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48
AssetStudio/Classes/SkinnedMeshRenderer.cs
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48
AssetStudio/Classes/SkinnedMeshRenderer.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace AssetStudio
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{
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public sealed class SkinnedMeshRenderer : Renderer
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{
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public PPtr<Mesh> m_Mesh;
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public PPtr<Transform>[] m_Bones;
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public PPtr<Transform> m_RootBone;
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public float[] m_BlendShapeWeights;
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public AABB m_AABB;
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public bool m_DirtyAABB;
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public SkinnedMeshRenderer(ObjectReader reader) : base(reader)
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{
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int m_Quality = reader.ReadInt32();
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var m_UpdateWhenOffscreen = reader.ReadBoolean();
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var m_SkinNormals = reader.ReadBoolean(); //3.1.0 and below
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reader.AlignStream();
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if (version[0] == 2 && version[1] < 6) //2.6 down
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{
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var m_DisableAnimationWhenOffscreen = new PPtr<Animation>(reader);
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}
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m_Mesh = new PPtr<Mesh>(reader);
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m_Bones = new PPtr<Transform>[reader.ReadInt32()];
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for (int b = 0; b < m_Bones.Length; b++)
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{
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m_Bones[b] = new PPtr<Transform>(reader);
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}
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reader.AlignStream();
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if (version[0] > 4 || (version[0] == 4 && version[1] >= 3)) //4.3 and up
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{
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m_BlendShapeWeights = reader.ReadSingleArray();
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}
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reader.AlignStream();
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m_RootBone = new PPtr<Transform>(reader);
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m_AABB = new AABB(reader);
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m_DirtyAABB = reader.ReadBoolean();
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reader.AlignStream();
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}
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}
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}
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