Some improvements
This commit is contained in:
@@ -5,7 +5,6 @@ using System.Globalization;
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using System.IO;
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using System.Linq;
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using System.Threading;
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using System.Web.Script.Serialization;
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using System.Windows.Forms;
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using static AssetStudio.Exporter;
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@@ -19,13 +18,9 @@ namespace AssetStudio
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public static List<AssetPreloadData> exportableAssets = new List<AssetPreloadData>(); //used to hold all assets while the ListView is filtered
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private static HashSet<string> exportableAssetsHash = new HashSet<string>(); //avoid the same name asset
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public static List<AssetPreloadData> visibleAssets = new List<AssetPreloadData>(); //used to build the ListView from all or filtered assets
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public static string productName = "";
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public static string mainPath = "";
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public static List<GameObject> fileNodes = new List<GameObject>();
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public static Dictionary<string, Dictionary<string, string>> jsonMats;
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public static Dictionary<string, SortedDictionary<int, ClassStruct>> AllClassStructures = new Dictionary<string, SortedDictionary<int, ClassStruct>>();
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public static string mainPath;
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public static string productName = "";
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//UI
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public static Action<int> SetProgressBarValue;
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@@ -154,10 +149,12 @@ namespace AssetStudio
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return extractedCount;
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}
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public static void BuildAssetStructures(bool loadAssetsMenuItem, bool displayAll, bool buildHierarchyMenuItem, bool buildClassStructuresMenuItem, bool displayOriginalName)
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public static void BuildAssetStructures(bool loadAssets, bool displayAll, bool buildHierarchy, bool buildClassStructures, bool displayOriginalName, out List<GameObject> fileNodes)
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{
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fileNodes = null;
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#region first loop - read asset data & create list
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if (loadAssetsMenuItem)
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if (loadAssets)
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{
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SetProgressBarValue(0);
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SetProgressBarMaximum(assetsfileList.Sum(x => x.preloadTable.Values.Count));
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@@ -325,115 +322,107 @@ namespace AssetStudio
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#endregion
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#region second loop - build tree structure
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fileNodes = new List<GameObject>();
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if (buildHierarchyMenuItem)
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if (buildHierarchy)
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{
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SetProgressBarValue(0);
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SetProgressBarMaximum(assetsfileList.Sum(x => x.GameObjectList.Values.Count));
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StatusStripUpdate("Building tree structure...");
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foreach (var assetsFile in assetsfileList)
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fileNodes = new List<GameObject>();
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var gameObjectCount = assetsfileList.Sum(x => x.GameObjectList.Values.Count);
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if (gameObjectCount > 0)
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{
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GameObject fileNode = new GameObject(null);
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fileNode.Text = Path.GetFileName(assetsFile.filePath);
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fileNode.m_Name = "RootNode";
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SetProgressBarValue(0);
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SetProgressBarMaximum(gameObjectCount);
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StatusStripUpdate("Building tree structure...");
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foreach (var m_GameObject in assetsFile.GameObjectList.Values)
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foreach (var assetsFile in assetsfileList)
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{
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foreach (var m_Component in m_GameObject.m_Components)
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GameObject fileNode = new GameObject(null);
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fileNode.Text = Path.GetFileName(assetsFile.filePath);
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fileNode.m_Name = "RootNode";
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foreach (var m_GameObject in assetsFile.GameObjectList.Values)
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{
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if (m_Component.m_FileID >= 0 && m_Component.m_FileID < assetsfileList.Count)
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foreach (var m_Component in m_GameObject.m_Components)
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{
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var sourceFile = assetsfileList[m_Component.m_FileID];
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if (sourceFile.preloadTable.TryGetValue(m_Component.m_PathID, out var asset))
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if (m_Component.m_FileID >= 0 && m_Component.m_FileID < assetsfileList.Count)
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{
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switch (asset.Type)
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var sourceFile = assetsfileList[m_Component.m_FileID];
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if (sourceFile.preloadTable.TryGetValue(m_Component.m_PathID, out var asset))
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{
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case ClassIDReference.Transform:
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{
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m_GameObject.m_Transform = m_Component;
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break;
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}
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case ClassIDReference.MeshRenderer:
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{
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m_GameObject.m_MeshRenderer = m_Component;
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break;
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}
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case ClassIDReference.MeshFilter:
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{
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m_GameObject.m_MeshFilter = m_Component;
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if (assetsfileList.TryGetPD(m_Component, out var assetPreloadData))
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switch (asset.Type)
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{
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case ClassIDReference.Transform:
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{
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var m_MeshFilter = new MeshFilter(assetPreloadData);
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if (assetsfileList.TryGetPD(m_MeshFilter.m_Mesh, out assetPreloadData))
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{
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assetPreloadData.gameObject = m_GameObject;
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}
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m_GameObject.m_Transform = m_Component;
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break;
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}
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break;
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}
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case ClassIDReference.SkinnedMeshRenderer:
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{
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m_GameObject.m_SkinnedMeshRenderer = m_Component;
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if (assetsfileList.TryGetPD(m_Component, out var assetPreloadData))
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case ClassIDReference.MeshRenderer:
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{
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var m_SkinnedMeshRenderer = new SkinnedMeshRenderer(assetPreloadData);
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if (assetsfileList.TryGetPD(m_SkinnedMeshRenderer.m_Mesh, out assetPreloadData))
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{
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assetPreloadData.gameObject = m_GameObject;
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}
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m_GameObject.m_MeshRenderer = m_Component;
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break;
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}
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break;
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}
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case ClassIDReference.Animator:
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{
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m_GameObject.m_Animator = m_Component;
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asset.Text = m_GameObject.asset.Text;
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break;
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}
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case ClassIDReference.MeshFilter:
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{
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m_GameObject.m_MeshFilter = m_Component;
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if (assetsfileList.TryGetPD(m_Component, out var assetPreloadData))
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{
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var m_MeshFilter = new MeshFilter(assetPreloadData);
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if (assetsfileList.TryGetPD(m_MeshFilter.m_Mesh, out assetPreloadData))
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{
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assetPreloadData.gameObject = m_GameObject;
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}
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}
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break;
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}
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case ClassIDReference.SkinnedMeshRenderer:
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{
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m_GameObject.m_SkinnedMeshRenderer = m_Component;
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if (assetsfileList.TryGetPD(m_Component, out var assetPreloadData))
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{
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var m_SkinnedMeshRenderer = new SkinnedMeshRenderer(assetPreloadData);
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if (assetsfileList.TryGetPD(m_SkinnedMeshRenderer.m_Mesh, out assetPreloadData))
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{
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assetPreloadData.gameObject = m_GameObject;
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}
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}
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break;
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}
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case ClassIDReference.Animator:
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{
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m_GameObject.m_Animator = m_Component;
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asset.Text = m_GameObject.asset.Text;
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break;
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}
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}
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}
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}
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}
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}
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var parentNode = fileNode;
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var parentNode = fileNode;
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if (assetsfileList.TryGetTransform(m_GameObject.m_Transform, out var m_Transform))
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{
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if (assetsfileList.TryGetTransform(m_Transform.m_Father, out var m_Father))
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if (assetsfileList.TryGetTransform(m_GameObject.m_Transform, out var m_Transform))
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{
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//GameObject Parent;
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if (assetsfileList.TryGetGameObject(m_Father.m_GameObject, out parentNode))
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if (assetsfileList.TryGetTransform(m_Transform.m_Father, out var m_Father))
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{
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//parentNode = Parent;
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if (assetsfileList.TryGetGameObject(m_Father.m_GameObject, out parentNode))
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{
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}
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}
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}
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parentNode.Nodes.Add(m_GameObject);
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ProgressBarPerformStep();
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}
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parentNode.Nodes.Add(m_GameObject);
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ProgressBarPerformStep();
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if (fileNode.Nodes.Count > 0)
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{
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fileNodes.Add(fileNode);
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}
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}
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if (fileNode.Nodes.Count > 0)
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{
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fileNodes.Add(fileNode);
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}
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}
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if (File.Exists(mainPath + "\\materials.json"))
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{
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string matLine;
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using (StreamReader reader = File.OpenText(mainPath + "\\materials.json"))
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{
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matLine = reader.ReadToEnd();
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}
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jsonMats = new JavaScriptSerializer().Deserialize<Dictionary<string, Dictionary<string, string>>>(matLine);
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}
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}
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#endregion
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#region build list of class strucutres
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if (buildClassStructuresMenuItem)
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if (buildClassStructures)
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{
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//group class structures by versionv
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foreach (var assetsFile in assetsfileList)
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@@ -595,7 +584,7 @@ namespace AssetStudio
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});
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}
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public static void ExportSplitObjects(string savePath, TreeNodeCollection nodes)
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public static void ExportSplitObjects(string savePath, TreeNodeCollection nodes, bool isNew = false)
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{
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ThreadPool.QueueUserWorkItem(state =>
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{
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@@ -629,7 +618,10 @@ namespace AssetStudio
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Directory.CreateDirectory(targetPath);
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//导出FBX
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StatusStripUpdate($"Exporting {filename}.fbx");
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FBXExporter.WriteFBX($"{targetPath}{filename}.fbx", gameObjects);
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if (isNew)
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ExportGameObject((GameObject)j, targetPath);
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else
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FBXExporter.WriteFBX($"{targetPath}{filename}.fbx", gameObjects);
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StatusStripUpdate($"Finished exporting {filename}.fbx");
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}
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ProgressBarPerformStep();
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@@ -637,48 +629,6 @@ namespace AssetStudio
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});
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}
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public static void ExportSplitObjectsNew(string savePath, TreeNodeCollection nodes)
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{
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ThreadPool.QueueUserWorkItem(state =>
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{
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foreach (TreeNode node in nodes)
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{
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//遍历一级子节点
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foreach (TreeNode j in node.Nodes)
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{
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//收集所有子节点
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var gameObjects = new List<GameObject>();
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CollectNode(j, gameObjects);
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//跳过一些不需要导出的object
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if (gameObjects.All(x => x.m_SkinnedMeshRenderer == null && x.m_MeshFilter == null))
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continue;
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//处理非法文件名
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var filename = FixFileName(j.Text);
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//每个文件存放在单独的文件夹
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var targetPath = $"{savePath}{filename}\\";
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//重名文件处理
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for (int i = 1; ; i++)
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{
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if (Directory.Exists(targetPath))
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{
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targetPath = $"{savePath}{filename} ({i})\\";
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}
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else
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{
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break;
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}
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}
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Directory.CreateDirectory(targetPath);
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//导出FBX
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StatusStripUpdate($"Exporting {j.Text}.fbx");
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ExportGameObject((GameObject)j, targetPath);
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StatusStripUpdate($"Finished exporting {j.Text}.fbx");
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}
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ProgressBarPerformStep();
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}
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});
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}
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private static void CollectNode(TreeNode node, List<GameObject> gameObjects)
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{
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gameObjects.Add((GameObject)node);
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