Update README.md
Updated project Support 2017.4
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66
UnityStudio/Classes/GameObject.cs
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66
UnityStudio/Classes/GameObject.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Windows.Forms;
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namespace UnityStudio
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{
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public class GameObject : TreeNode
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{
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public List<PPtr> m_Components = new List<PPtr>();
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public PPtr m_Transform;
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public PPtr m_MeshRenderer;
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public PPtr m_MeshFilter;
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public PPtr m_SkinnedMeshRenderer;
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public int m_Layer;
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public string m_Name;
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public ushort m_Tag;
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public bool m_IsActive;
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public string uniqueID = "0";//this way file and folder TreeNodes will be treated as FBX scene
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public GameObject(AssetPreloadData preloadData)
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{
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if (preloadData != null)
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{
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var sourceFile = preloadData.sourceFile;
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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 = 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 = 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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{
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m_Components.Add(sourceFile.ReadPPtr());
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}
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else
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{
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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 = 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 = 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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//name should be unique
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Name = uniqueID;
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}
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}
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}
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}
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