Merge branch 'AssetStudioMod' into ArknightsStudio

This commit is contained in:
VaDiM
2023-09-15 21:31:38 +03:00
27 changed files with 854 additions and 332 deletions

View File

@ -16,6 +16,7 @@ namespace AssetStudioCLI
public static AssetsManager assetsManager = new AssetsManager();
public static List<AssetItem> exportableAssetsList = new List<AssetItem>();
public static List<AssetItem> loadedAssetsList = new List<AssetItem>();
public static List<BaseNode> gameObjectTree = new List<BaseNode>();
public static AssemblyLoader assemblyLoader = new AssemblyLoader();
private static Dictionary<AssetStudio.Object, string> containers = new Dictionary<AssetStudio.Object, string>();
@ -33,8 +34,10 @@ namespace AssetStudioCLI
{
var isLoaded = false;
assetsManager.SpecifyUnityVersion = CLIOptions.o_unityVersion.Value;
assetsManager.SetAssetFilter(CLIOptions.o_exportAssetTypes.Value);
if (!CLIOptions.f_loadAllAssets.Value)
{
assetsManager.SetAssetFilter(CLIOptions.o_exportAssetTypes.Value);
}
assetsManager.LoadFilesAndFolders(CLIOptions.inputPath);
if (assetsManager.assetsFileList.Count == 0)
{
@ -53,6 +56,7 @@ namespace AssetStudioCLI
Logger.Info("Parse assets...");
var objectCount = assetsManager.assetsFileList.Sum(x => x.Objects.Count);
var objectAssetItemDic = new Dictionary<AssetStudio.Object, AssetItem>(objectCount);
Progress.Reset();
var i = 0;
@ -61,6 +65,7 @@ namespace AssetStudioCLI
foreach (var asset in assetsFile.Objects)
{
var assetItem = new AssetItem(asset);
objectAssetItemDic.Add(asset, assetItem);
assetItem.UniqueID = "_#" + i;
var isExportable = false;
switch (asset)
@ -80,6 +85,7 @@ namespace AssetStudioCLI
}
}
}
assetItem.Text = m_AssetBundle.m_Name;
break;
case ResourceManager m_ResourceManager:
foreach (var m_Container in m_ResourceManager.m_Container)
@ -104,14 +110,7 @@ namespace AssetStudioCLI
if (!string.IsNullOrEmpty(m_VideoClip.m_OriginalPath))
assetItem.FullSize = asset.byteSize + m_VideoClip.m_ExternalResources.m_Size;
assetItem.Text = m_VideoClip.m_Name;
break;
case Mesh _:
case MovieTexture _:
case TextAsset _:
case Font _:
case Sprite _:
assetItem.Text = ((NamedObject)asset).m_Name;
break;
break;
case Shader m_Shader:
assetItem.Text = m_Shader.m_ParsedForm?.m_Name ?? m_Shader.m_Name;
break;
@ -125,15 +124,27 @@ namespace AssetStudioCLI
assetItem.Text = m_MonoBehaviour.m_Name;
}
break;
case GameObject m_GameObject:
assetItem.Text = m_GameObject.m_Name;
break;
case Animator m_Animator:
if (m_Animator.m_GameObject.TryGet(out var gameObject))
{
assetItem.Text = gameObject.m_Name;
}
break;
case NamedObject m_NamedObject:
assetItem.Text = m_NamedObject.m_Name;
break;
}
if (assetItem.Text == "")
if (string.IsNullOrEmpty(assetItem.Text))
{
assetItem.Text = assetItem.TypeString + assetItem.UniqueID;
}
loadedAssetsList.Add(assetItem);
isExportable = CLIOptions.o_exportAssetTypes.Value.Contains(asset.type);
if (isExportable)
if (isExportable || (CLIOptions.f_loadAllAssets.Value && CLIOptions.o_exportAssetTypes.Value == CLIOptions.o_exportAssetTypes.DefaultValue))
{
exportableAssetsList.Add(assetItem);
}
@ -161,6 +172,11 @@ namespace AssetStudioCLI
containers.Clear();
}
}
if (CLIOptions.o_workMode.Value == WorkMode.SplitObjects)
{
BuildTreeStructure(objectAssetItemDic);
}
var log = $"Finished loading {assetsManager.assetsFileList.Count} files with {exportableAssetsList.Count} exportable assets";
var unityVer = assetsManager.assetsFileList[0].version;
long m_ObjectsCount;
@ -183,6 +199,85 @@ namespace AssetStudioCLI
Logger.Info(log);
}
public static void BuildTreeStructure(Dictionary<AssetStudio.Object, AssetItem> objectAssetItemDic)
{
Logger.Info("Building tree structure...");
var treeNodeDictionary = new Dictionary<GameObject, GameObjectNode>();
var assetsFileCount = assetsManager.assetsFileList.Count;
int j = 0;
Progress.Reset();
foreach (var assetsFile in assetsManager.assetsFileList)
{
var fileNode = new BaseNode(); //RootNode
foreach (var obj in assetsFile.Objects)
{
if (obj is GameObject m_GameObject)
{
if (!treeNodeDictionary.TryGetValue(m_GameObject, out var currentNode))
{
currentNode = new GameObjectNode(m_GameObject);
treeNodeDictionary.Add(m_GameObject, currentNode);
}
foreach (var pptr in m_GameObject.m_Components)
{
if (pptr.TryGet(out var m_Component))
{
objectAssetItemDic[m_Component].Node = currentNode;
if (m_Component is MeshFilter m_MeshFilter)
{
if (m_MeshFilter.m_Mesh.TryGet(out var m_Mesh))
{
objectAssetItemDic[m_Mesh].Node = currentNode;
}
}
else if (m_Component is SkinnedMeshRenderer m_SkinnedMeshRenderer)
{
if (m_SkinnedMeshRenderer.m_Mesh.TryGet(out var m_Mesh))
{
objectAssetItemDic[m_Mesh].Node = currentNode;
}
}
}
}
var parentNode = fileNode;
if (m_GameObject.m_Transform != null)
{
if (m_GameObject.m_Transform.m_Father.TryGet(out var m_Father))
{
if (m_Father.m_GameObject.TryGet(out var parentGameObject))
{
if (!treeNodeDictionary.TryGetValue(parentGameObject, out var parentGameObjectNode))
{
parentGameObjectNode = new GameObjectNode(parentGameObject);
treeNodeDictionary.Add(parentGameObject, parentGameObjectNode);
}
parentNode = parentGameObjectNode;
}
}
}
parentNode.nodes.Add(currentNode);
}
}
if (fileNode.nodes.Count > 0)
{
gameObjectTree.Add(fileNode);
}
Progress.Report(++j, assetsFileCount);
}
treeNodeDictionary.Clear();
objectAssetItemDic.Clear();
}
public static void ShowExportableAssetsInfo()
{
var exportableAssetsCountDict = new Dictionary<ClassIDType, int>();
@ -226,7 +321,20 @@ namespace AssetStudioCLI
}
}
public static void FilterAssets()
public static void Filter()
{
switch (CLIOptions.o_workMode.Value)
{
case WorkMode.ExportLive2D:
case WorkMode.SplitObjects:
break;
default:
FilterAssets();
break;
}
}
private static void FilterAssets()
{
var assetsCount = exportableAssetsList.Count;
var filteredAssets = new List<AssetItem>();
@ -234,14 +342,14 @@ namespace AssetStudioCLI
switch(CLIOptions.filterBy)
{
case FilterBy.Name:
filteredAssets = exportableAssetsList.FindAll(x => CLIOptions.o_filterByName.Value.Any(y => x.Text.ToString().IndexOf(y, StringComparison.OrdinalIgnoreCase) >= 0));
filteredAssets = exportableAssetsList.FindAll(x => CLIOptions.o_filterByName.Value.Any(y => x.Text.IndexOf(y, StringComparison.OrdinalIgnoreCase) >= 0));
Logger.Info(
$"Found [{filteredAssets.Count}/{assetsCount}] asset(s) " +
$"that contain {$"\"{string.Join("\", \"", CLIOptions.o_filterByName.Value)}\"".Color(Ansi.BrightYellow)} in their Names."
);
break;
case FilterBy.Container:
filteredAssets = exportableAssetsList.FindAll(x => CLIOptions.o_filterByContainer.Value.Any(y => x.Container.ToString().IndexOf(y, StringComparison.OrdinalIgnoreCase) >= 0));
filteredAssets = exportableAssetsList.FindAll(x => CLIOptions.o_filterByContainer.Value.Any(y => x.Container.IndexOf(y, StringComparison.OrdinalIgnoreCase) >= 0));
Logger.Info(
$"Found [{filteredAssets.Count}/{assetsCount}] asset(s) " +
$"that contain {$"\"{string.Join("\", \"", CLIOptions.o_filterByContainer.Value)}\"".Color(Ansi.BrightYellow)} in their Containers."
@ -256,8 +364,8 @@ namespace AssetStudioCLI
break;
case FilterBy.NameOrContainer:
filteredAssets = exportableAssetsList.FindAll(x =>
CLIOptions.o_filterByText.Value.Any(y => x.Text.ToString().IndexOf(y, StringComparison.OrdinalIgnoreCase) >= 0) ||
CLIOptions.o_filterByText.Value.Any(y => x.Container.ToString().IndexOf(y, StringComparison.OrdinalIgnoreCase) >= 0)
CLIOptions.o_filterByText.Value.Any(y => x.Text.IndexOf(y, StringComparison.OrdinalIgnoreCase) >= 0) ||
CLIOptions.o_filterByText.Value.Any(y => x.Container.IndexOf(y, StringComparison.OrdinalIgnoreCase) >= 0)
);
Logger.Info(
$"Found [{filteredAssets.Count}/{assetsCount}] asset(s) " +
@ -266,8 +374,8 @@ namespace AssetStudioCLI
break;
case FilterBy.NameAndContainer:
filteredAssets = exportableAssetsList.FindAll(x =>
CLIOptions.o_filterByName.Value.Any(y => x.Text.ToString().IndexOf(y, StringComparison.OrdinalIgnoreCase) >= 0) &&
CLIOptions.o_filterByContainer.Value.Any(y => x.Container.ToString().IndexOf(y, StringComparison.OrdinalIgnoreCase) >= 0)
CLIOptions.o_filterByName.Value.Any(y => x.Text.IndexOf(y, StringComparison.OrdinalIgnoreCase) >= 0) &&
CLIOptions.o_filterByContainer.Value.Any(y => x.Container.IndexOf(y, StringComparison.OrdinalIgnoreCase) >= 0)
);
Logger.Info(
$"Found [{filteredAssets.Count}/{assetsCount}] asset(s) " +
@ -411,6 +519,101 @@ namespace AssetStudioCLI
Logger.Info($"Finished exporting asset list with {exportableAssetsList.Count} items.");
}
public static void ExportSplitObjects()
{
var savePath = CLIOptions.o_outputFolder.Value;
var searchList = CLIOptions.o_filterByName.Value;
var isFiltered = CLIOptions.filterBy == FilterBy.Name;
var exportableObjects = new List<GameObjectNode>();
var exportedCount = 0;
var k = 0;
Logger.Info($"Searching for objects to export..");
Progress.Reset();
var count = gameObjectTree.Sum(x => x.nodes.Count);
foreach (var node in gameObjectTree)
{
foreach (GameObjectNode j in node.nodes)
{
if (isFiltered)
{
if (!searchList.Any(searchText => j.gameObject.m_Name.IndexOf(searchText, StringComparison.OrdinalIgnoreCase) >= 0))
continue;
}
var gameObjects = new List<GameObject>();
CollectNode(j, gameObjects);
if (gameObjects.All(x => x.m_SkinnedMeshRenderer == null && x.m_MeshFilter == null))
{
Progress.Report(++k, count);
continue;
}
exportableObjects.Add(j);
}
}
gameObjectTree.Clear();
var exportableCount = exportableObjects.Count;
var log = $"Found {exportableCount} exportable object(s) ";
if (isFiltered)
{
log += $"that contain {$"\"{string.Join("\", \"", CLIOptions.o_filterByName.Value)}\"".Color(Ansi.BrightYellow)} in their Names";
}
Logger.Info(log);
if (exportableCount > 0)
{
Progress.Reset();
k = 0;
foreach (var gameObjectNode in exportableObjects)
{
var gameObject = gameObjectNode.gameObject;
var filename = FixFileName(gameObject.m_Name);
var targetPath = $"{savePath}{filename}{Path.DirectorySeparatorChar}";
//重名文件处理
for (int i = 1; ; i++)
{
if (Directory.Exists(targetPath))
{
targetPath = $"{savePath}{filename} ({i}){Path.DirectorySeparatorChar}";
}
else
{
break;
}
}
Directory.CreateDirectory(targetPath);
//导出FBX
Logger.Info($"Exporting {filename}.fbx");
Progress.Report(k, exportableCount);
try
{
ExportGameObject(gameObject, targetPath);
Logger.Debug($"{gameObject.type} \"{filename}\" saved to \"{targetPath}\"");
exportedCount++;
}
catch (Exception ex)
{
Logger.Error($"Export GameObject:{gameObject.m_Name} error", ex);
}
k++;
}
}
var status = exportedCount > 0
? $"Finished exporting [{exportedCount}/{exportableCount}] object(s) to \"{CLIOptions.o_outputFolder.Value.Color(Ansi.BrightCyan)}\""
: "Nothing exported";
Logger.Default.Log(LoggerEvent.Info, status, ignoreLevel: true);
}
private static void CollectNode(GameObjectNode node, List<GameObject> gameObjects)
{
gameObjects.Add(node.gameObject);
foreach (GameObjectNode i in node.nodes)
{
CollectNode(i, gameObjects);
}
}
public static void ExportLive2D()
{
var baseDestPath = Path.Combine(CLIOptions.o_outputFolder.Value, "Live2DOutput");