add OpenFolderDialog

This commit is contained in:
Perfare
2017-10-22 23:48:31 +08:00
parent 96b8732d91
commit 2a7d40616d
6 changed files with 334 additions and 143 deletions

View File

@ -127,84 +127,70 @@ namespace Unity_Studio
private void loadFolder_Click(object sender, EventArgs e)
{
/*FolderBrowserDialog folderBrowserDialog1 = new FolderBrowserDialog();
folderBrowserDialog1.Description = "Load all Unity assets from folder and subfolders";
folderBrowserDialog1.ShowNewFolderButton = false;
//folderBrowserDialog1.SelectedPath = "E:\\Assets\\Unity";
folderBrowserDialog1.SelectedPath = "E:\\Assets\\Unity\\WebPlayer\\Porsche\\92AAF1\\defaultGeometry";*/
if (openFolderDialog1.ShowDialog() == DialogResult.OK)
var openFolderDialog1 = new OpenFolderDialog();
if (openFolderDialog1.ShowDialog(this) == DialogResult.OK)
{
//mainPath = folderBrowserDialog1.SelectedPath;
mainPath = openFolderDialog1.FileName;
if (Path.GetFileName(mainPath) == "Select folder")
{ mainPath = Path.GetDirectoryName(mainPath); }
mainPath = openFolderDialog1.Folder;
resetForm();
if (Directory.Exists(mainPath))
//TODO find a way to read data directly instead of merging files
MergeSplitAssets(mainPath);
for (int t = 0; t < fileTypes.Length; t++)
{
resetForm();
//TODO find a way to read data directly instead of merging files
MergeSplitAssets(mainPath);
for (int t = 0; t < fileTypes.Length; t++)
string[] fileNames = Directory.GetFiles(mainPath, fileTypes[t], SearchOption.AllDirectories);
#region sort specific types alphanumerically
if (fileNames.Length > 0 && (t == 1 || t == 2))
{
string[] fileNames = Directory.GetFiles(mainPath, fileTypes[t], SearchOption.AllDirectories);
#region sort specific types alphanumerically
if (fileNames.Length > 0 && (t == 1 || t == 2))
var sortedList = fileNames.ToList();
sortedList.Sort((s1, s2) =>
{
var sortedList = fileNames.ToList();
sortedList.Sort((s1, s2) =>
{
string pattern = "([A-Za-z\\s]*)([0-9]*)";
string h1 = Regex.Match(Path.GetFileNameWithoutExtension(s1), pattern).Groups[1].Value;
string h2 = Regex.Match(Path.GetFileNameWithoutExtension(s2), pattern).Groups[1].Value;
if (h1 != h2)
return h1.CompareTo(h2);
string t1 = Regex.Match(Path.GetFileNameWithoutExtension(s1), pattern).Groups[2].Value;
string t2 = Regex.Match(Path.GetFileNameWithoutExtension(s2), pattern).Groups[2].Value;
if (t1 != "" && t2 != "")
return int.Parse(t1).CompareTo(int.Parse(t2));
return 0;
});
foreach (var i in sortedList)
{
unityFiles.Add(i);
unityFilesHash.Add(Path.GetFileName(i));
}
string pattern = "([A-Za-z\\s]*)([0-9]*)";
string h1 = Regex.Match(Path.GetFileNameWithoutExtension(s1), pattern).Groups[1].Value;
string h2 = Regex.Match(Path.GetFileNameWithoutExtension(s2), pattern).Groups[1].Value;
if (h1 != h2)
return h1.CompareTo(h2);
string t1 = Regex.Match(Path.GetFileNameWithoutExtension(s1), pattern).Groups[2].Value;
string t2 = Regex.Match(Path.GetFileNameWithoutExtension(s2), pattern).Groups[2].Value;
if (t1 != "" && t2 != "")
return int.Parse(t1).CompareTo(int.Parse(t2));
return 0;
});
foreach (var i in sortedList)
{
unityFiles.Add(i);
unityFilesHash.Add(Path.GetFileName(i));
}
#endregion
else
}
#endregion
else
{
foreach (var i in fileNames)
{
foreach (var i in fileNames)
{
unityFiles.Add(i);
unityFilesHash.Add(Path.GetFileName(i));
}
unityFiles.Add(i);
unityFilesHash.Add(Path.GetFileName(i));
}
}
unityFiles = unityFiles.Distinct().ToList();
progressBar1.Value = 0;
progressBar1.Maximum = unityFiles.Count;
ThreadPool.QueueUserWorkItem(delegate
{
//use a for loop because list size can change
for (int f = 0; f < unityFiles.Count; f++)
{
var fileName = unityFiles[f];
StatusStripUpdate("Loading " + Path.GetFileName(fileName));
LoadAssetsFile(fileName);
ProgressBarPerformStep();
}
unityFilesHash.Clear();
assetsfileListHash.Clear();
BuildAssetStrucutres();
});
}
else { StatusStripUpdate("Selected path deos not exist."); }
unityFiles = unityFiles.Distinct().ToList();
progressBar1.Value = 0;
progressBar1.Maximum = unityFiles.Count;
ThreadPool.QueueUserWorkItem(delegate
{
//use a for loop because list size can change
for (int f = 0; f < unityFiles.Count; f++)
{
var fileName = unityFiles[f];
StatusStripUpdate("Loading " + Path.GetFileName(fileName));
LoadAssetsFile(fileName);
ProgressBarPerformStep();
}
unityFilesHash.Clear();
assetsfileListHash.Clear();
BuildAssetStrucutres();
});
}
}
@ -238,16 +224,10 @@ namespace Unity_Studio
int extractedCount = 0;
List<string> bundleFiles = new List<string>();
/*FolderBrowserDialog folderBrowserDialog1 = new FolderBrowserDialog();
folderBrowserDialog1.Description = "Extract all Unity bundles from folder and subfolders";
folderBrowserDialog1.ShowNewFolderButton = false;*/
if (openFolderDialog1.ShowDialog() == DialogResult.OK)
var openFolderDialog1 = new OpenFolderDialog();
if (openFolderDialog1.ShowDialog(this) == DialogResult.OK)
{
string startPath = openFolderDialog1.FileName;
if (Path.GetFileName(startPath) == "Select folder")
{ startPath = Path.GetDirectoryName(startPath); }
string startPath = openFolderDialog1.Folder;
string[] fileTypes = new string[6] { "*.unity3d", "*.unity3d.lz4", "*.assetbundle", "*.assetbundle-*", "*.bundle", "*.bytes" };
foreach (var fileType in fileTypes)
{
@ -317,7 +297,6 @@ namespace Unity_Studio
}
StatusStripUpdate("Finished loading " + assetsfileList.Count + " files with " + (assetListView.Items.Count + sceneTreeView.Nodes.Count) + " exportable assets.");
treeSearch.Select();
saveFolderDialog1.InitialDirectory = mainPath;
}));
}
@ -445,15 +424,13 @@ namespace Unity_Studio
{
if (AllClassStructures.Count > 0)
{
if (saveFolderDialog1.ShowDialog() == DialogResult.OK)
var saveFolderDialog1 = new OpenFolderDialog();
if (saveFolderDialog1.ShowDialog(this) == DialogResult.OK)
{
progressBar1.Value = 0;
progressBar1.Maximum = AllClassStructures.Count;
var savePath = saveFolderDialog1.FileName;
if (Path.GetFileName(savePath) == "Select folder or write folder name to create")
{ savePath = Path.GetDirectoryName(saveFolderDialog1.FileName); }
var savePath = saveFolderDialog1.Folder;
foreach (var version in AllClassStructures)
{
if (version.Value.Count > 0)
@ -1067,12 +1044,12 @@ namespace Unity_Studio
for (int j = 0; j < 3; j++)
{
normal2Data[indiceData[i + j]] += normal;
normalCalculatedCount[indiceData[i + j]] ++;
normalCalculatedCount[indiceData[i + j]]++;
}
}
for (int i = 0; i < m_Mesh.m_VertexCount; i++)
{
if(normalCalculatedCount[i] == 0)
if (normalCalculatedCount[i] == 0)
normal2Data[i] = new Vector3(0, 1, 0);
else
normal2Data[i] /= normalCalculatedCount[i];
@ -1444,11 +1421,10 @@ namespace Unity_Studio
{
if (sceneTreeView.Nodes.Count > 0)
{
if (saveFolderDialog1.ShowDialog() == DialogResult.OK)
var saveFolderDialog1 = new OpenFolderDialog();
if (saveFolderDialog1.ShowDialog(this) == DialogResult.OK)
{
var savePath = saveFolderDialog1.FileName;
if (Path.GetFileName(savePath) == "Select folder or write folder name to create")
{ savePath = Path.GetDirectoryName(saveFolderDialog1.FileName); }
var savePath = saveFolderDialog1.Folder;
savePath = savePath + "\\";
switch ((bool)Properties.Settings.Default["showExpOpt"])
{
@ -1547,7 +1523,8 @@ namespace Unity_Studio
private void ExportAssets_Click(object sender, EventArgs e)
{
if (exportableAssets.Count > 0 && saveFolderDialog1.ShowDialog() == DialogResult.OK)
var saveFolderDialog1 = new OpenFolderDialog();
if (exportableAssets.Count > 0 && saveFolderDialog1.ShowDialog(this) == DialogResult.OK)
{
timer.Stop();
List<AssetPreloadData> toExportAssets = null;
@ -1572,9 +1549,7 @@ namespace Unity_Studio
ThreadPool.QueueUserWorkItem(delegate
{
Thread.CurrentThread.CurrentCulture = new CultureInfo("en-US");
var savePath = saveFolderDialog1.FileName;
if (Path.GetFileName(savePath) == "Select folder or write folder name to create")
{ savePath = Path.GetDirectoryName(saveFolderDialog1.FileName); }
var savePath = saveFolderDialog1.Folder;
int toExport = toExportAssets.Count;
int exportedCount = 0;
@ -1789,7 +1764,7 @@ namespace Unity_Studio
loadShader("vs", ShaderType.VertexShader, pgmBlackID, out vsID);
loadShader("fsBlack", ShaderType.FragmentShader, pgmBlackID, out fsID);
GL.LinkProgram(pgmBlackID);
attributeVertexPosition = GL.GetAttribLocation(pgmID, "vertexPosition");
attributeNormalDirection = GL.GetAttribLocation(pgmID, "normalDirection");
attributeVertexColor = GL.GetAttribLocation(pgmColorID, "vertexColor");