- [Core] Fix bug with assets parsing.
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@@ -22,44 +22,44 @@ namespace AssetStudio
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public class UnityPropertySheet
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{
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public KeyValuePair<string, UnityTexEnv>[] m_TexEnvs;
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public KeyValuePair<string, int>[] m_Ints;
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public KeyValuePair<string, float>[] m_Floats;
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public KeyValuePair<string, Color>[] m_Colors;
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public List<KeyValuePair<string, UnityTexEnv>> m_TexEnvs;
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public List<KeyValuePair<string, int>> m_Ints;
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public List<KeyValuePair<string, float>> m_Floats;
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public List<KeyValuePair<string, Color>> m_Colors;
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public UnityPropertySheet(ObjectReader reader)
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{
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var version = reader.version;
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int m_TexEnvsSize = reader.ReadInt32();
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m_TexEnvs = new KeyValuePair<string, UnityTexEnv>[m_TexEnvsSize];
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m_TexEnvs = new List<KeyValuePair<string, UnityTexEnv>>();
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for (int i = 0; i < m_TexEnvsSize; i++)
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{
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m_TexEnvs[i] = new(reader.ReadAlignedString(), new UnityTexEnv(reader));
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m_TexEnvs.Add(new(reader.ReadAlignedString(), new UnityTexEnv(reader)));
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}
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if (version[0] >= 2021) //2021.1 and up
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{
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int m_IntsSize = reader.ReadInt32();
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m_Ints = new KeyValuePair<string, int>[m_IntsSize];
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m_Ints = new List<KeyValuePair<string, int>>();
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for (int i = 0; i < m_IntsSize; i++)
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{
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m_Ints[i] = new(reader.ReadAlignedString(), reader.ReadInt32());
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m_Ints.Add(new(reader.ReadAlignedString(), reader.ReadInt32()));
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}
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}
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int m_FloatsSize = reader.ReadInt32();
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m_Floats = new KeyValuePair<string, float>[m_FloatsSize];
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m_Floats = new List<KeyValuePair<string, float>>();
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for (int i = 0; i < m_FloatsSize; i++)
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{
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m_Floats[i] = new(reader.ReadAlignedString(), reader.ReadSingle());
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m_Floats.Add(new(reader.ReadAlignedString(), reader.ReadSingle()));
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}
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int m_ColorsSize = reader.ReadInt32();
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m_Colors = new KeyValuePair<string, Color>[m_ColorsSize];
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m_Colors = new List<KeyValuePair<string, Color>>();
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for (int i = 0; i < m_ColorsSize; i++)
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{
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m_Colors[i] = new(reader.ReadAlignedString(), reader.ReadColor4());
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m_Colors.Add(new(reader.ReadAlignedString(), reader.ReadColor4()));
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}
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}
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}
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