- export mesh deformers with dummies or bones

- FBX code re-arranged to get object count
- changed the way FBX ASCII lines are split at every ~2000 chars
- added option to export tangents
- fixed a problem with treeview continuous search
This commit is contained in:
Radu
2015-11-11 19:59:28 +02:00
parent 93ebc67841
commit 235b74a9cd
26 changed files with 1257 additions and 953 deletions

View File

@ -0,0 +1,38 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Unity_Studio
{
public class BuildSettings
{
public string m_Version;
public BuildSettings(AssetPreloadData preloadData)
{
var sourceFile = preloadData.sourceFile;
var a_Stream = preloadData.sourceFile.a_Stream;
a_Stream.Position = preloadData.Offset;
int levels = a_Stream.ReadInt32();
for (int l = 0; l < levels; l++) { string level = a_Stream.ReadAlignedString(a_Stream.ReadInt32()); }
if (sourceFile.version[0] == 5)
{
int preloadedPlugins = a_Stream.ReadInt32();
for (int l = 0; l < preloadedPlugins; l++) { string preloadedPlugin = a_Stream.ReadAlignedString(a_Stream.ReadInt32()); }
}
a_Stream.Position += 4; //bool flags
if (sourceFile.fileGen >= 8) { a_Stream.Position += 4; } //bool flags
if (sourceFile.fileGen >= 9) { a_Stream.Position += 4; } //bool flags
if (sourceFile.version[0] == 5 ||
(sourceFile.version[0] == 4 && (sourceFile.version[1] >= 3 ||
(sourceFile.version[1] == 2 && sourceFile.buildType[0] != "a"))))
{ a_Stream.Position += 4; } //bool flags
m_Version = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
}
}
}