Unity 5 support
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@@ -9,7 +9,7 @@ namespace Unity_Studio
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{
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public PPtr m_GameObject;
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public bool m_Enabled;
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public bool m_CastShadows;
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public byte m_CastShadows;
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public bool m_ReceiveShadows;
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public ushort m_LightmapIndex;
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public ushort m_LightmapIndexDynamic;
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@@ -31,18 +31,27 @@ namespace Unity_Studio
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}
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m_GameObject = sourceFile.ReadPPtr();
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m_Enabled = a_Stream.ReadBoolean();
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m_CastShadows = a_Stream.ReadBoolean();
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m_ReceiveShadows = a_Stream.ReadBoolean();
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if (sourceFile.version[0] < 5) { m_LightmapIndex = a_Stream.ReadByte(); }
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if (sourceFile.version[0] < 5)
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{
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m_Enabled = a_Stream.ReadBoolean();
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m_CastShadows = a_Stream.ReadByte();
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m_ReceiveShadows = a_Stream.ReadBoolean();
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m_LightmapIndex = a_Stream.ReadByte();
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}
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else
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{
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a_Stream.Position += 5; //suspicious alignment, could be 2 alignments between bools
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m_Enabled = a_Stream.ReadBoolean();
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a_Stream.AlignStream(4);
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m_CastShadows = a_Stream.ReadByte();
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m_ReceiveShadows = a_Stream.ReadBoolean();
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a_Stream.AlignStream(4);
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m_LightmapIndex = a_Stream.ReadUInt16();
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m_LightmapIndexDynamic = a_Stream.ReadUInt16();
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}
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if (version[0] >= 3) { a_Stream.Position += 16; } //m_LightmapTilingOffset vector4d
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if (sourceFile.version[0] >= 5) { a_Stream.Position += 16; } //Vector4f m_LightmapTilingOffsetDynamic
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m_Materials = new PPtr[a_Stream.ReadInt32()];
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for (int m = 0; m < m_Materials.Length; m++)
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