- [Core] Fix bug with assets parsing.
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@@ -79,14 +79,14 @@ namespace AssetStudio
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{
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public PPtr<Texture2D> texture;
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public PPtr<Texture2D> alphaTexture;
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public SecondarySpriteTexture[] secondaryTextures;
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public SubMesh[] m_SubMeshes;
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public List<SecondarySpriteTexture> secondaryTextures;
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public List<SubMesh> m_SubMeshes;
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public byte[] m_IndexBuffer;
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public VertexData m_VertexData;
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public SpriteVertex[] vertices;
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public List<SpriteVertex> vertices;
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public ushort[] indices;
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public Matrix4x4[] m_Bindpose;
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public BoneWeights4[] m_SourceSkin;
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public List<BoneWeights4> m_SourceSkin;
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public Rectf textureRect;
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public Vector2 textureRectOffset;
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public Vector2 atlasRectOffset;
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@@ -107,20 +107,20 @@ namespace AssetStudio
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if (version[0] >= 2019) //2019 and up
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{
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var secondaryTexturesSize = reader.ReadInt32();
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secondaryTextures = new SecondarySpriteTexture[secondaryTexturesSize];
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secondaryTextures = new List<SecondarySpriteTexture>();
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for (int i = 0; i < secondaryTexturesSize; i++)
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{
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secondaryTextures[i] = new SecondarySpriteTexture(reader);
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secondaryTextures.Add(new SecondarySpriteTexture(reader));
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}
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}
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if (version[0] > 5 || (version[0] == 5 && version[1] >= 6)) //5.6 and up
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{
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var m_SubMeshesSize = reader.ReadInt32();
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m_SubMeshes = new SubMesh[m_SubMeshesSize];
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m_SubMeshes = new List<SubMesh>();
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for (int i = 0; i < m_SubMeshesSize; i++)
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{
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m_SubMeshes[i] = new SubMesh(reader);
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m_SubMeshes.Add(new SubMesh(reader));
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}
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m_IndexBuffer = reader.ReadUInt8Array();
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@@ -131,10 +131,10 @@ namespace AssetStudio
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else
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{
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var verticesSize = reader.ReadInt32();
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vertices = new SpriteVertex[verticesSize];
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vertices = new List<SpriteVertex>();
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for (int i = 0; i < verticesSize; i++)
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{
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vertices[i] = new SpriteVertex(reader);
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vertices.Add(new SpriteVertex(reader));
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}
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indices = reader.ReadUInt16Array();
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@@ -204,7 +204,7 @@ namespace AssetStudio
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public string[] m_AtlasTags;
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public PPtr<SpriteAtlas> m_SpriteAtlas;
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public SpriteRenderData m_RD;
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public Vector2[][] m_PhysicsShape;
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public List<Vector2[]> m_PhysicsShape;
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public Sprite(ObjectReader reader) : base(reader)
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{
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@@ -247,10 +247,10 @@ namespace AssetStudio
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if (version[0] >= 2017) //2017 and up
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{
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var m_PhysicsShapeSize = reader.ReadInt32();
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m_PhysicsShape = new Vector2[m_PhysicsShapeSize][];
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m_PhysicsShape = new List<Vector2[]>();
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for (int i = 0; i < m_PhysicsShapeSize; i++)
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{
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m_PhysicsShape[i] = reader.ReadVector2Array();
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m_PhysicsShape.Add(reader.ReadVector2Array());
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}
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}
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