using strong typing for setting

This commit is contained in:
Perfare
2020-03-25 11:18:12 +08:00
parent 14f47c6d30
commit 5c193c761a
6 changed files with 78 additions and 84 deletions

View File

@ -13,14 +13,13 @@ namespace AssetStudioGUI
public static bool ExportTexture2D(AssetItem item, string exportPathName)
{
var m_Texture2D = (Texture2D)item.Asset;
var convertTexture = (bool)Properties.Settings.Default["convertTexture"];
if (convertTexture)
if (Properties.Settings.Default.convertTexture)
{
var bitmap = m_Texture2D.ConvertToBitmap(true);
if (bitmap == null)
return false;
ImageFormat format = null;
var ext = (string)Properties.Settings.Default["convertType"];
var ext = Properties.Settings.Default.convertType;
bool tga = false;
switch (ext)
{
@ -66,9 +65,8 @@ namespace AssetStudioGUI
var m_AudioData = m_AudioClip.m_AudioData.Value;
if (m_AudioData == null || m_AudioData.Length == 0)
return false;
var convertAudio = (bool)Properties.Settings.Default["convertAudio"];
var converter = new AudioClipConverter(m_AudioClip);
if (convertAudio && converter.IsFMODSupport)
if (Properties.Settings.Default.convertAudio && converter.IsFMODSupport)
{
var exportFullName = exportPath + item.Text + ".wav";
if (ExportFileExists(exportFullName))
@ -261,7 +259,7 @@ namespace AssetStudioGUI
public static bool ExportSprite(AssetItem item, string exportPath)
{
ImageFormat format = null;
var type = (string)Properties.Settings.Default["convertType"];
var type = Properties.Settings.Default.convertType;
bool tga = false;
switch (type)
{
@ -341,17 +339,17 @@ namespace AssetStudioGUI
private static void ExportFbx(IImported convert, string exportPath)
{
var eulerFilter = (bool)Properties.Settings.Default["eulerFilter"];
var filterPrecision = (float)(decimal)Properties.Settings.Default["filterPrecision"];
var exportAllNodes = (bool)Properties.Settings.Default["exportAllNodes"];
var exportSkins = (bool)Properties.Settings.Default["exportSkins"];
var exportAnimations = (bool)Properties.Settings.Default["exportAnimations"];
var exportBlendShape = (bool)Properties.Settings.Default["exportBlendShape"];
var castToBone = (bool)Properties.Settings.Default["castToBone"];
var boneSize = (int)(decimal)Properties.Settings.Default["boneSize"];
var scaleFactor = (float)(decimal)Properties.Settings.Default["scaleFactor"];
var fbxVersion = (int)Properties.Settings.Default["fbxVersion"];
var fbxFormat = (int)Properties.Settings.Default["fbxFormat"];
var eulerFilter = Properties.Settings.Default.eulerFilter;
var filterPrecision = (float)Properties.Settings.Default.filterPrecision;
var exportAllNodes = Properties.Settings.Default.exportAllNodes;
var exportSkins = Properties.Settings.Default.exportSkins;
var exportAnimations = Properties.Settings.Default.exportAnimations;
var exportBlendShape = Properties.Settings.Default.exportBlendShape;
var castToBone = Properties.Settings.Default.castToBone;
var boneSize = (int)Properties.Settings.Default.boneSize;
var scaleFactor = (float)Properties.Settings.Default.scaleFactor;
var fbxVersion = Properties.Settings.Default.fbxVersion;
var fbxFormat = Properties.Settings.Default.fbxFormat;
ModelExporter.ExportFbx(exportPath, convert, eulerFilter, filterPrecision,
exportAllNodes, exportSkins, exportAnimations, exportBlendShape, castToBone, boneSize, scaleFactor, fbxVersion, fbxFormat == 1);
}