- [GUI] fix bug when building CABMap with stripped version.
- [CLI] add option to set unity version when stripped.
This commit is contained in:
@@ -31,6 +31,7 @@ namespace AssetStudioCLI
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optionsBinder.MapOp,
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optionsBinder.MapOp,
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optionsBinder.MapType,
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optionsBinder.MapType,
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optionsBinder.MapName,
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optionsBinder.MapName,
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optionsBinder.UnityVersion,
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optionsBinder.GroupAssetsType,
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optionsBinder.GroupAssetsType,
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optionsBinder.Model,
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optionsBinder.Model,
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optionsBinder.Key,
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optionsBinder.Key,
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@@ -57,6 +58,7 @@ namespace AssetStudioCLI
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public MapOpType MapOp { get; set; }
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public MapOpType MapOp { get; set; }
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public ExportListType MapType { get; set; }
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public ExportListType MapType { get; set; }
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public string MapName { get; set; }
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public string MapName { get; set; }
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public string UnityVersion { get; set; }
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public AssetGroupOption GroupAssetsType { get; set; }
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public AssetGroupOption GroupAssetsType { get; set; }
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public bool Model { get; set; }
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public bool Model { get; set; }
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public byte Key { get; set; }
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public byte Key { get; set; }
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@@ -78,6 +80,7 @@ namespace AssetStudioCLI
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public readonly Option<MapOpType> MapOp;
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public readonly Option<MapOpType> MapOp;
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public readonly Option<ExportListType> MapType;
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public readonly Option<ExportListType> MapType;
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public readonly Option<string> MapName;
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public readonly Option<string> MapName;
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public readonly Option<string> UnityVersion;
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public readonly Option<AssetGroupOption> GroupAssetsType;
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public readonly Option<AssetGroupOption> GroupAssetsType;
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public readonly Option<bool> Model;
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public readonly Option<bool> Model;
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public readonly Option<byte> Key;
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public readonly Option<byte> Key;
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@@ -99,6 +102,7 @@ namespace AssetStudioCLI
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MapOp = new Option<MapOpType>("--map_op", "Specify which map to build.");
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MapOp = new Option<MapOpType>("--map_op", "Specify which map to build.");
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MapType = new Option<ExportListType>("--map_type", "AssetMap output type.");
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MapType = new Option<ExportListType>("--map_type", "AssetMap output type.");
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MapName = new Option<string>("--map_name", () => "assets_map", "Specify AssetMap file name.");
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MapName = new Option<string>("--map_name", () => "assets_map", "Specify AssetMap file name.");
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UnityVersion = new Option<string>("--version", "Specify Unity version.");
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GroupAssetsType = new Option<AssetGroupOption>("--group_assets", "Specify how exported assets should be grouped.");
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GroupAssetsType = new Option<AssetGroupOption>("--group_assets", "Specify how exported assets should be grouped.");
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Model = new Option<bool>("--models", "Enable to export models only");
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Model = new Option<bool>("--models", "Enable to export models only");
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AIFile = new Option<FileInfo>("--ai_file", "Specify asset_index json file path (to recover GI containers).").LegalFilePathsOnly();
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AIFile = new Option<FileInfo>("--ai_file", "Specify asset_index json file path (to recover GI containers).").LegalFilePathsOnly();
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@@ -188,6 +192,7 @@ namespace AssetStudioCLI
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MapOp = bindingContext.ParseResult.GetValueForOption(MapOp),
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MapOp = bindingContext.ParseResult.GetValueForOption(MapOp),
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MapType = bindingContext.ParseResult.GetValueForOption(MapType),
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MapType = bindingContext.ParseResult.GetValueForOption(MapType),
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MapName = bindingContext.ParseResult.GetValueForOption(MapName),
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MapName = bindingContext.ParseResult.GetValueForOption(MapName),
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UnityVersion = bindingContext.ParseResult.GetValueForOption(UnityVersion),
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GroupAssetsType = bindingContext.ParseResult.GetValueForOption(GroupAssetsType),
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GroupAssetsType = bindingContext.ParseResult.GetValueForOption(GroupAssetsType),
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Model = bindingContext.ParseResult.GetValueForOption(Model),
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Model = bindingContext.ParseResult.GetValueForOption(Model),
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Key = bindingContext.ParseResult.GetValueForOption(Key),
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Key = bindingContext.ParseResult.GetValueForOption(Key),
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@@ -47,8 +47,11 @@ namespace AssetStudioCLI
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Shader.Parsable = !Settings.Default.disableShader;
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Shader.Parsable = !Settings.Default.disableShader;
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Renderer.Parsable = !Settings.Default.disableRenderer;
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Renderer.Parsable = !Settings.Default.disableRenderer;
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AnimationClip.Parsable = !Settings.Default.disableAnimationClip;
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AnimationClip.Parsable = !Settings.Default.disableAnimationClip;
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AssetsHelper.SetUnityVersion(o.UnityVersion);
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assetsManager.Silent = o.Silent;
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assetsManager.Silent = o.Silent;
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assetsManager.Game = game;
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assetsManager.Game = game;
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assetsManager.SpecifyUnityVersion = o.UnityVersion;
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ModelOnly = o.Model;
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ModelOnly = o.Model;
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o.Output.Create();
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o.Output.Create();
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@@ -2110,6 +2110,7 @@ namespace AssetStudioGUI
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}
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}
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}
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}
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var version = assetsManager.SpecifyUnityVersion;
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var openFolderDialog = new OpenFolderDialog();
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var openFolderDialog = new OpenFolderDialog();
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openFolderDialog.Title = "Select Game Folder";
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openFolderDialog.Title = "Select Game Folder";
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if (openFolderDialog.ShowDialog(this) == DialogResult.OK)
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if (openFolderDialog.ShowDialog(this) == DialogResult.OK)
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@@ -2117,6 +2118,7 @@ namespace AssetStudioGUI
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Logger.Info("Scanning for files...");
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Logger.Info("Scanning for files...");
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var files = Directory.GetFiles(openFolderDialog.Folder, "*.*", SearchOption.AllDirectories).ToArray();
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var files = Directory.GetFiles(openFolderDialog.Folder, "*.*", SearchOption.AllDirectories).ToArray();
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Logger.Info($"Found {files.Length} files");
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Logger.Info($"Found {files.Length} files");
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AssetsHelper.SetUnityVersion(version);
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await Task.Run(() => AssetsHelper.BuildCABMap(files, name, openFolderDialog.Folder, Studio.Game));
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await Task.Run(() => AssetsHelper.BuildCABMap(files, name, openFolderDialog.Folder, Studio.Game));
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}
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}
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InvokeUpdate(miscToolStripMenuItem, true);
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InvokeUpdate(miscToolStripMenuItem, true);
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@@ -2164,6 +2166,7 @@ namespace AssetStudioGUI
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}
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}
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}
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}
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var version = assetsManager.SpecifyUnityVersion;
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var openFolderDialog = new OpenFolderDialog();
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var openFolderDialog = new OpenFolderDialog();
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openFolderDialog.Title = "Select Game Folder";
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openFolderDialog.Title = "Select Game Folder";
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if (openFolderDialog.ShowDialog(this) == DialogResult.OK)
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if (openFolderDialog.ShowDialog(this) == DialogResult.OK)
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@@ -2187,6 +2190,7 @@ namespace AssetStudioGUI
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}
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}
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}
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}
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saveDirectoryBackup = saveFolderDialog.Folder;
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saveDirectoryBackup = saveFolderDialog.Folder;
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AssetsHelper.SetUnityVersion(version);
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await Task.Run(() => AssetsHelper.BuildBoth(files, name, openFolderDialog.Folder, Studio.Game, saveFolderDialog.Folder, exportListType));
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await Task.Run(() => AssetsHelper.BuildBoth(files, name, openFolderDialog.Folder, Studio.Game, saveFolderDialog.Folder, exportListType));
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}
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}
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}
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}
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