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fixed GameObject in Unity 5.5
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@ -8,8 +8,9 @@ namespace Unity_Studio
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{
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public class GameObject : TreeNode
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{
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public List<PPtr> m_Components = new List<PPtr>();
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public PPtr m_Transform;
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public PPtr m_Renderer;
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public PPtr m_MeshRenderer;
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public PPtr m_MeshFilter;
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public PPtr m_SkinnedMeshRenderer;
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public int m_Layer;
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@ -39,25 +40,14 @@ namespace Unity_Studio
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int m_Component_size = a_Stream.ReadInt32();
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for (int j = 0; j < m_Component_size; j++)
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{
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int m_Component_type = a_Stream.ReadInt32();
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switch (m_Component_type)
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if ((sourceFile.version[0] == 5 && sourceFile.version[1] >= 5) || sourceFile.version[0] > 5)//5.5.0 and up
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{
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case 4:
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m_Transform = sourceFile.ReadPPtr();
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break;
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case 23:
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m_Renderer = sourceFile.ReadPPtr();
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break;
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case 33:
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m_MeshFilter = sourceFile.ReadPPtr();
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break;
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case 137:
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m_SkinnedMeshRenderer = sourceFile.ReadPPtr();
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break;
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default:
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PPtr m_Component = sourceFile.ReadPPtr();
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break;
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m_Components.Add(sourceFile.ReadPPtr());
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}
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else
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{
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int first = a_Stream.ReadInt32();
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m_Components.Add(sourceFile.ReadPPtr());
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}
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}
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@ -5,7 +5,7 @@ using System.Text;
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namespace Unity_Studio
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{
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class Renderer
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class 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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@ -15,7 +15,7 @@ namespace Unity_Studio
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public ushort m_LightmapIndexDynamic;
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public PPtr[] m_Materials;
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public Renderer(AssetPreloadData preloadData)
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public MeshRenderer(AssetPreloadData preloadData)
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{
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var sourceFile = preloadData.sourceFile;
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var a_Stream = preloadData.sourceFile.a_Stream;
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@ -174,7 +174,7 @@
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<Compile Include="Unity Classes\MonoBehaviour.cs" />
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<Compile Include="Unity Classes\PlayerSettings.cs" />
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<Compile Include="Unity Classes\RectTransform.cs" />
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<Compile Include="Unity Classes\Renderer.cs" />
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<Compile Include="Unity Classes\MeshRenderer.cs" />
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<Compile Include="Unity Classes\Shader.cs" />
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<Compile Include="Unity Classes\SkinnedMeshRenderer.cs" />
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<Compile Include="Unity Classes\MeshFilter.cs" />
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@ -809,6 +809,8 @@ namespace Unity_Studio
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foreach (var m_GameObject in assetsFile.GameObjectList.Values)
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{
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assetsfileList.ParseGameObject(m_GameObject);
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var parentNode = fileNode;
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Transform m_Transform;
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@ -2017,9 +2019,9 @@ namespace Unity_Studio
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#region get Renderer
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AssetPreloadData RendererPD;
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if (assetsfileList.TryGetPD(m_GameObject.m_Renderer, out RendererPD))
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if (assetsfileList.TryGetPD(m_GameObject.m_MeshRenderer, out RendererPD))
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{
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Renderer m_Renderer = new Renderer(RendererPD);
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MeshRenderer m_Renderer = new MeshRenderer(RendererPD);
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foreach (var MaterialPPtr in m_Renderer.m_Materials)
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{
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@ -24,13 +24,13 @@ namespace Unity_Studio
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int FileID = a_Stream.ReadInt32();
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if (FileID >= 0 && FileID < sourceFile.sharedAssetsList.Count)
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{ result.m_FileID = sourceFile.sharedAssetsList[FileID].Index; }
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if (sourceFile.fileGen < 14) { result.m_PathID = a_Stream.ReadInt32(); }
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else { result.m_PathID = a_Stream.ReadInt64(); }
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return result;
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}
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public static bool TryGetPD(this List<AssetsFile> assetsfileList, PPtr m_elm, out AssetPreloadData result)
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{
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result = null;
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@ -73,6 +73,44 @@ namespace Unity_Studio
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return false;
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}
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public static void ParseGameObject(this List<AssetsFile> assetsfileList, GameObject m_GameObject)
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{
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foreach (var m_Component in m_GameObject.m_Components)
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{
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if (m_Component.m_FileID >= 0 && m_Component.m_FileID < assetsfileList.Count)
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{
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AssetsFile sourceFile = assetsfileList[m_Component.m_FileID];
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AssetPreloadData asset;
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if (sourceFile.preloadTable.TryGetValue(m_Component.m_PathID, out asset))
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{
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switch (asset.Type2)
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{
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case 4: //Transform
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{
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m_GameObject.m_Transform = m_Component;
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break;
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}
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case 23: //MeshRenderer
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{
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m_GameObject.m_MeshRenderer = m_Component;
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break;
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}
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case 33: //MeshFilter
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{
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m_GameObject.m_MeshFilter = m_Component;
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break;
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}
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case 137: //SkinnedMeshRenderer
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{
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m_GameObject.m_SkinnedMeshRenderer = m_Component;
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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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}
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}
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}
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class TexEnv
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