Compare commits
3 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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2c94852939 | ||
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5ba447aba2 | ||
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cdfcba78a9 |
@@ -105,6 +105,10 @@ namespace Unity_Studio
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extension = ".fsb";
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preloadData.InfoText += "FSB";
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break;
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case 2://FSB5
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extension = ".fsb";
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preloadData.InfoText += "FSB";
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break;
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case 13:
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extension = ".mp3";
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preloadData.InfoText += "MP3";
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@@ -163,21 +163,24 @@ namespace Unity_Studio
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public string ReadAlignedString(int length)
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{
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byte[] stringData = new byte[length];
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base.Read(stringData, 0, length);
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var result = System.Text.Encoding.UTF8.GetString(stringData); //must verify strange characters in PS3
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/*string result = "";
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char c;
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for (int i = 0; i < length; i++)
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if (length > 0 && length < (base.BaseStream.Length - base.BaseStream.Position))//crude failsafe
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{
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c = (char)base.ReadByte();
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result += c.ToString();
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}*/
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byte[] stringData = new byte[length];
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base.Read(stringData, 0, length);
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var result = System.Text.Encoding.UTF8.GetString(stringData); //must verify strange characters in PS3
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AlignStream(4);
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return result;
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/*string result = "";
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char c;
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for (int i = 0; i < length; i++)
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{
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c = (char)base.ReadByte();
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result += c.ToString();
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}*/
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AlignStream(4);
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return result;
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}
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else { return ""; }
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}
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public string ReadStringToNull()
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@@ -81,11 +81,11 @@ So Unity adds a -90 degree rotation, similar to the FBX PreRotation, to bring th
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Except it does it as a regular rotation, and combines it with any other rotations in the Transform asset.
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Converting from Unity back to FBX, the same vertex conversion cannot be applied because we have to take into account the rotation.
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Option 0: convert vertices and transformations as -X,Y,Z and set FBX option to Y-up without PreRotation!
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Option 0: export vertices and transformations as -X,Y,Z and set FBX option to Y-up without PreRotation!
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the result will be Max Z = FBX Y, Max -Y = FBX Z, Max X = FBX X => final order -X -Z Y
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Option 1: convert vertices and transformations as -X,-Z,Y and set FBX options as "Z-up".
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Option 1: export vertices and transformations as -X,-Z,Y and set FBX options as "Z-up".
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The -90 rotation exported from Unity will bring the model in correct orientation.
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Option 2: convert vertices and transformations as -X,-Y,-Z, add -90 PreRotation to every Mesh Node and set FBX options as "Y-up".
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Option 2: export vertices and transformations as -X,-Y,-Z, add -90 PreRotation to every Mesh Node and set FBX options as "Y-up".
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The -90 rotation from Unity plus the -90 PreRotation will bring the model in correct orientation.
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Remember though that the PreRotation is baked into the Geometry.
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@@ -39,7 +39,7 @@ namespace Unity_Studio
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else if (sourceFile.version[0] == 3 && sourceFile.version[1] <= 4) { }
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else { int accelerometerFrequency = a_Stream.ReadInt32(); }//3.5.0 and up
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}
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//fail in Unity 5 beta
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companyName = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
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productName = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
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}
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41
Unity Studio/UnityStudioForm.Designer.cs
generated
41
Unity Studio/UnityStudioForm.Designer.cs
generated
@@ -62,7 +62,6 @@
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this.splitContainer1 = new System.Windows.Forms.SplitContainer();
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this.tabControl1 = new System.Windows.Forms.TabControl();
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this.tabPage1 = new System.Windows.Forms.TabPage();
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this.sceneTreeView = new Unity_Studio.GOHierarchy();
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this.treeSearch = new System.Windows.Forms.TextBox();
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this.tabPage2 = new System.Windows.Forms.TabPage();
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this.assetListView = new System.Windows.Forms.ListView();
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@@ -75,6 +74,7 @@
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this.previewPanel = new System.Windows.Forms.Panel();
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this.assetInfoLabel = new System.Windows.Forms.Label();
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this.FMODpanel = new System.Windows.Forms.Panel();
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this.FMODcopyright = new System.Windows.Forms.Label();
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this.FMODinfoLabel = new System.Windows.Forms.Label();
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this.FMODtimerLabel = new System.Windows.Forms.Label();
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this.FMODstatusLabel = new System.Windows.Forms.Label();
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@@ -100,6 +100,7 @@
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this.saveFileDialog1 = new System.Windows.Forms.SaveFileDialog();
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this.saveFolderDialog1 = new System.Windows.Forms.SaveFileDialog();
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this.treeTip = new System.Windows.Forms.ToolTip(this.components);
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this.sceneTreeView = new Unity_Studio.GOHierarchy();
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this.menuStrip1.SuspendLayout();
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((System.ComponentModel.ISupportInitialize)(this.splitContainer1)).BeginInit();
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this.splitContainer1.Panel1.SuspendLayout();
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@@ -390,8 +391,6 @@
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this.splitContainer1.SplitterDistance = 420;
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this.splitContainer1.TabIndex = 2;
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this.splitContainer1.TabStop = false;
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this.splitContainer1.SplitterMoved += new System.Windows.Forms.SplitterEventHandler(this.splitContainer1_SplitterMoved);
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this.splitContainer1.Resize += new System.EventHandler(this.splitContainer1_Resize);
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//
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// tabControl1
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//
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@@ -418,17 +417,6 @@
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this.tabPage1.Text = "Scene Hierarchy";
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this.tabPage1.UseVisualStyleBackColor = true;
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//
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// sceneTreeView
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//
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this.sceneTreeView.CheckBoxes = true;
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this.sceneTreeView.Dock = System.Windows.Forms.DockStyle.Fill;
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this.sceneTreeView.HideSelection = false;
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this.sceneTreeView.Location = new System.Drawing.Point(0, 20);
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this.sceneTreeView.Name = "sceneTreeView";
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this.sceneTreeView.Size = new System.Drawing.Size(410, 588);
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this.sceneTreeView.TabIndex = 1;
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this.sceneTreeView.AfterCheck += new System.Windows.Forms.TreeViewEventHandler(this.sceneTreeView_AfterCheck);
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//
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// treeSearch
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//
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this.treeSearch.Dock = System.Windows.Forms.DockStyle.Top;
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@@ -454,6 +442,7 @@
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this.tabPage2.TabIndex = 1;
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this.tabPage2.Text = "Asset List";
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this.tabPage2.UseVisualStyleBackColor = true;
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this.tabPage2.Resize += new System.EventHandler(this.tabPage2_Resize);
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//
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// assetListView
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//
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@@ -490,6 +479,7 @@
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// columnHeaderSize
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//
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this.columnHeaderSize.Text = "Size";
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this.columnHeaderSize.Width = 23;
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//
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// listSearch
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//
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@@ -552,6 +542,7 @@
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//
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this.FMODpanel.Anchor = System.Windows.Forms.AnchorStyles.None;
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this.FMODpanel.BackColor = System.Drawing.SystemColors.ControlDark;
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this.FMODpanel.Controls.Add(this.FMODcopyright);
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this.FMODpanel.Controls.Add(this.FMODinfoLabel);
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this.FMODpanel.Controls.Add(this.FMODtimerLabel);
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this.FMODpanel.Controls.Add(this.FMODstatusLabel);
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@@ -567,6 +558,16 @@
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this.FMODpanel.TabIndex = 2;
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this.FMODpanel.Visible = false;
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//
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// FMODcopyright
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//
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this.FMODcopyright.AutoSize = true;
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this.FMODcopyright.ForeColor = System.Drawing.SystemColors.ControlLight;
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this.FMODcopyright.Location = new System.Drawing.Point(117, 187);
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this.FMODcopyright.Name = "FMODcopyright";
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this.FMODcopyright.Size = new System.Drawing.Size(283, 13);
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this.FMODcopyright.TabIndex = 9;
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this.FMODcopyright.Text = "Audio Engine supplied by FMOD by Firelight Technologies.";
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//
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// FMODinfoLabel
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//
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this.FMODinfoLabel.ForeColor = System.Drawing.SystemColors.ControlLightLight;
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@@ -801,6 +802,17 @@
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this.saveFolderDialog1.RestoreDirectory = true;
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this.saveFolderDialog1.Title = "Browse for folder";
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//
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// sceneTreeView
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//
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this.sceneTreeView.CheckBoxes = true;
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this.sceneTreeView.Dock = System.Windows.Forms.DockStyle.Fill;
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this.sceneTreeView.HideSelection = false;
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this.sceneTreeView.Location = new System.Drawing.Point(0, 20);
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this.sceneTreeView.Name = "sceneTreeView";
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this.sceneTreeView.Size = new System.Drawing.Size(410, 588);
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this.sceneTreeView.TabIndex = 1;
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this.sceneTreeView.AfterCheck += new System.Windows.Forms.TreeViewEventHandler(this.sceneTreeView_AfterCheck);
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//
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// UnityStudioForm
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//
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this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
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@@ -917,6 +929,7 @@
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||||
private System.Windows.Forms.TextBox classTextBox;
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private System.Windows.Forms.ToolStripSeparator toolStripSeparator2;
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private System.Windows.Forms.ToolStripMenuItem exportClassStructuresMenuItem;
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private System.Windows.Forms.Label FMODcopyright;
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}
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}
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@@ -14,10 +14,9 @@ using Tao.DevIl;
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using System.Web.Script.Serialization;
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||||
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||||
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||||
//Load parent nodes even if they are not selected to provide transformations?
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||||
//For extracting bundles, first check if file exists then decompress
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||||
|
||||
//rigurous search for search files; look into Path.Combine
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/*TODO
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||||
Load parent nodes even if they are not selected to provide transformations?
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For extracting bundles, first check if file exists then decompress*/
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||||
|
||||
namespace Unity_Studio
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||||
{
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||||
@@ -25,8 +24,8 @@ namespace Unity_Studio
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||||
{
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||||
private List<string> unityFiles = new List<string>(); //files to load
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public static List<AssetsFile> assetsfileList = new List<AssetsFile>(); //loaded files
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private List<AssetPreloadData> exportableAssets = new List<AssetPreloadData>(); //used to hold all listItems while the list is being filtered
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private List<AssetPreloadData> visibleAssets = new List<AssetPreloadData>(); //used to build the listView
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private List<AssetPreloadData> exportableAssets = new List<AssetPreloadData>(); //used to hold all assets while the ListView is filtered
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private List<AssetPreloadData> visibleAssets = new List<AssetPreloadData>(); //used to build the ListView from all or filtered assets
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private AssetPreloadData lastSelectedItem = null;
|
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private AssetPreloadData lastLoadedAsset = null;
|
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//private AssetsFile mainDataFile = null;
|
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@@ -40,7 +39,6 @@ namespace Unity_Studio
|
||||
private FMOD.Sound sound = null;
|
||||
private FMOD.Channel channel = null;
|
||||
private FMOD.SoundGroup masterSoundGroup = null;
|
||||
|
||||
private FMOD.MODE loopMode = FMOD.MODE.LOOP_OFF;
|
||||
private uint FMODlenms = 0;
|
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private float FMODVolume = 0.8f;
|
||||
@@ -48,10 +46,11 @@ namespace Unity_Studio
|
||||
|
||||
private Bitmap imageTexture = null;
|
||||
|
||||
private bool startFilter = false;
|
||||
private bool isNameSorted = false;
|
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private bool isTypeSorted = false;
|
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private bool isSizeSorted = false;
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//asset list sortign helpers
|
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private int firstSortColumn = -1;
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private int secondSortColumn = 0;
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private bool reverseSort = false;
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private bool enableFiltering = false;
|
||||
|
||||
//tree search
|
||||
private int nextGObject = 0;
|
||||
@@ -609,7 +608,6 @@ namespace Unity_Studio
|
||||
#region first loop - read asset data & create list
|
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if (!dontLoadAssetsMenuItem.Checked)
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{
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StatusStripUpdate("Building asset list...");
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assetListView.BeginUpdate();
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progressBar1.Value = 0;
|
||||
progressBar1.Maximum = totalAssetCount;
|
||||
@@ -618,6 +616,8 @@ namespace Unity_Studio
|
||||
|
||||
foreach (var assetsFile in assetsfileList)
|
||||
{
|
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StatusStripUpdate("Building asset list from " + Path.GetFileName(assetsFile.filePath));
|
||||
|
||||
var a_Stream = assetsFile.a_Stream;
|
||||
var fileGen = assetsFile.fileGen;
|
||||
//var m_version = assetsFile.m_version;
|
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@@ -752,9 +752,10 @@ namespace Unity_Studio
|
||||
visibleAssets = exportableAssets;
|
||||
assetListView.VirtualListSize = visibleAssets.Count;
|
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|
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assetListView.AutoResizeColumn(1, ColumnHeaderAutoResizeStyle.ColumnContent);
|
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assetListView.AutoResizeColumn(2, ColumnHeaderAutoResizeStyle.ColumnContent);
|
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resizeNameColumn();
|
||||
//won't work because ListView is not visible
|
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//assetListView.AutoResizeColumn(1, ColumnHeaderAutoResizeStyle.ColumnContent);
|
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//assetListView.AutoResizeColumn(2, ColumnHeaderAutoResizeStyle.ColumnContent);
|
||||
//resizeAssetListColumns();
|
||||
|
||||
assetListView.EndUpdate();
|
||||
progressBar1.Value = 0;
|
||||
@@ -764,13 +765,13 @@ namespace Unity_Studio
|
||||
#region second loop - build tree structure
|
||||
if (!dontBuildHierarchyMenuItem.Checked)
|
||||
{
|
||||
StatusStripUpdate("Building tree structure...");
|
||||
sceneTreeView.BeginUpdate();
|
||||
progressBar1.Value = 0;
|
||||
progressBar1.Maximum = totalTreeNodes;
|
||||
|
||||
foreach (var assetsFile in assetsfileList)
|
||||
{
|
||||
StatusStripUpdate("Building tree structure from " + Path.GetFileName(assetsFile.filePath));
|
||||
GameObject fileNode = new GameObject(null);
|
||||
fileNode.Text = Path.GetFileName(assetsFile.filePath);
|
||||
|
||||
@@ -867,6 +868,7 @@ namespace Unity_Studio
|
||||
{
|
||||
case 0: treeSearch.Select(); break;
|
||||
case 1:
|
||||
resizeAssetListColumns(); //required because the ListView is not visible on app launch
|
||||
classPreviewPanel.Visible = false;
|
||||
previewPanel.Visible = true;
|
||||
listSearch.Select();
|
||||
@@ -965,9 +967,62 @@ namespace Unity_Studio
|
||||
}
|
||||
|
||||
|
||||
private void resizeAssetListColumns()
|
||||
{
|
||||
assetListView.AutoResizeColumn(1, ColumnHeaderAutoResizeStyle.HeaderSize);
|
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assetListView.AutoResizeColumn(1, ColumnHeaderAutoResizeStyle.ColumnContent);
|
||||
assetListView.AutoResizeColumn(2, ColumnHeaderAutoResizeStyle.HeaderSize);
|
||||
assetListView.AutoResizeColumn(2, ColumnHeaderAutoResizeStyle.ColumnContent);
|
||||
|
||||
var test = SystemInformation.VerticalScrollBarWidth;
|
||||
var vscroll = ((float)visibleAssets.Count / (float)assetListView.Height) > 0.0567f;
|
||||
columnHeaderName.Width = assetListView.Width - columnHeaderType.Width - columnHeaderSize.Width - (vscroll ? 25 : 5);
|
||||
}
|
||||
|
||||
private void tabPage2_Resize(object sender, EventArgs e)
|
||||
{
|
||||
resizeAssetListColumns();
|
||||
}
|
||||
|
||||
/*private void splitContainer1_Resize(object sender, EventArgs e)
|
||||
{
|
||||
switch (tabControl1.SelectedIndex)
|
||||
{
|
||||
case 1: resizeAssetListColumns(); break;
|
||||
}
|
||||
}
|
||||
|
||||
private void splitContainer1_SplitterMoved(object sender, SplitterEventArgs e)
|
||||
{
|
||||
switch (tabControl1.SelectedIndex)
|
||||
{
|
||||
case 1: resizeAssetListColumns(); break;
|
||||
}
|
||||
}*/
|
||||
|
||||
private void listSearch_Enter(object sender, EventArgs e)
|
||||
{
|
||||
if (listSearch.Text == " Filter ")
|
||||
{
|
||||
listSearch.Text = "";
|
||||
listSearch.ForeColor = System.Drawing.SystemColors.WindowText;
|
||||
enableFiltering = true;
|
||||
}
|
||||
}
|
||||
|
||||
private void listSearch_Leave(object sender, EventArgs e)
|
||||
{
|
||||
if (listSearch.Text == "")
|
||||
{
|
||||
enableFiltering = false;
|
||||
listSearch.Text = " Filter ";
|
||||
listSearch.ForeColor = System.Drawing.SystemColors.GrayText;
|
||||
}
|
||||
}
|
||||
|
||||
private void ListSearchTextChanged(object sender, EventArgs e)
|
||||
{
|
||||
if (startFilter)
|
||||
if (enableFiltering)
|
||||
{
|
||||
assetListView.BeginUpdate();
|
||||
assetListView.SelectedIndices.Clear();
|
||||
@@ -978,65 +1033,49 @@ namespace Unity_Studio
|
||||
}
|
||||
}
|
||||
|
||||
private void listSearch_Enter(object sender, EventArgs e)
|
||||
{
|
||||
if (listSearch.Text == " Filter ")
|
||||
{
|
||||
listSearch.Text = "";
|
||||
listSearch.ForeColor = System.Drawing.SystemColors.WindowText;
|
||||
startFilter = true;
|
||||
}
|
||||
}
|
||||
|
||||
private void listSearch_Leave(object sender, EventArgs e)
|
||||
{
|
||||
if (listSearch.Text == "")
|
||||
{
|
||||
startFilter = false;
|
||||
listSearch.Text = " Filter ";
|
||||
listSearch.ForeColor = System.Drawing.SystemColors.GrayText;
|
||||
}
|
||||
}
|
||||
|
||||
private void assetListView_ColumnClick(object sender, ColumnClickEventArgs e)
|
||||
{
|
||||
if (firstSortColumn != e.Column)
|
||||
{
|
||||
reverseSort = false;
|
||||
secondSortColumn = firstSortColumn;
|
||||
}
|
||||
else { reverseSort = !reverseSort; }
|
||||
firstSortColumn = e.Column;
|
||||
|
||||
assetListView.BeginUpdate();
|
||||
assetListView.SelectedIndices.Clear();
|
||||
switch (e.Column)
|
||||
{
|
||||
case 0:
|
||||
if (isNameSorted) { visibleAssets.Reverse(); }
|
||||
else
|
||||
visibleAssets.Sort(delegate (AssetPreloadData a, AssetPreloadData b)
|
||||
{
|
||||
visibleAssets.Sort((x, y) => x.Text.CompareTo(y.Text));
|
||||
isNameSorted = true;
|
||||
}
|
||||
|
||||
int xdiff = reverseSort ? b.Text.CompareTo(a.Text) : a.Text.CompareTo(b.Text);
|
||||
if (xdiff != 0) return xdiff;
|
||||
else return secondSortColumn == 1 ? a.TypeString.CompareTo(b.TypeString) : a.exportSize.CompareTo(b.exportSize);
|
||||
});
|
||||
break;
|
||||
case 1:
|
||||
if (isTypeSorted) { visibleAssets.Reverse(); }
|
||||
else
|
||||
visibleAssets.Sort(delegate (AssetPreloadData a, AssetPreloadData b)
|
||||
{
|
||||
visibleAssets.Sort((x, y) => x.TypeString.CompareTo(y.TypeString));
|
||||
isTypeSorted = true;
|
||||
}
|
||||
int xdiff = reverseSort ? b.TypeString.CompareTo(a.TypeString) : a.TypeString.CompareTo(b.TypeString);
|
||||
if (xdiff != 0) return xdiff;
|
||||
else return secondSortColumn == 2 ? a.exportSize.CompareTo(b.exportSize) : a.Text.CompareTo(b.Text);
|
||||
});
|
||||
break;
|
||||
case 2:
|
||||
if (isSizeSorted) { visibleAssets.Reverse(); }
|
||||
else
|
||||
visibleAssets.Sort(delegate (AssetPreloadData a, AssetPreloadData b)
|
||||
{
|
||||
visibleAssets.Sort((x, y) => x.exportSize.CompareTo(y.exportSize));
|
||||
isSizeSorted = true;
|
||||
}
|
||||
int xdiff = reverseSort ? b.exportSize.CompareTo(a.exportSize) : a.exportSize.CompareTo(b.exportSize);
|
||||
if (xdiff != 0) return xdiff;
|
||||
else return secondSortColumn == 1 ? a.TypeString.CompareTo(b.TypeString) : a.Text.CompareTo(b.Text);
|
||||
});
|
||||
break;
|
||||
}
|
||||
assetListView.EndUpdate();
|
||||
}
|
||||
|
||||
private void resizeNameColumn()
|
||||
{
|
||||
var vscroll = ((float)assetListView.VirtualListSize / (float)assetListView.Height) > 0.0567f;
|
||||
columnHeaderName.Width = assetListView.Width - columnHeaderType.Width - columnHeaderSize.Width - (vscroll ? 25 : 5);
|
||||
resizeAssetListColumns();
|
||||
}
|
||||
|
||||
private void selectAsset(object sender, ListViewItemSelectionChangedEventArgs e)
|
||||
@@ -1049,6 +1088,7 @@ namespace Unity_Studio
|
||||
fontPreviewBox.Visible = false;
|
||||
FMODpanel.Visible = false;
|
||||
lastLoadedAsset = null;
|
||||
StatusStripUpdate("");
|
||||
|
||||
FMOD.RESULT result;
|
||||
if (sound != null)
|
||||
@@ -1088,23 +1128,6 @@ namespace Unity_Studio
|
||||
}
|
||||
|
||||
|
||||
private void splitContainer1_Resize(object sender, EventArgs e)
|
||||
{
|
||||
switch (tabControl1.TabIndex)
|
||||
{
|
||||
case 1: resizeNameColumn(); break;
|
||||
}
|
||||
}
|
||||
|
||||
private void splitContainer1_SplitterMoved(object sender, SplitterEventArgs e)
|
||||
{
|
||||
switch (tabControl1.TabIndex)
|
||||
{
|
||||
case 1: resizeNameColumn(); break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void PreviewAsset(AssetPreloadData asset)
|
||||
{
|
||||
switch (asset.Type2)
|
||||
@@ -1147,6 +1170,7 @@ namespace Unity_Studio
|
||||
previewPanel.BackgroundImage = imageTexture;
|
||||
previewPanel.BackgroundImageLayout = System.Windows.Forms.ImageLayout.Zoom;
|
||||
}
|
||||
else { StatusStripUpdate("Unsupported image for preview. Try to export."); }
|
||||
break;
|
||||
}
|
||||
#endregion
|
||||
@@ -1155,7 +1179,7 @@ namespace Unity_Studio
|
||||
{
|
||||
AudioClip m_AudioClip = new AudioClip(asset, true);
|
||||
|
||||
if (m_AudioClip.m_Type != 22 && m_AudioClip.m_Type != 1)
|
||||
if (m_AudioClip.m_Type == 13 && m_AudioClip.m_Type == 14 && m_AudioClip.m_Type == 20)
|
||||
{
|
||||
//MemoryStream memoryStream = new MemoryStream(m_AudioData, true);
|
||||
//System.Media.SoundPlayer soundPlayer = new System.Media.SoundPlayer(memoryStream);
|
||||
@@ -1202,7 +1226,7 @@ namespace Unity_Studio
|
||||
ERRCHECK(result);
|
||||
FMODinfoLabel.Text = FMODfrequency.ToString() + " Hz";
|
||||
}
|
||||
else { StatusStripUpdate("Unsuported format"); }
|
||||
else { StatusStripUpdate("Unsuported audio format"); }
|
||||
break;
|
||||
}
|
||||
#endregion
|
||||
@@ -1225,7 +1249,7 @@ namespace Unity_Studio
|
||||
{
|
||||
unityFont m_Font = new unityFont(asset);
|
||||
|
||||
if (m_Font.extension != ".otf" && m_Font.m_FontData.Length > 0)
|
||||
if (m_Font.extension != ".otf" && m_Font.m_FontData != null)
|
||||
{
|
||||
IntPtr data = Marshal.AllocCoTaskMem(m_Font.m_FontData.Length);
|
||||
Marshal.Copy(m_Font.m_FontData, 0, data, m_Font.m_FontData.Length);
|
||||
@@ -1266,6 +1290,7 @@ namespace Unity_Studio
|
||||
fontPreviewBox.SelectionFont = new Font(pfc.Families[0], 72, FontStyle.Regular);
|
||||
fontPreviewBox.Visible = true;
|
||||
}
|
||||
else { StatusStripUpdate("Unsupported font for preview. Try to export."); }
|
||||
|
||||
break;
|
||||
}
|
||||
@@ -2921,25 +2946,28 @@ namespace Unity_Studio
|
||||
{
|
||||
unityFont m_Font = new unityFont(asset);
|
||||
|
||||
string fontPath = exportPath + "\\" + asset.Text;
|
||||
if (uniqueNames.Checked) { fontPath += " #" + asset.uniqueID; }
|
||||
fontPath += m_Font.extension;
|
||||
|
||||
if (File.Exists(fontPath))
|
||||
if (m_Font.m_FontData != null)
|
||||
{
|
||||
StatusStripUpdate("Font file " + Path.GetFileName(fontPath) + " already exists");
|
||||
}
|
||||
else
|
||||
{
|
||||
StatusStripUpdate("Exporting Font: " + Path.GetFileName(fontPath));
|
||||
string fontPath = exportPath + "\\" + asset.Text;
|
||||
if (uniqueNames.Checked) { fontPath += " #" + asset.uniqueID; }
|
||||
fontPath += m_Font.extension;
|
||||
|
||||
using (BinaryWriter writer = new BinaryWriter(File.Open(fontPath, FileMode.Create)))
|
||||
if (File.Exists(fontPath))
|
||||
{
|
||||
writer.Write(m_Font.m_FontData);
|
||||
writer.Close();
|
||||
StatusStripUpdate("Font file " + Path.GetFileName(fontPath) + " already exists");
|
||||
}
|
||||
else
|
||||
{
|
||||
StatusStripUpdate("Exporting Font: " + Path.GetFileName(fontPath));
|
||||
|
||||
exportCount += 1;
|
||||
using (BinaryWriter writer = new BinaryWriter(File.Open(fontPath, FileMode.Create)))
|
||||
{
|
||||
writer.Write(m_Font.m_FontData);
|
||||
writer.Close();
|
||||
}
|
||||
|
||||
exportCount += 1;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -3023,7 +3051,6 @@ namespace Unity_Studio
|
||||
enablePreview.Checked = (bool)Properties.Settings.Default["enablePreview"];
|
||||
openAfterExport.Checked = (bool)Properties.Settings.Default["openAfterExport"];
|
||||
assetGroupOptions.SelectedIndex = (int)Properties.Settings.Default["assetGroupOption"];
|
||||
resizeNameColumn();
|
||||
}
|
||||
|
||||
private void resetForm()
|
||||
@@ -3057,6 +3084,10 @@ namespace Unity_Studio
|
||||
fontPreviewBox.Visible = false;
|
||||
lastSelectedItem = null;
|
||||
lastLoadedAsset = null;
|
||||
firstSortColumn = -1;
|
||||
secondSortColumn = 0;
|
||||
reverseSort = false;
|
||||
enableFiltering = false;
|
||||
|
||||
FMODinit();
|
||||
|
||||
|
||||
Reference in New Issue
Block a user