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https://github.com/aelurum/AssetStudio.git
synced 2025-05-25 05:40:21 -04:00
Add more options to work with Scene Hierarchy (#23)
- Added option to group exported assets by node path in scene hierarchy - Added field with node path to exported xml asset list
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c68eaa5e3c
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@ -30,6 +30,8 @@ namespace AssetStudio
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{
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ClassIDType.AssetBundle,
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ClassIDType.ResourceManager,
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ClassIDType.GameObject,
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ClassIDType.Transform,
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});
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}
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@ -1,4 +1,3 @@
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using AssetStudio;
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using System.Collections.Generic;
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namespace AssetStudioCLI
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@ -6,11 +5,12 @@ namespace AssetStudioCLI
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internal class BaseNode
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{
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public List<BaseNode> nodes = new List<BaseNode>();
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public string FullPath = "";
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public readonly string Text;
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public BaseNode()
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public BaseNode(string name)
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{
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Text = name;
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}
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}
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}
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@ -1,5 +1,4 @@
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using AssetStudio;
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using System.Collections.Generic;
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namespace AssetStudioCLI
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{
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@ -7,10 +6,9 @@ namespace AssetStudioCLI
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{
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public GameObject gameObject;
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public GameObjectNode(GameObject gameObject)
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public GameObjectNode(GameObject gameObject) : base(gameObject.m_Name)
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{
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this.gameObject = gameObject;
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}
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}
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}
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@ -277,7 +277,7 @@ namespace AssetStudioCLI
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private static void ExportFbx(IImported convert, string exportPath)
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{
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var eulerFilter = true;
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var filterPrecision = (float)0.25f;
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var filterPrecision = 0.25f;
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var exportAllNodes = true;
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var exportSkins = true;
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var exportAnimations = true;
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@ -35,6 +35,7 @@ namespace AssetStudioCLI.Options
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ContainerPath,
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ContainerPathFull,
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SourceFileName,
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SceneHierarchy,
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}
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internal enum FilenameFormat
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@ -202,11 +203,12 @@ namespace AssetStudioCLI.Options
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optionDefaultValue: AssetGroupOption.ContainerPath,
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optionName: "-g, --group-option <value>",
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optionDescription: "Specify the way in which exported assets should be grouped\n" +
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"<Value: none | type | container(default) | containerFull | filename>\n" +
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"<Value: none | type | container(default) | containerFull | filename | sceneHierarchy>\n" +
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"None - Do not group exported assets\n" +
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"Type - Group exported assets by type name\n" +
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"Container - Group exported assets by container path\n" +
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"ContainerFull - Group exported assets by full container path (e.g. with prefab name)\n" +
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"SceneHierarchy - Group exported assets by their node path in scene hierarchy\n" +
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"Filename - Group exported assets by source file name\n",
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optionExample: "Example: \"-g containerFull\"\n",
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optionHelpGroup: HelpGroups.General
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@ -500,20 +502,16 @@ namespace AssetStudioCLI.Options
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o_exportAssetTypes.Value = new List<ClassIDType>()
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{
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ClassIDType.AnimationClip,
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ClassIDType.GameObject,
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ClassIDType.MonoBehaviour,
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ClassIDType.Texture2D,
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ClassIDType.Transform,
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};
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break;
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case "splitobjects":
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o_workMode.Value = WorkMode.SplitObjects;
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o_exportAssetTypes.Value = new List<ClassIDType>()
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{
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ClassIDType.GameObject,
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ClassIDType.Texture2D,
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ClassIDType.Material,
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ClassIDType.Transform,
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ClassIDType.Mesh,
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ClassIDType.MeshRenderer,
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ClassIDType.MeshFilter,
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@ -640,6 +638,9 @@ namespace AssetStudioCLI.Options
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case "filename":
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o_groupAssetsBy.Value = AssetGroupOption.SourceFileName;
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break;
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case "scenehierarchy":
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o_groupAssetsBy.Value = AssetGroupOption.SceneHierarchy;
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break;
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case "none":
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o_groupAssetsBy.Value = AssetGroupOption.None;
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break;
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@ -1051,6 +1052,7 @@ namespace AssetStudioCLI.Options
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}
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sb.AppendLine(ShowExportTypes());
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sb.AppendLine($"# Asset Group Option: {o_groupAssetsBy}");
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sb.AppendLine($"# Filename format: {o_filenameFormat}");
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if (o_workMode.Value == WorkMode.Export)
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{
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sb.AppendLine($"# Export Image Format: {o_imageFormat}");
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@ -178,7 +178,7 @@ namespace AssetStudioCLI
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}
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}
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if (CLIOptions.o_workMode.Value == WorkMode.SplitObjects)
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if (CLIOptions.o_workMode.Value == WorkMode.SplitObjects || CLIOptions.o_groupAssetsBy.Value == AssetGroupOption.SceneHierarchy)
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{
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BuildTreeStructure(objectAssetItemDic);
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}
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@ -215,7 +215,7 @@ namespace AssetStudioCLI
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Progress.Reset();
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foreach (var assetsFile in assetsManager.assetsFileList)
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{
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var fileNode = new BaseNode(); //RootNode
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var fileNode = new BaseNode(assetsFile.fileName); //RootNode
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foreach (var obj in assetsFile.Objects)
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{
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@ -250,7 +250,6 @@ namespace AssetStudioCLI
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}
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var parentNode = fileNode;
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if (m_GameObject.m_Transform != null)
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{
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if (m_GameObject.m_Transform.m_Father.TryGet(out var m_Father))
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@ -266,14 +265,13 @@ namespace AssetStudioCLI
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}
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}
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}
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parentNode.nodes.Add(currentNode);
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}
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}
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if (fileNode.nodes.Count > 0)
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{
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GenerateFullPath(fileNode, fileNode.Text);
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gameObjectTree.Add(fileNode);
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}
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@ -284,6 +282,22 @@ namespace AssetStudioCLI
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objectAssetItemDic.Clear();
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}
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private static void GenerateFullPath(BaseNode treeNode, string path)
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{
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treeNode.FullPath = path;
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foreach (var node in treeNode.nodes)
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{
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if (node.nodes.Count > 0)
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{
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GenerateFullPath(node, Path.Combine(path, node.Text));
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}
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else
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{
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node.FullPath = Path.Combine(path, node.Text);
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}
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}
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}
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public static void ShowExportableAssetsInfo()
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{
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var exportableAssetsCountDict = new Dictionary<ClassIDType, int>();
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@ -434,6 +448,16 @@ namespace AssetStudioCLI
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exportPath = Path.Combine(savePath, Path.GetFileName(asset.SourceFile.originalPath) + "_export", asset.SourceFile.fileName);
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}
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break;
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case AssetGroupOption.SceneHierarchy:
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if (asset.Node != null)
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{
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exportPath = Path.Combine(savePath, asset.Node.FullPath);
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}
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else
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{
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exportPath = Path.Combine(savePath, "_sceneRoot", asset.TypeString);
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}
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break;
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default:
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exportPath = savePath;
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break;
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@ -513,6 +537,7 @@ namespace AssetStudioCLI
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new XElement("Type", new XAttribute("id", (int)asset.Type), asset.TypeString),
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new XElement("PathID", asset.m_PathID),
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new XElement("Source", asset.SourceFile.fullName),
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new XElement("TreeNode", asset.Node != null ? asset.Node.FullPath : ""),
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new XElement("Size", asset.FullSize)
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)
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)
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@ -544,7 +569,7 @@ namespace AssetStudioCLI
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{
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if (isFiltered)
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{
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if (!searchList.Any(searchText => j.gameObject.m_Name.IndexOf(searchText, StringComparison.OrdinalIgnoreCase) >= 0))
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if (!searchList.Any(searchText => j.Text.IndexOf(searchText, StringComparison.OrdinalIgnoreCase) >= 0))
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continue;
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}
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var gameObjects = new List<GameObject>();
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@ -1948,7 +1948,7 @@ namespace AssetStudioGUI
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private void clearSelectionToolStripMenuItem_Click(object sender, EventArgs e)
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{
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treeRecursionEnabled = false;
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for(var i = 0; i < treeNodeSelectedList.Count; i++)
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for (var i = 0; i < treeNodeSelectedList.Count; i++)
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{
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treeNodeSelectedList[i].Checked = false;
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}
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1
AssetStudioGUI/ExportOptions.Designer.cs
generated
1
AssetStudioGUI/ExportOptions.Designer.cs
generated
@ -191,6 +191,7 @@
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"container path",
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"container path full (with name)",
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"source file name",
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"scene hierarchy",
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"do not group"});
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this.assetGroupOptions.Location = new System.Drawing.Point(6, 35);
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this.assetGroupOptions.Name = "assetGroupOptions";
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@ -47,7 +47,8 @@ namespace AssetStudioGUI
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TypeName,
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ContainerPath,
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ContainerPathFull,
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SourceFileName
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SourceFileName,
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SceneHierarchy,
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}
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internal enum ListSearchFilterMode
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@ -384,7 +385,6 @@ namespace AssetStudioGUI
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}
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}
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}
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parentNode.Nodes.Add(currentNode);
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}
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}
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@ -481,6 +481,16 @@ namespace AssetStudioGUI
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exportPath = Path.Combine(savePath, Path.GetFileName(asset.SourceFile.originalPath) + "_export", asset.SourceFile.fileName);
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}
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break;
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case AssetGroupOption.SceneHierarchy:
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if (asset.TreeNode != null)
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{
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exportPath = Path.Combine(savePath, asset.TreeNode.FullPath);
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}
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else
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{
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exportPath = Path.Combine(savePath, "_sceneRoot", asset.TypeString);
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}
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break;
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default:
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exportPath = savePath;
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break;
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@ -559,6 +569,7 @@ namespace AssetStudioGUI
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new XElement("Type", new XAttribute("id", (int)asset.Type), asset.TypeString),
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new XElement("PathID", asset.m_PathID),
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new XElement("Source", asset.SourceFile.fullName),
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new XElement("TreeNode", asset.TreeNode != null ? asset.TreeNode.FullPath : ""),
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new XElement("Size", asset.FullSize)
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)
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)
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