Files
YarikStudio/AssetStudio/Classes/AssetBundle.cs
2023-01-06 22:33:59 +04:00

86 lines
3.2 KiB
C#

using System;
using System.Buffers.Binary;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace AssetStudio
{
public class AssetInfo
{
public int preloadIndex;
public int preloadSize;
public PPtr<Object> asset;
public AssetInfo(ObjectReader reader)
{
preloadIndex = reader.ReadInt32();
preloadSize = reader.ReadInt32();
asset = new PPtr<Object>(reader);
}
}
public sealed class AssetBundle : NamedObject
{
public PPtr<Object>[] m_PreloadTable;
public KeyValuePair<string, AssetInfo>[] m_Container;
//public AssetInfo m_MainAsset;
//public uint m_RuntimeComaptability;
//public string m_AssetBundleName;
//public string[] m_Dependencies;
//public bool m_IsStreamedSceneAssetBundle;
//public int m_ExplicitDataLayout;
//public int m_PathFlags;
//public KeyValuePair<string, string>[] m_SceneHashes;
public AssetBundle(ObjectReader reader) : base(reader)
{
var m_PreloadTableSize = reader.ReadInt32();
m_PreloadTable = new PPtr<Object>[m_PreloadTableSize];
for (int i = 0; i < m_PreloadTableSize; i++)
{
m_PreloadTable[i] = new PPtr<Object>(reader);
}
var m_ContainerSize = reader.ReadInt32();
m_Container = new KeyValuePair<string, AssetInfo>[m_ContainerSize];
for (int i = 0; i < m_ContainerSize; i++)
{
m_Container[i] = new KeyValuePair<string, AssetInfo>(reader.ReadAlignedString(), new AssetInfo(reader));
}
//if (reader.Game.Type.IsMhyGroup())
//{
// m_MainAsset = new AssetInfo(reader);
// m_RuntimeComaptability = reader.ReadUInt32();
// m_AssetBundleName = reader.ReadAlignedString();
// var dependencyCount = reader.ReadInt32();
// m_Dependencies = new string[dependencyCount];
// for (int k = 0; k < dependencyCount; k++)
// {
// m_Dependencies[k] = reader.ReadAlignedString();
// }
// if (reader.Game.Type.IsGIGroup())
// {
// m_IsStreamedSceneAssetBundle = reader.ReadBoolean();
// reader.AlignStream();
// if (reader.Game.Type.IsGICB3() || reader.Game.Type.IsGI())
// {
// m_ExplicitDataLayout = reader.ReadInt32();
// }
// m_PathFlags = reader.ReadInt32();
// if (reader.Game.Type.IsGI())
// {
// var sceneHashCount = reader.ReadInt32();
// m_SceneHashes = new KeyValuePair<string, string>[sceneHashCount];
// for (int l = 0; l < sceneHashCount; l++)
// {
// m_SceneHashes[l] = new KeyValuePair<string, string>(reader.ReadAlignedString(), reader.ReadAlignedString());
// }
// }
// }
//}
}
}
}