Refactor read assets
Generic PPtr Misc
This commit is contained in:
@@ -38,6 +38,7 @@ namespace AssetStudio
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importFiles.Add(file);
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importFilesHash.Add(Path.GetFileName(file).ToUpper());
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}
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Progress.Reset();
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//use a for loop because list size can change
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for (var i = 0; i < importFiles.Count; i++)
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@@ -45,9 +46,13 @@ namespace AssetStudio
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LoadFile(importFiles[i]);
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Progress.Report(i + 1, importFiles.Count);
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}
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importFiles.Clear();
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importFilesHash.Clear();
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assetsfileListHash.Clear();
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ReadAssets();
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ProcessGameObject();
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}
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private void LoadFile(string fullName)
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@@ -118,7 +123,6 @@ namespace AssetStudio
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var fileName = Path.GetFileName(fullName);
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if (!assetsfileListHash.Contains(fileName.ToUpper()))
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{
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Logger.Info($"Loading {fileName}");
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var assetsFile = new SerializedFile(this, fullName, reader);
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if (assetsFile.valid)
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{
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@@ -127,6 +131,7 @@ namespace AssetStudio
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{
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assetsFile.SetVersion(unityVersion);
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}
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assetsFileList.Add(assetsFile);
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assetsfileListHash.Add(assetsFile.upperFileName);
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}
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@@ -140,7 +145,7 @@ namespace AssetStudio
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private void LoadBundleFile(string fullName, EndianBinaryReader reader, string parentPath = null)
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{
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var fileName = Path.GetFileName(fullName);
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Logger.Info("Decompressing " + fileName);
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Logger.Info("Loading " + fileName);
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var bundleFile = new BundleFile(reader, fullName);
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reader.Dispose();
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foreach (var file in bundleFile.fileList)
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@@ -178,15 +183,166 @@ namespace AssetStudio
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{
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foreach (var assetsFile in assetsFileList)
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{
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assetsFile.Objects.Clear();
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assetsFile.reader.Close();
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}
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assetsFileList.Clear();
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foreach (var resourceFileReader in resourceFileReaders)
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{
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resourceFileReader.Value.Close();
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}
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resourceFileReaders.Clear();
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assetsFileIndexCache.Clear();
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}
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private void ReadAssets()
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{
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Logger.Info("Read assets...");
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var progressCount = assetsFileList.Sum(x => x.m_Objects.Count);
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int i = 0;
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Progress.Reset();
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foreach (var assetsFile in assetsFileList)
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{
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assetsFile.Objects = new Dictionary<long, Object>(assetsFile.m_Objects.Count);
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foreach (var objectInfo in assetsFile.m_Objects)
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{
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var objectReader = new ObjectReader(assetsFile.reader, assetsFile, objectInfo);
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switch (objectReader.type)
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{
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case ClassIDType.Animation:
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assetsFile.Objects.Add(objectInfo.m_PathID, new Animation(objectReader));
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break;
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case ClassIDType.AnimationClip:
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assetsFile.Objects.Add(objectInfo.m_PathID, new AnimationClip(objectReader));
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break;
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case ClassIDType.Animator:
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assetsFile.Objects.Add(objectInfo.m_PathID, new Animator(objectReader));
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break;
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case ClassIDType.AnimatorController:
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assetsFile.Objects.Add(objectInfo.m_PathID, new AnimatorController(objectReader));
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break;
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case ClassIDType.AnimatorOverrideController:
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assetsFile.Objects.Add(objectInfo.m_PathID, new AnimatorOverrideController(objectReader));
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break;
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case ClassIDType.AssetBundle:
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assetsFile.Objects.Add(objectInfo.m_PathID, new AssetBundle(objectReader));
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break;
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case ClassIDType.AudioClip:
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assetsFile.Objects.Add(objectInfo.m_PathID, new AudioClip(objectReader));
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break;
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case ClassIDType.Avatar:
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assetsFile.Objects.Add(objectInfo.m_PathID, new Avatar(objectReader));
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break;
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case ClassIDType.Font:
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assetsFile.Objects.Add(objectInfo.m_PathID, new Font(objectReader));
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break;
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case ClassIDType.GameObject:
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assetsFile.Objects.Add(objectInfo.m_PathID, new GameObject(objectReader));
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break;
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case ClassIDType.Material:
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assetsFile.Objects.Add(objectInfo.m_PathID, new Material(objectReader));
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break;
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case ClassIDType.Mesh:
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assetsFile.Objects.Add(objectInfo.m_PathID, new Mesh(objectReader));
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break;
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case ClassIDType.MeshFilter:
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assetsFile.Objects.Add(objectInfo.m_PathID, new MeshFilter(objectReader));
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break;
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case ClassIDType.MeshRenderer:
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assetsFile.Objects.Add(objectInfo.m_PathID, new MeshRenderer(objectReader));
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break;
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case ClassIDType.MonoBehaviour:
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assetsFile.Objects.Add(objectInfo.m_PathID, new MonoBehaviour(objectReader));
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break;
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case ClassIDType.MonoScript:
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assetsFile.Objects.Add(objectInfo.m_PathID, new MonoScript(objectReader));
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break;
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case ClassIDType.MovieTexture:
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assetsFile.Objects.Add(objectInfo.m_PathID, new MovieTexture(objectReader));
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break;
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case ClassIDType.PlayerSettings:
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assetsFile.Objects.Add(objectInfo.m_PathID, new PlayerSettings(objectReader));
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break;
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case ClassIDType.RectTransform:
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assetsFile.Objects.Add(objectInfo.m_PathID, new RectTransform(objectReader));
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break;
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case ClassIDType.Shader:
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assetsFile.Objects.Add(objectInfo.m_PathID, new Shader(objectReader));
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break;
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case ClassIDType.SkinnedMeshRenderer:
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assetsFile.Objects.Add(objectInfo.m_PathID, new SkinnedMeshRenderer(objectReader));
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break;
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case ClassIDType.Sprite:
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assetsFile.Objects.Add(objectInfo.m_PathID, new Sprite(objectReader));
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break;
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case ClassIDType.SpriteAtlas:
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assetsFile.Objects.Add(objectInfo.m_PathID, new SpriteAtlas(objectReader));
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break;
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case ClassIDType.TextAsset:
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assetsFile.Objects.Add(objectInfo.m_PathID, new TextAsset(objectReader));
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break;
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case ClassIDType.Texture2D:
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assetsFile.Objects.Add(objectInfo.m_PathID, new Texture2D(objectReader));
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break;
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case ClassIDType.Transform:
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assetsFile.Objects.Add(objectInfo.m_PathID, new Transform(objectReader));
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break;
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case ClassIDType.VideoClip:
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assetsFile.Objects.Add(objectInfo.m_PathID, new VideoClip(objectReader));
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break;
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default:
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assetsFile.Objects.Add(objectInfo.m_PathID, new Object(objectReader));
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break;
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}
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Progress.Report(++i, progressCount);
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}
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}
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}
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private void ProcessGameObject()
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{
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Logger.Info("Process GameObject...");
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foreach (var assetsFile in assetsFileList)
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{
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foreach (var obj in assetsFile.Objects.Values)
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{
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if (obj is GameObject m_GameObject)
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{
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foreach (var pptr in m_GameObject.m_Components)
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{
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if (pptr.TryGet(out var m_Component))
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{
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switch (m_Component)
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{
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case Transform m_Transform:
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m_GameObject.m_Transform = m_Transform;
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break;
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case MeshRenderer m_MeshRenderer:
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m_GameObject.m_MeshRenderer = m_MeshRenderer;
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break;
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case MeshFilter m_MeshFilter:
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m_GameObject.m_MeshFilter = m_MeshFilter;
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break;
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case SkinnedMeshRenderer m_SkinnedMeshRenderer:
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m_GameObject.m_SkinnedMeshRenderer = m_SkinnedMeshRenderer;
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break;
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case Animator m_Animator:
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m_GameObject.m_Animator = m_Animator;
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break;
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case Animation m_Animation:
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m_GameObject.m_Animation = m_Animation;
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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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}
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}
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}
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}
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