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Prototype animation export
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@ -5,17 +5,11 @@ using System.Text;
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namespace AssetStudio
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{
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public class SkinnedMeshRenderer
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public class SkinnedMeshRenderer : MeshRenderer
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{
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public PPtr m_GameObject;
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public bool m_Enabled;
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public byte m_CastShadows;
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public bool m_ReceiveShadows;
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public ushort m_LightmapIndex;
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public ushort m_LightmapIndexDynamic;
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public PPtr[] m_Materials;
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public PPtr m_Mesh;
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public PPtr[] m_Bones;
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public List<float> m_BlendShapeWeights;
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public SkinnedMeshRenderer(AssetPreloadData preloadData)
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{
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@ -126,13 +120,17 @@ namespace AssetStudio
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}
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else
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{
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if (version[0] > 4 || (version[0] == 4 && version[1] >= 3))
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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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int m_BlendShapeWeights = reader.ReadInt32();
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reader.Position += m_BlendShapeWeights * 4; //floats
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int numBSWeights = reader.ReadInt32();
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m_BlendShapeWeights = new List<float>(numBSWeights);
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for (int i = 0; i < numBSWeights; i++)
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{
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m_BlendShapeWeights.Add(reader.ReadSingle());
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}
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}
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if (version[0] > 4 || (version[0] >= 3 && version[1] >= 5))
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/*if (version[0] > 4 || (version[0] >= 3 && version[1] >= 5))
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{
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PPtr m_RootBone = sourceFile.ReadPPtr();
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}
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@ -143,7 +141,7 @@ namespace AssetStudio
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float[] m_Center = { reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle() };
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float[] m_Extent = { reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle() };
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bool m_DirtyAABB = reader.ReadBoolean();
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}
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}*/
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}
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}
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}
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