Length > 0),
|
||||
CurveCount = (int)fadeMotion.ParameterCurves.LongCount(x => x.m_Curve.Count > 0),
|
||||
// [Optional] The total number of UserData.
|
||||
UserDataCount = 0
|
||||
};
|
||||
@@ -128,7 +128,7 @@ namespace CubismLive2DExtractor
|
||||
var actualCurveCount = 0;
|
||||
for (var i = 0; i < fadeMotion.ParameterCurves.Length; i++)
|
||||
{
|
||||
if (fadeMotion.ParameterCurves[i].m_Curve.Length == 0)
|
||||
if (fadeMotion.ParameterCurves[i].m_Curve.Count == 0)
|
||||
continue;
|
||||
|
||||
string target;
|
||||
@@ -174,7 +174,7 @@ namespace CubismLive2DExtractor
|
||||
fadeMotion.ParameterCurves[i].m_Curve[0].value
|
||||
}
|
||||
};
|
||||
for (var j = 1; j < fadeMotion.ParameterCurves[i].m_Curve.Length; j++)
|
||||
for (var j = 1; j < fadeMotion.ParameterCurves[i].m_Curve.Count; j++)
|
||||
{
|
||||
var curve = fadeMotion.ParameterCurves[i].m_Curve[j];
|
||||
var preCurve = fadeMotion.ParameterCurves[i].m_Curve[j - 1];
|
||||
|
||||
@@ -203,7 +203,7 @@ namespace AssetStudio
|
||||
|
||||
private ImportedFrame ConvertTransform(Transform trans)
|
||||
{
|
||||
var frame = new ImportedFrame(trans.m_Children.Length);
|
||||
var frame = new ImportedFrame(trans.m_Children.Count);
|
||||
transformDictionary.Add(trans, frame);
|
||||
trans.m_GameObject.TryGet(out var m_GameObject);
|
||||
frame.Name = m_GameObject.m_Name;
|
||||
@@ -286,7 +286,7 @@ namespace AssetStudio
|
||||
iMesh.hasColor = mesh.m_Colors?.Length > 0;
|
||||
|
||||
int firstFace = 0;
|
||||
for (int i = 0; i < mesh.m_SubMeshes.Length; i++)
|
||||
for (int i = 0; i < mesh.m_SubMeshes.Count; i++)
|
||||
{
|
||||
int numFaces = (int)mesh.m_SubMeshes[i].indexCount / 3;
|
||||
if (subHashSet.Count > 0 && !subHashSet.Contains(i))
|
||||
@@ -297,7 +297,7 @@ namespace AssetStudio
|
||||
var submesh = mesh.m_SubMeshes[i];
|
||||
var iSubmesh = new ImportedSubmesh();
|
||||
Material mat = null;
|
||||
if (i - firstSubMesh < meshR.m_Materials.Length)
|
||||
if (i - firstSubMesh < meshR.m_Materials.Count)
|
||||
{
|
||||
if (meshR.m_Materials[i - firstSubMesh].TryGet(out var m_Material))
|
||||
{
|
||||
@@ -410,16 +410,16 @@ namespace AssetStudio
|
||||
* 2 - m_BoneNameHashes
|
||||
*/
|
||||
var boneType = 0;
|
||||
if (sMesh.m_Bones.Length > 0)
|
||||
if (sMesh.m_Bones.Count > 0)
|
||||
{
|
||||
if (sMesh.m_Bones.Length == mesh.m_BindPose.Length)
|
||||
if (sMesh.m_Bones.Count == mesh.m_BindPose.Length)
|
||||
{
|
||||
var verifiedBoneCount = sMesh.m_Bones.Count(x => x.TryGet(out _));
|
||||
if (verifiedBoneCount > 0)
|
||||
{
|
||||
boneType = 1;
|
||||
}
|
||||
if (verifiedBoneCount != sMesh.m_Bones.Length)
|
||||
if (verifiedBoneCount != sMesh.m_Bones.Count)
|
||||
{
|
||||
//尝试使用m_BoneNameHashes 4.3 and up
|
||||
if (mesh.m_BindPose.Length > 0 && (mesh.m_BindPose.Length == mesh.m_BoneNameHashes?.Length))
|
||||
@@ -449,7 +449,7 @@ namespace AssetStudio
|
||||
|
||||
if (boneType == 1)
|
||||
{
|
||||
var boneCount = sMesh.m_Bones.Length;
|
||||
var boneCount = sMesh.m_Bones.Count;
|
||||
iMesh.BoneList = new List<ImportedBone>(boneCount);
|
||||
for (int i = 0; i < boneCount; i++)
|
||||
{
|
||||
@@ -480,13 +480,13 @@ namespace AssetStudio
|
||||
}
|
||||
|
||||
//Morphs
|
||||
if (mesh.m_Shapes?.channels?.Length > 0)
|
||||
if (mesh.m_Shapes?.channels?.Count > 0)
|
||||
{
|
||||
var morph = new ImportedMorph();
|
||||
MorphList.Add(morph);
|
||||
morph.Path = iMesh.Path;
|
||||
morph.Channels = new List<ImportedMorphChannel>(mesh.m_Shapes.channels.Length);
|
||||
for (int i = 0; i < mesh.m_Shapes.channels.Length; i++)
|
||||
morph.Channels = new List<ImportedMorphChannel>(mesh.m_Shapes.channels.Count);
|
||||
for (var i = 0; i < mesh.m_Shapes.channels.Count; i++)
|
||||
{
|
||||
var channel = new ImportedMorphChannel();
|
||||
morph.Channels.Add(channel);
|
||||
@@ -501,7 +501,7 @@ namespace AssetStudio
|
||||
channel.Name = shapeChannel.name.Split('.').Last();
|
||||
channel.KeyframeList = new List<ImportedMorphKeyframe>(shapeChannel.frameCount);
|
||||
var frameEnd = shapeChannel.frameIndex + shapeChannel.frameCount;
|
||||
for (int frameIdx = shapeChannel.frameIndex; frameIdx < frameEnd; frameIdx++)
|
||||
for (var frameIdx = shapeChannel.frameIndex; frameIdx < frameEnd; frameIdx++)
|
||||
{
|
||||
var keyframe = new ImportedMorphKeyframe();
|
||||
channel.KeyframeList.Add(keyframe);
|
||||
@@ -890,7 +890,7 @@ namespace AssetStudio
|
||||
{
|
||||
var frame = streamedFrames[frameIndex];
|
||||
var streamedValues = frame.keyList.Select(x => x.value).ToArray();
|
||||
for (var curveIndex = 0; curveIndex < frame.keyList.Length;)
|
||||
for (var curveIndex = 0; curveIndex < frame.keyList.Count;)
|
||||
{
|
||||
ReadCurveData(iAnim, m_ClipBindingConstant, frame.keyList[curveIndex].index, frame.time, streamedValues, 0, ref curveIndex);
|
||||
}
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using K4os.Compression.LZ4;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
@@ -138,42 +139,42 @@ namespace AssetStudio
|
||||
{
|
||||
sb.Append(ConvertSerializedShaderState(m_Passe.m_State));
|
||||
|
||||
if (m_Passe.progVertex.m_SubPrograms.Length > 0)
|
||||
if (m_Passe.progVertex.m_SubPrograms.Count > 0)
|
||||
{
|
||||
sb.Append("Program \"vp\" {\n");
|
||||
sb.Append(ConvertSerializedSubPrograms(m_Passe.progVertex.m_SubPrograms, platforms, shaderPrograms));
|
||||
sb.Append("}\n");
|
||||
}
|
||||
|
||||
if (m_Passe.progFragment.m_SubPrograms.Length > 0)
|
||||
if (m_Passe.progFragment.m_SubPrograms.Count > 0)
|
||||
{
|
||||
sb.Append("Program \"fp\" {\n");
|
||||
sb.Append(ConvertSerializedSubPrograms(m_Passe.progFragment.m_SubPrograms, platforms, shaderPrograms));
|
||||
sb.Append("}\n");
|
||||
}
|
||||
|
||||
if (m_Passe.progGeometry.m_SubPrograms.Length > 0)
|
||||
if (m_Passe.progGeometry.m_SubPrograms.Count > 0)
|
||||
{
|
||||
sb.Append("Program \"gp\" {\n");
|
||||
sb.Append(ConvertSerializedSubPrograms(m_Passe.progGeometry.m_SubPrograms, platforms, shaderPrograms));
|
||||
sb.Append("}\n");
|
||||
}
|
||||
|
||||
if (m_Passe.progHull.m_SubPrograms.Length > 0)
|
||||
if (m_Passe.progHull.m_SubPrograms.Count > 0)
|
||||
{
|
||||
sb.Append("Program \"hp\" {\n");
|
||||
sb.Append(ConvertSerializedSubPrograms(m_Passe.progHull.m_SubPrograms, platforms, shaderPrograms));
|
||||
sb.Append("}\n");
|
||||
}
|
||||
|
||||
if (m_Passe.progDomain.m_SubPrograms.Length > 0)
|
||||
if (m_Passe.progDomain.m_SubPrograms.Count > 0)
|
||||
{
|
||||
sb.Append("Program \"dp\" {\n");
|
||||
sb.Append(ConvertSerializedSubPrograms(m_Passe.progDomain.m_SubPrograms, platforms, shaderPrograms));
|
||||
sb.Append("}\n");
|
||||
}
|
||||
|
||||
if (m_Passe.progRayTracing?.m_SubPrograms.Length > 0)
|
||||
if (m_Passe.progRayTracing?.m_SubPrograms.Count > 0)
|
||||
{
|
||||
sb.Append("Program \"rtp\" {\n");
|
||||
sb.Append(ConvertSerializedSubPrograms(m_Passe.progRayTracing.m_SubPrograms, platforms, shaderPrograms));
|
||||
@@ -185,7 +186,7 @@ namespace AssetStudio
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
private static string ConvertSerializedSubPrograms(SerializedSubProgram[] m_SubPrograms, ShaderCompilerPlatform[] platforms, ShaderProgram[] shaderPrograms)
|
||||
private static string ConvertSerializedSubPrograms(List<SerializedSubProgram> m_SubPrograms, ShaderCompilerPlatform[] platforms, ShaderProgram[] shaderPrograms)
|
||||
{
|
||||
var sb = new StringBuilder();
|
||||
var groups = m_SubPrograms.GroupBy(x => x.m_BlobIndex);
|
||||
@@ -638,7 +639,7 @@ namespace AssetStudio
|
||||
private static string ConvertSerializedTagMap(SerializedTagMap m_Tags, int intent)
|
||||
{
|
||||
var sb = new StringBuilder();
|
||||
if (m_Tags.tags.Length > 0)
|
||||
if (m_Tags.tags.Count > 0)
|
||||
{
|
||||
sb.Append(new string(' ', intent));
|
||||
sb.Append("Tags { ");
|
||||
|
||||
Reference in New Issue
Block a user