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https://github.com/aelurum/AssetStudio.git
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Fix type conversion bug
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parent
77b056de5e
commit
06b4ae9ffe
@ -40,9 +40,11 @@ namespace AssetStudio
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value = reader.ReadSByte();
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value = reader.ReadSByte();
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break;
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break;
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case "UInt8":
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case "UInt8":
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case "char":
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value = reader.ReadByte();
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value = reader.ReadByte();
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break;
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break;
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case "char":
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value = BitConverter.ToChar(reader.ReadBytes(2), 0);
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break;
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case "short":
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case "short":
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case "SInt16":
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case "SInt16":
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value = reader.ReadInt16();
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value = reader.ReadInt16();
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@ -82,7 +84,8 @@ namespace AssetStudio
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append = false;
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append = false;
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var str = reader.ReadAlignedString();
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var str = reader.ReadAlignedString();
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sb.AppendFormat("{0}{1} {2} = \"{3}\"\r\n", (new string('\t', level)), varTypeStr, varNameStr, str);
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sb.AppendFormat("{0}{1} {2} = \"{3}\"\r\n", (new string('\t', level)), varTypeStr, varNameStr, str);
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i += 3;
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var toSkip = GetNodes(m_Nodes, i);
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i += toSkip.Count - 1;
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break;
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break;
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case "map":
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case "map":
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{
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{
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@ -233,7 +236,8 @@ namespace AssetStudio
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break;
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break;
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case "string":
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case "string":
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value = reader.ReadAlignedString();
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value = reader.ReadAlignedString();
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i += 3;
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var toSkip = GetNodes(m_Nodes, i);
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i += toSkip.Count - 1;
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break;
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break;
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case "map":
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case "map":
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{
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{
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@ -253,28 +253,28 @@ namespace AssetStudio
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switch (typeRef.FullName)
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switch (typeRef.FullName)
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{
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{
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case "UnityEngine.AnimationCurve":
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case "UnityEngine.AnimationCurve":
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Helper.AddAnimationCurve(nodes, name, indent + 1);
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Helper.AddAnimationCurve(nodes, name, indent);
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break;
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break;
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case "UnityEngine.Gradient":
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case "UnityEngine.Gradient":
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Helper.AddGradient(nodes, name, indent + 1);
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Helper.AddGradient(nodes, name, indent);
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break;
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break;
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case "UnityEngine.GUIStyle":
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case "UnityEngine.GUIStyle":
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Helper.AddGUIStyle(nodes, name, indent + 1);
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Helper.AddGUIStyle(nodes, name, indent);
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break;
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break;
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case "UnityEngine.RectOffset":
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case "UnityEngine.RectOffset":
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Helper.AddRectOffset(nodes, name, indent + 1);
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Helper.AddRectOffset(nodes, name, indent);
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break;
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break;
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case "UnityEngine.Color32":
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case "UnityEngine.Color32":
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Helper.AddColor32(nodes, name, indent + 1);
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Helper.AddColor32(nodes, name, indent);
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break;
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break;
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case "UnityEngine.Matrix4x4":
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case "UnityEngine.Matrix4x4":
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Helper.AddMatrix4x4(nodes, name, indent + 1);
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Helper.AddMatrix4x4(nodes, name, indent);
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break;
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break;
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case "UnityEngine.Rendering.SphericalHarmonicsL2":
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case "UnityEngine.Rendering.SphericalHarmonicsL2":
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Helper.AddSphericalHarmonicsL2(nodes, name, indent + 1);
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Helper.AddSphericalHarmonicsL2(nodes, name, indent);
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break;
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break;
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case "UnityEngine.PropertyName":
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case "UnityEngine.PropertyName":
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Helper.AddPropertyName(nodes, name, indent + 1);
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Helper.AddPropertyName(nodes, name, indent);
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break;
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break;
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}
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}
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}
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}
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