try to fix combined mesh export error
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@@ -5,10 +5,18 @@ using System.Text;
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namespace AssetStudio
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{
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public class StaticBatchInfo
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{
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public ushort firstSubMesh;
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public ushort subMeshCount;
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}
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public class MeshRenderer
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{
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public PPtr m_GameObject;
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public PPtr[] m_Materials;
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public StaticBatchInfo m_StaticBatchInfo;
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public uint[] m_SubsetIndices;
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protected MeshRenderer() { }
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@@ -56,6 +64,27 @@ namespace AssetStudio
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{
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m_Materials[m] = sourceFile.ReadPPtr();
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}
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if (version[0] < 3)
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{
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reader.Position += 16;//m_LightmapTilingOffset vector4d
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}
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else
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{
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if ((sourceFile.version[0] == 5 && sourceFile.version[1] >= 5) || sourceFile.version[0] > 5)//5.5.0 and up
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{
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m_StaticBatchInfo = new StaticBatchInfo
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{
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firstSubMesh = reader.ReadUInt16(),
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subMeshCount = reader.ReadUInt16()
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};
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}
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else
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{
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int numSubsetIndices = reader.ReadInt32();
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m_SubsetIndices = reader.ReadUInt32Array(numSubsetIndices);
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}
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}
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}
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}
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}
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@@ -64,12 +64,16 @@ namespace AssetStudio
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{
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if ((sourceFile.version[0] == 5 && sourceFile.version[1] >= 5) || sourceFile.version[0] > 5)//5.5.0 and up
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{
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reader.Position += 4;//m_StaticBatchInfo
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m_StaticBatchInfo = new StaticBatchInfo
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{
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firstSubMesh = reader.ReadUInt16(),
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subMeshCount = reader.ReadUInt16()
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};
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}
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else
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{
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int m_SubsetIndices_size = reader.ReadInt32();
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reader.Position += m_SubsetIndices_size * 4;
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int numSubsetIndices = reader.ReadInt32();
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m_SubsetIndices = reader.ReadUInt32Array(numSubsetIndices);
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}
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var m_StaticBatchRoot = sourceFile.ReadPPtr();
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