38 Commits

Author SHA1 Message Date
Perfare
3b7b88be57 0.6.5b1 2017-01-20 20:14:25 +08:00
Perfare
05fd0588e8 0.6.5 2017-01-20 01:49:46 +08:00
Perfare
f60f7ac413 fixed bug in Mesh 2017-01-17 20:59:36 +08:00
Perfare
344f69fddc Merge branch 'master' of https://github.com/Perfare/UnityStudio.git 2017-01-17 04:12:17 +08:00
Perfare
dc5691aefc - improve export MonoBehaviour
- remove some code
2017-01-17 04:12:06 +08:00
Perfare
797216fed4 Update README.md 2017-01-17 00:30:07 +08:00
Perfare
4899d6d7d0 rebuild wrapper dll 2017-01-17 00:14:20 +08:00
Perfare
8637c31311 Update README.md 2017-01-16 17:07:50 +08:00
Perfare
ac33fd5ab8 update TextureFormat 2017-01-16 16:56:04 +08:00
Perfare
8ccfbcf66a fixed bug 2017-01-16 03:44:01 +08:00
Perfare
2e84b08494 fixed GameObject in Unity 5.5 2017-01-16 02:20:30 +08:00
Perfare
08bf84146b - support export m4a AudioClip
- fixed some bug
2017-01-16 01:26:39 +08:00
Perfare
fbfdb789f5 support export MonoBehaviour 2017-01-15 23:20:40 +08:00
Perfare
dcde8902f1 support Unity 5.5 2017-01-15 19:57:41 +08:00
Perfare
d079368acf update version number 2016-11-08 20:38:49 +08:00
Perfare
92426fa585 fixed some bug 2016-11-08 20:31:07 +08:00
Perfare
248063276d support export all 3D objects and auto split 2016-10-26 19:55:28 +08:00
Perfare
d61f1ac676 Update README.md 2016-10-26 00:36:04 +08:00
Perfare
1f1a8c5956 support more texture format 2016-10-26 00:29:03 +08:00
Perfare
4b8b8fb8ea fixed some bug 2016-10-25 18:40:09 +08:00
Perfare
0df3b54499 change the way convert .fsb file 2016-10-16 00:06:49 +08:00
Perfare
cc3b08fea5 fixed bug 2016-10-15 20:02:15 +08:00
Perfare
4eebbaa5ef support blocksinfo at end of file 2016-10-15 19:53:51 +08:00
Perfare
a831456242 when exporting the FBX file, no flip the picture 2016-09-20 22:28:33 +08:00
Perfare
88d78e5166 Fixed bundle reading for Unity 5.3+ bundles with LZMA 2016-09-14 18:49:13 +08:00
Perfare
f7948e58b4 fixed some bug 2016-09-02 12:50:55 +08:00
Perfare
aeccee3fbc Merge remote-tracking branch 'refs/remotes/upstream/master' 2016-08-31 17:40:03 +08:00
Perfare
f8476e4f4e support streamed Texture2D 2016-08-31 17:17:21 +08:00
Radu
ff23e633ee Create License.md 2016-08-31 00:45:29 +03:00
Perfare
0e726919cc Fixed bug if the asset has no name 2016-08-24 22:40:37 +08:00
Perfare
6f5bf443ae add 64 bit DLL 2016-08-15 18:08:02 +08:00
Perfare
4a364c4ffc update FMOD Studio API to version 0.1.7.16 and fixed bug 2016-08-15 16:18:43 +08:00
Perfare
56825b5e48 support the 'UnityFS' asset bundle type with LZMA compression (not tested) 2016-08-15 13:16:11 +08:00
Perfare
ff144b41eb - remove "Unique exported filenames" option (assets of the same name will always add a unique numeric identifier)
- add "Display all assets" option to support display all types assets and export the RAW file.(use .dat extension)
2016-08-13 08:20:38 +08:00
Perfare
03b2ab97d6 fixed export "Selected assets" problem 2016-08-11 15:15:43 +08:00
Perfare
63bc2ca970 refix "PlayerSettings" on Unity 5.3.x 2016-08-11 14:45:40 +08:00
Perfare
3f54abaa45 fixed bug if AudioClip data originally in the bundle, but bundle has been extracted 2016-08-07 08:17:14 +08:00
Perfare
d7a5a44d41 try to fix "PlayerSettings" on Unity 5.3.x 2016-08-06 18:20:25 +08:00
53 changed files with 1860 additions and 1470 deletions

2
.gitignore vendored
View File

@@ -15,8 +15,6 @@
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/
x64/
x86/
build/
bld/
[Bb]in/

21
License.md Normal file
View File

@@ -0,0 +1,21 @@
MIT License
Copyright (c) 2016 Radu
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

View File

@@ -1,33 +1,42 @@
**Unity Studio** is a tool for exploring, extracting and exporting assets from Unity games and apps.
It is the continuation of my Unity Importer script for 3ds Max, and comprises all my research and reverse engineering of Unity file formats. It has been thoroughly tested with Unity builds from most platforms, ranging from Web, PC, Linux, MacOS to Xbox360, PS3, Android and iOS, and it is currently maintained to be compatible with Unity builds from 2.5.0 up to the 5.4 version.
It is the continuation of my Unity Importer script for 3ds Max, and comprises all my research and reverse engineering of Unity file formats. It has been thoroughly tested with Unity builds from most platforms, ranging from Web, PC, Linux, MacOS to Xbox360, PS3, Android and iOS, and it is currently maintained to be compatible with Unity builds from 2.5.0 up to the 5.5 version.
#### Current features
## Current features
* Support the 'UnityFS' asset bundle type
* Extraction of assets that can be used as standalone resources:
* Textures:
* **Texture2D**:
* DDS (Alpha8, ARGB4444, RGB24, RGBA32, ARGB32, RGB565, DXT1, DXT5, RGBA4444, BGRA32)
* PVR (YUY2, PVRTC_RGB2, PVRTC_RGBA2, PVRTC_RGB4, PVRTC_RGBA4, ETC_RGB4, ETC2_RGB, ETC2_RGBA1, ETC2_RGBA8, EAC_R, EAC_R_SIGNED, EAC_RG, EAC_RG_SIGNED)
* KTX (ATC_RGB4, ATC_RGBA8)
* PVR (YUY2, PVRTC_RGB2, PVRTC_RGBA2, PVRTC_RGB4, PVRTC_RGBA4, ETC_RGB4, ETC2_RGB, ETC2_RGBA1, ETC2_RGBA8)
* KTX (RHalf, RGHalf, RGBAHalf, RFloat, RGFloat, RGBAFloat, ATC_RGB4, ATC_RGBA8, EAC_R, EAC_R_SIGNED, EAC_RG, EAC_RG_SIGNED)
* ASTC (ASTC_RGB_4x4, ASTC_RGB_5x5, ASTC_RGB_6x6, ASTC_RGB_8x8, ASTC_RGB_10x10, ASTC_RGB_12x12, ASTC_RGBA_4x4, ASTC_RGBA_5x5, ASTC_RGBA_6x6, ASTC_RGBA_8x8, ASTC_RGBA_10x10, ASTC_RGBA_12x12)
* Audio clips: fsb, mp3, ogg, wav, xbox wav (including streams from resource files)
* Fonts: ttf, otf
* Text Assets
* Shaders
* Can convert .dds .pvr .astc file to .bmp .png or .jpeg
* Can convert .fsb file to .wav
* **AudioClip**: fsb, mp3, ogg, wav, m4a, xbox wav (including streams from resource files)
* **Font**: ttf, otf
* **TextAsset**
* **Shader**
* **MonoBehaviour**
* Support convert almost all textures to bmp, png or jpeg
* Support convert FSB file to wav
* Export to FBX, with complete hierarchy, transformations, materials and textures. Geometry is exported with normals, tangents, UV coordinates, vertex colors and deformers. Skeleton nodes can be exported either as bones or dummy deformers..
* Real-time preview window for the above-mentioned assets
* Diagnostics mode with useful tools for research
#### UI guide
## Usage
Requirements:
- [.NET Framework 4.0](https://www.microsoft.com/en-us/download/details.aspx?id=17718)
- [Microsoft Visual C++ 2013 Redistributable](https://www.microsoft.com/en-us/download/details.aspx?id=40784)
- [Microsoft Visual C++ 2015 Redistributable](https://www.microsoft.com/en-us/download/details.aspx?id=53840)
## UI guide
| Item | Action
| :---------------------------- | :----------------------------
| File -> Load file/folder | Open Assetfiles and load their assets. Load file can also decompress and load bundle files straight into memory
| File -> Extract bundle/folder | Extract Assetfiles from bundle files compressed with lzma or l4z
| File -> Extract bundle/folder | Extract Assetfiles from bundle files compressed with lzma or lz4
| Scene Hierarchy search box | Search nodes using * and ? wildcards. Press Enter to loop through results or Ctrl+Enter to select all matching nodes
| Asset List filter box | Enter a keyword to filter the list of available assets; wildcards are added automatically
| Diagnostics | press Ctrl+Alt+D to bring up a hidden menu and a new list

View File

@@ -7,12 +7,18 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Unity Studio", "Unity Studi
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64
Debug|x86 = Debug|x86
Release|x64 = Release|x64
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{24551E2D-E9B6-4CD6-8F2A-D9F4A13E7853}.Debug|x64.ActiveCfg = Debug|x64
{24551E2D-E9B6-4CD6-8F2A-D9F4A13E7853}.Debug|x64.Build.0 = Debug|x64
{24551E2D-E9B6-4CD6-8F2A-D9F4A13E7853}.Debug|x86.ActiveCfg = Debug|x86
{24551E2D-E9B6-4CD6-8F2A-D9F4A13E7853}.Debug|x86.Build.0 = Debug|x86
{24551E2D-E9B6-4CD6-8F2A-D9F4A13E7853}.Release|x64.ActiveCfg = Release|x64
{24551E2D-E9B6-4CD6-8F2A-D9F4A13E7853}.Release|x64.Build.0 = Release|x64
{24551E2D-E9B6-4CD6-8F2A-D9F4A13E7853}.Release|x86.ActiveCfg = Release|x86
{24551E2D-E9B6-4CD6-8F2A-D9F4A13E7853}.Release|x86.Build.0 = Release|x86
EndGlobalSection

View File

@@ -122,5 +122,23 @@ namespace SevenZip.Compression.LZMA
return newOutStream;
}
public static MemoryStream StreamDecompress(MemoryStream newInStream, long outSize)
{
SevenZip.Compression.LZMA.Decoder decoder = new SevenZip.Compression.LZMA.Decoder();
newInStream.Seek(0, 0);
MemoryStream newOutStream = new MemoryStream();
byte[] properties2 = new byte[5];
if (newInStream.Read(properties2, 0, 5) != 5)
throw (new Exception("input .lzma is too short"));
decoder.SetDecoderProperties(properties2);
long compressedSize = newInStream.Length - newInStream.Position;
decoder.Code(newInStream, newOutStream, compressedSize, outSize, null);
newOutStream.Position = 0;
return newOutStream;
}
}
}

View File

@@ -1,9 +1,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
//using System.Diagnostics; //remove this later
using System.Text;
namespace Unity_Studio
{
@@ -31,6 +29,7 @@ namespace Unity_Studio
public SortedDictionary<int, ClassStrStruct> ClassStructures = new SortedDictionary<int, ClassStrStruct>();
private bool baseDefinitions = false;
private List<int[]> classIDs = new List<int[]>();//use for 5.5.0
public class UnityShared
{
@@ -84,7 +83,9 @@ namespace Unity_Studio
break;
}
case 14://5.0.0 beta and final
case 15://5.0.1 and up
case 15://5.0.1 - 5.4
case 16://??.. no sure
case 17://5.5.0 and up
{
a_Stream.Position += 4;//azero
m_Version = a_Stream.ReadStringToNull();
@@ -94,7 +95,7 @@ namespace Unity_Studio
}
default:
{
//MessageBox.Show("Unsupported Unity version!", "Unity Studio Error", MessageBoxButtons.OK, MessageBoxIcon.Error);
//MessageBox.Show("Unsupported Unity version!" + fileGen, "Unity Studio Error", MessageBoxButtons.OK, MessageBoxIcon.Error);
return;
}
}
@@ -163,10 +164,19 @@ namespace Unity_Studio
asset.Offset = a_Stream.ReadInt32();
asset.Offset += dataOffset;
asset.Size = a_Stream.ReadInt32();
asset.Type1 = a_Stream.ReadInt32();
asset.Type2 = a_Stream.ReadUInt16();
a_Stream.Position += 2;
if (fileGen >= 15)
if (fileGen > 15)
{
int index = a_Stream.ReadInt32();
asset.Type1 = classIDs[index][0];
asset.Type2 = (ushort)classIDs[index][1];
}
else
{
asset.Type1 = a_Stream.ReadInt32();
asset.Type2 = a_Stream.ReadUInt16();
a_Stream.Position += 2;
}
if (fileGen == 15)
{
byte unknownByte = a_Stream.ReadByte();
//this is a single byte, not an int32
@@ -182,6 +192,10 @@ namespace Unity_Studio
{
asset.TypeString = UnityClassID.Names[asset.Type2];
}
else
{
asset.TypeString = "Unknown Type " + asset.Type2;
}
asset.uniqueID = i.ToString(assetIDfmt);
@@ -254,68 +268,127 @@ namespace Unity_Studio
{
int classID = a_Stream.ReadInt32();
if (classID < 0) { a_Stream.Position += 16; }
if (fileGen > 15)
{
a_Stream.ReadByte();
int type1;
if ((type1 = a_Stream.ReadInt16()) >= 0)
{
type1 = -1 - type1;
a_Stream.Position += 16;
}
else
{
type1 = classID;
}
classIDs.Add(new int[] { type1, classID });
classID = type1;
}
a_Stream.Position += 16;
if (baseDefinitions)
{
#region cmmon string array
string[] baseStrings = new string[1007];
string[] baseStrings = new string[1016];
baseStrings[0] = "AABB";
baseStrings[5] = "AnimationClip";
baseStrings[19] = "AnimationCurve";
baseStrings[34] = "AnimationState";
baseStrings[49] = "Array";
baseStrings[55] = "Base";
baseStrings[60] = "BitField";
baseStrings[69] = "bitset";
baseStrings[76] = "bool";
baseStrings[81] = "char";
baseStrings[86] = "ColorRGBA";
baseStrings[96] = "Component";
baseStrings[106] = "data";
baseStrings[111] = "deque";
baseStrings[117] = "double";
baseStrings[124] = "dynamic_array";
baseStrings[138] = "FastPropertyName";
baseStrings[155] = "first";
baseStrings[161] = "float";
baseStrings[167] = "Font";
baseStrings[172] = "GameObject";
baseStrings[183] = "Generic Mono";
baseStrings[196] = "GradientNEW";
baseStrings[208] = "GUID";
baseStrings[213] = "GUIStyle";
baseStrings[222] = "int";
baseStrings[226] = "list";
baseStrings[231] = "long long";
baseStrings[241] = "map";
baseStrings[245] = "Matrix4x4f";
baseStrings[262] = "NavMeshSettings";
baseStrings[256] = "MdFour";
baseStrings[263] = "MonoBehaviour";
baseStrings[277] = "MonoScript";
baseStrings[288] = "m_ByteSize";
baseStrings[299] = "m_Curve";
baseStrings[307] = "m_EditorClassIdentifier";
baseStrings[331] = "m_EditorHideFlags";
baseStrings[349] = "m_Enabled";
baseStrings[359] = "m_ExtensionPtr";
baseStrings[374] = "m_GameObject";
baseStrings[387] = "m_Index";
baseStrings[395] = "m_IsArray";
baseStrings[405] = "m_IsStatic";
baseStrings[416] = "m_MetaFlag";
baseStrings[427] = "m_Name";
baseStrings[434] = "m_ObjectHideFlags";
baseStrings[452] = "m_PrefabInternal";
baseStrings[469] = "m_PrefabParentObject";
baseStrings[490] = "m_Script";
baseStrings[499] = "m_StaticEditorFlags";
baseStrings[519] = "m_Type";
baseStrings[526] = "m_Version";
baseStrings[536] = "Object";
baseStrings[543] = "pair";
baseStrings[548] = "PPtr<Component>";
baseStrings[564] = "PPtr<GameObject>";
baseStrings[581] = "PPtr<Material>";
baseStrings[596] = "PPtr<MonoBehaviour>";
baseStrings[616] = "PPtr<MonoScript>";
baseStrings[633] = "PPtr<Object>";
baseStrings[646] = "PPtr<Prefab>";
baseStrings[659] = "PPtr<Sprite>";
baseStrings[672] = "PPtr<TextAsset>";
baseStrings[688] = "PPtr<Texture>";
baseStrings[702] = "PPtr<Texture2D>";
baseStrings[718] = "PPtr<Transform>";
baseStrings[734] = "Prefab";
baseStrings[741] = "Quaternionf";
baseStrings[753] = "Rectf";
baseStrings[759] = "RectInt";
baseStrings[767] = "RectOffset";
baseStrings[778] = "second";
baseStrings[785] = "set";
baseStrings[789] = "short";
baseStrings[795] = "size";
baseStrings[800] = "SInt16";
baseStrings[814] = "int64";
baseStrings[807] = "SInt32";
baseStrings[814] = "SInt64";
baseStrings[821] = "SInt8";
baseStrings[827] = "staticvector";
baseStrings[840] = "string";
baseStrings[847] = "TextAsset";
baseStrings[857] = "TextMesh";
baseStrings[866] = "Texture";
baseStrings[874] = "Texture2D";
baseStrings[884] = "Transform";
baseStrings[894] = "TypelessData";
baseStrings[907] = "UInt16";
baseStrings[914] = "UInt32";
baseStrings[921] = "UInt64";
baseStrings[928] = "UInt8";
baseStrings[934] = "unsigned int";
baseStrings[947] = "unsigned long long";
baseStrings[966] = "unsigned short";
baseStrings[981] = "vector";
baseStrings[988] = "Vector2f";
baseStrings[997] = "Vector3f";
baseStrings[1006] = "Vector4f";
baseStrings[1015] = "m_ScriptingClassIdentifier";
#endregion
int varCount = a_Stream.ReadInt32();
@@ -324,8 +397,8 @@ namespace Unity_Studio
a_Stream.Position += varCount * 24;
string varStrings = Encoding.UTF8.GetString(a_Stream.ReadBytes(stringSize));
string className = "";
StringBuilder classVarStr = new StringBuilder();
var classVarStr = new StringBuilder();
var classVarStr2 = new StringBuilder();//用来export
//build Class Structures
a_Stream.Position -= varCount * 24 + stringSize;
for (int i = 0; i < varCount; i++)
@@ -353,18 +426,21 @@ namespace Unity_Studio
int num1 = a_Stream.ReadInt32();
if (index == 0) { className = varTypeStr + " " + varNameStr; }
else { classVarStr.AppendFormat("{0}{1} {2} {3}\r\n", (new string('\t', level)), varTypeStr, varNameStr, size); }
else
{
classVarStr.AppendFormat("{0}{1} {2} {3}\r\n", (new string('\t', level - 1)), varTypeStr, varNameStr, size);
classVarStr2.AppendFormat("{0}\t{1}\t{2}\r\n", level - 1, varTypeStr, varNameStr);
}
//for (int t = 0; t < level; t++) { Debug.Write("\t"); }
//Debug.WriteLine(varTypeStr + " " + varNameStr + " " + size);
}
a_Stream.Position += stringSize;
var aClass = new ClassStrStruct() { ID = classID, Text = className, members = classVarStr.ToString() };
var aClass = new ClassStrStruct() { ID = classID, Text = className, members = classVarStr.ToString(), members2 = classVarStr2.ToString() };
aClass.SubItems.Add(classID.ToString());
ClassStructures.Add(classID, aClass);
}
}
}

View File

@@ -123,66 +123,109 @@ namespace Unity_Studio
var bundleSize = b_Stream.ReadInt64();
int compressedSize = b_Stream.ReadInt32();
int uncompressedSize = b_Stream.ReadInt32();
int unknown = b_Stream.ReadInt32();//Hmm...
var entryinfoBytes = b_Stream.ReadBytes(compressedSize);
EndianStream entryinfo;
if (uncompressedSize > compressedSize)
int flag = b_Stream.ReadInt32();
byte[] blocksInfoBytes;
if ((flag & 0x80) != 0)//at end of file
{
byte[] uncompressedBytes = new byte[uncompressedSize];
using (var mstream = new MemoryStream(entryinfoBytes))
{
var decoder = new Lz4DecoderStream(mstream);
decoder.Read(uncompressedBytes, 0, uncompressedSize);
decoder.Dispose();
}
entryinfo = new EndianStream(new MemoryStream(uncompressedBytes), EndianType.BigEndian);
var position = b_Stream.Position;
b_Stream.Position = b_Stream.BaseStream.Length - compressedSize;
blocksInfoBytes = b_Stream.ReadBytes(compressedSize);
b_Stream.Position = position;
}
else
{
entryinfo = new EndianStream(new MemoryStream(entryinfoBytes), EndianType.BigEndian);
blocksInfoBytes = b_Stream.ReadBytes(compressedSize);
}
using (entryinfo)
EndianStream blocksInfo;
switch (flag & 0x3F)
{
entryinfo.Position = 0x10;
int blockcount = entryinfo.ReadInt32();
EndianStream assetsData;
var assetsDatam = new MemoryStream();
for (int i = 0; i < blockcount; i++)
{
uncompressedSize = entryinfo.ReadInt32();
compressedSize = entryinfo.ReadInt32();
var compressedBytes = b_Stream.ReadBytes(compressedSize);
if (uncompressedSize > compressedSize)
default:
case 0://None
{
var uncompressedBytes = new byte[uncompressedSize];
using (var mstream = new MemoryStream(compressedBytes))
blocksInfo = new EndianStream(new MemoryStream(blocksInfoBytes), EndianType.BigEndian);
break;
}
case 1://LZMA
{
blocksInfo = new EndianStream(SevenZip.Compression.LZMA.SevenZipHelper.StreamDecompress(new MemoryStream(blocksInfoBytes)), EndianType.BigEndian);
break;
}
case 2://LZ4
case 3://LZ4HC
{
byte[] uncompressedBytes = new byte[uncompressedSize];
using (var mstream = new MemoryStream(blocksInfoBytes))
{
var decoder = new Lz4DecoderStream(mstream);
decoder.Read(uncompressedBytes, 0, uncompressedSize);
decoder.Dispose();
}
assetsDatam.Write(uncompressedBytes, 0, uncompressedSize);
blocksInfo = new EndianStream(new MemoryStream(uncompressedBytes), EndianType.BigEndian);
break;
}
else
//case 4:LZHAM?
}
using (blocksInfo)
{
blocksInfo.Position = 0x10;
int blockcount = blocksInfo.ReadInt32();
EndianStream assetsData;
var assetsDataStream = new MemoryStream();
for (int i = 0; i < blockcount; i++)
{
uncompressedSize = blocksInfo.ReadInt32();
compressedSize = blocksInfo.ReadInt32();
flag = blocksInfo.ReadInt16();
var compressedBytes = b_Stream.ReadBytes(compressedSize);
switch (flag & 0x3F)
{
assetsDatam.Write(compressedBytes, 0, compressedSize);
default:
case 0://None
{
assetsDataStream.Write(compressedBytes, 0, compressedSize);
break;
}
case 1://LZMA
{
var uncompressedBytes = new byte[uncompressedSize];
using (var mstream = new MemoryStream(compressedBytes))
{
var decoder = SevenZip.Compression.LZMA.SevenZipHelper.StreamDecompress(mstream, uncompressedSize);
decoder.Read(uncompressedBytes, 0, uncompressedSize);
decoder.Dispose();
}
assetsDataStream.Write(uncompressedBytes, 0, uncompressedSize);
break;
}
case 2://LZ4
case 3://LZ4HC
{
var uncompressedBytes = new byte[uncompressedSize];
using (var mstream = new MemoryStream(compressedBytes))
{
var decoder = new Lz4DecoderStream(mstream);
decoder.Read(uncompressedBytes, 0, uncompressedSize);
decoder.Dispose();
}
assetsDataStream.Write(uncompressedBytes, 0, uncompressedSize);
break;
}
//case 4:LZHAM?
}
unknown = entryinfo.ReadInt16();
}
//assetsDatam.Capacity = (int)assetsDatam.Length;
assetsData = new EndianStream(assetsDatam, EndianType.BigEndian);
assetsData = new EndianStream(assetsDataStream, EndianType.BigEndian);
using (assetsData)
{
var entryinfo_count = entryinfo.ReadInt32();
var entryinfo_count = blocksInfo.ReadInt32();
for (int i = 0; i < entryinfo_count; i++)
{
MemoryAssetsFile memFile = new MemoryAssetsFile();
var entryinfo_offset = entryinfo.ReadInt64();
var entryinfo_size = entryinfo.ReadInt64();
unknown = entryinfo.ReadInt32();
memFile.fileName = entryinfo.ReadStringToNull();
var memFile = new MemoryAssetsFile();
var entryinfo_offset = blocksInfo.ReadInt64();
var entryinfo_size = blocksInfo.ReadInt64();
var unknown = blocksInfo.ReadInt32();
memFile.fileName = blocksInfo.ReadStringToNull();
assetsData.Position = entryinfo_offset;
byte[] buffer = new byte[entryinfo_size];
var buffer = new byte[entryinfo_size];
assetsData.Read(buffer, 0, (int)entryinfo_size);
memFile.memStream = new MemoryStream(buffer);
MemoryAssetsFileList.Add(memFile);

View File

@@ -10,6 +10,7 @@ namespace Unity_Studio
{
public int ID;
public string members;
public string members2;
}
public class ClassIDReference
@@ -208,6 +209,9 @@ namespace Unity_Studio
Names[272] = "AudioMixerSnapshot";
Names[273] = "AudioMixerGroup";
Names[290] = "AssetBundleManifest";
Names[300] = "RuntimeInitializeOnLoadManager";
Names[301] = "CloudWebServicesManager";
Names[310] = "UnityConnectSettings";
Names[1001] = "Prefab";
Names[1002] = "EditorExtensionImpl";
Names[1003] = "AssetImporter";

View File

@@ -1,6 +1,5 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
@@ -21,41 +20,9 @@ namespace Unity_Studio
public EndianStream(Stream stream, EndianType endian) : base(stream) { }
~EndianStream()
{
Dispose();
}
public long Position { get { return base.BaseStream.Position; } set { base.BaseStream.Position = value; } }
public new void Dispose()
{
base.Dispose();
}
public override bool ReadBoolean()
{
return base.ReadBoolean();
}
public override byte ReadByte()
{
try
{
return base.ReadByte();
}
catch
{
return 0;
}
}
public override char ReadChar()
{
return base.ReadChar();
}
public override Int16 ReadInt16()
public override short ReadInt16()
{
if (endian == EndianType.BigEndian)
{
@@ -65,7 +32,7 @@ namespace Unity_Studio
}
else return base.ReadInt16();
}
public override int ReadInt32()
{
if (endian == EndianType.BigEndian)
@@ -76,8 +43,8 @@ namespace Unity_Studio
}
else return base.ReadInt32();
}
public override Int64 ReadInt64()
public override long ReadInt64()
{
if (endian == EndianType.BigEndian)
{
@@ -87,8 +54,8 @@ namespace Unity_Studio
}
else return base.ReadInt64();
}
public override UInt16 ReadUInt16()
public override ushort ReadUInt16()
{
if (endian == EndianType.BigEndian)
{
@@ -98,8 +65,8 @@ namespace Unity_Studio
}
else return base.ReadUInt16();
}
public override UInt32 ReadUInt32()
public override uint ReadUInt32()
{
if (endian == EndianType.BigEndian)
{
@@ -110,7 +77,7 @@ namespace Unity_Studio
else return base.ReadUInt32();
}
public override UInt64 ReadUInt64()
public override ulong ReadUInt64()
{
if (endian == EndianType.BigEndian)
{
@@ -120,8 +87,8 @@ namespace Unity_Studio
}
else return base.ReadUInt64();
}
public override Single ReadSingle()
public override float ReadSingle()
{
if (endian == EndianType.BigEndian)
{
@@ -131,8 +98,8 @@ namespace Unity_Studio
}
else return base.ReadSingle();
}
public override Double ReadDouble()
public override double ReadDouble()
{
if (endian == EndianType.BigEndian)
{
@@ -143,14 +110,9 @@ namespace Unity_Studio
else return base.ReadDouble();
}
public override string ReadString()
{
return base.ReadString();
}
public string ReadASCII(int length)
{
return ASCIIEncoding.ASCII.GetString(base.ReadBytes(length));
return Encoding.ASCII.GetString(base.ReadBytes(length));
}
public void AlignStream(int alignment)
@@ -167,7 +129,7 @@ namespace Unity_Studio
{
byte[] stringData = new byte[length];
base.Read(stringData, 0, length);
var result = System.Text.Encoding.UTF8.GetString(stringData); //must verify strange characters in PS3
var result = Encoding.UTF8.GetString(stringData); //must verify strange characters in PS3
/*string result = "";
char c;
@@ -182,20 +144,14 @@ namespace Unity_Studio
}
else { return ""; }
}
public string ReadStringToNull()
{
string result = "";
char c;
for (int i = 0; i < base.BaseStream.Length; i++)
{
if ((c = (char)base.ReadByte()) == 0)
{
break;
}
result += c.ToString();
}
return result;
var bytes = new List<byte>();
byte b;
while ((b = ReadByte()) != 0)
bytes.Add(b);
return Encoding.UTF8.GetString(bytes.ToArray());
}
}
}

View File

@@ -72,9 +72,11 @@
this.includeBox.Controls.Add(this.camerasBox);
this.includeBox.Controls.Add(this.exportDeformers);
this.includeBox.Controls.Add(this.geometryBox);
this.includeBox.Location = new System.Drawing.Point(12, 12);
this.includeBox.Location = new System.Drawing.Point(16, 15);
this.includeBox.Margin = new System.Windows.Forms.Padding(4);
this.includeBox.Name = "includeBox";
this.includeBox.Size = new System.Drawing.Size(249, 266);
this.includeBox.Padding = new System.Windows.Forms.Padding(4);
this.includeBox.Size = new System.Drawing.Size(332, 334);
this.includeBox.TabIndex = 0;
this.includeBox.TabStop = false;
this.includeBox.Text = "Include";
@@ -82,9 +84,10 @@
// convertDummies
//
this.convertDummies.AutoSize = true;
this.convertDummies.Location = new System.Drawing.Point(14, 164);
this.convertDummies.Location = new System.Drawing.Point(19, 205);
this.convertDummies.Margin = new System.Windows.Forms.Padding(4);
this.convertDummies.Name = "convertDummies";
this.convertDummies.Size = new System.Drawing.Size(228, 16);
this.convertDummies.Size = new System.Drawing.Size(302, 20);
this.convertDummies.TabIndex = 5;
this.convertDummies.Text = "Convert Deforming Dummies to Bones";
this.convertDummies.UseVisualStyleBackColor = true;
@@ -94,9 +97,10 @@
//
this.embedBox.AutoSize = true;
this.embedBox.Enabled = false;
this.embedBox.Location = new System.Drawing.Point(14, 230);
this.embedBox.Location = new System.Drawing.Point(19, 288);
this.embedBox.Margin = new System.Windows.Forms.Padding(4);
this.embedBox.Name = "embedBox";
this.embedBox.Size = new System.Drawing.Size(90, 16);
this.embedBox.Size = new System.Drawing.Size(118, 20);
this.embedBox.TabIndex = 4;
this.embedBox.Text = "Embed Media";
this.embedBox.UseVisualStyleBackColor = true;
@@ -105,9 +109,10 @@
//
this.lightsBox.AutoSize = true;
this.lightsBox.Enabled = false;
this.lightsBox.Location = new System.Drawing.Point(14, 208);
this.lightsBox.Location = new System.Drawing.Point(19, 260);
this.lightsBox.Margin = new System.Windows.Forms.Padding(4);
this.lightsBox.Name = "lightsBox";
this.lightsBox.Size = new System.Drawing.Size(60, 16);
this.lightsBox.Size = new System.Drawing.Size(78, 20);
this.lightsBox.TabIndex = 3;
this.lightsBox.Text = "Lights";
this.lightsBox.UseVisualStyleBackColor = true;
@@ -116,9 +121,10 @@
//
this.camerasBox.AutoSize = true;
this.camerasBox.Enabled = false;
this.camerasBox.Location = new System.Drawing.Point(14, 186);
this.camerasBox.Location = new System.Drawing.Point(19, 232);
this.camerasBox.Margin = new System.Windows.Forms.Padding(4);
this.camerasBox.Name = "camerasBox";
this.camerasBox.Size = new System.Drawing.Size(66, 16);
this.camerasBox.Size = new System.Drawing.Size(86, 20);
this.camerasBox.TabIndex = 2;
this.camerasBox.Text = "Cameras";
this.camerasBox.UseVisualStyleBackColor = true;
@@ -126,9 +132,10 @@
// exportDeformers
//
this.exportDeformers.AutoSize = true;
this.exportDeformers.Location = new System.Drawing.Point(14, 142);
this.exportDeformers.Location = new System.Drawing.Point(19, 178);
this.exportDeformers.Margin = new System.Windows.Forms.Padding(4);
this.exportDeformers.Name = "exportDeformers";
this.exportDeformers.Size = new System.Drawing.Size(108, 16);
this.exportDeformers.Size = new System.Drawing.Size(142, 20);
this.exportDeformers.TabIndex = 1;
this.exportDeformers.Text = "Skin Deformers";
this.exportDeformers.UseVisualStyleBackColor = true;
@@ -141,9 +148,11 @@
this.geometryBox.Controls.Add(this.exportUVs);
this.geometryBox.Controls.Add(this.exportTangents);
this.geometryBox.Controls.Add(this.exportNormals);
this.geometryBox.Location = new System.Drawing.Point(7, 18);
this.geometryBox.Location = new System.Drawing.Point(9, 22);
this.geometryBox.Margin = new System.Windows.Forms.Padding(4);
this.geometryBox.Name = "geometryBox";
this.geometryBox.Size = new System.Drawing.Size(235, 121);
this.geometryBox.Padding = new System.Windows.Forms.Padding(4);
this.geometryBox.Size = new System.Drawing.Size(313, 161);
this.geometryBox.TabIndex = 0;
this.geometryBox.TabStop = false;
this.geometryBox.Text = "Geometry";
@@ -153,9 +162,10 @@
this.exportColors.AutoSize = true;
this.exportColors.Checked = true;
this.exportColors.CheckState = System.Windows.Forms.CheckState.Checked;
this.exportColors.Location = new System.Drawing.Point(7, 85);
this.exportColors.Location = new System.Drawing.Point(9, 106);
this.exportColors.Margin = new System.Windows.Forms.Padding(4);
this.exportColors.Name = "exportColors";
this.exportColors.Size = new System.Drawing.Size(102, 16);
this.exportColors.Size = new System.Drawing.Size(134, 20);
this.exportColors.TabIndex = 3;
this.exportColors.Text = "Vertex Colors";
this.exportColors.UseVisualStyleBackColor = true;
@@ -166,9 +176,10 @@
this.exportUVs.AutoSize = true;
this.exportUVs.Checked = true;
this.exportUVs.CheckState = System.Windows.Forms.CheckState.Checked;
this.exportUVs.Location = new System.Drawing.Point(7, 63);
this.exportUVs.Location = new System.Drawing.Point(9, 79);
this.exportUVs.Margin = new System.Windows.Forms.Padding(4);
this.exportUVs.Name = "exportUVs";
this.exportUVs.Size = new System.Drawing.Size(108, 16);
this.exportUVs.Size = new System.Drawing.Size(142, 20);
this.exportUVs.TabIndex = 2;
this.exportUVs.Text = "UV Coordinates";
this.exportUVs.UseVisualStyleBackColor = true;
@@ -177,9 +188,10 @@
// exportTangents
//
this.exportTangents.AutoSize = true;
this.exportTangents.Location = new System.Drawing.Point(7, 41);
this.exportTangents.Location = new System.Drawing.Point(9, 51);
this.exportTangents.Margin = new System.Windows.Forms.Padding(4);
this.exportTangents.Name = "exportTangents";
this.exportTangents.Size = new System.Drawing.Size(72, 16);
this.exportTangents.Size = new System.Drawing.Size(94, 20);
this.exportTangents.TabIndex = 1;
this.exportTangents.Text = "Tangents";
this.exportTangents.UseVisualStyleBackColor = true;
@@ -190,9 +202,10 @@
this.exportNormals.AutoSize = true;
this.exportNormals.Checked = true;
this.exportNormals.CheckState = System.Windows.Forms.CheckState.Checked;
this.exportNormals.Location = new System.Drawing.Point(7, 18);
this.exportNormals.Location = new System.Drawing.Point(9, 22);
this.exportNormals.Margin = new System.Windows.Forms.Padding(4);
this.exportNormals.Name = "exportNormals";
this.exportNormals.Size = new System.Drawing.Size(66, 16);
this.exportNormals.Size = new System.Drawing.Size(86, 20);
this.exportNormals.TabIndex = 0;
this.exportNormals.Text = "Normals";
this.exportNormals.UseVisualStyleBackColor = true;
@@ -205,9 +218,11 @@
this.advancedBox.Controls.Add(this.upAxis);
this.advancedBox.Controls.Add(this.scaleFactor);
this.advancedBox.Controls.Add(this.scaleLabel);
this.advancedBox.Location = new System.Drawing.Point(12, 284);
this.advancedBox.Location = new System.Drawing.Point(16, 355);
this.advancedBox.Margin = new System.Windows.Forms.Padding(4);
this.advancedBox.Name = "advancedBox";
this.advancedBox.Size = new System.Drawing.Size(249, 77);
this.advancedBox.Padding = new System.Windows.Forms.Padding(4);
this.advancedBox.Size = new System.Drawing.Size(332, 96);
this.advancedBox.TabIndex = 5;
this.advancedBox.TabStop = false;
this.advancedBox.Text = "Advanced Options";
@@ -215,9 +230,10 @@
// axisLabel
//
this.axisLabel.AutoSize = true;
this.axisLabel.Location = new System.Drawing.Point(6, 40);
this.axisLabel.Location = new System.Drawing.Point(8, 50);
this.axisLabel.Margin = new System.Windows.Forms.Padding(4, 0, 4, 0);
this.axisLabel.Name = "axisLabel";
this.axisLabel.Size = new System.Drawing.Size(53, 12);
this.axisLabel.Size = new System.Drawing.Size(72, 16);
this.axisLabel.TabIndex = 3;
this.axisLabel.Text = "Up Axis:";
//
@@ -226,10 +242,11 @@
this.upAxis.FormattingEnabled = true;
this.upAxis.Items.AddRange(new object[] {
"Y-up"});
this.upAxis.Location = new System.Drawing.Point(58, 37);
this.upAxis.Location = new System.Drawing.Point(88, 47);
this.upAxis.Margin = new System.Windows.Forms.Padding(4);
this.upAxis.MaxDropDownItems = 2;
this.upAxis.Name = "upAxis";
this.upAxis.Size = new System.Drawing.Size(70, 20);
this.upAxis.Size = new System.Drawing.Size(92, 23);
this.upAxis.TabIndex = 2;
//
// scaleFactor
@@ -240,9 +257,10 @@
0,
0,
131072});
this.scaleFactor.Location = new System.Drawing.Point(82, 13);
this.scaleFactor.Location = new System.Drawing.Point(128, 17);
this.scaleFactor.Margin = new System.Windows.Forms.Padding(4);
this.scaleFactor.Name = "scaleFactor";
this.scaleFactor.Size = new System.Drawing.Size(46, 21);
this.scaleFactor.Size = new System.Drawing.Size(61, 25);
this.scaleFactor.TabIndex = 1;
this.scaleFactor.Value = new decimal(new int[] {
254,
@@ -253,17 +271,19 @@
// scaleLabel
//
this.scaleLabel.AutoSize = true;
this.scaleLabel.Location = new System.Drawing.Point(6, 15);
this.scaleLabel.Location = new System.Drawing.Point(8, 19);
this.scaleLabel.Margin = new System.Windows.Forms.Padding(4, 0, 4, 0);
this.scaleLabel.Name = "scaleLabel";
this.scaleLabel.Size = new System.Drawing.Size(83, 12);
this.scaleLabel.Size = new System.Drawing.Size(112, 16);
this.scaleLabel.TabIndex = 0;
this.scaleLabel.Text = "Scale Factor:";
//
// fbxOKbutton
//
this.fbxOKbutton.Location = new System.Drawing.Point(332, 364);
this.fbxOKbutton.Location = new System.Drawing.Point(443, 455);
this.fbxOKbutton.Margin = new System.Windows.Forms.Padding(4);
this.fbxOKbutton.Name = "fbxOKbutton";
this.fbxOKbutton.Size = new System.Drawing.Size(75, 21);
this.fbxOKbutton.Size = new System.Drawing.Size(100, 26);
this.fbxOKbutton.TabIndex = 6;
this.fbxOKbutton.Text = "OK";
this.fbxOKbutton.UseVisualStyleBackColor = true;
@@ -272,9 +292,10 @@
// fbxCancel
//
this.fbxCancel.DialogResult = System.Windows.Forms.DialogResult.Cancel;
this.fbxCancel.Location = new System.Drawing.Point(420, 364);
this.fbxCancel.Location = new System.Drawing.Point(560, 455);
this.fbxCancel.Margin = new System.Windows.Forms.Padding(4);
this.fbxCancel.Name = "fbxCancel";
this.fbxCancel.Size = new System.Drawing.Size(75, 21);
this.fbxCancel.Size = new System.Drawing.Size(100, 26);
this.fbxCancel.TabIndex = 7;
this.fbxCancel.Text = "Cancel";
this.fbxCancel.UseVisualStyleBackColor = true;
@@ -288,9 +309,10 @@
// showExpOpt
//
this.showExpOpt.AutoSize = true;
this.showExpOpt.Location = new System.Drawing.Point(12, 367);
this.showExpOpt.Location = new System.Drawing.Point(16, 459);
this.showExpOpt.Margin = new System.Windows.Forms.Padding(4);
this.showExpOpt.Name = "showExpOpt";
this.showExpOpt.Size = new System.Drawing.Size(222, 16);
this.showExpOpt.Size = new System.Drawing.Size(294, 20);
this.showExpOpt.TabIndex = 8;
this.showExpOpt.Text = "Show this dialog for every export";
this.showExpOpt.UseVisualStyleBackColor = true;
@@ -300,9 +322,11 @@
this.groupBox1.Controls.Add(this.convertfsb);
this.groupBox1.Controls.Add(this.panel1);
this.groupBox1.Controls.Add(this.converttexture);
this.groupBox1.Location = new System.Drawing.Point(267, 12);
this.groupBox1.Location = new System.Drawing.Point(356, 15);
this.groupBox1.Margin = new System.Windows.Forms.Padding(4);
this.groupBox1.Name = "groupBox1";
this.groupBox1.Size = new System.Drawing.Size(228, 349);
this.groupBox1.Padding = new System.Windows.Forms.Padding(4);
this.groupBox1.Size = new System.Drawing.Size(304, 436);
this.groupBox1.TabIndex = 9;
this.groupBox1.TabStop = false;
this.groupBox1.Text = "Convert";
@@ -312,9 +336,10 @@
this.convertfsb.AutoSize = true;
this.convertfsb.Checked = true;
this.convertfsb.CheckState = System.Windows.Forms.CheckState.Checked;
this.convertfsb.Location = new System.Drawing.Point(8, 81);
this.convertfsb.Location = new System.Drawing.Point(11, 101);
this.convertfsb.Margin = new System.Windows.Forms.Padding(4);
this.convertfsb.Name = "convertfsb";
this.convertfsb.Size = new System.Drawing.Size(132, 16);
this.convertfsb.Size = new System.Drawing.Size(174, 20);
this.convertfsb.TabIndex = 6;
this.convertfsb.Text = "Convert FSB to WAV";
this.convertfsb.UseVisualStyleBackColor = true;
@@ -324,17 +349,19 @@
this.panel1.Controls.Add(this.tojpg);
this.panel1.Controls.Add(this.topng);
this.panel1.Controls.Add(this.tobmp);
this.panel1.Location = new System.Drawing.Point(30, 42);
this.panel1.Location = new System.Drawing.Point(40, 52);
this.panel1.Margin = new System.Windows.Forms.Padding(4);
this.panel1.Name = "panel1";
this.panel1.Size = new System.Drawing.Size(146, 30);
this.panel1.Size = new System.Drawing.Size(195, 38);
this.panel1.TabIndex = 5;
//
// tojpg
//
this.tojpg.AutoSize = true;
this.tojpg.Location = new System.Drawing.Point(97, 6);
this.tojpg.Location = new System.Drawing.Point(129, 8);
this.tojpg.Margin = new System.Windows.Forms.Padding(4);
this.tojpg.Name = "tojpg";
this.tojpg.Size = new System.Drawing.Size(47, 16);
this.tojpg.Size = new System.Drawing.Size(61, 20);
this.tojpg.TabIndex = 4;
this.tojpg.Text = "JPEG";
this.tojpg.UseVisualStyleBackColor = true;
@@ -343,9 +370,10 @@
//
this.topng.AutoSize = true;
this.topng.Checked = true;
this.topng.Location = new System.Drawing.Point(50, 6);
this.topng.Location = new System.Drawing.Point(67, 8);
this.topng.Margin = new System.Windows.Forms.Padding(4);
this.topng.Name = "topng";
this.topng.Size = new System.Drawing.Size(41, 16);
this.topng.Size = new System.Drawing.Size(53, 20);
this.topng.TabIndex = 3;
this.topng.TabStop = true;
this.topng.Text = "PNG";
@@ -354,9 +382,10 @@
// tobmp
//
this.tobmp.AutoSize = true;
this.tobmp.Location = new System.Drawing.Point(3, 6);
this.tobmp.Location = new System.Drawing.Point(4, 8);
this.tobmp.Margin = new System.Windows.Forms.Padding(4);
this.tobmp.Name = "tobmp";
this.tobmp.Size = new System.Drawing.Size(41, 16);
this.tobmp.Size = new System.Drawing.Size(53, 20);
this.tobmp.TabIndex = 2;
this.tobmp.Text = "BMP";
this.tobmp.UseVisualStyleBackColor = true;
@@ -366,20 +395,21 @@
this.converttexture.AutoSize = true;
this.converttexture.Checked = true;
this.converttexture.CheckState = System.Windows.Forms.CheckState.Checked;
this.converttexture.Location = new System.Drawing.Point(8, 20);
this.converttexture.Location = new System.Drawing.Point(11, 25);
this.converttexture.Margin = new System.Windows.Forms.Padding(4);
this.converttexture.Name = "converttexture";
this.converttexture.Size = new System.Drawing.Size(198, 16);
this.converttexture.Size = new System.Drawing.Size(254, 20);
this.converttexture.TabIndex = 1;
this.converttexture.Text = "Convert Texture (If possible)";
this.converttexture.Text = "Convert Texture (If support)";
this.converttexture.UseVisualStyleBackColor = true;
//
// ExportOptions
//
this.AcceptButton = this.fbxOKbutton;
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 12F);
this.AutoScaleDimensions = new System.Drawing.SizeF(8F, 15F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.CancelButton = this.fbxCancel;
this.ClientSize = new System.Drawing.Size(513, 392);
this.ClientSize = new System.Drawing.Size(684, 490);
this.Controls.Add(this.groupBox1);
this.Controls.Add(this.showExpOpt);
this.Controls.Add(this.fbxCancel);
@@ -387,6 +417,7 @@
this.Controls.Add(this.advancedBox);
this.Controls.Add(this.includeBox);
this.HelpButton = true;
this.Margin = new System.Windows.Forms.Padding(4);
this.MaximizeBox = false;
this.MinimizeBox = false;
this.Name = "ExportOptions";

View File

@@ -1,6 +1,6 @@
/* ========================================================================================== */
/* */
/* FMOD Studio - C# Wrapper . Copyright (c), Firelight Technologies Pty, Ltd. 2004-2015. */
/* FMOD Studio - C# Wrapper . Copyright (c), Firelight Technologies Pty, Ltd. 2004-2016. */
/* */
/* ========================================================================================== */
@@ -16,7 +16,7 @@ namespace FMOD
*/
public class VERSION
{
public const int number = 0x00010702;
public const int number = 0x00010716;
#if WIN64
public const string dll = "fmod64";
#else
@@ -3393,9 +3393,15 @@ namespace FMOD
}
// Nested channel groups.
public RESULT addGroup (ChannelGroup group)
public RESULT addGroup (ChannelGroup group, bool propagatedspclock, out DSPConnection connection)
{
return FMOD_ChannelGroup_AddGroup(getRaw(), group.getRaw());
connection = null;
IntPtr connectionRaw;
RESULT result = FMOD_ChannelGroup_AddGroup(getRaw(), group.getRaw(), propagatedspclock, out connectionRaw);
connection = new DSPConnection(connectionRaw);
return result;
}
public RESULT getNumGroups (out int numgroups)
{
@@ -3453,7 +3459,7 @@ namespace FMOD
[DllImport(VERSION.dll)]
private static extern RESULT FMOD_ChannelGroup_Release (IntPtr channelgroup);
[DllImport(VERSION.dll)]
private static extern RESULT FMOD_ChannelGroup_AddGroup (IntPtr channelgroup, IntPtr group);
private static extern RESULT FMOD_ChannelGroup_AddGroup (IntPtr channelgroup, IntPtr group, bool propagatedspclock, out IntPtr connection);
[DllImport(VERSION.dll)]
private static extern RESULT FMOD_ChannelGroup_GetNumGroups (IntPtr channelgroup, out int numgroups);
[DllImport(VERSION.dll)]

View File

@@ -1,6 +1,6 @@
/*$ preserve start $*/
/* ========================================================================================== */
/* FMOD Studio - DSP header file. Copyright (c), Firelight Technologies Pty, Ltd. 2004-2015. */
/* FMOD Studio - DSP header file. Copyright (c), Firelight Technologies Pty, Ltd. 2004-2016. */
/* */
/* Use this header if you are interested in delving deeper into the FMOD software mixing / */
/* DSP engine. In this header you can find parameter structures for FMOD system registered */
@@ -23,8 +23,8 @@ namespace FMOD
Structure for FMOD_DSP_PROCESS_CALLBACK input and output buffers.
[REMARKS]
Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.<br>
Members marked with [w] mean the variable can be written to. The user can set the value.<br>
Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.
Members marked with [w] mean the variable can be written to. The user can set the value.
[SEE_ALSO]
FMOD_DSP_DESCRIPTION
@@ -150,7 +150,7 @@ namespace FMOD
System::createDSPByType
]
*/
public enum DSP_TYPE :int
public enum DSP_TYPE : int
{
UNKNOWN, /* This unit was created via a non FMOD plugin so has an unknown purpose. */
MIXER, /* This unit does nothing but take inputs and mix them together then feed the result to the soundcard unit. */
@@ -163,7 +163,7 @@ namespace FMOD
FLANGE, /* This unit produces a flange effect on the sound. */
DISTORTION, /* This unit distorts the sound. */
NORMALIZE, /* This unit normalizes or amplifies the sound to a certain level. */
LIMITER, /* This unit limits the sound to a certain level.*/
LIMITER, /* This unit limits the sound to a certain level. */
PARAMEQ, /* This unit attenuates or amplifies a selected frequency range. */
PITCHSHIFT, /* This unit bends the pitch of a sound without changing the speed of playback. */
CHORUS, /* This unit produces a chorus effect on the sound. */
@@ -186,6 +186,7 @@ namespace FMOD
ENVELOPEFOLLOWER, /* This unit tracks the envelope of the input/sidechain signal */
CONVOLUTIONREVERB, /* This unit implements convolution reverb. */
CHANNELMIX, /* This unit provides per signal channel gain, and output channel mapping to allow 1 multichannel signal made up of many groups of signals to map to a single output signal. */
TRANSCEIVER, /* This unit 'sends' and 'receives' from a selection of up to 32 different slots. It is like a send/return but it uses global slots rather than returns as the destination. It also has other features. Multiple transceivers can receive from a single channel, or multiple transceivers can send to a single channel, or a combination of both. */
}
@@ -237,8 +238,8 @@ namespace FMOD
Structure to define a piecewise linear mapping.
[REMARKS]
Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.<br>
Members marked with [w] mean the variable can be written to. The user can set the value.<br>
Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.
Members marked with [w] mean the variable can be written to. The user can set the value.
[SEE_ALSO]
FMOD_DSP_PARAMETER_FLOAT_MAPPING_TYPE
@@ -260,8 +261,8 @@ namespace FMOD
Structure to define a mapping for a DSP unit's float parameter.
[REMARKS]
Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.<br>
Members marked with [w] mean the variable can be written to. The user can set the value.<br>
Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.
Members marked with [w] mean the variable can be written to. The user can set the value.
[SEE_ALSO]
FMOD_DSP_PARAMETER_FLOAT_MAPPING_TYPE
@@ -283,8 +284,8 @@ namespace FMOD
Structure to define a float parameter for a DSP unit.
[REMARKS]
Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.<br>
Members marked with [w] mean the variable can be written to. The user can set the value.<br>
Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.
Members marked with [w] mean the variable can be written to. The user can set the value.
[SEE_ALSO]
System::createDSP
@@ -311,8 +312,8 @@ namespace FMOD
Structure to define a int parameter for a DSP unit.
[REMARKS]
Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.<br>
Members marked with [w] mean the variable can be written to. The user can set the value.<br>
Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.
Members marked with [w] mean the variable can be written to. The user can set the value.
[SEE_ALSO]
System::createDSP
@@ -339,8 +340,8 @@ namespace FMOD
Structure to define a boolean parameter for a DSP unit.
[REMARKS]
Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.<br>
Members marked with [w] mean the variable can be written to. The user can set the value.<br>
Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.
Members marked with [w] mean the variable can be written to. The user can set the value.
[SEE_ALSO]
System::createDSP
@@ -364,8 +365,8 @@ namespace FMOD
Structure to define a data parameter for a DSP unit. Use 0 or above for custom types. This parameter will be treated specially by the system if set to one of the FMOD_DSP_PARAMETER_DATA_TYPE values.
[REMARKS]
Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.<br>
Members marked with [w] mean the variable can be written to. The user can set the value.<br>
Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.
Members marked with [w] mean the variable can be written to. The user can set the value.
[SEE_ALSO]
System::createDSP
@@ -388,15 +389,15 @@ namespace FMOD
[DESCRIPTION]
[REMARKS]
Members marked with [w] mean the user sets the value before passing it to the function.<br>
Members marked with [r] mean FMOD sets the value to be used after the function exits.<br>
<br>
The step parameter tells the gui or application that the parameter has a certain granularity.<br>
For example in the example of cutoff frequency with a range from 100.0 to 22050.0 you might only want the selection to be in 10hz increments. For this you would simply use 10.0 as the step value.<br>
For a boolean, you can use min = 0.0, max = 1.0, step = 1.0. This way the only possible values are 0.0 and 1.0.<br>
Some applications may detect min = 0.0, max = 1.0, step = 1.0 and replace a graphical slider bar with a checkbox instead.<br>
A step value of 1.0 would simulate integer values only.<br>
A step value of 0.0 would mean the full floating point range is accessable.<br>
Members marked with [w] mean the user sets the value before passing it to the function.
Members marked with [r] mean FMOD sets the value to be used after the function exits.
The step parameter tells the gui or application that the parameter has a certain granularity.
For example in the example of cutoff frequency with a range from 100.0 to 22050.0 you might only want the selection to be in 10hz increments. For this you would simply use 10.0 as the step value.
For a boolean, you can use min = 0.0, max = 1.0, step = 1.0. This way the only possible values are 0.0 and 1.0.
Some applications may detect min = 0.0, max = 1.0, step = 1.0 and replace a graphical slider bar with a checkbox instead.
A step value of 1.0 would simulate integer values only.
A step value of 0.0 would mean the full floating point range is accessable.
[SEE_ALSO]
System::createDSP
@@ -465,8 +466,8 @@ namespace FMOD
This parameter is read by the system to determine the effect's gain for voice virtualization.
[REMARKS]
Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.<br>
Members marked with [w] mean the variable can be written to. The user can set the value.<br>
Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.
Members marked with [w] mean the variable can be written to. The user can set the value.
[SEE_ALSO]
FMOD_DSP_PARAMETER_DATA_TYPE
@@ -490,8 +491,8 @@ namespace FMOD
The system will set this parameter automatically if a sound's position changes.
[REMARKS]
Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.<br>
Members marked with [w] mean the variable can be written to. The user can set the value.<br>
Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.
Members marked with [w] mean the variable can be written to. The user can set the value.
[SEE_ALSO]
FMOD_DSP_PARAMETER_DATA_TYPE
@@ -514,8 +515,8 @@ namespace FMOD
The system will set this parameter automatically if a sound's position changes.
[REMARKS]
Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.<br>
Members marked with [w] mean the variable can be written to. The user can set the value.<br>
Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.
Members marked with [w] mean the variable can be written to. The user can set the value.
[SEE_ALSO]
FMOD_DSP_PARAMETER_DATA_TYPE
@@ -539,8 +540,8 @@ namespace FMOD
A parameter of this type is declared for effects which support sidechaining.
[REMARKS]
Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.<br>
Members marked with [w] mean the variable can be written to. The user can set the value.<br>
Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.
Members marked with [w] mean the variable can be written to. The user can set the value.
[SEE_ALSO]
FMOD_DSP_PARAMETER_DATA_TYPE
@@ -562,13 +563,13 @@ namespace FMOD
A parameter of this type is declared for the FMOD_DSP_TYPE_FFT effect.
[REMARKS]
Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.<br>
Members marked with [w] mean the variable can be written to. The user can set the value.<br>
<br>
Notes on the spectrum data member. Values inside the float buffer are typically between 0 and 1.0.<br>
Each top level array represents one PCM channel of data.<br>
Address data as spectrum[channel][bin]. A bin is 1 fft window entry.<br>
Only read/display half of the buffer typically for analysis as the 2nd half is usually the same data reversed due to the nature of the way FFT works.<br>
Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.
Members marked with [w] mean the variable can be written to. The user can set the value.
Notes on the spectrum data member. Values inside the float buffer are typically between 0 and 1.0.
Each top level array represents one PCM channel of data.
Address data as spectrum[channel][bin]. A bin is 1 fft window entry.
Only read/display half of the buffer typically for analysis as the 2nd half is usually the same data reversed due to the nature of the way FFT works.
[SEE_ALSO]
FMOD_DSP_PARAMETER_DATA_TYPE
@@ -611,12 +612,12 @@ namespace FMOD
When creating a DSP unit, declare one of these and provide the relevant callbacks and name for FMOD to use when it creates and uses a DSP unit of this type.
[REMARKS]
Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.<br>
Members marked with [w] mean the variable can be written to. The user can set the value.<br>
<br>
There are 2 different ways to change a parameter in this architecture.<br>
One is to use DSP::setParameterFloat / DSP::setParameterInt / DSP::setParameterBool / DSP::setParameterData. This is platform independant and is dynamic, so new unknown plugins can have their parameters enumerated and used.<br>
The other is to use DSP::showConfigDialog. This is platform specific and requires a GUI, and will display a dialog box to configure the plugin.<br>
Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.
Members marked with [w] mean the variable can be written to. The user can set the value.
There are 2 different ways to change a parameter in this architecture.
One is to use DSP::setParameterFloat / DSP::setParameterInt / DSP::setParameterBool / DSP::setParameterData. This is platform independant and is dynamic, so new unknown plugins can have their parameters enumerated and used.
The other is to use DSP::showConfigDialog. This is platform specific and requires a GUI, and will display a dialog box to configure the plugin.
[SEE_ALSO]
System::createDSP
@@ -687,8 +688,8 @@ namespace FMOD
Struct containing DFT callbacks for plugins, to enable a plugin to perform optimized time-frequency domain conversion.
[REMARKS]
Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.<br>
Members marked with [w] mean the variable can be written to. The user can set the value.<br>
Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.
Members marked with [w] mean the variable can be written to. The user can set the value.
[SEE_ALSO]
FMOD_DSP_STATE_SYSTEMCALLBACKS
@@ -733,8 +734,8 @@ namespace FMOD
Struct containing System level callbacks for plugins, to enable a plugin to query information about the system or allocate memory using FMOD's (and therefore possibly the game's) allocators.
[REMARKS]
Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.<br>
Members marked with [w] mean the variable can be written to. The user can set the value.<br>
Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.
Members marked with [w] mean the variable can be written to. The user can set the value.
[SEE_ALSO]
FMOD_DSP_STATE
@@ -762,9 +763,9 @@ namespace FMOD
DSP plugin structure that is passed into each callback.
[REMARKS]
Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.<br>
Members marked with [w] mean the variable can be written to. The user can set the value.<br>
<br>
Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.
Members marked with [w] mean the variable can be written to. The user can set the value.
'systemobject' is an integer that relates to the System object that created the DSP or registered the DSP plugin. If only 1 System object is created then it should be 0. A second object would be 1 and so on.
FMOD_DSP_STATE_SYSTEMCALLBACKS::getsamplerate and FMOD_DSP_STATE_SYSTEMCALLBACKS::getblocksize could return different results so it could be relevant to plugin developers to monitor which object is being used.
@@ -793,8 +794,8 @@ namespace FMOD
DSP metering info used for retrieving metering info
[REMARKS]
Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.<br>
Members marked with [w] mean the variable can be written to. The user can set the value.<br>
Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.
Members marked with [w] mean the variable can be written to. The user can set the value.
[SEE_ALSO]
FMOD_SPEAKER
@@ -870,13 +871,13 @@ namespace FMOD
[DESCRIPTION]
Parameter types for the FMOD_DSP_TYPE_ITLOWPASS filter.
This is different to the default FMOD_DSP_TYPE_ITLOWPASS filter in that it uses a different quality algorithm and is
the filter used to produce the correct sounding playback in .IT files.<br>
FMOD Ex's .IT playback uses this filter.<br>
the filter used to produce the correct sounding playback in .IT files.
FMOD Ex's .IT playback uses this filter.
[REMARKS]
Note! This filter actually has a limited cutoff frequency below the specified maximum, due to its limited design,
so for a more open range filter use FMOD_DSP_LOWPASS or if you don't mind not having resonance,
FMOD_DSP_LOWPASS_SIMPLE.<br>
FMOD_DSP_LOWPASS_SIMPLE.
The effective maximum cutoff is about 8060hz.
[SEE_ALSO]
@@ -920,8 +921,8 @@ namespace FMOD
Parameter types for the FMOD_DSP_TYPE_ECHO filter.
[REMARKS]
Note. Every time the delay is changed, the plugin re-allocates the echo buffer. This means the echo will dissapear at that time while it refills its new buffer.<br>
Larger echo delays result in larger amounts of memory allocated.<br>
Note. Every time the delay is changed, the plugin re-allocates the echo buffer. This means the echo will dissapear at that time while it refills its new buffer.
Larger echo delays result in larger amounts of memory allocated.
[SEE_ALSO]
DSP::setParameterFloat
@@ -945,10 +946,9 @@ namespace FMOD
Parameter types for the FMOD_DSP_TYPE_DELAY filter.
[REMARKS]
Note. Every time MaxDelay is changed, the plugin re-allocates the delay buffer. This means the delay will dissapear at that time while it refills its new buffer.<br>
A larger MaxDelay results in larger amounts of memory allocated.<br>
Channel delays above MaxDelay will be clipped to MaxDelay and the delay buffer will not be resized.<br>
<br>
Note. Every time MaxDelay is changed, the plugin re-allocates the delay buffer. This means the delay will dissapear at that time while it refills its new buffer.
A larger MaxDelay results in larger amounts of memory allocated.
Channel delays above MaxDelay will be clipped to MaxDelay and the delay buffer will not be resized.
[SEE_ALSO]
DSP::setParameterFloat
@@ -985,10 +985,10 @@ namespace FMOD
Parameter types for the FMOD_DSP_TYPE_FLANGE filter.
[REMARKS]
Flange is an effect where the signal is played twice at the same time, and one copy slides back and forth creating a whooshing or flanging effect.<br>
As there are 2 copies of the same signal, by default each signal is given 50% mix, so that the total is not louder than the original unaffected signal.<br>
<br>
Flange depth is a percentage of a 10ms shift from the original signal. Anything above 10ms is not considered flange because to the ear it begins to 'echo' so 10ms is the highest value possible.<br>
Flange is an effect where the signal is played twice at the same time, and one copy slides back and forth creating a whooshing or flanging effect.
As there are 2 copies of the same signal, by default each signal is given 50% mix, so that the total is not louder than the original unaffected signal.
Flange depth is a percentage of a 10ms shift from the original signal. Anything above 10ms is not considered flange because to the ear it begins to 'echo' so 10ms is the highest value possible.
[SEE_ALSO]
DSP::setParameterFloat
@@ -1011,12 +1011,12 @@ namespace FMOD
Parameter types for the FMOD_DSP_TYPE_TREMOLO filter.
[REMARKS]
The tremolo effect varies the amplitude of a sound. Depending on the settings, this unit can produce a tremolo, chopper or auto-pan effect.<br>
<br>
The shape of the LFO (low freq. oscillator) can morphed between sine, triangle and sawtooth waves using the FMOD_DSP_TREMOLO_SHAPE and FMOD_DSP_TREMOLO_SKEW parameters.<br>
FMOD_DSP_TREMOLO_DUTY and FMOD_DSP_TREMOLO_SQUARE are useful for a chopper-type effect where the first controls the on-time duration and second controls the flatness of the envelope.<br>
FMOD_DSP_TREMOLO_SPREAD varies the LFO phase between channels to get an auto-pan effect. This works best with a sine shape LFO.<br>
The LFO can be synchronized using the FMOD_DSP_TREMOLO_PHASE parameter which sets its instantaneous phase.<br>
The tremolo effect varies the amplitude of a sound. Depending on the settings, this unit can produce a tremolo, chopper or auto-pan effect.
The shape of the LFO (low freq. oscillator) can morphed between sine, triangle and sawtooth waves using the FMOD_DSP_TREMOLO_SHAPE and FMOD_DSP_TREMOLO_SKEW parameters.
FMOD_DSP_TREMOLO_DUTY and FMOD_DSP_TREMOLO_SQUARE are useful for a chopper-type effect where the first controls the on-time duration and second controls the flatness of the envelope.
FMOD_DSP_TREMOLO_SPREAD varies the LFO phase between channels to get an auto-pan effect. This works best with a sine shape LFO.
The LFO can be synchronized using the FMOD_DSP_TREMOLO_PHASE parameter which sets its instantaneous phase.
[SEE_ALSO]
DSP::setParameterFloat
@@ -1064,12 +1064,12 @@ namespace FMOD
Parameter types for the FMOD_DSP_TYPE_NORMALIZE filter.
[REMARKS]
Normalize amplifies the sound based on the maximum peaks within the signal.<br>
For example if the maximum peaks in the signal were 50% of the bandwidth, it would scale the whole sound by 2.<br>
The lower threshold value makes the normalizer ignores peaks below a certain point, to avoid over-amplification if a loud signal suddenly came in, and also to avoid amplifying to maximum things like background hiss.<br>
<br>
Because FMOD is a realtime audio processor, it doesn't have the luxury of knowing the peak for the whole sound (ie it can't see into the future), so it has to process data as it comes in.<br>
To avoid very sudden changes in volume level based on small samples of new data, fmod fades towards the desired amplification which makes for smooth gain control. The fadetime parameter can control this.<br>
Normalize amplifies the sound based on the maximum peaks within the signal.
For example if the maximum peaks in the signal were 50% of the bandwidth, it would scale the whole sound by 2.
The lower threshold value makes the normalizer ignores peaks below a certain point, to avoid over-amplification if a loud signal suddenly came in, and also to avoid amplifying to maximum things like background hiss.
Because FMOD is a realtime audio processor, it doesn't have the luxury of knowing the peak for the whole sound (ie it can't see into the future), so it has to process data as it comes in.
To avoid very sudden changes in volume level based on small samples of new data, fmod fades towards the desired amplification which makes for smooth gain control. The fadetime parameter can control this.
[SEE_ALSO]
DSP::setParameterFloat
@@ -1104,7 +1104,7 @@ namespace FMOD
RELEASETIME, /* (Type:float) - Time to ramp the silence to full in ms. 1.0 to 1000.0. Default = 10.0. */
CEILING, /* (Type:float) - Maximum level of the output signal in dB. -12.0 to 0.0. Default = 0.0. */
MAXIMIZERGAIN, /* (Type:float) - Maximum amplification allowed in dB. 0.0 to 12.0. Default = 0.0. 0.0 = no amplifaction, higher values allow more boost. */
MODE, /* (Type:float) - Channel processing mode. 0 or 1. Default = 0. 0 = Independent (limiter per channel), 1 = Linked*/
MODE, /* (Type:float) - Channel processing mode. 0 or 1. Default = 0. 0 = Independent (limiter per channel), 1 = Linked. */
}
/*
@@ -1114,11 +1114,11 @@ namespace FMOD
Parameter types for the FMOD_DSP_TYPE_PARAMEQ filter.
[REMARKS]
Parametric EQ is a bandpass filter that attenuates or amplifies a selected frequency and its neighbouring frequencies.<br>
<br>
To create a multi-band EQ create multiple FMOD_DSP_TYPE_PARAMEQ units and set each unit to different frequencies, for example 1000hz, 2000hz, 4000hz, 8000hz, 16000hz with a range of 1 octave each.<br>
<br>
When a frequency has its gain set to 1.0, the sound will be unaffected and represents the original signal exactly.<br>
Parametric EQ is a bandpass filter that attenuates or amplifies a selected frequency and its neighbouring frequencies.
To create a multi-band EQ create multiple FMOD_DSP_TYPE_PARAMEQ units and set each unit to different frequencies, for example 1000hz, 2000hz, 4000hz, 8000hz, 16000hz with a range of 1 octave each.
When a frequency has its gain set to 1.0, the sound will be unaffected and represents the original signal exactly.
[SEE_ALSO]
DSP::setParameterFloat
@@ -1142,20 +1142,20 @@ namespace FMOD
Parameter types for the FMOD_DSP_TYPE_PITCHSHIFT filter.
[REMARKS]
This pitch shifting unit can be used to change the pitch of a sound without speeding it up or slowing it down.<br>
It can also be used for time stretching or scaling, for example if the pitch was doubled, and the frequency of the sound was halved, the pitch of the sound would sound correct but it would be twice as slow.<br>
<br>
<b>Warning!</b> This filter is very computationally expensive! Similar to a vocoder, it requires several overlapping FFT and IFFT's to produce smooth output, and can require around 440mhz for 1 stereo 48khz signal using the default settings.<br>
Reducing the signal to mono will half the cpu usage, as will the overlap count.<br>
Reducing this will lower audio quality, but what settings to use are largely dependant on the sound being played. A noisy polyphonic signal will need higher overlap and fft size compared to a speaking voice for example.<br>
<br>
This pitch shifter is based on the pitch shifter code at http://www.dspdimension.com, written by Stephan M. Bernsee.<br>
The original code is COPYRIGHT 1999-2003 Stephan M. Bernsee <smb@dspdimension.com>.<br>
<br>
'<i>maxchannels</i>' dictates the amount of memory allocated. By default, the maxchannels value is 0. If FMOD is set to stereo, the pitch shift unit will allocate enough memory for 2 channels. If it is 5.1, it will allocate enough memory for a 6 channel pitch shift, etc.<br>
If the pitch shift effect is only ever applied to the global mix (ie it was added with System::addDSP), then 0 is the value to set as it will be enough to handle all speaker modes.<br>
When the pitch shift is added to a channel (ie Channel::addDSP) then the channel count that comes in could be anything from 1 to 8 possibly. It is only in this case where you might want to increase the channel count above the output's channel count.<br>
If a channel pitch shift is set to a lower number than the sound's channel count that is coming in, it will not pitch shift the sound.<br>
This pitch shifting unit can be used to change the pitch of a sound without speeding it up or slowing it down.
It can also be used for time stretching or scaling, for example if the pitch was doubled, and the frequency of the sound was halved, the pitch of the sound would sound correct but it would be twice as slow.
Warning! This filter is very computationally expensive! Similar to a vocoder, it requires several overlapping FFT and IFFT's to produce smooth output, and can require around 440mhz for 1 stereo 48khz signal using the default settings.
Reducing the signal to mono will half the cpu usage, as will the overlap count.
Reducing this will lower audio quality, but what settings to use are largely dependant on the sound being played. A noisy polyphonic signal will need higher overlap and fft size compared to a speaking voice for example.
This pitch shifter is based on the pitch shifter code at http://www.dspdimension.com, written by Stephan M. Bernsee.
The original code is COPYRIGHT 1999-2003 Stephan M. Bernsee <smb@dspdimension.com>.
'maxchannels' dictates the amount of memory allocated. By default, the maxchannels value is 0. If FMOD is set to stereo, the pitch shift unit will allocate enough memory for 2 channels. If it is 5.1, it will allocate enough memory for a 6 channel pitch shift, etc.
If the pitch shift effect is only ever applied to the global mix (ie it was added with System::addDSP), then 0 is the value to set as it will be enough to handle all speaker modes.
When the pitch shift is added to a channel (ie Channel::addDSP) then the channel count that comes in could be anything from 1 to 8 possibly. It is only in this case where you might want to increase the channel count above the output's channel count.
If a channel pitch shift is set to a lower number than the sound's channel count that is coming in, it will not pitch shift the sound.
[SEE_ALSO]
DSP::setParameterFloat
@@ -1180,8 +1180,8 @@ namespace FMOD
Parameter types for the FMOD_DSP_TYPE_CHORUS filter.
[REMARKS]
Chorous is an effect where the sound is more 'spacious' due to 1 to 3 versions of the sound being played along side the original signal but with the pitch of each copy modulating on a sine wave.<br>
This is a highly configurable chorus unit. It supports 3 taps, small and large delay times and also feedback.<br>
Chorous is an effect where the sound is more 'spacious' due to 1 to 3 versions of the sound being played along side the original signal but with the pitch of each copy modulating on a sine wave.
This is a highly configurable chorus unit. It supports 3 taps, small and large delay times and also feedback.
This unit also could be used to do a simple echo, or a flange effect.
[SEE_ALSO]
@@ -1202,14 +1202,16 @@ namespace FMOD
[ENUM]
[
[DESCRIPTION]
Parameter types for the FMOD_DSP_TYPE_ITECHO filter.<br>
This is effectively a software based echo filter that emulates the DirectX DMO echo effect. Impulse tracker files can support this, and FMOD will produce the effect on ANY platform, not just those that support DirectX effects!<br>
Parameter types for the FMOD_DSP_TYPE_ITECHO filter.
This is effectively a software based echo filter that emulates the DirectX DMO echo effect. Impulse tracker files can support this, and FMOD will produce the effect on ANY platform, not just those that support DirectX effects!
[REMARKS]
Note. Every time the delay is changed, the plugin re-allocates the echo buffer. This means the echo will dissapear at that time while it refills its new buffer.<br>
Larger echo delays result in larger amounts of memory allocated.<br>
<br>
For stereo signals only! This will not work on mono or multichannel signals. This is fine for .IT format purposes, and also if you use System::addDSP with a standard stereo output.<br>
Note. Every time the delay is changed, the plugin re-allocates the echo buffer. This means the echo will dissapear at that time while it refills its new buffer.
Larger echo delays result in larger amounts of memory allocated.
As this is a stereo filter made mainly for IT playback, it is targeted for stereo signals.
With mono signals only the FMOD_DSP_ITECHO_LEFTDELAY is used.
For multichannel signals (>2) there will be no echo on those channels.
[SEE_ALSO]
DSP::setParameterFloat
@@ -1220,11 +1222,11 @@ namespace FMOD
*/
public enum DSP_ITECHO
{
WETDRYMIX, /* Ratio of wet (processed) signal to dry (unprocessed) signal. Must be in the range from 0.0 through 100.0 (all wet). The default value is 50. */
FEEDBACK, /* Percentage of output fed back into input, in the range from 0.0 through 100.0. The default value is 50. */
LEFTDELAY, /* Delay for left channel, in milliseconds, in the range from 1.0 through 2000.0. The default value is 500 ms. */
RIGHTDELAY, /* Delay for right channel, in milliseconds, in the range from 1.0 through 2000.0. The default value is 500 ms. */
PANDELAY /* Value that specifies whether to swap left and right delays with each successive echo. The default value is zero, meaning no swap. Possible values are defined as 0.0 (equivalent to FALSE) and 1.0 (equivalent to TRUE). */
WETDRYMIX, /* (Type:float) - Ratio of wet (processed) signal to dry (unprocessed) signal. Must be in the range from 0.0 through 100.0 (all wet). Default = 50. */
FEEDBACK, /* (Type:float) - Percentage of output fed back into input, in the range from 0.0 through 100.0. Default = 50. */
LEFTDELAY, /* (Type:float) - Delay for left channel, in milliseconds, in the range from 1.0 through 2000.0. Default = 500 ms. */
RIGHTDELAY, /* (Type:float) - Delay for right channel, in milliseconds, in the range from 1.0 through 2000.0. Default = 500 ms. */
PANDELAY /* (Type:float) - Value that specifies whether to swap left and right delays with each successive echo. Ranges from 0.0 (equivalent to FALSE) to 1.0 (equivalent to TRUE), meaning no swap. Default = 0. CURRENTLY NOT SUPPORTED. */
}
@@ -1242,8 +1244,7 @@ namespace FMOD
distort the sound, so it is a compromise. High level peaks can be avoided by
using a short attack time - but not too short, and setting the threshold a few
decibels below the critical level.
<br>
[SEE_ALSO]
DSP::setParameterFloat
DSP::getParameterFloat
@@ -1268,12 +1269,12 @@ namespace FMOD
[ENUM]
[
[DESCRIPTION]
Parameter types for the FMOD_DSP_TYPE_SFXREVERB unit.<br>
Parameter types for the FMOD_DSP_TYPE_SFXREVERB unit.
[REMARKS]
This is a high quality I3DL2 based reverb.<br>
On top of the I3DL2 property set, "Dry Level" is also included to allow the dry mix to be changed.<br>
<br>
This is a high quality I3DL2 based reverb.
On top of the I3DL2 property set, "Dry Level" is also included to allow the dry mix to be changed.
These properties can be set with presets in FMOD_REVERB_PRESETS.
[SEE_ALSO]
@@ -1304,9 +1305,9 @@ namespace FMOD
[ENUM]
[
[DESCRIPTION]
Parameter types for the FMOD_DSP_TYPE_LOWPASS_SIMPLE filter.<br>
Parameter types for the FMOD_DSP_TYPE_LOWPASS_SIMPLE filter.
This is a very simple low pass filter, based on two single-pole RC time-constant modules.
The emphasis is on speed rather than accuracy, so this should not be used for task requiring critical filtering.<br>
The emphasis is on speed rather than accuracy, so this should not be used for task requiring critical filtering.
[REMARKS]
@@ -1361,8 +1362,8 @@ namespace FMOD
*/
public enum DSP_RETURN
{
ID, /* (Type:int) - ID of this Return DSP. Read-only. Default = -1*/
INPUT_SPEAKER_MODE /* (Type:int) - Input speaker mode of this return. Default = FMOD_SPEAKERMODE_DEFAULT.*/
ID, /* (Type:int) - ID of this Return DSP. Read-only. Default = -1. */
INPUT_SPEAKER_MODE /* (Type:int) - Input speaker mode of this return. Default = FMOD_SPEAKERMODE_DEFAULT. */
}
@@ -1370,9 +1371,9 @@ namespace FMOD
[ENUM]
[
[DESCRIPTION]
Parameter types for the FMOD_DSP_TYPE_HIGHPASS_SIMPLE filter.<br>
Parameter types for the FMOD_DSP_TYPE_HIGHPASS_SIMPLE filter.
This is a very simple single-order high pass filter.
The emphasis is on speed rather than accuracy, so this should not be used for task requiring critical filtering.<br>
The emphasis is on speed rather than accuracy, so this should not be used for task requiring critical filtering.
[REMARKS]
@@ -1509,7 +1510,7 @@ namespace FMOD
_3D_PAN_BLEND, /* (Type:float) - 3D Pan Blend PAN_BLEND_MIN to PAN_BLEND_MAX. Default = 0.0. */
LFE_UPMIX_ENABLED, /* (Type:int) - LFE Upmix Enabled 0 to 1. Default = 0. */
OVERALL_GAIN, /* (Type:data) - Overall Gain data of type FMOD_DSP_PARAMETER_DATA_TYPE_OVERALLGAIN */
SURROUND_SPEAKER_MODE /* (Type:int) - Surround speaker mode. Target speaker mode for surround panning. */
SURROUND_SPEAKER_MODE /* (Type:int) - Surround speaker mode. Target speaker mode for surround panning. Default = FMOD_SPEAKERMODE_DEFAULT. */
}
@@ -1565,35 +1566,33 @@ namespace FMOD
[ENUM]
[
[DESCRIPTION]
List of windowing methods for the FMOD_DSP_TYPE_FFT unit. Used in spectrum analysis to reduce leakage / transient signals intefering with the analysis.<br>
This is a problem with analysis of continuous signals that only have a small portion of the signal sample (the fft window size).<br>
List of windowing methods for the FMOD_DSP_TYPE_FFT unit. Used in spectrum analysis to reduce leakage / transient signals intefering with the analysis.
This is a problem with analysis of continuous signals that only have a small portion of the signal sample (the fft window size).
Windowing the signal with a curve or triangle tapers the sides of the fft window to help alleviate this problem.
[REMARKS]
Cyclic signals such as a sine wave that repeat their cycle in a multiple of the window size do not need windowing.<br>
I.e. If the sine wave repeats every 1024, 512, 256 etc samples and the FMOD fft window is 1024, then the signal would not need windowing.<br>
Not windowing is the same as FMOD_DSP_FFT_WINDOW_RECT, which is the default.<br>
If the cycle of the signal (ie the sine wave) is not a multiple of the window size, it will cause frequency abnormalities, so a different windowing method is needed.<br>
<exclude>
<br>
FMOD_DSP_FFT_WINDOW_RECT.<br>
<img src="..\static\overview\rectangle.gif"></img><br>
<br>
FMOD_DSP_FFT_WINDOW_TRIANGLE.<br>
<img src="..\static\overview\triangle.gif"></img><br>
<br>
FMOD_DSP_FFT_WINDOW_HAMMING.<br>
<img src="..\static\overview\hamming.gif"></img><br>
<br>
FMOD_DSP_FFT_WINDOW_HANNING.<br>
<img src="..\static\overview\hanning.gif"></img><br>
<br>
FMOD_DSP_FFT_WINDOW_BLACKMAN.<br>
<img src="..\static\overview\blackman.gif"></img><br>
<br>
FMOD_DSP_FFT_WINDOW_BLACKMANHARRIS.<br>
Cyclic signals such as a sine wave that repeat their cycle in a multiple of the window size do not need windowing.
I.e. If the sine wave repeats every 1024, 512, 256 etc samples and the FMOD fft window is 1024, then the signal would not need windowing.
Not windowing is the same as FMOD_DSP_FFT_WINDOW_RECT, which is the default.
If the cycle of the signal (ie the sine wave) is not a multiple of the window size, it will cause frequency abnormalities, so a different windowing method is needed.
FMOD_DSP_FFT_WINDOW_RECT.
<img src="..\static\overview\rectangle.gif"></img>
FMOD_DSP_FFT_WINDOW_TRIANGLE.
<img src="..\static\overview\triangle.gif"></img>
FMOD_DSP_FFT_WINDOW_HAMMING.
<img src="..\static\overview\hamming.gif"></img>
FMOD_DSP_FFT_WINDOW_HANNING.
<img src="..\static\overview\hanning.gif"></img>
FMOD_DSP_FFT_WINDOW_BLACKMAN.
<img src="..\static\overview\blackman.gif"></img>
FMOD_DSP_FFT_WINDOW_BLACKMANHARRIS.
<img src="..\static\overview\blackmanharris.gif"></img>
</exclude>
[SEE_ALSO]
FMOD_DSP_FFT
@@ -1645,12 +1644,11 @@ namespace FMOD
[
[DESCRIPTION]
Parameter types for the FMOD_DSP_TYPE_ENVELOPEFOLLOWER unit.
This is a simple envelope follower for tracking the signal level.<br>
This is a simple envelope follower for tracking the signal level.
[REMARKS]
This unit does not affect the incoming signal
<br>
[SEE_ALSO]
DSP::setParameterFloat
DSP::getParameterFloat
@@ -1667,6 +1665,7 @@ namespace FMOD
USESIDECHAIN /* (Type:bool) - Whether to analyse the sidechain signal instead of the input signal. The default value is false */
}
/*
[ENUM]
[
@@ -1674,7 +1673,7 @@ namespace FMOD
Parameter types for the FMOD_DSP_TYPE_CHORUS filter.
[REMARKS]
Convolution Reverb reverb IR.<br>
Convolution Reverb reverb IR.
[SEE_ALSO]
DSP::setParameterFloat
@@ -1691,11 +1690,12 @@ namespace FMOD
DRY /* (Type:float) - [r/w] Original sound volume in dB. -80.0 to 10.0. Default = 0. */
}
/*
[ENUM]
[
[DESCRIPTION]
Parameter types for the FMOD_DSP_TYPE_CHANNELGAIN parameter for FMOD_DSP_TYPE_CHANNELMIX effect.
Parameter types for the FMOD_DSP_CHANNELMIX_OUTPUTGROUPING parameter for FMOD_DSP_TYPE_CHANNELMIX effect.
[REMARKS]
@@ -1716,6 +1716,7 @@ namespace FMOD
ALLLFE /* Output channel count = 6. Mapping: Repeating pattern of LFE in a 5.1 output signal. */
}
/*
[ENUM]
[
@@ -1726,12 +1727,12 @@ namespace FMOD
For FMOD_DSP_CHANNELMIX_OUTPUTGROUPING, this value will set the output speaker format for the DSP, and also map the incoming channels to the
outgoing channels in a round-robin fashion. Use this for example play a 32 channel input signal as if it were a repeating group of output signals.
Ie.
FMOD_DSP_CHANNELGAIN_OUTPUT_ALLMONO = all incoming channels are mixed to a mono output.
FMOD_DSP_CHANNELGAIN_OUTPUT_ALLSTEREO = all incoming channels are mixed to a stereo output, ie even incoming channels 0,2,4,6,etc are mixed to left, and odd incoming channels 1,3,5,7,etc are mixed to right.
FMOD_DSP_CHANNELGAIN_OUTPUT_ALL5POINT1 = all incoming channels are mixed to a 5.1 output. If there are less than 6 coming in, it will just fill the first n channels in the 6 output channels.
FMOD_DSP_CHANNELMIX_OUTPUT_ALLMONO = all incoming channels are mixed to a mono output.
FMOD_DSP_CHANNELMIX_OUTPUT_ALLSTEREO = all incoming channels are mixed to a stereo output, ie even incoming channels 0,2,4,6,etc are mixed to left, and odd incoming channels 1,3,5,7,etc are mixed to right.
FMOD_DSP_CHANNELMIX_OUTPUT_ALL5POINT1 = all incoming channels are mixed to a 5.1 output. If there are less than 6 coming in, it will just fill the first n channels in the 6 output channels.
If there are more, then it will repeat the input pattern to the output like it did with the stereo case, ie 12 incoming channels are mapped as 0-5 mixed to the
5.1 output and 6 to 11 mapped to the 5.1 output.
FMOD_DSP_CHANNELGAIN_OUTPUT_ALLLFE = all incoming channels are mixed to a 5.1 output but via the LFE channel only.
FMOD_DSP_CHANNELMIX_OUTPUT_ALLLFE = all incoming channels are mixed to a 5.1 output but via the LFE channel only.
[SEE_ALSO]
@@ -1744,7 +1745,7 @@ namespace FMOD
*/
public enum DSP_CHANNELMIX
{
OUTPUTGROUPING, /* (Type:int) - Refer to FMOD_DSP_CHANNELMIX_OUTPUT enumeration. Default = FMOD_DSP_CHANNELGAIN_OUTPUT_DEFAULT. See remarks. */
OUTPUTGROUPING, /* (Type:int) - Refer to FMOD_DSP_CHANNELMIX_OUTPUT enumeration. Default = FMOD_DSP_CHANNELMIX_OUTPUT_DEFAULT. See remarks. */
GAIN_CH0, /* (Type:float) - Channel #0 gain in dB. -80.0 to 10.0. Default = 0. */
GAIN_CH1, /* (Type:float) - Channel #1 gain in dB. -80.0 to 10.0. Default = 0. */
GAIN_CH2, /* (Type:float) - Channel #2 gain in dB. -80.0 to 10.0. Default = 0. */
@@ -1780,6 +1781,76 @@ namespace FMOD
}
/*
[ENUM]
[
[DESCRIPTION]
Parameter types for the FMOD_DSP_TRANSCEIVER_SPEAKERMODE parameter for FMOD_DSP_TYPE_TRANSCEIVER effect.
[REMARKS]
The speaker mode of a transceiver buffer (of which there are up to 32 of) is determined automatically depending on the signal flowing through the transceiver effect, or it can be forced.
Use a smaller fixed speaker mode buffer to save memory.
Only relevant for transmitter dsps, as they control the format of the transceiver channel's buffer.
If multiple transceivers transmit to a single buffer in different speaker modes, it will allocate memory for each speaker mode. This uses more memory than a single speaker mode.
If there are multiple receivers reading from a channel with multiple speaker modes, it will read them all and mix them together.
If the system's speaker mode is stereo or mono, it will not create a 3rd buffer, it will just use the mono/stereo speaker mode buffer.
[SEE_ALSO]
DSP::setParameterInt
DSP::getParameterInt
FMOD_DSP_TYPE
]
*/
public enum DSP_TRANSCEIVER_SPEAKERMODE
{
AUTO = -1, /* A transmitter will use whatever signal channel count coming in to the transmitter, to determine which speaker mode is allocated for the transceiver channel. */
MONO = 0, /* A transmitter will always downmix to a mono channel buffer. */
STEREO, /* A transmitter will always upmix or downmix to a stereo channel buffer. */
SURROUND, /* A transmitter will always upmix or downmix to a surround channel buffer. Surround is the speaker mode of the system above stereo, so could be quad/surround/5.1/7.1. */
}
/*
[ENUM]
[
[DESCRIPTION]
Parameter types for the FMOD_DSP_TYPE_TRANSCEIVER filter.
[REMARKS]
The transceiver only transmits and receives to a global array of 32 channels. The transceiver can be set to receiver mode (like a return) and can receive the signal at a variable gain (FMOD_DSP_TRANSCEIVER_GAIN).
The transceiver can also be set to transmit to a chnnel (like a send) and can transmit the signal with a variable gain (FMOD_DSP_TRANSCEIVER_GAIN).
The FMOD_DSP_TRANSCEIVER_TRANSMITSPEAKERMODE is only applicable to the transmission format, not the receive format. This means this parameter is ignored in 'receive mode'. This allows receivers to receive at
the speaker mode of the user's choice. Receiving from a mono channel, is cheaper than receiving from a surround channel for example.
The 3 speaker modes FMOD_DSP_TRANSCEIVER_SPEAKERMODE_MONO, FMOD_DSP_TRANSCEIVER_SPEAKERMODE_STEREO, FMOD_DSP_TRANSCEIVER_SPEAKERMODE_SURROUND are stored as seperate buffers in memory for a tranmitter channel.
To save memory, use 1 common speaker mode for a transmitter.
The transceiver is double buffered to avoid desyncing of transmitters and receivers. This means there will be a 1 block delay on a receiver, compared to the data sent from a transmitter.
Multiple transmitters sending to the same channel will be mixed together.
[SEE_ALSO]
DSP::setParameterFloat
DSP::getParameterFloat
DSP::setParameterInt
DSP::getParameterInt
DSP::setParameterBool
DSP::getParameterBool
FMOD_DSP_TYPE
]
*/
public enum DSP_TRANSCEIVER
{
TRANSMIT, /* (Type:bool) - [r/w] - FALSE = Transceiver is a 'receiver' (like a return) and accepts data from a channel. TRUE = Transceiver is a 'transmitter' (like a send). Default = FALSE. */
GAIN, /* (Type:float) - [r/w] - Gain to receive or transmit at in dB. -80.0 to 10.0. Default = 0. */
CHANNEL, /* (Type:int) - [r/w] - Integer to select current global slot, shared by all Transceivers, that can be transmitted to or received from. 0 to 31. Default = 0.*/
TRANSMITSPEAKERMODE /* (Type:int) - [r/w] - Speaker mode (transmitter mode only). Specifies either 0 (Auto) Default = 0.*/
}
/*$ preserve start $*/
}
/*$ preserve end $*/

View File

@@ -1,5 +1,5 @@
/* =================================================================================================== */
/* FMOD Studio - Error string header file. Copyright (c), Firelight Technologies Pty, Ltd. 2004-2015. */
/* FMOD Studio - Error string header file. Copyright (c), Firelight Technologies Pty, Ltd. 2004-2016. */
/* */
/* Use this header if you want to store or display a string version / english explanation of */
/* the FMOD error codes. */

View File

@@ -6,7 +6,7 @@ using System.Runtime.InteropServices;
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("Unity Studio")]
[assembly: AssemblyDescription("- Compatible with all Unity versions from 2.5.0 to 5.3.6\r\n- Compatible with Web, PC, iOS, Android, PS3, Xbox 360, OSX and Linux games/apps\r\n- Automatically merges .split\r\n- 3D objets exported to FBX\r\n- Able to load audio streams from resources files\r\n- Real-time preview window and export function for textures, audio clips, shaders and fonts\r\n - Textures: DDS (Alpha8, ARGB4444, RGB24, RGBA32, ARGB32, RGB565, DXT1, DXT5, RGBA4444, BGRA32)\r\n PVR (YUY2, PVRTC_RGB2, PVRTC_RGBA2, PVRTC_RGB4, PVRTC_RGBA4, ETC_RGB4, ETC2_RGB, ETC2_RGBA1, ETC2_RGBA8, EAC_R, EAC_R_SIGNED, EAC_RG, EAC_RG_SIGNED)\r\n KTX (ATC_RGB4, ATC_RGBA8)\r\n ASTC (ASTC_RGB_4x4, ASTC_RGB_5x5, ASTC_RGB_6x6, ASTC_RGB_8x8, ASTC_RGB_10x10, ASTC_RGB_12x12, ASTC_RGBA_4x4, ASTC_RGBA_5x5, ASTC_RGBA_6x6, ASTC_RGBA_8x8, ASTC_RGBA_10x10, ASTC_RGBA_12x12)\r\n - Audio clips: mp3, ogg, wav, xbox wav, fsb\r\n - Shader files are exported in plain-text\r\n - Fonts: ttf, otf")]
[assembly: AssemblyDescription("- Compatible with all Unity versions from 2.5.0 to 5.4.0\r\n- Compatible with Web, PC, iOS, Android, PS3, Xbox 360, OSX and Linux games/apps\r\n- Automatically merges .split\r\n- 3D objets exported to FBX\r\n- Able to load audio streams from resources files\r\n- Real-time preview window and export function for textures, audio clips, shaders and fonts\r\n - Textures: DDS (Alpha8, ARGB4444, RGB24, RGBA32, ARGB32, RGB565, DXT1, DXT5, RGBA4444, BGRA32)\r\n PVR (YUY2, PVRTC_RGB2, PVRTC_RGBA2, PVRTC_RGB4, PVRTC_RGBA4, ETC_RGB4, ETC2_RGB, ETC2_RGBA1, ETC2_RGBA8, EAC_R, EAC_R_SIGNED, EAC_RG, EAC_RG_SIGNED)\r\n KTX (ATC_RGB4, ATC_RGBA8)\r\n ASTC (ASTC_RGB_4x4, ASTC_RGB_5x5, ASTC_RGB_6x6, ASTC_RGB_8x8, ASTC_RGB_10x10, ASTC_RGB_12x12, ASTC_RGBA_4x4, ASTC_RGBA_5x5, ASTC_RGBA_6x6, ASTC_RGBA_8x8, ASTC_RGBA_10x10, ASTC_RGBA_12x12)\r\n - Audio clips: mp3, ogg, wav, xbox wav, fsb\r\n - Shader files are exported in plain-text\r\n - Fonts: ttf, otf")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("Unity Studio")]
@@ -32,5 +32,5 @@ using System.Runtime.InteropServices;
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("0.6.0.0")]
[assembly: AssemblyFileVersion("0.6.0.0")]
[assembly: AssemblyVersion("0.6.5.0")]
[assembly: AssemblyFileVersion("0.6.5.0")]

View File

@@ -69,5 +69,15 @@ namespace Unity_Studio.Properties {
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找类似于 (Icon) 的 System.Drawing.Icon 类型的本地化资源。
/// </summary>
internal static System.Drawing.Icon unity {
get {
object obj = ResourceManager.GetObject("unity", resourceCulture);
return ((System.Drawing.Icon)(obj));
}
}
}
}

View File

@@ -121,4 +121,7 @@
<data name="preview" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\preview.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="unity" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\unity.ico;System.Drawing.Icon, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
</root>

View File

@@ -25,13 +25,13 @@ namespace Unity_Studio.Properties {
[global::System.Configuration.UserScopedSettingAttribute()]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Configuration.DefaultSettingValueAttribute("True")]
public bool uniqueNames {
[global::System.Configuration.DefaultSettingValueAttribute("False")]
public bool displayAll {
get {
return ((bool)(this["uniqueNames"]));
return ((bool)(this["displayAll"]));
}
set {
this["uniqueNames"] = value;
this["displayAll"] = value;
}
}

View File

@@ -2,8 +2,8 @@
<SettingsFile xmlns="http://schemas.microsoft.com/VisualStudio/2004/01/settings" CurrentProfile="(Default)" GeneratedClassNamespace="Unity_Studio.Properties" GeneratedClassName="Settings">
<Profiles />
<Settings>
<Setting Name="uniqueNames" Type="System.Boolean" Scope="User">
<Value Profile="(Default)">True</Value>
<Setting Name="displayAll" Type="System.Boolean" Scope="User">
<Value Profile="(Default)">False</Value>
</Setting>
<Setting Name="enablePreview" Type="System.Boolean" Scope="User">
<Value Profile="(Default)">True</Value>

Binary file not shown.

Before

Width:  |  Height:  |  Size: 29 KiB

After

Width:  |  Height:  |  Size: 17 KiB

View File

@@ -86,14 +86,7 @@ namespace Unity_Studio
m_3D = m_Legacy3D;
m_Source = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
if (m_Source.Contains("archive:/"))//resS文件在bundle里
{
m_Source = m_Source.Replace("archive:/", "").Replace(preloadData.sourceFile.fileName + "/", "");
}
else
{
m_Source = Path.Combine(Path.GetDirectoryName(sourceFile.filePath), m_Source.Replace("archive:/", ""));
}
m_Source = Path.Combine(Path.GetDirectoryName(sourceFile.filePath), m_Source.Replace("archive:/", ""));
m_Offset = a_Stream.ReadInt64();
m_Size = a_Stream.ReadInt64();
m_CompressionFormat = a_Stream.ReadInt32();
@@ -107,7 +100,8 @@ namespace Unity_Studio
{
a_Stream.Read(m_AudioData, 0, (int)m_Size);
}
else if (File.Exists(m_Source))
else if (File.Exists(m_Source) ||
File.Exists(m_Source = Path.Combine(Path.GetDirectoryName(sourceFile.filePath), Path.GetFileName(m_Source))))
{
BinaryReader reader = new BinaryReader(File.OpenRead(m_Source));
reader.BaseStream.Position = m_Offset;
@@ -117,7 +111,7 @@ namespace Unity_Studio
else
{
EndianStream estream = null;
if (UnityStudioForm.assetsfileandstream.TryGetValue(m_Source, out estream))
if (UnityStudioForm.assetsfileandstream.TryGetValue(Path.GetFileName(m_Source), out estream))
{
estream.Position = m_Offset;
m_AudioData = estream.ReadBytes((int)m_Size);
@@ -170,9 +164,13 @@ namespace Unity_Studio
preloadData.extension = ".fsb";
preloadData.InfoText += "MP3";//not sure
break;
case 7:
preloadData.extension = ".m4a";
preloadData.InfoText += "M4a";
break;
}
if (preloadData.extension == "")
if (preloadData.extension == null)
{
preloadData.extension = ".AudioClip";
preloadData.InfoText += "Unknown";

View File

@@ -27,107 +27,162 @@ namespace Unity_Studio
if (readSwitch)
{
int m_AsciiStartOffset = a_Stream.ReadInt32();
if (sourceFile.version[0] <= 3)
if ((sourceFile.version[0] == 5 && sourceFile.version[1] >= 5) || sourceFile.version[0] > 5)
{
int m_FontCountX = a_Stream.ReadInt32();
int m_FontCountY = a_Stream.ReadInt32();
}
float m_Kerning = a_Stream.ReadSingle();
float m_LineSpacing = a_Stream.ReadSingle();
if (sourceFile.version[0] <= 3)
{
int m_PerCharacterKerning_size = a_Stream.ReadInt32();
for (int i = 0; i < m_PerCharacterKerning_size; i++)
var m_LineSpacing = a_Stream.ReadSingle();
var m_DefaultMaterial = sourceFile.ReadPPtr();
var m_FontSize = a_Stream.ReadSingle();
var m_Texture = sourceFile.ReadPPtr();
int m_AsciiStartOffset = a_Stream.ReadInt32();
var m_Tracking = a_Stream.ReadSingle();
var m_CharacterSpacing = a_Stream.ReadInt32();
var m_CharacterPadding = a_Stream.ReadInt32();
var m_ConvertCase = a_Stream.ReadInt32();
int m_CharacterRects_size = a_Stream.ReadInt32();
for (int i = 0; i < m_CharacterRects_size; i++)
{
int first = a_Stream.ReadInt32();
int index = a_Stream.ReadInt32();
//Rectf uv
float uvx = a_Stream.ReadSingle();
float uvy = a_Stream.ReadSingle();
float uvwidth = a_Stream.ReadSingle();
float uvheight = a_Stream.ReadSingle();
//Rectf vert
float vertx = a_Stream.ReadSingle();
float verty = a_Stream.ReadSingle();
float vertwidth = a_Stream.ReadSingle();
float vertheight = a_Stream.ReadSingle();
float width = a_Stream.ReadSingle();
if (sourceFile.version[0] >= 4)
{
bool flipped = a_Stream.ReadBoolean();
a_Stream.Position += 3;
}
}
int m_KerningValues_size = a_Stream.ReadInt32();
for (int i = 0; i < m_KerningValues_size; i++)
{
int pairfirst = a_Stream.ReadInt16();
int pairsecond = a_Stream.ReadInt16();
float second = a_Stream.ReadSingle();
}
var m_PixelScale = a_Stream.ReadSingle();
int m_FontData_size = a_Stream.ReadInt32();
if (m_FontData_size > 0)
{
m_FontData = new byte[m_FontData_size];
a_Stream.Read(m_FontData, 0, m_FontData_size);
if (m_FontData[0] == 79 && m_FontData[1] == 84 && m_FontData[2] == 84 && m_FontData[3] == 79)
{ preloadData.extension = ".otf"; }
else { preloadData.extension = ".ttf"; }
}
}
else
{
int m_CharacterSpacing = a_Stream.ReadInt32();
int m_CharacterPadding = a_Stream.ReadInt32();
}
int m_AsciiStartOffset = a_Stream.ReadInt32();
int m_ConvertCase = a_Stream.ReadInt32();
PPtr m_DefaultMaterial = sourceFile.ReadPPtr();
if (sourceFile.version[0] <= 3)
{
int m_FontCountX = a_Stream.ReadInt32();
int m_FontCountY = a_Stream.ReadInt32();
}
int m_CharacterRects_size = a_Stream.ReadInt32();
for (int i = 0; i < m_CharacterRects_size; i++)
{
int index = a_Stream.ReadInt32();
//Rectf uv
float uvx = a_Stream.ReadSingle();
float uvy = a_Stream.ReadSingle();
float uvwidth = a_Stream.ReadSingle();
float uvheight = a_Stream.ReadSingle();
//Rectf vert
float vertx = a_Stream.ReadSingle();
float verty = a_Stream.ReadSingle();
float vertwidth = a_Stream.ReadSingle();
float vertheight = a_Stream.ReadSingle();
float width = a_Stream.ReadSingle();
float m_Kerning = a_Stream.ReadSingle();
float m_LineSpacing = a_Stream.ReadSingle();
if (sourceFile.version[0] <= 3)
{
int m_PerCharacterKerning_size = a_Stream.ReadInt32();
for (int i = 0; i < m_PerCharacterKerning_size; i++)
{
int first = a_Stream.ReadInt32();
float second = a_Stream.ReadSingle();
}
}
else
{
int m_CharacterSpacing = a_Stream.ReadInt32();
int m_CharacterPadding = a_Stream.ReadInt32();
}
int m_ConvertCase = a_Stream.ReadInt32();
PPtr m_DefaultMaterial = sourceFile.ReadPPtr();
int m_CharacterRects_size = a_Stream.ReadInt32();
for (int i = 0; i < m_CharacterRects_size; i++)
{
int index = a_Stream.ReadInt32();
//Rectf uv
float uvx = a_Stream.ReadSingle();
float uvy = a_Stream.ReadSingle();
float uvwidth = a_Stream.ReadSingle();
float uvheight = a_Stream.ReadSingle();
//Rectf vert
float vertx = a_Stream.ReadSingle();
float verty = a_Stream.ReadSingle();
float vertwidth = a_Stream.ReadSingle();
float vertheight = a_Stream.ReadSingle();
float width = a_Stream.ReadSingle();
if (sourceFile.version[0] >= 4)
{
bool flipped = a_Stream.ReadBoolean();
a_Stream.Position += 3;
}
}
PPtr m_Texture = sourceFile.ReadPPtr();
int m_KerningValues_size = a_Stream.ReadInt32();
for (int i = 0; i < m_KerningValues_size; i++)
{
int pairfirst = a_Stream.ReadInt16();
int pairsecond = a_Stream.ReadInt16();
float second = a_Stream.ReadSingle();
}
if (sourceFile.version[0] <= 3)
{
bool m_GridFont = a_Stream.ReadBoolean();
a_Stream.Position += 3; //4 byte alignment
}
else { float m_PixelScale = a_Stream.ReadSingle(); }
int m_FontData_size = a_Stream.ReadInt32();
if (m_FontData_size > 0)
{
m_FontData = new byte[m_FontData_size];
a_Stream.Read(m_FontData, 0, m_FontData_size);
if (m_FontData[0] == 79 && m_FontData[1] == 84 && m_FontData[2] == 84 && m_FontData[3] == 79)
{ preloadData.extension = ".otf"; }
else { preloadData.extension = ".ttf"; }
}
float m_FontSize = a_Stream.ReadSingle();//problem here in minifootball
float m_Ascent = a_Stream.ReadSingle();
uint m_DefaultStyle = a_Stream.ReadUInt32();
int m_FontNames = a_Stream.ReadInt32();
for (int i = 0; i < m_FontNames; i++)
{
string m_FontName = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
}
if (sourceFile.version[0] >= 4)
{
bool flipped = a_Stream.ReadBoolean();
a_Stream.Position += 3;
int m_FallbackFonts = a_Stream.ReadInt32();
for (int i = 0; i < m_FallbackFonts; i++)
{
PPtr m_FallbackFont = sourceFile.ReadPPtr();
}
int m_FontRenderingMode = a_Stream.ReadInt32();
}
}
PPtr m_Texture = sourceFile.ReadPPtr();
int m_KerningValues_size = a_Stream.ReadInt32();
for (int i = 0; i < m_KerningValues_size; i++)
{
int pairfirst = a_Stream.ReadInt16();
int pairsecond = a_Stream.ReadInt16();
float second = a_Stream.ReadSingle();
}
if (sourceFile.version[0] <= 3)
{
bool m_GridFont = a_Stream.ReadBoolean();
a_Stream.Position += 3; //4 byte alignment
}
else { float m_PixelScale = a_Stream.ReadSingle(); }
int m_FontData_size = a_Stream.ReadInt32();
if (m_FontData_size > 0)
{
m_FontData = new byte[m_FontData_size];
a_Stream.Read(m_FontData, 0, m_FontData_size);
if (m_FontData[0] == 79 && m_FontData[1] == 84 && m_FontData[2] == 84 && m_FontData[3] == 79)
{ preloadData.extension = ".otf"; }
else { preloadData.extension = ".ttf"; }
}
float m_FontSize = a_Stream.ReadSingle();//problem here in minifootball
float m_Ascent = a_Stream.ReadSingle();
uint m_DefaultStyle = a_Stream.ReadUInt32();
int m_FontNames = a_Stream.ReadInt32();
for (int i = 0; i < m_FontNames; i++)
{
string m_FontName = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
}
if (sourceFile.version[0] >= 4)
{
int m_FallbackFonts = a_Stream.ReadInt32();
for (int i = 0; i < m_FallbackFonts; i++)
{
PPtr m_FallbackFont = sourceFile.ReadPPtr();
}
int m_FontRenderingMode = a_Stream.ReadInt32();
}
}
else
{

View File

@@ -8,15 +8,16 @@ namespace Unity_Studio
{
public class GameObject : TreeNode
{
public List<PPtr> m_Components = new List<PPtr>();
public PPtr m_Transform;
public PPtr m_Renderer;
public PPtr m_MeshRenderer;
public PPtr m_MeshFilter;
public PPtr m_SkinnedMeshRenderer;
public int m_Layer;
public string m_Name;
public ushort m_Tag;
public bool m_IsActive;
public string uniqueID = "0";//this way file and folder TreeNodes will be treated as FBX scene
public GameObject(AssetPreloadData preloadData)
@@ -39,25 +40,14 @@ namespace Unity_Studio
int m_Component_size = a_Stream.ReadInt32();
for (int j = 0; j < m_Component_size; j++)
{
int m_Component_type = a_Stream.ReadInt32();
switch (m_Component_type)
if ((sourceFile.version[0] == 5 && sourceFile.version[1] >= 5) || sourceFile.version[0] > 5)//5.5.0 and up
{
case 4:
m_Transform = sourceFile.ReadPPtr();
break;
case 23:
m_Renderer = sourceFile.ReadPPtr();
break;
case 33:
m_MeshFilter = sourceFile.ReadPPtr();
break;
case 137:
m_SkinnedMeshRenderer = sourceFile.ReadPPtr();
break;
default:
PPtr m_Component = sourceFile.ReadPPtr();
break;
m_Components.Add(sourceFile.ReadPPtr());
}
else
{
int first = a_Stream.ReadInt32();
m_Components.Add(sourceFile.ReadPPtr());
}
}
@@ -67,8 +57,9 @@ namespace Unity_Studio
if (m_Name == "") { m_Name = "GameObject #" + uniqueID; }
m_Tag = a_Stream.ReadUInt16();
m_IsActive = a_Stream.ReadBoolean();
base.Text = m_Name;
preloadData.Text = m_Name;
//name should be unique
base.Name = uniqueID;
}

View File

@@ -5,7 +5,7 @@ using System.Text;
namespace Unity_Studio
{
class Renderer
class MeshRenderer
{
public PPtr m_GameObject;
public bool m_Enabled;
@@ -15,7 +15,7 @@ namespace Unity_Studio
public ushort m_LightmapIndexDynamic;
public PPtr[] m_Materials;
public Renderer(AssetPreloadData preloadData)
public MeshRenderer(AssetPreloadData preloadData)
{
var sourceFile = preloadData.sourceFile;
var a_Stream = preloadData.sourceFile.a_Stream;

View File

@@ -0,0 +1,182 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Unity_Studio
{
class MonoBehaviour
{
public string serializedText;
public MonoBehaviour(AssetPreloadData preloadData, bool readSwitch)
{
var sourceFile = preloadData.sourceFile;
var a_Stream = preloadData.sourceFile.a_Stream;
a_Stream.Position = preloadData.Offset;
var m_GameObject = sourceFile.ReadPPtr();
var m_Enabled = a_Stream.ReadByte();
a_Stream.AlignStream(4);
var m_Script = sourceFile.ReadPPtr();
var m_Name = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
if (readSwitch)
{
preloadData.extension = ".txt";
a_Stream.Position = preloadData.Offset;
ClassStrStruct classStructure;
if (sourceFile.ClassStructures.TryGetValue(preloadData.Type1, out classStructure))
{
var member = classStructure.members2;
var strs = member.Split(new string[] { "\r\n" }, StringSplitOptions.RemoveEmptyEntries);
var sb = new StringBuilder();
Read(sb, strs, a_Stream);
serializedText = sb.ToString();
}
else
{
var str = "PPtr<GameObject> m_GameObject\r\n";
str += "\tint m_FileID = " + m_GameObject.m_FileID + "\r\n";
str += "\tint64 m_PathID = " + m_GameObject.m_PathID + "\r\n";
str += "UInt8 m_Enabled = " + m_Enabled + "\r\n";
str += "PPtr<MonoScript> m_Script\r\n";
str += "\tint m_FileID = " + m_Script.m_FileID + "\r\n";
str += "\tint64 m_PathID = " + m_Script.m_PathID + "\r\n";
str += "string m_Name = \"" + m_Name + "\"\r\n";
serializedText = str;
}
}
else
{
if (m_Name != "")
{
preloadData.Text = m_Name;
}
else
{
preloadData.Text = preloadData.TypeString + " #" + preloadData.uniqueID;
}
preloadData.SubItems.AddRange(new string[] { preloadData.TypeString, preloadData.Size.ToString() });
}
}
private void Read(StringBuilder sb, string[] strs, EndianStream a_Stream)
{
for (int i = 0; i < strs.Length; i++)
{
var strs2 = strs[i].Split('\t');
var level = int.Parse(strs2[0]);
var varTypeStr = strs2[1];
var varNameStr = strs2[2];
if (varTypeStr == "SInt8")//sbyte
{
var value = a_Stream.ReadSByte();
sb.AppendFormat("{0}{1} {2} = {3}\r\n", (new string('\t', level)), varTypeStr, varNameStr, value);
a_Stream.AlignStream(4);
}
else if (varTypeStr == "UInt8")//byte
{
var value = a_Stream.ReadByte();
sb.AppendFormat("{0}{1} {2} = {3}\r\n", (new string('\t', level)), varTypeStr, varNameStr, value);
a_Stream.AlignStream(4);
}
else if (varTypeStr == "short" || varTypeStr == "SInt16")//Int16
{
var value = a_Stream.ReadInt16();
sb.AppendFormat("{0}{1} {2} = {3}\r\n", (new string('\t', level)), varTypeStr, varNameStr, value);
a_Stream.AlignStream(4);
}
else if (varTypeStr == "UInt16" || varTypeStr == "unsigned short")//UInt16
{
var value = a_Stream.ReadUInt16();
sb.AppendFormat("{0}{1} {2} = {3}\r\n", (new string('\t', level)), varTypeStr, varNameStr, value);
a_Stream.AlignStream(4);
}
else if (varTypeStr == "int" || varTypeStr == "SInt32")//Int32
{
var value = a_Stream.ReadInt32();
sb.AppendFormat("{0}{1} {2} = {3}\r\n", (new string('\t', level)), varTypeStr, varNameStr, value);
a_Stream.AlignStream(4);
}
else if (varTypeStr == "UInt32" || varTypeStr == "unsigned int")//UInt32
{
var value = a_Stream.ReadUInt32();
sb.AppendFormat("{0}{1} {2} = {3}\r\n", (new string('\t', level)), varTypeStr, varNameStr, value);
a_Stream.AlignStream(4);
}
else if (varTypeStr == "long long" || varTypeStr == "SInt64")//Int64
{
var value = a_Stream.ReadInt64();
sb.AppendFormat("{0}{1} {2} = {3}\r\n", (new string('\t', level)), varTypeStr, varNameStr, value);
a_Stream.AlignStream(4);
}
else if (varTypeStr == "UInt64" || varTypeStr == "unsigned long long")//UInt64
{
var value = a_Stream.ReadUInt64();
sb.AppendFormat("{0}{1} {2} = {3}\r\n", (new string('\t', level)), varTypeStr, varNameStr, value);
a_Stream.AlignStream(4);
}
else if (varTypeStr == "float")//float
{
var value = a_Stream.ReadSingle();
sb.AppendFormat("{0}{1} {2} = {3:f}\r\n", (new string('\t', level)), varTypeStr, varNameStr, value);
a_Stream.AlignStream(4);
}
else if (varTypeStr == "double")//double
{
var value = a_Stream.ReadDouble();
sb.AppendFormat("{0}{1} {2} = {3:f4}\r\n", (new string('\t', level)), varTypeStr, varNameStr, value);
a_Stream.AlignStream(4);
}
else if (varTypeStr == "bool")//bool
{
var value = a_Stream.ReadBoolean();
sb.AppendFormat("{0}{1} {2} = {3}\r\n", (new string('\t', level)), varTypeStr, varNameStr, value);
a_Stream.AlignStream(4);
}
else if (varTypeStr == "string")//string
{
var value = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
sb.AppendFormat("{0}{1} {2} = \"{3}\"\r\n", (new string('\t', level)), varTypeStr, varNameStr, value);
i += 3;//skip
}
else if (varTypeStr == "Array")//Array
{
sb.AppendFormat("{0}{1} {2}\r\n", (new string('\t', level)), varTypeStr, varNameStr);
var size = a_Stream.ReadInt32();
sb.AppendFormat("{0}{1} {2} = {3}\r\n", (new string('\t', level)), "int", "size", size);
var array = ReadArray(strs, level, i);
for (int j = 0; j < size; j++)
{
sb.AppendFormat("{0}[{1}]\r\n", (new string('\t', level + 1)), j);
Read(sb, array, a_Stream);
}
i += array.Length + 1;//skip
}
else
{
sb.AppendFormat("{0}{1} {2}\r\n", (new string('\t', level)), varTypeStr, varNameStr);
}
}
}
private string[] ReadArray(string[] strs, int level, int index)
{
List<string> strs3 = new List<string>();
for (int i = index + 2; i < strs.Length; i++)//skip int size
{
var strs2 = strs[i].Split('\t');
var level2 = int.Parse(strs2[0]);
if (level2 <= level)
{
return strs3.ToArray();
}
else
{
strs3.Add(strs[i]);
}
}
return strs3.ToArray();
}
}
}

View File

@@ -16,9 +16,18 @@ namespace Unity_Studio
var a_Stream = preloadData.sourceFile.a_Stream;
a_Stream.Position = preloadData.Offset;
if ((sourceFile.version[0] == 5 && sourceFile.version[1] >= 5) || sourceFile.version[0] > 5)//5.5.0 nad up
{
//productGUID
a_Stream.ReadInt32();
a_Stream.ReadInt32();
a_Stream.ReadInt32();
a_Stream.ReadInt32();
}
if (sourceFile.version[0] >= 3)
{
if (sourceFile.version[0] == 3 && sourceFile.version[1] <2) { string AndroidLicensePublicKey = a_Stream.ReadAlignedString(a_Stream.ReadInt32()); }
if (sourceFile.version[0] == 3 && sourceFile.version[1] < 2) { string AndroidLicensePublicKey = a_Stream.ReadAlignedString(a_Stream.ReadInt32()); }
else { bool AndroidProfiler = a_Stream.ReadBoolean(); a_Stream.AlignStream(4); }
int defaultScreenOrientation = a_Stream.ReadInt32();
@@ -33,7 +42,8 @@ namespace Unity_Studio
if (sourceFile.version[0] == 5 && (sourceFile.version[1] > 2 || (sourceFile.version[1] == 2 && sourceFile.version[2] >= 1)))
{ bool useOnDemandResources = a_Stream.ReadBoolean(); a_Stream.AlignStream(4); }
int targetResolution = a_Stream.ReadInt32();
if (sourceFile.version[0] < 5 || (sourceFile.version[0] == 5 && sourceFile.version[1] < 3))
{ int targetResolution = a_Stream.ReadInt32(); }
if (sourceFile.version[0] == 3 && sourceFile.version[1] <= 1) { bool OverrideIPodMusic = a_Stream.ReadBoolean(); a_Stream.AlignStream(4); }
else if (sourceFile.version[0] == 3 && sourceFile.version[1] <= 4) { }

View File

@@ -0,0 +1,73 @@
using System.Text;
namespace Unity_Studio
{
class Shader
{
public string m_Name;
public byte[] m_Script;
public string m_PathName;
public Shader(AssetPreloadData preloadData, bool readSwitch)
{
var sourceFile = preloadData.sourceFile;
var a_Stream = preloadData.sourceFile.a_Stream;
a_Stream.Position = preloadData.Offset;
preloadData.extension = ".txt";
if (sourceFile.platform == -2)
{
uint m_ObjectHideFlags = a_Stream.ReadUInt32();
PPtr m_PrefabParentObject = sourceFile.ReadPPtr();
PPtr m_PrefabInternal = sourceFile.ReadPPtr();
}
m_Name = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
if ((sourceFile.version[0] == 5 && sourceFile.version[1] >= 5) || sourceFile.version[0] > 5)
{
if (readSwitch)
{
m_Script = Encoding.UTF8.GetBytes("Serialized Shader can't be read");
}
else
{
if (m_Name != "") { preloadData.Text = m_Name; }
else { preloadData.Text = preloadData.TypeString + " #" + preloadData.uniqueID; }
preloadData.SubItems.AddRange(new string[] { preloadData.TypeString, preloadData.exportSize.ToString() });
}
}
else
{
int m_Script_size = a_Stream.ReadInt32();
if (readSwitch) //asset is read for preview or export
{
m_Script = new byte[m_Script_size];
a_Stream.Read(m_Script, 0, m_Script_size);
if (m_Script[0] == 93) { m_Script = SevenZip.Compression.LZMA.SevenZipHelper.Decompress(m_Script); }
if (m_Script[0] == 60 || (m_Script[0] == 239 && m_Script[1] == 187 && m_Script[2] == 191 && m_Script[3] == 60)) { preloadData.extension = ".xml"; }
}
else
{
byte lzmaTest = a_Stream.ReadByte();
if (lzmaTest == 93)
{
a_Stream.Position += 4;
preloadData.exportSize = a_Stream.ReadInt32(); //actualy int64
a_Stream.Position -= 8;
}
else { preloadData.exportSize = m_Script_size; }
a_Stream.Position += m_Script_size - 1;
if (m_Name != "") { preloadData.Text = m_Name; }
else { preloadData.Text = preloadData.TypeString + " #" + preloadData.uniqueID; }
preloadData.SubItems.AddRange(new string[] { preloadData.TypeString, preloadData.exportSize.ToString() });
}
a_Stream.AlignStream(4);
m_PathName = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
}
}
}
}

View File

@@ -60,14 +60,29 @@ namespace Unity_Studio
m_Materials[m] = sourceFile.ReadPPtr();
}
if (version[0] < 3) { a_Stream.Position += 16; } //m_LightmapTilingOffset vector4d
if (version[0] < 3)
{
a_Stream.Position += 16;//m_LightmapTilingOffset vector4d
}
else
{
int m_SubsetIndices_size = a_Stream.ReadInt32();
a_Stream.Position += m_SubsetIndices_size * 4;
if ((sourceFile.version[0] == 5 && sourceFile.version[1] >= 5) || sourceFile.version[0] > 5)//5.5.0 and up
{
a_Stream.Position += 4;//m_StaticBatchInfo
}
else
{
int m_SubsetIndices_size = a_Stream.ReadInt32();
a_Stream.Position += m_SubsetIndices_size * 4;
}
PPtr m_StaticBatchRoot = sourceFile.ReadPPtr();
if (version[0] >= 4 || (version[0] == 3 && version[1] >= 5))
if ((sourceFile.version[0] == 5 && sourceFile.version[1] >= 4) || sourceFile.version[0] > 5)//5.4.0 and up
{
PPtr m_ProbeAnchor = sourceFile.ReadPPtr();
PPtr m_LightProbeVolumeOverride = sourceFile.ReadPPtr();
}
else if (version[0] >= 4 || (version[0] == 3 && version[1] >= 5))
{
bool m_UseLightProbes = a_Stream.ReadBoolean();
a_Stream.Position += 3; //alignment
@@ -80,7 +95,7 @@ namespace Unity_Studio
{
if (version[0] == 4 && version[1] <= 3) { int m_SortingLayer = a_Stream.ReadInt16(); }
else { int m_SortingLayer = a_Stream.ReadInt32(); }
int m_SortingOrder = a_Stream.ReadInt16();
a_Stream.AlignStream(4);
}

View File

@@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
@@ -11,7 +12,7 @@ namespace Unity_Studio
public int m_Width;
public int m_Height;
public int m_CompleteImageSize;
public int m_TextureFormat;
public TextureFormat m_TextureFormat;
public bool m_MipMap = false;
public bool m_IsReadable;
public bool m_ReadAllowed;
@@ -24,6 +25,10 @@ namespace Unity_Studio
public int m_WrapMode;
public int m_LightmapFormat;
public int m_ColorSpace;
//m_StreamData
public uint offset;
public uint size;
public string path;
public byte[] image_data;
//DDS Start
@@ -73,14 +78,16 @@ namespace Unity_Studio
public int bytesOfKeyValueData = 0;
//KTX End
//ASTC Start
public byte[] astc_magicnum = { 0x13, 0xab, 0xa1, 0x5c };
public byte astc_x;
public byte astc_y;
public byte astc_z = 1;
public byte[] astc_width = new byte[3];
public byte[] astc_height = new byte[3];
public byte[] astc_length = new byte[3] { 1, 0, 0 };//I don't know what this is.
public byte[] astc_magic = { 0x13, 0xab, 0xa1, 0x5c };
public byte blockdim_x;
public byte blockdim_y;
public byte blockdim_z = 1;
public byte[] xsize = new byte[3];
public byte[] ysize = new byte[3];
public byte[] zsize = new byte[3] { 1, 0, 0 };
//ASTC END
//TextureConverter
public int q_format;
//Texture data
public int image_data_size;
@@ -101,7 +108,7 @@ namespace Unity_Studio
m_Width = a_Stream.ReadInt32();
m_Height = a_Stream.ReadInt32();
m_CompleteImageSize = a_Stream.ReadInt32();
m_TextureFormat = a_Stream.ReadInt32();
m_TextureFormat = (TextureFormat)a_Stream.ReadInt32();
if (sourceFile.version[0] < 5 || (sourceFile.version[0] == 5 && sourceFile.version[1] < 2))
{ m_MipMap = a_Stream.ReadBoolean(); }
@@ -139,12 +146,45 @@ namespace Unity_Studio
dwCaps += 0x400008;
}
if (image_data_size == 0 && ((sourceFile.version[0] == 5 && sourceFile.version[1] >= 3) || sourceFile.version[0] > 5))//5.3.0 and up
{
offset = a_Stream.ReadUInt32();
size = a_Stream.ReadUInt32();
image_data_size = (int)size;
path = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
}
if (readSwitch)
{
image_data = new byte[image_data_size];
a_Stream.Read(image_data, 0, image_data_size);
if (!string.IsNullOrEmpty(path))
{
path = Path.Combine(Path.GetDirectoryName(sourceFile.filePath), path.Replace("archive:/", ""));
if (File.Exists(path) ||
File.Exists(path = Path.Combine(Path.GetDirectoryName(sourceFile.filePath), Path.GetFileName(path))))
{
image_data = new byte[image_data_size];
BinaryReader reader = new BinaryReader(File.OpenRead(path));
reader.BaseStream.Position = offset;
reader.Read(image_data, 0, image_data_size);
reader.Close();
}
else
{
EndianStream estream = null;
if (UnityStudioForm.assetsfileandstream.TryGetValue(Path.GetFileName(path), out estream))
{
estream.Position = offset;
image_data = estream.ReadBytes(image_data_size);
}
}
}
else
{
image_data = new byte[image_data_size];
a_Stream.Read(image_data, 0, image_data_size);
}
switch ((TextureFormat)m_TextureFormat)
switch (m_TextureFormat)
{
case TextureFormat.Alpha8: //test pass
{
@@ -153,7 +193,7 @@ namespace Unity_Studio
dwRBitMask = 0x0;
dwGBitMask = 0x0;
dwBBitMask = 0x0;
dwABitMask = 0x0; *///透明通道丢失?
dwABitMask = 0xFF; *///透明通道丢失?
//转ARGB32
var bytes = Enumerable.Repeat<byte>(0xFF, image_data_size * 4).ToArray();
for (int i = 0; i < image_data_size; i++)
@@ -243,7 +283,7 @@ namespace Unity_Studio
}
case TextureFormat.R16:
break;
case TextureFormat.DXT1: //DXT1
case TextureFormat.DXT1: //test pass
{
if (sourceFile.platform == 11) //X360 only, PS3 not
{
@@ -265,7 +305,7 @@ namespace Unity_Studio
dwABitMask = 0x0;
break;
}
case TextureFormat.DXT5: //DXT5
case TextureFormat.DXT5: //test pass
{
if (sourceFile.platform == 11) //X360, PS3 not
{
@@ -307,16 +347,76 @@ namespace Unity_Studio
dwABitMask = -16777216;
break;
}
case TextureFormat.RHalf:
case TextureFormat.RGHalf:
case TextureFormat.RGBAHalf:
case TextureFormat.RFloat:
case TextureFormat.RGFloat:
case TextureFormat.RGBAFloat:
break;
case TextureFormat.YUY2:
case TextureFormat.RHalf://Not sure
{
pvrPixelFormat = 0x11;
q_format = (int)QFORMAT.Q_FORMAT_R_16F;
glInternalFormat = KTXHeader.GL_R16F;
glBaseInternalFormat = KTXHeader.GL_RED;
break;
}
case TextureFormat.RGHalf://Not sure
{
q_format = (int)QFORMAT.Q_FORMAT_RG_HF;
glInternalFormat = KTXHeader.GL_RG16F;
glBaseInternalFormat = KTXHeader.GL_RG;
break;
}
case TextureFormat.RGBAHalf://Not sure
{
q_format = (int)QFORMAT.Q_FORMAT_RGBA_HF;
glInternalFormat = KTXHeader.GL_RGBA16F;
glBaseInternalFormat = KTXHeader.GL_RGBA;
break;
}
case TextureFormat.RFloat://Not sure
{
q_format = (int)QFORMAT.Q_FORMAT_R_F;
glInternalFormat = KTXHeader.GL_R32F;
glBaseInternalFormat = KTXHeader.GL_RED;
break;
}
case TextureFormat.RGFloat://Not sure
{
q_format = (int)QFORMAT.Q_FORMAT_RG_F;
glInternalFormat = KTXHeader.GL_RG32F;
glBaseInternalFormat = KTXHeader.GL_RG;
break;
}
case TextureFormat.RGBAFloat://Not sure
{
q_format = (int)QFORMAT.Q_FORMAT_RGBA_F;
glInternalFormat = KTXHeader.GL_RGBA32F;
glBaseInternalFormat = KTXHeader.GL_RGBA;
break;
}
case TextureFormat.YUY2://Not sure
{
pvrPixelFormat = 17;
q_format = (int)QFORMAT.Q_FORMAT_YUYV_16;
break;
}
case TextureFormat.BC4:
{
glInternalFormat = KTXHeader.GL_COMPRESSED_RED_RGTC1;
glBaseInternalFormat = KTXHeader.GL_RED;
break;
}
case TextureFormat.BC5:
{
glInternalFormat = KTXHeader.GL_COMPRESSED_RG_RGTC2;
glBaseInternalFormat = KTXHeader.GL_RG;
break;
}
case TextureFormat.BC6H:
{
glInternalFormat = KTXHeader.GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT;
glBaseInternalFormat = KTXHeader.GL_RGB;
break;
}
case TextureFormat.BC7:
{
glInternalFormat = KTXHeader.GL_COMPRESSED_RGBA_BPTC_UNORM;
glBaseInternalFormat = KTXHeader.GL_RGBA;
break;
}
case TextureFormat.DXT1Crunched: //DXT1 Crunched
@@ -324,75 +424,77 @@ namespace Unity_Studio
break;
case TextureFormat.PVRTC_RGB2: //test pass
{
pvrPixelFormat = 0x0;
pvrPixelFormat = 0;
glInternalFormat = KTXHeader.GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
glBaseInternalFormat = KTXHeader.GL_RGB;
break;
}
case TextureFormat.PVRTC_RGBA2: //test pass
{
pvrPixelFormat = 0x1;
pvrPixelFormat = 1;
glInternalFormat = KTXHeader.GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
glBaseInternalFormat = KTXHeader.GL_RGBA;
break;
}
case TextureFormat.PVRTC_RGB4: //test pass
{
pvrPixelFormat = 0x2;
pvrPixelFormat = 2;
glInternalFormat = KTXHeader.GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
glBaseInternalFormat = KTXHeader.GL_RGB;
break;
}
case TextureFormat.PVRTC_RGBA4: //test pass
{
pvrPixelFormat = 0x3;
pvrPixelFormat = 3;
glInternalFormat = KTXHeader.GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
glBaseInternalFormat = KTXHeader.GL_RGBA;
break;
}
case TextureFormat.ETC_RGB4: //test pass
{
pvrPixelFormat = 0x16;
pvrPixelFormat = 6;
glInternalFormat = KTXHeader.GL_ETC1_RGB8_OES;
glBaseInternalFormat = KTXHeader.GL_RGB;
break;
}
case TextureFormat.ATC_RGB4: //can use QCompress to convert
case TextureFormat.ATC_RGB4: //test pass
{
q_format = (int)QFORMAT.Q_FORMAT_ATITC_RGB;
glInternalFormat = KTXHeader.GL_ATC_RGB_AMD;
glBaseInternalFormat = KTXHeader.GL_RGB;
break;
}
case TextureFormat.ATC_RGBA8: //can use QCompress to convert
case TextureFormat.ATC_RGBA8: //test pass
{
glInternalFormat = KTXHeader.GL_ATC_RGBA_EXPLICIT_ALPHA_AMD;
q_format = (int)QFORMAT.Q_FORMAT_ATC_RGBA_INTERPOLATED_ALPHA;
glInternalFormat = KTXHeader.GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD;
glBaseInternalFormat = KTXHeader.GL_RGBA;
break;
}
case TextureFormat.EAC_R:
{
pvrPixelFormat = 25;
q_format = (int)QFORMAT.Q_FORMAT_EAC_R_UNSIGNED;
glInternalFormat = KTXHeader.GL_COMPRESSED_R11_EAC;
glBaseInternalFormat = KTXHeader.GL_RED;
break;
}
case TextureFormat.EAC_R_SIGNED:
{
pvrPixelFormat = 25;
q_format = (int)QFORMAT.Q_FORMAT_EAC_R_SIGNED;
glInternalFormat = KTXHeader.GL_COMPRESSED_SIGNED_R11_EAC;
glBaseInternalFormat = KTXHeader.GL_RED;
break;
}
case TextureFormat.EAC_RG:
{
pvrPixelFormat = 26;
q_format = (int)QFORMAT.Q_FORMAT_EAC_RG_UNSIGNED;
glInternalFormat = KTXHeader.GL_COMPRESSED_RG11_EAC;
glBaseInternalFormat = KTXHeader.GL_RG;
break;
}
case TextureFormat.EAC_RG_SIGNED:
{
pvrPixelFormat = 26;
q_format = (int)QFORMAT.Q_FORMAT_EAC_RG_SIGNED;
glInternalFormat = KTXHeader.GL_COMPRESSED_SIGNED_RG11_EAC;
glBaseInternalFormat = KTXHeader.GL_RG;
break;
@@ -421,43 +523,43 @@ namespace Unity_Studio
case TextureFormat.ASTC_RGB_4x4: //test pass
case TextureFormat.ASTC_RGBA_4x4: //test pass
{
astc_x = 4;
astc_y = 4;
blockdim_x = 4;
blockdim_y = 4;
break;
}
case TextureFormat.ASTC_RGB_5x5: //test pass
case TextureFormat.ASTC_RGBA_5x5: //test pass
{
astc_x = 5;
astc_y = 5;
blockdim_x = 5;
blockdim_y = 5;
break;
}
case TextureFormat.ASTC_RGB_6x6: //test pass
case TextureFormat.ASTC_RGBA_6x6: //test pass
{
astc_x = 6;
astc_y = 6;
blockdim_x = 6;
blockdim_y = 6;
break;
}
case TextureFormat.ASTC_RGB_8x8: //test pass
case TextureFormat.ASTC_RGBA_8x8: //test pass
{
astc_x = 8;
astc_y = 8;
blockdim_x = 8;
blockdim_y = 8;
break;
}
case TextureFormat.ASTC_RGB_10x10: //test pass
case TextureFormat.ASTC_RGBA_10x10: //test pass
{
astc_x = 10;
astc_y = 10;
blockdim_x = 10;
blockdim_y = 10;
break;
}
case TextureFormat.ASTC_RGB_12x12: //test pass
case TextureFormat.ASTC_RGBA_12x12: //test pass
{
astc_x = 12;
astc_y = 12;
blockdim_x = 12;
blockdim_y = 12;
break;
}
case TextureFormat.ETC_RGB4_3DS:
@@ -470,10 +572,10 @@ namespace Unity_Studio
preloadData.InfoText = "Width: " + m_Width.ToString() + "\nHeight: " + m_Height.ToString() + "\nFormat: ";
preloadData.exportSize = image_data_size;
string type = ((TextureFormat)m_TextureFormat).ToString();
string type = m_TextureFormat.ToString();
preloadData.InfoText += type;
switch ((TextureFormat)m_TextureFormat)
switch (m_TextureFormat)
{
case TextureFormat.Alpha8:
case TextureFormat.ARGB4444:
@@ -498,25 +600,23 @@ namespace Unity_Studio
case TextureFormat.ETC2_RGB:
case TextureFormat.ETC2_RGBA1:
case TextureFormat.ETC2_RGBA8:
preloadData.extension = ".pvr"; preloadData.exportSize += 52; break;
case TextureFormat.RHalf:
case TextureFormat.RGHalf:
case TextureFormat.RGBAHalf:
case TextureFormat.RFloat:
case TextureFormat.RGFloat:
case TextureFormat.RGBAFloat:
case TextureFormat.BC4:
case TextureFormat.BC5:
case TextureFormat.BC6H:
case TextureFormat.BC7:
case TextureFormat.ATC_RGB4:
case TextureFormat.ATC_RGBA8:
case TextureFormat.EAC_R:
case TextureFormat.EAC_R_SIGNED:
case TextureFormat.EAC_RG:
case TextureFormat.EAC_RG_SIGNED:
preloadData.extension = ".pvr"; preloadData.exportSize += 52; break;
//case TextureFormat.PVRTC_RGB2:
//case TextureFormat.PVRTC_RGBA2:
//case TextureFormat.PVRTC_RGB4:
//case TextureFormat.PVRTC_RGBA4:
case TextureFormat.ATC_RGB4:
case TextureFormat.ATC_RGBA8:
//case TextureFormat.ETC_RGB4:
//case TextureFormat.ETC2_RGB:
//case TextureFormat.ETC2_RGBA1:
//case TextureFormat.ETC2_RGBA8:
//case TextureFormat.EAC_R:
//case TextureFormat.EAC_R_SIGNED:
//case TextureFormat.EAC_RG:
//case TextureFormat.EAC_RG_SIGNED:
preloadData.extension = ".ktx"; preloadData.exportSize += 68; break;
case TextureFormat.ASTC_RGB_4x4:
case TextureFormat.ASTC_RGB_5x5:
@@ -579,6 +679,10 @@ namespace Unity_Studio
RGFloat,
RGBAFloat,
YUY2,
BC4 = 26,
BC5,
BC6H = 24,
BC7,
DXT1Crunched = 28,
DXT5Crunched,
PVRTC_RGB2,
@@ -641,6 +745,18 @@ public class KTXHeader
public static int GL_COMPRESSED_RG11_EAC = 0x9272;
public static int GL_COMPRESSED_SIGNED_RG11_EAC = 0x9273;
public static int GL_COMPRESSED_RED_RGTC1 = 0x8DBB;
public static int GL_COMPRESSED_RG_RGTC2 = 0x8DBD;
public static int GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT = 0x8E8F;
public static int GL_COMPRESSED_RGBA_BPTC_UNORM = 0x8E8C;
public static int GL_R16F = 0x822D;
public static int GL_RG16F = 0x822F;
public static int GL_RGBA16F = 0x881A;
public static int GL_R32F = 0x822E;
public static int GL_RG32F = 0x8230;
public static int GL_RGBA32F = 0x8814;
// constants for glBaseInternalFormat
public static int GL_RED = 0x1903;
public static int GL_GREEN = 0x1904;
@@ -649,14 +765,128 @@ public class KTXHeader
public static int GL_RGB = 0x1907;
public static int GL_RGBA = 0x1908;
public static int GL_RG = 0x8227;
}
public static int getMipMapCount(int width, int height)
{
int mipMapCount = 1;
for (int dim = Math.Max(width, height); dim > 1; dim /= 2)
{
mipMapCount++;
}
return mipMapCount;
}
}
//from TextureConverter.h
public enum QFORMAT
{
// General formats
Q_FORMAT_RGBA_8UI = 1,
Q_FORMAT_RGBA_8I,
Q_FORMAT_RGB5_A1UI,
Q_FORMAT_RGBA_4444,
Q_FORMAT_RGBA_16UI,
Q_FORMAT_RGBA_16I,
Q_FORMAT_RGBA_32UI,
Q_FORMAT_RGBA_32I,
Q_FORMAT_PALETTE_8_RGBA_8888,
Q_FORMAT_PALETTE_8_RGBA_5551,
Q_FORMAT_PALETTE_8_RGBA_4444,
Q_FORMAT_PALETTE_4_RGBA_8888,
Q_FORMAT_PALETTE_4_RGBA_5551,
Q_FORMAT_PALETTE_4_RGBA_4444,
Q_FORMAT_PALETTE_1_RGBA_8888,
Q_FORMAT_PALETTE_8_RGB_888,
Q_FORMAT_PALETTE_8_RGB_565,
Q_FORMAT_PALETTE_4_RGB_888,
Q_FORMAT_PALETTE_4_RGB_565,
Q_FORMAT_R2_GBA10UI,
Q_FORMAT_RGB10_A2UI,
Q_FORMAT_RGB10_A2I,
Q_FORMAT_RGBA_F,
Q_FORMAT_RGBA_HF,
Q_FORMAT_RGB9_E5, // Last five bits are exponent bits (Read following section in GLES3 spec: "3.8.17 Shared Exponent Texture Color Conversion")
Q_FORMAT_RGB_8UI,
Q_FORMAT_RGB_8I,
Q_FORMAT_RGB_565,
Q_FORMAT_RGB_16UI,
Q_FORMAT_RGB_16I,
Q_FORMAT_RGB_32UI,
Q_FORMAT_RGB_32I,
Q_FORMAT_RGB_F,
Q_FORMAT_RGB_HF,
Q_FORMAT_RGB_11_11_10_F,
Q_FORMAT_RG_F,
Q_FORMAT_RG_HF,
Q_FORMAT_RG_32UI,
Q_FORMAT_RG_32I,
Q_FORMAT_RG_16I,
Q_FORMAT_RG_16UI,
Q_FORMAT_RG_8I,
Q_FORMAT_RG_8UI,
Q_FORMAT_RG_S88,
Q_FORMAT_R_32UI,
Q_FORMAT_R_32I,
Q_FORMAT_R_F,
Q_FORMAT_R_16F,
Q_FORMAT_R_16I,
Q_FORMAT_R_16UI,
Q_FORMAT_R_8I,
Q_FORMAT_R_8UI,
Q_FORMAT_LUMINANCE_ALPHA_88,
Q_FORMAT_LUMINANCE_8,
Q_FORMAT_ALPHA_8,
Q_FORMAT_LUMINANCE_ALPHA_F,
Q_FORMAT_LUMINANCE_F,
Q_FORMAT_ALPHA_F,
Q_FORMAT_LUMINANCE_ALPHA_HF,
Q_FORMAT_LUMINANCE_HF,
Q_FORMAT_ALPHA_HF,
Q_FORMAT_DEPTH_16,
Q_FORMAT_DEPTH_24,
Q_FORMAT_DEPTH_24_STENCIL_8,
Q_FORMAT_DEPTH_32,
Q_FORMAT_BGR_565,
Q_FORMAT_BGRA_8888,
Q_FORMAT_BGRA_5551,
Q_FORMAT_BGRX_8888,
Q_FORMAT_BGRA_4444,
// Compressed formats
Q_FORMAT_ATITC_RGBA,
Q_FORMAT_ATC_RGBA_EXPLICIT_ALPHA = Q_FORMAT_ATITC_RGBA,
Q_FORMAT_ATITC_RGB,
Q_FORMAT_ATC_RGB = Q_FORMAT_ATITC_RGB,
Q_FORMAT_ATC_RGBA_INTERPOLATED_ALPHA,
Q_FORMAT_ETC1_RGB8,
Q_FORMAT_3DC_X,
Q_FORMAT_3DC_XY,
Q_FORMAT_ETC2_RGB8,
Q_FORMAT_ETC2_RGBA8,
Q_FORMAT_ETC2_RGB8_PUNCHTHROUGH_ALPHA1,
Q_FORMAT_ETC2_SRGB8,
Q_FORMAT_ETC2_SRGB8_ALPHA8,
Q_FORMAT_ETC2_SRGB8_PUNCHTHROUGH_ALPHA1,
Q_FORMAT_EAC_R_SIGNED,
Q_FORMAT_EAC_R_UNSIGNED,
Q_FORMAT_EAC_RG_SIGNED,
Q_FORMAT_EAC_RG_UNSIGNED,
Q_FORMAT_S3TC_DXT1_RGB,
Q_FORMAT_S3TC_DXT1_RGBA,
Q_FORMAT_S3TC_DXT3_RGBA,
Q_FORMAT_S3TC_DXT5_RGBA,
// YUV formats
Q_FORMAT_AYUV_32,
Q_FORMAT_I444_24,
Q_FORMAT_YUYV_16,
Q_FORMAT_UYVY_16,
Q_FORMAT_I420_12,
Q_FORMAT_YV12_12,
Q_FORMAT_NV21_12,
Q_FORMAT_NV12_12,
// ASTC Format
Q_FORMAT_ASTC_8,
Q_FORMAT_ASTC_16,
};

View File

@@ -35,7 +35,7 @@
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<OutputPath>bin\x86\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
@@ -45,7 +45,7 @@
<PlatformTarget>x86</PlatformTarget>
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<OutputPath>bin\x86\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
@@ -54,6 +54,24 @@
<PropertyGroup>
<ApplicationIcon>Resources\unity.ico</ApplicationIcon>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x64'">
<DebugSymbols>true</DebugSymbols>
<OutputPath>bin\x64\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<DebugType>full</DebugType>
<PlatformTarget>x64</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x64'">
<OutputPath>bin\x64\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<Optimize>true</Optimize>
<DebugType>pdbonly</DebugType>
<PlatformTarget>x64</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Core" />
@@ -153,9 +171,11 @@
<Compile Include="Unity Classes\Mesh.cs" />
<Compile Include="Unity Classes\GameObject.cs" />
<Compile Include="helpers.cs" />
<Compile Include="Unity Classes\MonoBehaviour.cs" />
<Compile Include="Unity Classes\PlayerSettings.cs" />
<Compile Include="Unity Classes\RectTransform.cs" />
<Compile Include="Unity Classes\Renderer.cs" />
<Compile Include="Unity Classes\MeshRenderer.cs" />
<Compile Include="Unity Classes\Shader.cs" />
<Compile Include="Unity Classes\SkinnedMeshRenderer.cs" />
<Compile Include="Unity Classes\MeshFilter.cs" />
<Compile Include="Unity Classes\TextAsset.cs" />
@@ -201,7 +221,6 @@
<DependentUpon>Settings.settings</DependentUpon>
<DesignTimeSharedInput>True</DesignTimeSharedInput>
</Compile>
<None Include="Resources\preview.png" />
</ItemGroup>
<ItemGroup>
<BootstrapperPackage Include=".NETFramework,Version=v4.0,Profile=Client">
@@ -221,12 +240,15 @@
</BootstrapperPackage>
</ItemGroup>
<ItemGroup>
<Content Include="Resources\unity.ico" />
<None Include="Resources\unity.ico" />
</ItemGroup>
<ItemGroup>
<None Include="Resources\preview.png" />
</ItemGroup>
<ItemGroup />
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>
<PostBuildEvent>xcopy /y "$(ProjectDir)library" "$(TargetDir)"</PostBuildEvent>
<PostBuildEvent>xcopy /y "$(ProjectDir)library" "$(TargetDir)"
xcopy /y "$(ProjectDir)library\$(PlatformName)" "$(TargetDir)"</PostBuildEvent>
</PropertyGroup>
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.

View File

@@ -44,7 +44,7 @@
this.toolStripSeparator2 = new System.Windows.Forms.ToolStripSeparator();
this.exportClassStructuresMenuItem = new System.Windows.Forms.ToolStripMenuItem();
this.optionsToolStripMenuItem = new System.Windows.Forms.ToolStripMenuItem();
this.uniqueNames = new System.Windows.Forms.ToolStripMenuItem();
this.displayAll = new System.Windows.Forms.ToolStripMenuItem();
this.enablePreview = new System.Windows.Forms.ToolStripMenuItem();
this.displayInfo = new System.Windows.Forms.ToolStripMenuItem();
this.openAfterExport = new System.Windows.Forms.ToolStripMenuItem();
@@ -101,6 +101,7 @@
this.saveFileDialog1 = new System.Windows.Forms.SaveFileDialog();
this.saveFolderDialog1 = new System.Windows.Forms.SaveFileDialog();
this.treeTip = new System.Windows.Forms.ToolTip(this.components);
this.all3DObjectssplitToolStripMenuItem = new System.Windows.Forms.ToolStripMenuItem();
this.menuStrip1.SuspendLayout();
((System.ComponentModel.ISupportInitialize)(this.splitContainer1)).BeginInit();
this.splitContainer1.Panel1.SuspendLayout();
@@ -228,7 +229,7 @@
// optionsToolStripMenuItem
//
this.optionsToolStripMenuItem.DropDownItems.AddRange(new System.Windows.Forms.ToolStripItem[] {
this.uniqueNames,
this.displayAll,
this.enablePreview,
this.displayInfo,
this.openAfterExport,
@@ -238,16 +239,15 @@
this.optionsToolStripMenuItem.Size = new System.Drawing.Size(66, 21);
this.optionsToolStripMenuItem.Text = "Options";
//
// uniqueNames
// displayAll
//
this.uniqueNames.Checked = true;
this.uniqueNames.CheckOnClick = true;
this.uniqueNames.CheckState = System.Windows.Forms.CheckState.Checked;
this.uniqueNames.Name = "uniqueNames";
this.uniqueNames.Size = new System.Drawing.Size(252, 22);
this.uniqueNames.Text = "Unique exported filenames";
this.uniqueNames.ToolTipText = resources.GetString("uniqueNames.ToolTipText");
this.uniqueNames.CheckedChanged += new System.EventHandler(this.MenuItem_CheckedChanged);
this.displayAll.CheckOnClick = true;
this.displayAll.Name = "displayAll";
this.displayAll.Size = new System.Drawing.Size(252, 22);
this.displayAll.Text = "Display all assets";
this.displayAll.ToolTipText = "Check this option will display all types assets. Not extractable assets can expor" +
"t the RAW file.";
this.displayAll.CheckedChanged += new System.EventHandler(this.MenuItem_CheckedChanged);
//
// enablePreview
//
@@ -304,6 +304,7 @@
//
this.exportToolStripMenuItem.DropDownItems.AddRange(new System.Windows.Forms.ToolStripItem[] {
this.exportAll3DMenuItem,
this.all3DObjectssplitToolStripMenuItem,
this.exportSelected3DMenuItem,
this.toolStripSeparator1,
this.exportAllAssetsMenuItem,
@@ -316,40 +317,40 @@
// exportAll3DMenuItem
//
this.exportAll3DMenuItem.Name = "exportAll3DMenuItem";
this.exportAll3DMenuItem.Size = new System.Drawing.Size(191, 22);
this.exportAll3DMenuItem.Size = new System.Drawing.Size(192, 22);
this.exportAll3DMenuItem.Text = "All 3D objects";
this.exportAll3DMenuItem.Click += new System.EventHandler(this.Export3DObjects_Click);
//
// exportSelected3DMenuItem
//
this.exportSelected3DMenuItem.Name = "exportSelected3DMenuItem";
this.exportSelected3DMenuItem.Size = new System.Drawing.Size(191, 22);
this.exportSelected3DMenuItem.Size = new System.Drawing.Size(192, 22);
this.exportSelected3DMenuItem.Text = "Selected 3D objects";
this.exportSelected3DMenuItem.Click += new System.EventHandler(this.Export3DObjects_Click);
//
// toolStripSeparator1
//
this.toolStripSeparator1.Name = "toolStripSeparator1";
this.toolStripSeparator1.Size = new System.Drawing.Size(188, 6);
this.toolStripSeparator1.Size = new System.Drawing.Size(189, 6);
//
// exportAllAssetsMenuItem
//
this.exportAllAssetsMenuItem.Name = "exportAllAssetsMenuItem";
this.exportAllAssetsMenuItem.Size = new System.Drawing.Size(191, 22);
this.exportAllAssetsMenuItem.Size = new System.Drawing.Size(192, 22);
this.exportAllAssetsMenuItem.Text = "All assets";
this.exportAllAssetsMenuItem.Click += new System.EventHandler(this.ExportAssets_Click);
//
// exportSelectedAssetsMenuItem
//
this.exportSelectedAssetsMenuItem.Name = "exportSelectedAssetsMenuItem";
this.exportSelectedAssetsMenuItem.Size = new System.Drawing.Size(191, 22);
this.exportSelectedAssetsMenuItem.Size = new System.Drawing.Size(192, 22);
this.exportSelectedAssetsMenuItem.Text = "Selected assets";
this.exportSelectedAssetsMenuItem.Click += new System.EventHandler(this.ExportAssets_Click);
//
// exportFilteredAssetsMenuItem
//
this.exportFilteredAssetsMenuItem.Name = "exportFilteredAssetsMenuItem";
this.exportFilteredAssetsMenuItem.Size = new System.Drawing.Size(191, 22);
this.exportFilteredAssetsMenuItem.Size = new System.Drawing.Size(192, 22);
this.exportFilteredAssetsMenuItem.Text = "Filtered assets";
this.exportFilteredAssetsMenuItem.Click += new System.EventHandler(this.ExportAssets_Click);
//
@@ -527,7 +528,7 @@
// previewPanel
//
this.previewPanel.BackColor = System.Drawing.SystemColors.ControlDark;
this.previewPanel.BackgroundImage = ((System.Drawing.Image)(resources.GetObject("previewPanel.BackgroundImage")));
this.previewPanel.BackgroundImage = Properties.Resources.preview;
this.previewPanel.BackgroundImageLayout = System.Windows.Forms.ImageLayout.Center;
this.previewPanel.Controls.Add(this.assetInfoLabel);
this.previewPanel.Controls.Add(this.FMODpanel);
@@ -812,6 +813,13 @@
this.saveFolderDialog1.RestoreDirectory = true;
this.saveFolderDialog1.Title = "Browse for folder";
//
// all3DObjectssplitToolStripMenuItem
//
this.all3DObjectssplitToolStripMenuItem.Name = "all3DObjectssplitToolStripMenuItem";
this.all3DObjectssplitToolStripMenuItem.Size = new System.Drawing.Size(192, 22);
this.all3DObjectssplitToolStripMenuItem.Text = "All 3D objects (split)";
this.all3DObjectssplitToolStripMenuItem.Click += new System.EventHandler(this.all3DObjectssplitToolStripMenuItem_Click);
//
// UnityStudioForm
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 12F);
@@ -819,7 +827,7 @@
this.ClientSize = new System.Drawing.Size(1264, 630);
this.Controls.Add(this.splitContainer1);
this.Controls.Add(this.menuStrip1);
this.Icon = ((System.Drawing.Icon)(resources.GetObject("$this.Icon")));
this.Icon = Properties.Resources.unity;
this.KeyPreview = true;
this.MainMenuStrip = this.menuStrip1;
this.MinimumSize = new System.Drawing.Size(620, 372);
@@ -899,7 +907,7 @@
private System.Windows.Forms.Timer timer;
private System.Windows.Forms.ToolStripMenuItem aboutToolStripMenuItem;
private System.Windows.Forms.ToolStripMenuItem optionsToolStripMenuItem;
private System.Windows.Forms.ToolStripMenuItem uniqueNames;
private System.Windows.Forms.ToolStripMenuItem displayAll;
private System.Windows.Forms.ToolStripMenuItem enablePreview;
private System.Windows.Forms.ToolStripMenuItem displayInfo;
private System.Windows.Forms.ToolStripSeparator toolStripMenuItem1;
@@ -930,6 +938,7 @@
private System.Windows.Forms.ToolStripSeparator toolStripSeparator2;
private System.Windows.Forms.ToolStripMenuItem exportClassStructuresMenuItem;
private System.Windows.Forms.Label FMODcopyright;
private System.Windows.Forms.ToolStripMenuItem all3DObjectssplitToolStripMenuItem;
}
}

View File

@@ -77,6 +77,9 @@ namespace Unity_Studio
[DllImport("PVRTexLibWrapper.dll", CallingConvention = CallingConvention.Cdecl)]
private static extern void DecompressPVR(byte[] buffer, IntPtr bmp, int len);
[DllImport("TextureConverterWrapper.dll", CallingConvention = CallingConvention.Cdecl)]
private static extern void Ponvert(byte[] buffer, IntPtr bmp, int nWidth, int nHeight, int len, int type);
private void loadFile_Click(object sender, System.EventArgs e)
{
@@ -360,7 +363,7 @@ namespace Unity_Studio
{
b_assetsfileList.Add(assetsFile);
}
assetsfileandstream.Add(assetsFile.fileName, assetsFile.a_Stream);
assetsfileandstream[assetsFile.fileName] = assetsFile.a_Stream;
}
if (b_assetsfileList.Count > 0)
{
@@ -556,7 +559,6 @@ namespace Unity_Studio
if (enablePreview.Checked && imageTexture != null)
{
previewPanel.BackgroundImage = imageTexture;
previewPanel.BackgroundImageLayout = ImageLayout.Zoom;
}
else
{
@@ -567,6 +569,7 @@ namespace Unity_Studio
break;
case 48:
case 49:
case 114:
textPreviewBox.Visible = !textPreviewBox.Visible;
break;
case 128:
@@ -668,7 +671,7 @@ namespace Unity_Studio
foreach (var asset in assetsFile.preloadTable.Values)
{
asset.uniqueID = fileID + asset.uniqueID;
var exportable = false;
switch (asset.Type2)
{
case 1: //GameObject
@@ -694,43 +697,38 @@ namespace Unity_Studio
case 28: //Texture2D
{
Texture2D m_Texture2D = new Texture2D(asset, false);
if (!exportableAssetsHash.Add("Texture2D" + asset.Text))
{
asset.Text += " #" + asset.uniqueID;
}
assetsFile.exportableAssets.Add(asset);
exportable = true;
break;
}
case 48: //Shader
{
Shader m_Shader = new Shader(asset, false);
exportable = true;
break;
}
case 49: //TextAsset
{
TextAsset m_TextAsset = new TextAsset(asset, false);
if (!exportableAssetsHash.Add("TextAsset" + asset.Text))
{
asset.Text += " #" + asset.uniqueID;
}
assetsFile.exportableAssets.Add(asset);
exportable = true;
break;
}
case 83: //AudioClip
{
AudioClip m_AudioClip = new AudioClip(asset, false);
if (!exportableAssetsHash.Add("AudioClip" + asset.Text))
{
asset.Text += " #" + asset.uniqueID;
}
assetsFile.exportableAssets.Add(asset);
exportable = true;
break;
}
case 114: //MonoBehaviour
{
var m_MonoBehaviour = new MonoBehaviour(asset, false);
if (asset.Type1 != asset.Type2 && assetsFile.ClassStructures.ContainsKey(asset.Type1))
exportable = true;
break;
}
//case 89: //CubeMap
case 128: //Font
{
unityFont m_Font = new unityFont(asset, false);
if (!exportableAssetsHash.Add("unityFont" + asset.Text))
{
asset.Text += " #" + asset.uniqueID;
}
assetsFile.exportableAssets.Add(asset);
exportable = true;
break;
}
case 129: //PlayerSettings
@@ -739,9 +737,43 @@ namespace Unity_Studio
productName = plSet.productName;
break;
}
case 0:
break;
case 21: //Material
case 43: //Mesh
case 74: //AnimationClip
case 90: //Avatar
case 91: //AnimatorController
case 115: //MonoScript
case 213: //Sprite
{
if (asset.Offset + 4 > asset.sourceFile.a_Stream.BaseStream.Length)
break;
asset.sourceFile.a_Stream.Position = asset.Offset;
var len = asset.sourceFile.a_Stream.ReadInt32();
if (len > 0 && len < asset.Size - 4)
{
var bytes = asset.sourceFile.a_Stream.ReadBytes(len);
asset.Text = Encoding.UTF8.GetString(bytes);
}
break;
}
}
if (!exportable && displayAll.Checked)
{
if (asset.Text == "")
{
asset.Text = asset.TypeString + " #" + asset.uniqueID;
}
asset.extension = ".dat";
asset.SubItems.AddRange(new string[] { asset.TypeString, asset.Size.ToString() });
exportable = true;
}
if (exportable)
{
if (!exportableAssetsHash.Add((asset.TypeString + asset.Text).ToUpper()))
{
asset.Text += " #" + asset.uniqueID;
}
assetsFile.exportableAssets.Add(asset);
}
}
@@ -777,6 +809,8 @@ namespace Unity_Studio
foreach (var m_GameObject in assetsFile.GameObjectList.Values)
{
assetsfileList.ParseGameObject(m_GameObject);
var parentNode = fileNode;
Transform m_Transform;
@@ -1111,7 +1145,7 @@ namespace Unity_Studio
private void selectAsset(object sender, ListViewItemSelectionChangedEventArgs e)
{
previewPanel.BackgroundImage = global::Unity_Studio.Properties.Resources.preview;
previewPanel.BackgroundImage = Properties.Resources.preview;
previewPanel.BackgroundImageLayout = System.Windows.Forms.ImageLayout.Center;
assetInfoLabel.Visible = false;
assetInfoLabel.Text = null;
@@ -1156,6 +1190,8 @@ namespace Unity_Studio
#region Texture2D
case 28: //Texture2D
{
if (imageTexture != null)
imageTexture.Dispose();
Texture2D m_Texture2D = new Texture2D(asset, true);
if (asset.extension == ".dds")
{
@@ -1180,10 +1216,10 @@ namespace Unity_Studio
string temptgafilepath = tempastcfilepath.Replace(".tmp", ".tga");
File.WriteAllBytes(tempastcfilepath, Texture2DToASTC(m_Texture2D));
Execute("astcenc.exe -d " + tempastcfilepath + " " + temptgafilepath);
File.Delete(tempastcfilepath);
if (File.Exists(temptgafilepath))
{
var tempddsfile = File.ReadAllBytes(temptgafilepath);
File.Delete(tempastcfilepath);
File.Delete(temptgafilepath);
imageTexture = TGAToBMP(tempddsfile);
imageTexture.RotateFlip(RotateFlipType.RotateNoneFlipY);
@@ -1191,8 +1227,14 @@ namespace Unity_Studio
}
else if (asset.extension == ".ktx")
{
StatusStripUpdate("Unsupported image for preview. Can export the ktx file.");
imageTexture = null;
imageTexture = new Bitmap(m_Texture2D.m_Width, m_Texture2D.m_Height);
var rect = new Rectangle(0, 0, m_Texture2D.m_Width, m_Texture2D.m_Height);
BitmapData bmd = imageTexture.LockBits(rect, ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
Ponvert(m_Texture2D.image_data, bmd.Scan0, m_Texture2D.m_Width, m_Texture2D.m_Height, m_Texture2D.image_data_size, m_Texture2D.q_format);
imageTexture.UnlockBits(bmd);
if (m_Texture2D.glBaseInternalFormat == KTXHeader.GL_RED || m_Texture2D.glBaseInternalFormat == KTXHeader.GL_RG)
FixAlpha(imageTexture);
imageTexture.RotateFlip(RotateFlipType.RotateNoneFlipY);
}
else
{
@@ -1201,13 +1243,11 @@ namespace Unity_Studio
}
if (imageTexture != null)
{
var oldimage = previewPanel.BackgroundImage;
previewPanel.BackgroundImage = imageTexture;
if (imageTexture.Width > previewPanel.Width || imageTexture.Height > previewPanel.Height)
previewPanel.BackgroundImageLayout = ImageLayout.Zoom;
else
previewPanel.BackgroundImageLayout = ImageLayout.Center;
oldimage.Dispose();
}
break;
}
@@ -1226,14 +1266,15 @@ namespace Unity_Studio
result = system.createSound(m_AudioClip.m_AudioData, (FMOD.MODE.OPENMEMORY | loopMode), ref exinfo, out sound);
if (ERRCHECK(result)) { break; }
result = sound.getSubSound(0, out sound);
if (ERRCHECK(result)) { break; }
FMOD.Sound subsound;
result = sound.getSubSound(0, out subsound);
if (result == FMOD.RESULT.OK)
{
sound = subsound;
}
result = sound.getLength(out FMODlenms, FMOD.TIMEUNIT.MS);
if ((result != FMOD.RESULT.OK) && (result != FMOD.RESULT.ERR_INVALID_HANDLE))
{
if (ERRCHECK(result)) { break; }
}
if (ERRCHECK(result)) { break; }
result = system.playSound(sound, null, true, out channel);
if (ERRCHECK(result)) { break; }
@@ -1248,13 +1289,23 @@ namespace Unity_Studio
break;
}
#endregion
#region Shader & TextAsset
#region Shader
case 48:
{
Shader m_TextAsset = new Shader(asset, true);
string m_Script_Text = Encoding.UTF8.GetString(m_TextAsset.m_Script);
m_Script_Text = Regex.Replace(m_Script_Text, "(?<!\r)\n", "\r\n");
textPreviewBox.Text = m_Script_Text;
textPreviewBox.Visible = true;
break;
}
#endregion
#region TextAsset
case 49:
{
TextAsset m_TextAsset = new TextAsset(asset, true);
string m_Script_Text = UnicodeEncoding.UTF8.GetString(m_TextAsset.m_Script);
string m_Script_Text = Encoding.UTF8.GetString(m_TextAsset.m_Script);
m_Script_Text = Regex.Replace(m_Script_Text, "(?<!\r)\n", "\r\n");
textPreviewBox.Text = m_Script_Text;
textPreviewBox.Visible = true;
@@ -1262,6 +1313,16 @@ namespace Unity_Studio
break;
}
#endregion
#region MonoBehaviour
case 114:
{
MonoBehaviour m_MonoBehaviour = new MonoBehaviour(asset, true);
textPreviewBox.Text = m_MonoBehaviour.serializedText;
textPreviewBox.Visible = true;
break;
}
#endregion
#region Font
case 128: //Font
{
@@ -1315,7 +1376,25 @@ namespace Unity_Studio
break;
}
#endregion
#endregion
default:
{
StatusStripUpdate("Only supported export the raw file.");
break;
}
}
}
private void FixAlpha(Bitmap imageTexture)
{
for (int y = 0; y < imageTexture.Height; y++)
{
for (int x = 0; x < imageTexture.Width; x++)
{
var color = imageTexture.GetPixel(x, y);
color = Color.FromArgb(255, color.R, color.G, color.B);
imageTexture.SetPixel(x, y, color);
}
}
}
@@ -1368,15 +1447,15 @@ namespace Unity_Studio
{
var mstream = new MemoryStream();
var writer = new BinaryWriter(mstream);
Array.Copy(BitConverter.GetBytes(m_Texture2D.m_Width), 0, m_Texture2D.astc_width, 0, 3);
Array.Copy(BitConverter.GetBytes(m_Texture2D.m_Height), 0, m_Texture2D.astc_height, 0, 3);
writer.Write(m_Texture2D.astc_magicnum);
writer.Write(m_Texture2D.astc_x);
writer.Write(m_Texture2D.astc_y);
writer.Write(m_Texture2D.astc_z);
writer.Write(m_Texture2D.astc_width);
writer.Write(m_Texture2D.astc_height);
writer.Write(m_Texture2D.astc_length);
Array.Copy(BitConverter.GetBytes(m_Texture2D.m_Width), 0, m_Texture2D.xsize, 0, 3);
Array.Copy(BitConverter.GetBytes(m_Texture2D.m_Height), 0, m_Texture2D.ysize, 0, 3);
writer.Write(m_Texture2D.astc_magic);
writer.Write(m_Texture2D.blockdim_x);
writer.Write(m_Texture2D.blockdim_y);
writer.Write(m_Texture2D.blockdim_z);
writer.Write(m_Texture2D.xsize);
writer.Write(m_Texture2D.ysize);
writer.Write(m_Texture2D.zsize);
writer.Write(m_Texture2D.image_data);
var astcdata = mstream.ToArray();
writer.Close();
@@ -1786,6 +1865,71 @@ namespace Unity_Studio
else { return false; }
}
private void all3DObjectssplitToolStripMenuItem_Click(object sender, EventArgs e)
{
if (sceneTreeView.Nodes.Count > 0)
{
if (saveFolderDialog1.ShowDialog() == DialogResult.OK)
{
var savePath = saveFolderDialog1.FileName;
if (Path.GetFileName(savePath) == "Select folder or write folder name to create")
{ savePath = Path.GetDirectoryName(saveFolderDialog1.FileName); }
savePath = savePath + "\\";
switch ((bool)Properties.Settings.Default["showExpOpt"])
{
case true:
ExportOptions exportOpt = new ExportOptions();
if (exportOpt.ShowDialog() == DialogResult.OK) { goto case false; }
break;
case false:
{
progressBar1.Value = 0;
progressBar1.Maximum = sceneTreeView.Nodes.Count;
//防止主界面假死
ThreadPool.QueueUserWorkItem(delegate
{
sceneTreeView.Invoke(new Action(() =>
{
//挂起控件防止更新
sceneTreeView.BeginUpdate();
//先取消所有Node的选中
foreach (TreeNode i in sceneTreeView.Nodes)
{
i.Checked = false;
}
}));
//遍历根节点
foreach (TreeNode i in sceneTreeView.Nodes)
{
if (i.Nodes.Count > 0)
{
//遍历一级子节点
foreach (TreeNode j in i.Nodes)
{
//加上时间因为可能有重名的object
var filename = j.Text + DateTime.Now.ToString("_mm_ss_ffff");
//选中它和它的子节点
sceneTreeView.Invoke(new Action(() => j.Checked = true));
//导出FBX
WriteFBX(savePath + filename + ".fbx", false);
//取消选中
sceneTreeView.Invoke(new Action(() => j.Checked = false));
}
}
ProgressBarPerformStep();
}
//取消挂起
sceneTreeView.Invoke(new Action(() => sceneTreeView.EndUpdate()));
if (openAfterExport.Checked) { Process.Start(savePath); }
});
break;
}
}
}
}
else { StatusStripUpdate("No Objects available for export"); }
}
private void Export3DObjects_Click(object sender, EventArgs e)
{
@@ -1816,7 +1960,7 @@ namespace Unity_Studio
break;
}
if (openAfterExport.Checked && File.Exists(saveFileDialog1.FileName)) { System.Diagnostics.Process.Start(saveFileDialog1.FileName); }
if (openAfterExport.Checked && File.Exists(saveFileDialog1.FileName)) { try { Process.Start(saveFileDialog1.FileName); } catch { } }
break;
}
}
@@ -1890,9 +2034,9 @@ namespace Unity_Studio
#region get Renderer
AssetPreloadData RendererPD;
if (assetsfileList.TryGetPD(m_GameObject.m_Renderer, out RendererPD))
if (assetsfileList.TryGetPD(m_GameObject.m_MeshRenderer, out RendererPD))
{
Renderer m_Renderer = new Renderer(RendererPD);
MeshRenderer m_Renderer = new MeshRenderer(RendererPD);
foreach (var MaterialPPtr in m_Renderer.m_Materials)
{
@@ -2484,15 +2628,13 @@ namespace Unity_Studio
cb.Append(cb2); cb2.Clear();
#region write & extract Textures
Directory.CreateDirectory(Path.GetDirectoryName(FBXfile) + "\\Texture2D");
foreach (var TexturePD in Textures)
{
//TODO check texture type and set path accordingly; eg. CubeMap, Texture3D
string texFilename = Path.GetDirectoryName(FBXfile) + "\\Texture2D\\" + TexturePD.Text;
StatusStripUpdate("Exporting Texture2D: " + Path.GetFileName(texFilename));
ExportTexture(TexturePD, texFilename, TexturePD.extension);
ExportTexture(TexturePD, texFilename, TexturePD.extension, false);
texFilename += ".png";//必须是png文件
ob.AppendFormat("\n\tTexture: 7{0}, \"Texture::{1}\", \"\" {{", TexturePD.uniqueID, TexturePD.Text);
ob.Append("\n\t\tType: \"TextureVideoClip\"");
ob.Append("\n\t\tVersion: 202");
@@ -2968,13 +3110,23 @@ namespace Unity_Studio
if (exportableAssets.Count > 0 && saveFolderDialog1.ShowDialog() == DialogResult.OK)
{
timer.Stop();
int[] SelectedIndices = new int[assetListView.SelectedIndices.Count];
assetListView.SelectedIndices.CopyTo(SelectedIndices, 0);
bool exportAll = ((ToolStripItem)sender).Name == "exportAllAssetsMenuItem";
bool exportFiltered = ((ToolStripItem)sender).Name == "exportFilteredAssetsMenuItem";
bool exportSelected = ((ToolStripItem)sender).Name == "exportSelectedAssetsMenuItem";
List<AssetPreloadData> toExportAssets = null;
if (((ToolStripItem)sender).Name == "exportAllAssetsMenuItem")
{
toExportAssets = exportableAssets;
}
else if (((ToolStripItem)sender).Name == "exportFilteredAssetsMenuItem")
{
toExportAssets = visibleAssets;
}
else if (((ToolStripItem)sender).Name == "exportSelectedAssetsMenuItem")
{
toExportAssets = new List<AssetPreloadData>(assetListView.SelectedIndices.Count);
foreach (var i in assetListView.SelectedIndices.OfType<int>())
{
toExportAssets.Add((AssetPreloadData)assetListView.Items[i]);
}
}
int assetGroupSelectedIndex = assetGroupOptions.SelectedIndex;
ThreadPool.QueueUserWorkItem(delegate
@@ -2983,81 +3135,83 @@ namespace Unity_Studio
if (Path.GetFileName(savePath) == "Select folder or write folder name to create")
{ savePath = Path.GetDirectoryName(saveFolderDialog1.FileName); }
int toExport = 0;
int toExport = toExportAssets.Count;
int exportedCount = 0;
SetProgressBarValue(0);
SetProgressBarMaximum(assetsfileList.Count);
SetProgressBarMaximum(toExport);
//looping assetsFiles will optimize HDD access
//but will also have a small performance impact when exporting only a couple of selected assets
foreach (var assetsFile in assetsfileList)
foreach (var asset in toExportAssets)
{
string exportpath = savePath + "\\";
if (assetGroupSelectedIndex == 1) { exportpath += Path.GetFileNameWithoutExtension(assetsFile.filePath) + "_export\\"; }
if (assetGroupSelectedIndex == 1) { exportpath += Path.GetFileNameWithoutExtension(asset.sourceFile.filePath) + "_export\\"; }
else if (assetGroupSelectedIndex == 0) { exportpath = savePath + "\\" + asset.TypeString + "\\"; }
foreach (var asset in assetsFile.exportableAssets)
//AudioClip and Texture2D extensions are set when the list is built
//so their overwrite tests can be done without loading them again
switch (asset.Type2)
{
if (exportAll ||
visibleAssets.Exists(x => x.uniqueID == asset.uniqueID) &&
(exportFiltered || exportSelected && asset.Index >= 0 && SelectedIndices.Contains(asset.Index)))
{
toExport++;
if (assetGroupSelectedIndex == 0) { exportpath = savePath + "\\" + asset.TypeString + "\\"; }
//AudioClip and Texture2D extensions are set when the list is built
//so their overwrite tests can be done without loading them again
switch (asset.Type2)
case 28:
if (ExportTexture(asset, exportpath + asset.Text, asset.extension, true))
{
case 28:
if (ExportTexture(asset, exportpath + asset.Text, asset.extension))
{
exportedCount++;
}
break;
case 83:
if (ExportAudioClip(asset, exportpath + asset.Text, asset.extension))
{
exportedCount++;
}
break;
case 48:
if (!ExportFileExists(exportpath + asset.Text + ".txt", asset.TypeString))
{
ExportText(new TextAsset(asset, true), exportpath + asset.Text + ".txt");
exportedCount++;
}
break;
case 49:
TextAsset m_TextAsset = new TextAsset(asset, true);
if (!ExportFileExists(exportpath + asset.Text + asset.extension, asset.TypeString))
{
ExportText(m_TextAsset, exportpath + asset.Text + asset.extension);
exportedCount++;
}
break;
case 128:
unityFont m_Font = new unityFont(asset, true);
if (!ExportFileExists(exportpath + asset.Text + asset.extension, asset.TypeString))
{
ExportFont(m_Font, exportpath + asset.Text + asset.extension);
exportedCount++;
}
break;
exportedCount++;
}
}
break;
case 83:
if (ExportAudioClip(asset, exportpath + asset.Text, asset.extension))
{
exportedCount++;
}
break;
case 48:
if (!ExportFileExists(exportpath + asset.Text + asset.extension, asset.TypeString))
{
ExportShader(new Shader(asset, true), exportpath + asset.Text + ".txt");
exportedCount++;
}
break;
case 49:
TextAsset m_TextAsset = new TextAsset(asset, true);
if (!ExportFileExists(exportpath + asset.Text + asset.extension, asset.TypeString))
{
ExportText(m_TextAsset, exportpath + asset.Text + asset.extension);
exportedCount++;
}
break;
case 114:
MonoBehaviour m_MonoBehaviour = new MonoBehaviour(asset, true);
if (!ExportFileExists(exportpath + asset.Text + asset.extension, asset.TypeString))
{
ExportMonoBehaviour(m_MonoBehaviour, exportpath + asset.Text + asset.extension);
exportedCount++;
}
break;
case 128:
unityFont m_Font = new unityFont(asset, true);
if (!ExportFileExists(exportpath + asset.Text + asset.extension, asset.TypeString))
{
ExportFont(m_Font, exportpath + asset.Text + asset.extension);
exportedCount++;
}
break;
default:
if (!ExportFileExists(exportpath + asset.Text + asset.extension, asset.TypeString))
{
ExportRawFile(asset, exportpath + asset.Text + asset.extension);
exportedCount++;
}
break;
}
ProgressBarPerformStep();
}
string statusText = "";
switch (exportedCount)
{
case 0:
statusText = "Nothing exported.";
break;
/*case 1:
statusText = toolStripStatusLabel1.Text + " finished.";
break;*/
default:
statusText = "Finished exporting " + exportedCount.ToString() + " assets.";
break;
@@ -3076,11 +3230,19 @@ namespace Unity_Studio
}
}
private bool ExportTexture(AssetPreloadData asset, string exportFilename, string exportFileextension)
private void ExportRawFile(AssetPreloadData asset, string exportFilepath)
{
asset.sourceFile.a_Stream.Position = asset.Offset;
var bytes = asset.sourceFile.a_Stream.ReadBytes(asset.Size);
File.WriteAllBytes(exportFilepath, bytes);
}
private bool ExportTexture(AssetPreloadData asset, string exportFilename, string exportFileextension, bool flip)
{
ImageFormat format = null;
var convert = (bool)Properties.Settings.Default["convertTexture"];
var oldextension = exportFileextension;
if ((bool)Properties.Settings.Default["convertTexture"])
if (convert && exportFileextension != ".tex")
{
string str = Properties.Settings.Default["convertType"] as string;
exportFileextension = "." + str.ToLower();
@@ -3092,21 +3254,17 @@ namespace Unity_Studio
format = ImageFormat.Jpeg;
}
var exportFullname = exportFilename + exportFileextension;
if (File.Exists(exportFullname))
{
StatusStripUpdate("Texture2D file " + Path.GetFileName(exportFullname) + " already exists");
if (ExportFileExists(exportFullname, "Texture2D"))
return false;
}
Directory.CreateDirectory(Path.GetDirectoryName(exportFullname));
StatusStripUpdate("Exporting Texture2D: " + Path.GetFileName(exportFullname));
var m_Texture2D = new Texture2D(asset, true);
if (oldextension == ".dds")
{
byte[] imageBuffer = Texture2DToDDS(m_Texture2D);
if ((bool)Properties.Settings.Default["convertTexture"])
if (convert)
{
var bitmap = DDSToBMP(imageBuffer);
bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY);
if (flip)
bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY);
bitmap.Save(exportFullname, format);
}
else
@@ -3117,7 +3275,7 @@ namespace Unity_Studio
else if (oldextension == ".pvr")
{
var pvrdata = Texture2DToPVR(m_Texture2D);
if ((bool)Properties.Settings.Default["convertTexture"])
if (convert)
{
var bitmap = new Bitmap(m_Texture2D.m_Width, m_Texture2D.m_Height);
Rectangle rect = new Rectangle(0, 0, m_Texture2D.m_Width, m_Texture2D.m_Height);
@@ -3125,7 +3283,8 @@ namespace Unity_Studio
int len = Math.Abs(bmd.Stride) * bmd.Height;
DecompressPVR(pvrdata, bmd.Scan0, len);
bitmap.UnlockBits(bmd);
bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY);
if (flip)
bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY);
bitmap.Save(exportFullname, format);
}
else
@@ -3136,7 +3295,7 @@ namespace Unity_Studio
else if (oldextension == ".astc")
{
var astcdata = Texture2DToASTC(m_Texture2D);
if ((bool)Properties.Settings.Default["convertTexture"])
if (convert)
{
string tempastcfilepath = Path.GetTempFileName();
string temptgafilepath = tempastcfilepath.Replace(".tmp", ".tga");
@@ -3148,7 +3307,8 @@ namespace Unity_Studio
File.Delete(tempastcfilepath);
File.Delete(temptgafilepath);
var bitmap = TGAToBMP(tempddsfile);
bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY);
if (flip)
bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY);
bitmap.Save(exportFullname, format);
}
}
@@ -3159,14 +3319,28 @@ namespace Unity_Studio
}
else if (oldextension == ".ktx")
{
var ktxdata = Texture2DToKTX(m_Texture2D);
File.WriteAllBytes(exportFullname, ktxdata);
if (convert)
{
var bitmap = new Bitmap(m_Texture2D.m_Width, m_Texture2D.m_Height);
var rect = new Rectangle(0, 0, m_Texture2D.m_Width, m_Texture2D.m_Height);
var bmd = bitmap.LockBits(rect, ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
Ponvert(m_Texture2D.image_data, bmd.Scan0, m_Texture2D.m_Width, m_Texture2D.m_Height, m_Texture2D.image_data_size, m_Texture2D.q_format);
bitmap.UnlockBits(bmd);
if (m_Texture2D.glBaseInternalFormat == KTXHeader.GL_RED || m_Texture2D.glBaseInternalFormat == KTXHeader.GL_RG)
FixAlpha(bitmap);
if (flip)
bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY);
bitmap.Save(exportFullname, format);
}
else
{
var ktxdata = Texture2DToKTX(m_Texture2D);
File.WriteAllBytes(exportFullname, ktxdata);
}
}
else
{
BinaryWriter writer = new BinaryWriter(File.Open(exportFullname, FileMode.Create));
writer.Write(m_Texture2D.image_data);
writer.Close();
File.WriteAllBytes(exportFullname, m_Texture2D.image_data);
}
return true;
}
@@ -3179,31 +3353,23 @@ namespace Unity_Studio
exportFileextension = ".wav";
}
var exportFullname = exportFilename + exportFileextension;
if (File.Exists(exportFullname))
{
StatusStripUpdate("AudioClip file " + Path.GetFileName(exportFullname) + " already exists");
if (ExportFileExists(exportFullname, "AudioClip"))
return false;
}
Directory.CreateDirectory(Path.GetDirectoryName(exportFullname));
StatusStripUpdate("Exporting AudioClip: " + Path.GetFileName(exportFullname));
var m_AudioClip = new AudioClip(asset, true);
if ((bool)Properties.Settings.Default["convertfsb"] && oldextension == ".fsb")
{
FMOD.System system;
FMOD.Sound sound;
FMOD.RESULT result;
FMOD.CREATESOUNDEXINFO exinfo = new FMOD.CREATESOUNDEXINFO();
result = FMOD.Factory.System_Create(out system);
if (ERRCHECK(result)) { return false; }
result = system.setOutput(FMOD.OUTPUTTYPE.WAVWRITER_NRT);
result = system.setOutput(FMOD.OUTPUTTYPE.NOSOUND_NRT);
if (ERRCHECK(result)) { return false; }
//var pObject = Marshal.StringToHGlobalUni(exportFilename.Replace("fsb", "wav")); not work
var bytes = Encoding.UTF8.GetBytes(exportFullname);
GCHandle hObject = GCHandle.Alloc(bytes, GCHandleType.Pinned);
var pObject = hObject.AddrOfPinnedObject();
result = system.init(1, FMOD.INITFLAGS.NORMAL, pObject);
hObject.Free();
result = system.init(1, FMOD.INITFLAGS.NORMAL, (IntPtr)null);
if (ERRCHECK(result)) { return false; }
exinfo.cbsize = Marshal.SizeOf(exinfo);
@@ -3221,44 +3387,65 @@ namespace Unity_Studio
result = sound.setLoopCount(-1);
if (ERRCHECK(result)) { return false; }
result = system.playSound(sound, null, false, out channel);
uint length;
result = sound.getLength(out length, FMOD.TIMEUNIT.PCMBYTES);
if (ERRCHECK(result)) { return false; }
bool playing = false;
do
{
system.update();
result = channel.isPlaying(out playing);
} while (playing);
IntPtr ptr1, ptr2;
uint len1, len2;
result = sound.@lock(0, length, out ptr1, out ptr2, out len1, out len2);
if (ERRCHECK(result)) { return false; }
byte[] buffer = new byte[len1 + 44];
//添加wav头
Encoding.UTF8.GetBytes("RIFF").CopyTo(buffer, 0);
BitConverter.GetBytes(len1 + 36).CopyTo(buffer, 4);
Encoding.UTF8.GetBytes("WAVEfmt ").CopyTo(buffer, 8);
BitConverter.GetBytes(16).CopyTo(buffer, 16);
BitConverter.GetBytes((short)1).CopyTo(buffer, 20);
BitConverter.GetBytes((short)m_AudioClip.m_Channels).CopyTo(buffer, 22);
BitConverter.GetBytes(m_AudioClip.m_Frequency).CopyTo(buffer, 24);
BitConverter.GetBytes(m_AudioClip.m_Frequency * m_AudioClip.m_Channels * m_AudioClip.m_BitsPerSample / 8).CopyTo(buffer, 28);
BitConverter.GetBytes((short)(m_AudioClip.m_Channels * m_AudioClip.m_BitsPerSample / 8)).CopyTo(buffer, 32);
BitConverter.GetBytes((short)m_AudioClip.m_BitsPerSample).CopyTo(buffer, 34);
Encoding.UTF8.GetBytes("data").CopyTo(buffer, 36);
BitConverter.GetBytes(len1).CopyTo(buffer, 40);
Marshal.Copy(ptr1, buffer, 44, (int)len1);
File.WriteAllBytes(exportFullname, buffer);
result = sound.unlock(ptr1, ptr2, len1, len2);
if (ERRCHECK(result)) { return false; }
sound.release();
system.release();
system = null;
sound = null;
}
else
{
BinaryWriter writer = new BinaryWriter(File.Open(exportFilename, FileMode.Create));
writer.Write(m_AudioClip.m_AudioData);
writer.Close();
File.WriteAllBytes(exportFullname, m_AudioClip.m_AudioData);
}
return true;
}
private void ExportMonoBehaviour(MonoBehaviour m_MonoBehaviour, string exportFilename)
{
File.WriteAllText(exportFilename, m_MonoBehaviour.serializedText);
}
private void ExportShader(Shader m_Shader, string exportFilename)
{
File.WriteAllBytes(exportFilename, m_Shader.m_Script);
}
private void ExportText(TextAsset m_TextAsset, string exportFilename)
{
BinaryWriter writer = new BinaryWriter(File.Open(exportFilename, FileMode.Create));
writer.Write(m_TextAsset.m_Script);
writer.Close();
File.WriteAllBytes(exportFilename, m_TextAsset.m_Script);
}
private void ExportFont(unityFont m_Font, string exportFilename)
{
if (m_Font.m_FontData != null)
{
BinaryWriter writer = new BinaryWriter(File.Open(exportFilename, FileMode.Create));
writer.Write(m_Font.m_FontData);
writer.Close();
File.WriteAllBytes(exportFilename, m_Font.m_FontData);
}
}
@@ -3272,7 +3459,6 @@ namespace Unity_Studio
else
{
Directory.CreateDirectory(Path.GetDirectoryName(filename));
StatusStripUpdate("Exporting " + assetType + ": " + Path.GetFileName(filename));
return false;
}
@@ -3330,7 +3516,7 @@ namespace Unity_Studio
{
Thread.CurrentThread.CurrentCulture = new CultureInfo("en-US");
InitializeComponent();
uniqueNames.Checked = (bool)Properties.Settings.Default["uniqueNames"];
displayAll.Checked = (bool)Properties.Settings.Default["displayAll"];
displayInfo.Checked = (bool)Properties.Settings.Default["displayInfo"];
enablePreview.Checked = (bool)Properties.Settings.Default["enablePreview"];
openAfterExport.Checked = (bool)Properties.Settings.Default["openAfterExport"];
@@ -3362,7 +3548,7 @@ namespace Unity_Studio
classesListView.Items.Clear();
classesListView.Groups.Clear();
previewPanel.BackgroundImage = global::Unity_Studio.Properties.Resources.preview;
previewPanel.BackgroundImage = Properties.Resources.preview;
previewPanel.BackgroundImageLayout = System.Windows.Forms.ImageLayout.Center;
assetInfoLabel.Visible = false;
assetInfoLabel.Text = null;

View File

@@ -117,187 +117,9 @@
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<metadata name="menuStrip1.TrayLocation" type="System.Drawing.Point, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a">
<value>325, 17</value>
</metadata>
<data name="uniqueNames.ToolTipText" xml:space="preserve">
<value>Two or more assets may have the same name, and Unity Studio will never overwrite an existing file.
Check this option to add a unique numeric identifier at the end of each filename, and ensure that all assets are extracted.</value>
</data>
<assembly alias="System.Drawing" name="System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a" />
<data name="previewPanel.BackgroundImage" type="System.Drawing.Bitmap, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
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</value>
</data>
</root>

View File

@@ -7,8 +7,8 @@
</configSections>
<userSettings>
<Unity_Studio.Properties.Settings>
<setting name="uniqueNames" serializeAs="String">
<value>True</value>
<setting name="displayAll" serializeAs="String">
<value>False</value>
</setting>
<setting name="enablePreview" serializeAs="String">
<value>True</value>

View File

@@ -24,13 +24,13 @@ namespace Unity_Studio
int FileID = a_Stream.ReadInt32();
if (FileID >= 0 && FileID < sourceFile.sharedAssetsList.Count)
{ result.m_FileID = sourceFile.sharedAssetsList[FileID].Index; }
if (sourceFile.fileGen < 14) { result.m_PathID = a_Stream.ReadInt32(); }
else { result.m_PathID = a_Stream.ReadInt64(); }
return result;
}
public static bool TryGetPD(this List<AssetsFile> assetsfileList, PPtr m_elm, out AssetPreloadData result)
{
result = null;
@@ -73,6 +73,44 @@ namespace Unity_Studio
return false;
}
public static void ParseGameObject(this List<AssetsFile> assetsfileList, GameObject m_GameObject)
{
foreach (var m_Component in m_GameObject.m_Components)
{
if (m_Component.m_FileID >= 0 && m_Component.m_FileID < assetsfileList.Count)
{
AssetsFile sourceFile = assetsfileList[m_Component.m_FileID];
AssetPreloadData asset;
if (sourceFile.preloadTable.TryGetValue(m_Component.m_PathID, out asset))
{
switch (asset.Type2)
{
case 4: //Transform
{
m_GameObject.m_Transform = m_Component;
break;
}
case 23: //MeshRenderer
{
m_GameObject.m_MeshRenderer = m_Component;
break;
}
case 33: //MeshFilter
{
m_GameObject.m_MeshFilter = m_Component;
break;
}
case 137: //SkinnedMeshRenderer
{
m_GameObject.m_SkinnedMeshRenderer = m_Component;
break;
}
}
}
}
}
}
}
class TexEnv

View File

@@ -1,5 +1,5 @@
FMOD, FMOD Ex, FMOD Designer and FMOD Studio are
Copyright <20> 2005-2015 Firelight Technologies Pty, Ltd.
Copyright <20> 2005-2016 Firelight Technologies Pty, Ltd.
GRANT OF LICENSE
----------------
@@ -33,9 +33,9 @@ CONDITIONS/LIMITATIONS:
LOGOS ARE AVAILABLE FOR BOX OR MANUAL ART, BUT ARE NOT MANDATORY.
AN EXAMPLE CREDIT COULD BE:
FMOD Sound System, copyright <20> Firelight Technologies Pty, Ltd., 1994-2015.
FMOD Sound System, copyright <20> Firelight Technologies Pty, Ltd., 1994-2016.
OR
FMOD Studio, copyright <20> Firelight Technologies Pty, Ltd., 1994-2015.
FMOD Studio, copyright <20> Firelight Technologies Pty, Ltd., 1994-2016.
OR
Audio Engine supplied by FMOD by Firelight Technologies.
@@ -60,7 +60,7 @@ CONDITIONS/LIMITATIONS
LOGOS ARE AVAILABLE FOR BOX OR MANUAL ART, BUT ARE NOT MANDATORY.
AN EXAMPLE CREDIT COULD BE:
FMOD STUDIO, COPYRIGHT <20> FIRELIGHT TECHNOLOGIES PTY, LTD., 1994-2015.
FMOD STUDIO, COPYRIGHT <20> FIRELIGHT TECHNOLOGIES PTY, LTD., 1994-2016.
COMMERCIAL USAGE (FMOD EX AND FMOD STUDIO)
------------------------------------------
@@ -148,4 +148,4 @@ OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT
OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
SUCH DAMAGE.

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