mirror of
https://github.com/aelurum/AssetStudio.git
synced 2025-07-18 03:24:15 -04:00
Support the 'UnityFS' asset bundle type and a lot of change
This commit is contained in:
@ -6,7 +6,7 @@ using System.Runtime.InteropServices;
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// set of attributes. Change these attribute values to modify the information
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// associated with an assembly.
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[assembly: AssemblyTitle("Unity Studio")]
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[assembly: AssemblyDescription("- Compatible with all Unity versions from 2.5.0 to 5.2.2\r\n- Compatible with Web, PC, iOS, Android, PS3, Xbox 360, OSX and Linux games/apps\r\n- Automatically merges .split\r\n- 3D objets exported to FBX\r\n- Able to load audio streams from .resS files\r\n- Real-time preview window and export function for textures, audio clips, shaders and fonts\r\n - Textures: DDS (Alpha8bpp, ARGB16bpp, RGB24bpp, ARGB32bpp, BGRA32bpp, RGB565, DXT1, DXT5, RGBA16bpp)\r\n PVR (PVRTC_RGB2, PVRTC_RGBA2, PVRTC_RGBA4, PVRTC_RGB4, ETC_RGB4)\r\n - Audio clips: mp3, ogg, wav, xbox wav\r\n - Shader files are exported in plain-text\r\n - Fonts: ttf, otf")]
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[assembly: AssemblyDescription("- Compatible with all Unity versions from 2.5.0 to 5.3.6\r\n- Compatible with Web, PC, iOS, Android, PS3, Xbox 360, OSX and Linux games/apps\r\n- Automatically merges .split\r\n- 3D objets exported to FBX\r\n- Able to load audio streams from resources files\r\n- Real-time preview window and export function for textures, audio clips, shaders and fonts\r\n - Textures: DDS (Alpha8, ARGB4444, RGB24, RGBA32, ARGB32, RGB565, DXT1, DXT5, RGBA4444, BGRA32)\r\n PVR (YUY2, PVRTC_RGB2, PVRTC_RGBA2, PVRTC_RGB4, PVRTC_RGBA4, ETC_RGB4, ETC2_RGB, ETC2_RGBA1, ETC2_RGBA8, EAC_R, EAC_R_SIGNED, EAC_RG, EAC_RG_SIGNED)\r\n KTX (ATC_RGB4, ATC_RGBA8)\r\n ASTC (ASTC_RGB_4x4, ASTC_RGB_5x5, ASTC_RGB_6x6, ASTC_RGB_8x8, ASTC_RGB_10x10, ASTC_RGB_12x12, ASTC_RGBA_4x4, ASTC_RGBA_5x5, ASTC_RGBA_6x6, ASTC_RGBA_8x8, ASTC_RGBA_10x10, ASTC_RGBA_12x12)\r\n - Audio clips: mp3, ogg, wav, xbox wav, fsb\r\n - Shader files are exported in plain-text\r\n - Fonts: ttf, otf")]
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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyCompany("")]
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[assembly: AssemblyProduct("Unity Studio")]
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@ -32,5 +32,5 @@ using System.Runtime.InteropServices;
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// You can specify all the values or you can default the Build and Revision Numbers
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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("0.5.0.0")]
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[assembly: AssemblyFileVersion("0.0.0.0")]
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[assembly: AssemblyVersion("0.6.0.0")]
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[assembly: AssemblyFileVersion("0.6.0.0")]
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26
Unity Studio/Properties/Resources.Designer.cs
generated
26
Unity Studio/Properties/Resources.Designer.cs
generated
@ -1,10 +1,10 @@
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//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was generated by a tool.
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// Runtime Version:4.0.30319.42000
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// 此代码由工具生成。
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// 运行时版本:4.0.30319.42000
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//
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// Changes to this file may cause incorrect behavior and will be lost if
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// the code is regenerated.
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// 对此文件的更改可能会导致不正确的行为,并且如果
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// 重新生成代码,这些更改将会丢失。
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// </auto-generated>
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//------------------------------------------------------------------------------
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@ -13,12 +13,12 @@ namespace Unity_Studio.Properties {
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/// <summary>
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/// A strongly-typed resource class, for looking up localized strings, etc.
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/// 一个强类型的资源类,用于查找本地化的字符串等。
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/// </summary>
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// This class was auto-generated by the StronglyTypedResourceBuilder
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// class via a tool like ResGen or Visual Studio.
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// To add or remove a member, edit your .ResX file then rerun ResGen
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// with the /str option, or rebuild your VS project.
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// 此类是由 StronglyTypedResourceBuilder
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// 类通过类似于 ResGen 或 Visual Studio 的工具自动生成的。
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// 若要添加或移除成员,请编辑 .ResX 文件,然后重新运行 ResGen
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// (以 /str 作为命令选项),或重新生成 VS 项目。
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[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
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[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
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[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
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@ -33,7 +33,7 @@ namespace Unity_Studio.Properties {
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}
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/// <summary>
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/// Returns the cached ResourceManager instance used by this class.
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/// 返回此类使用的缓存的 ResourceManager 实例。
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/// </summary>
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[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
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internal static global::System.Resources.ResourceManager ResourceManager {
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@ -47,8 +47,8 @@ namespace Unity_Studio.Properties {
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}
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/// <summary>
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/// Overrides the current thread's CurrentUICulture property for all
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/// resource lookups using this strongly typed resource class.
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/// 使用此强类型资源类,为所有资源查找
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/// 重写当前线程的 CurrentUICulture 属性。
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/// </summary>
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[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
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internal static global::System.Globalization.CultureInfo Culture {
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@ -61,7 +61,7 @@ namespace Unity_Studio.Properties {
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}
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/// <summary>
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/// Looks up a localized resource of type System.Drawing.Bitmap.
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/// 查找 System.Drawing.Bitmap 类型的本地化资源。
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/// </summary>
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internal static System.Drawing.Bitmap preview {
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get {
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44
Unity Studio/Properties/Settings.Designer.cs
generated
44
Unity Studio/Properties/Settings.Designer.cs
generated
@ -1,10 +1,10 @@
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//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was generated by a tool.
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// Runtime Version:4.0.30319.42000
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// 此代码由工具生成。
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// 运行时版本:4.0.30319.42000
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//
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// Changes to this file may cause incorrect behavior and will be lost if
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// the code is regenerated.
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// 对此文件的更改可能会导致不正确的行为,并且如果
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// 重新生成代码,这些更改将会丢失。
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// </auto-generated>
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//------------------------------------------------------------------------------
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@ -190,5 +190,41 @@ namespace Unity_Studio.Properties {
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this["convertDummies"] = value;
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}
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}
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[global::System.Configuration.UserScopedSettingAttribute()]
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[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
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[global::System.Configuration.DefaultSettingValueAttribute("True")]
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public bool convertTexture {
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get {
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return ((bool)(this["convertTexture"]));
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}
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set {
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this["convertTexture"] = value;
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}
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}
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[global::System.Configuration.UserScopedSettingAttribute()]
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[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
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[global::System.Configuration.DefaultSettingValueAttribute("True")]
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public bool convertfsb {
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get {
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return ((bool)(this["convertfsb"]));
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}
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set {
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this["convertfsb"] = value;
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}
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}
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[global::System.Configuration.UserScopedSettingAttribute()]
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[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
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[global::System.Configuration.DefaultSettingValueAttribute("PNG")]
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public string convertType {
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get {
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return ((string)(this["convertType"]));
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}
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set {
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this["convertType"] = value;
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}
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}
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}
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}
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@ -44,5 +44,14 @@
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<Setting Name="convertDummies" Type="System.Boolean" Scope="User">
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<Value Profile="(Default)">True</Value>
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</Setting>
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<Setting Name="convertTexture" Type="System.Boolean" Scope="User">
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<Value Profile="(Default)">True</Value>
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</Setting>
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<Setting Name="convertfsb" Type="System.Boolean" Scope="User">
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<Value Profile="(Default)">True</Value>
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</Setting>
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<Setting Name="convertType" Type="System.String" Scope="User">
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<Value Profile="(Default)">PNG</Value>
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</Setting>
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</Settings>
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</SettingsFile>
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