Files
YarikStudio/AssetStudioCLI/Program.cs
2023-04-01 17:51:33 +04:00

132 lines
4.9 KiB
C#

using System;
using System.IO;
using System.Linq;
using System.Threading;
using AssetStudio;
using static AssetStudioCLI.Studio;
namespace AssetStudioCLI
{
public class Program
{
public static void Main(string[] args) => CommandLine.Init(args);
public static void Run(Options o)
{
try
{
var game = GameManager.GetGame(o.GameName);
if (game == null)
{
Console.WriteLine("Invalid Game !!");
Console.WriteLine(GameManager.SupportedGames());
return;
}
Studio.Game = game;
Logger.Default = new ConsoleLogger();
assetsManager.Silent = o.Silent;
assetsManager.Game = game;
if (!o.TypeFilter.IsNullOrEmpty())
{
foreach (var kv in assetsManager.ExportableTypes)
{
assetsManager.ExportableTypes[kv.Key] = o.TypeFilter.Contains(kv.Key);
}
}
if (o.Model)
{
foreach (var kv in assetsManager.ExportableTypes)
{
assetsManager.ExportableTypes[kv.Key] = false;
}
assetsManager.ExportableTypes[ClassIDType.Animator] = true;
assetsManager.ExportableTypes[ClassIDType.GameObject] = true;
assetsManager.ExportableTypes[ClassIDType.Texture2D] = true;
assetsManager.ExportableTypes[ClassIDType.Material] = true;
assetsManager.ExportableTypes[ClassIDType.Renderer] = true;
assetsManager.ExportableTypes[ClassIDType.Mesh] = true;
ModelOnly = true;
}
if (o.Key != default)
{
if (!assetsManager.ExportableTypes[ClassIDType.MiHoYoBinData])
{
Logger.Warning("Key is set but MiHoYoBinData is skipped, ignoring key...");
}
else
{
MiHoYoBinData.Encrypted = true;
MiHoYoBinData.Key = o.Key;
}
}
if (o.AIFile != null && game.Type.IsGISubGroup())
{
ResourceIndex.FromFile(o.AIFile.FullName);
}
if (o.DummyDllFolder != null)
{
assemblyLoader.Load(o.DummyDllFolder.FullName);
}
Logger.Info("Scanning for files");
var files = o.Input.Attributes.HasFlag(FileAttributes.Directory) ? Directory.GetFiles(o.Input.FullName, "*.*", SearchOption.AllDirectories).OrderBy(x => x.Length).ToArray() : new string[] { o.Input.FullName };
Logger.Info(string.Format("Found {0} file(s)", files.Length));
if (o.MapOp.HasFlag(MapOpType.Build))
{
AssetsHelper.BuildMap(files, o.MapName, o.Input.FullName, game);
}
if (o.MapOp.HasFlag(MapOpType.Load))
{
AssetsHelper.LoadMap(o.MapName);
assetsManager.ResolveDependencies = true;
}
if (o.MapOp.HasFlag(MapOpType.List))
{
if (files.Length == 1)
{
throw new Exception("Unable to build AssetMap with input_path as a file !!");
}
var assets = AssetsHelper.BuildAssetMap(files, game, o.NameFilter, o.ContainerFilter);
if (!o.Output.Exists)
{
o.Output.Create();
}
var resetEvent = new ManualResetEvent(false);
AssetsHelper.ExportAssetsMap(assets, o.MapName, o.Output.FullName, o.MapType, resetEvent);
resetEvent.WaitOne();
}
if (o.MapOp.Equals(MapOpType.None) || o.MapOp.HasFlag(MapOpType.Load))
{
var i = 0;
foreach (var file in files)
{
assetsManager.LoadFiles(file);
if (assetsManager.assetsFileList.Count > 0)
{
BuildAssetData(o.NameFilter, o.ContainerFilter, ref i);
ExportAssets(o.Output.FullName, exportableAssets, o.GroupAssetsType);
}
exportableAssets.Clear();
assetsManager.Clear();
}
}
}
catch (Exception e)
{
Console.WriteLine(e);
}
}
}
}