some changes
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@@ -88,117 +88,99 @@ namespace UnityStudio
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{
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asset.uniqueID = fileID + asset.uniqueID;
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var exportable = false;
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switch (asset.Type2)
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switch (asset.Type)
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{
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case 1: //GameObject
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case ClassIDReference.GameObject:
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{
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GameObject m_GameObject = new GameObject(asset);
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assetsFile.GameObjectList.Add(asset.m_PathID, m_GameObject);
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//totalTreeNodes++;
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break;
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}
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case 4: //Transform
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case ClassIDReference.Transform:
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{
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Transform m_Transform = new Transform(asset);
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assetsFile.TransformList.Add(asset.m_PathID, m_Transform);
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break;
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}
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case 224: //RectTransform
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case ClassIDReference.RectTransform:
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{
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RectTransform m_Rect = new RectTransform(asset);
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assetsFile.TransformList.Add(asset.m_PathID, m_Rect.m_Transform);
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break;
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}
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case 28: //Texture2D
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case ClassIDReference.Texture2D:
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{
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Texture2D m_Texture2D = new Texture2D(asset, false);
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exportable = true;
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break;
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}
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case 48: //Shader
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case ClassIDReference.Shader:
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{
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Shader m_Shader = new Shader(asset, false);
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exportable = true;
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break;
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}
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case 49: //TextAsset
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case ClassIDReference.TextAsset:
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{
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TextAsset m_TextAsset = new TextAsset(asset, false);
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exportable = true;
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break;
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}
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case 83: //AudioClip
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case ClassIDReference.AudioClip:
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{
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AudioClip m_AudioClip = new AudioClip(asset, false);
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exportable = true;
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break;
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}
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case 114: //MonoBehaviour
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case ClassIDReference.MonoBehaviour:
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{
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var m_MonoBehaviour = new MonoBehaviour(asset, false);
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if (asset.Type1 != asset.Type2 && assetsFile.ClassStructures.ContainsKey(asset.Type1))
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exportable = true;
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break;
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}
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case 128: //Font
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case ClassIDReference.Font:
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{
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UnityFont m_Font = new UnityFont(asset, false);
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exportable = true;
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break;
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}
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case 129: //PlayerSettings
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case ClassIDReference.PlayerSettings:
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{
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var plSet = new PlayerSettings(asset);
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productName = plSet.productName;
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break;
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}
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case 43: //Mesh
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case ClassIDReference.Mesh:
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{
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Mesh m_Mesh = new Mesh(asset, false);
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exportable = true;
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break;
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}
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case 142: //AssetBundle
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case ClassIDReference.AssetBundle:
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{
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ab = new AssetBundle(asset);
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break;
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}
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case 329: //VideoClip
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case ClassIDReference.VideoClip:
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{
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var m_VideoClip = new VideoClip(asset, false);
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exportable = true;
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break;
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}
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case 152: //MovieTexture
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case ClassIDReference.MovieTexture:
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{
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var m_MovieTexture = new MovieTexture(asset, false);
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exportable = true;
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break;
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}
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case 213: //Sprite
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case ClassIDReference.Sprite:
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{
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var m_Sprite = new Sprite(asset, false);
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exportable = true;
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break;
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}
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/*case 21: //Material
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case 74: //AnimationClip
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case 90: //Avatar
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case 91: //AnimatorController
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case 115: //MonoScript
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case 687078895: //SpriteAtlas
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{
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if (asset.Offset + 4 > asset.sourceFile.a_Stream.BaseStream.Length)
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break;
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asset.sourceFile.a_Stream.Position = asset.Offset;
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var len = asset.sourceFile.a_Stream.ReadInt32();
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if (len > 0 && len < asset.Size - 4)
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{
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var bytes = asset.sourceFile.a_Stream.ReadBytes(len);
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asset.Text = Encoding.UTF8.GetString(bytes);
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}
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break;
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}*/
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}
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if (!exportable && displayAll)
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{
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@@ -267,24 +249,24 @@ namespace UnityStudio
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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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switch (asset.Type2)
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switch (asset.Type)
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{
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case 4: //Transform
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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 23: //MeshRenderer
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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 33: //MeshFilter
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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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break;
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}
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case 137: //SkinnedMeshRenderer
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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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break;
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