- [GUI] Change Scene Hierarchy root node to be original file when available.
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@@ -421,79 +421,96 @@ namespace AssetStudioGUI
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var treeNodeCollection = new List<TreeNode>();
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var treeNodeDictionary = new Dictionary<GameObject, GameObjectTreeNode>();
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var assetsFileCount = assetsManager.assetsFileList.Count;
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int j = 0;
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Progress.Reset();
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foreach (var assetsFile in assetsManager.assetsFileList)
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var files = assetsManager.assetsFileList.GroupBy(x => x.originalPath ?? string.Empty).OrderBy(x => x.Key).ToDictionary(x => x.Key, x => x.ToList());
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foreach (var (file, assetsFiles) in files)
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{
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var fileNode = new TreeNode(assetsFile.fileName); //RootNode
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var fileNode = !string.IsNullOrEmpty(file) ? new TreeNode(Path.GetFileName(file)) : null; //RootNode
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foreach (var obj in assetsFile.Objects)
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foreach (var assetsFile in assetsFiles)
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{
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if (assetsManager.tokenSource.IsCancellationRequested)
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var assetsFileNode = new TreeNode(assetsFile.fileName);
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foreach (var obj in assetsFile.Objects)
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{
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Logger.Info("Building tree structure been cancelled !!");
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return (string.Empty, Array.Empty<TreeNode>().ToList());
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if (assetsManager.tokenSource.IsCancellationRequested)
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{
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Logger.Info("Building tree structure been cancelled !!");
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return (string.Empty, Array.Empty<TreeNode>().ToList());
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}
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if (obj is GameObject m_GameObject)
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{
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if (!treeNodeDictionary.TryGetValue(m_GameObject, out var currentNode))
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{
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currentNode = new GameObjectTreeNode(m_GameObject);
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treeNodeDictionary.Add(m_GameObject, currentNode);
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}
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foreach (var pptr in m_GameObject.m_Components)
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{
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if (pptr.TryGet(out var m_Component))
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{
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objectAssetItemDic[m_Component].TreeNode = currentNode;
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if (m_Component is MeshFilter m_MeshFilter)
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{
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if (m_MeshFilter.m_Mesh.TryGet(out var m_Mesh))
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{
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objectAssetItemDic[m_Mesh].TreeNode = currentNode;
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}
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}
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else if (m_Component is SkinnedMeshRenderer m_SkinnedMeshRenderer)
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{
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if (m_SkinnedMeshRenderer.m_Mesh.TryGet(out var m_Mesh))
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{
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objectAssetItemDic[m_Mesh].TreeNode = currentNode;
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}
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}
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}
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}
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var parentNode = assetsFileNode;
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if (m_GameObject.m_Transform != null)
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{
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if (m_GameObject.m_Transform.m_Father.TryGet(out var m_Father))
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{
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if (m_Father.m_GameObject.TryGet(out var parentGameObject))
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{
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if (!treeNodeDictionary.TryGetValue(parentGameObject, out var parentGameObjectNode))
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{
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parentGameObjectNode = new GameObjectTreeNode(parentGameObject);
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treeNodeDictionary.Add(parentGameObject, parentGameObjectNode);
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}
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parentNode = parentGameObjectNode;
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}
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}
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}
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parentNode.Nodes.Add(currentNode);
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}
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}
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if (obj is GameObject m_GameObject)
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if (assetsFileNode.Nodes.Count > 0)
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{
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if (!treeNodeDictionary.TryGetValue(m_GameObject, out var currentNode))
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if (fileNode == null)
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{
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currentNode = new GameObjectTreeNode(m_GameObject);
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treeNodeDictionary.Add(m_GameObject, currentNode);
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treeNodeCollection.Add(assetsFileNode);
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}
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foreach (var pptr in m_GameObject.m_Components)
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else
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{
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if (pptr.TryGet(out var m_Component))
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{
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objectAssetItemDic[m_Component].TreeNode = currentNode;
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if (m_Component is MeshFilter m_MeshFilter)
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{
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if (m_MeshFilter.m_Mesh.TryGet(out var m_Mesh))
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{
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objectAssetItemDic[m_Mesh].TreeNode = currentNode;
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}
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}
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else if (m_Component is SkinnedMeshRenderer m_SkinnedMeshRenderer)
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{
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if (m_SkinnedMeshRenderer.m_Mesh.TryGet(out var m_Mesh))
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{
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objectAssetItemDic[m_Mesh].TreeNode = currentNode;
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}
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}
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}
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fileNode.Nodes.Add(assetsFileNode);
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}
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var parentNode = fileNode;
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if (m_GameObject.m_Transform != null)
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{
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if (m_GameObject.m_Transform.m_Father.TryGet(out var m_Father))
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{
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if (m_Father.m_GameObject.TryGet(out var parentGameObject))
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{
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if (!treeNodeDictionary.TryGetValue(parentGameObject, out var parentGameObjectNode))
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{
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parentGameObjectNode = new GameObjectTreeNode(parentGameObject);
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treeNodeDictionary.Add(parentGameObject, parentGameObjectNode);
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}
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parentNode = parentGameObjectNode;
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}
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}
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}
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parentNode.Nodes.Add(currentNode);
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}
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}
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if (fileNode.Nodes.Count > 0)
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if (fileNode?.Nodes.Count > 0)
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{
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treeNodeCollection.Add(fileNode);
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}
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Progress.Report(++j, assetsFileCount);
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Progress.Report(++j, files.Count);
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}
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treeNodeDictionary.Clear();
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