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@@ -25,19 +25,18 @@ namespace Unity_Studio
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if (preloadData != null)
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{
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var sourceFile = preloadData.sourceFile;
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var a_Stream = preloadData.sourceFile.assetsFileReader;
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a_Stream.Position = preloadData.Offset;
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var reader = preloadData.Reader;
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uniqueID = preloadData.uniqueID;
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if (sourceFile.platform == -2)
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{
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uint m_ObjectHideFlags = a_Stream.ReadUInt32();
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uint m_ObjectHideFlags = reader.ReadUInt32();
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PPtr m_PrefabParentObject = sourceFile.ReadPPtr();
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PPtr m_PrefabInternal = sourceFile.ReadPPtr();
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}
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int m_Component_size = a_Stream.ReadInt32();
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int m_Component_size = reader.ReadInt32();
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for (int j = 0; j < m_Component_size; j++)
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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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@@ -46,16 +45,16 @@ namespace Unity_Studio
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}
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else
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{
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int first = a_Stream.ReadInt32();
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int first = reader.ReadInt32();
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m_Components.Add(sourceFile.ReadPPtr());
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}
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}
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m_Layer = a_Stream.ReadInt32();
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m_Name = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
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m_Layer = reader.ReadInt32();
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m_Name = reader.ReadAlignedString(reader.ReadInt32());
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if (m_Name == "") { m_Name = "GameObject #" + uniqueID; }
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m_Tag = a_Stream.ReadUInt16();
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m_IsActive = a_Stream.ReadBoolean();
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m_Tag = reader.ReadUInt16();
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m_IsActive = reader.ReadBoolean();
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Text = m_Name;
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preloadData.Text = m_Name;
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