Unity 5 support

This commit is contained in:
RaduMCosma
2015-11-02 10:11:26 +02:00
parent ee040bdd71
commit 66fa804819
14 changed files with 639 additions and 262 deletions

View File

@ -3,7 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using System.Diagnostics; //remove this later
//using System.Diagnostics; //remove this later
namespace Unity_Studio
{
@ -19,15 +19,15 @@ namespace Unity_Studio
//public EndianType endianType = EndianType.BigEndian;
//public List<AssetPreloadData> preloadTable = new List<AssetPreloadData>();
public Dictionary<long, AssetPreloadData> preloadTable = new Dictionary<long, AssetPreloadData>();
public List<GameObject> GameObjectList = new List<GameObject>();
public List<Transform> TransformList = new List<Transform>();
//public List<RectTransform> RectTransformList = new List<RectTransform>();
//public List<MeshFilter> MeshFilterList = new List<MeshFilter>();
//public List<SkinnedMeshRenderer> SkinnedMeshList = new List<SkinnedMeshRenderer>();
public Dictionary<long, GameObject> GameObjectList = new Dictionary<long, GameObject>();
public Dictionary<long, Transform> TransformList = new Dictionary<long, Transform>();
public List<AssetPreloadData> exportableAssets = new List<AssetPreloadData>();
public List<UnityShared> sharedAssetsList = new List<UnityShared>() {new UnityShared()};
private ClassIDReference UnityClassID = new ClassIDReference();
public SortedDictionary<int, ClassStrStruct> ClassStructures = new SortedDictionary<int, ClassStrStruct>();
private bool baseDefinitions = false;
public class UnityShared
@ -58,7 +58,7 @@ namespace Unity_Studio
a_Stream.Position += 1;
break;
}
case 7://beta
case 7://Unity 3 beta
{
a_Stream.Position = (dataEnd - tableSize);
a_Stream.Position += 1;
@ -81,7 +81,7 @@ namespace Unity_Studio
break;
}
case 14:
case 15://not fully tested!s
case 15://not fully tested!
{
a_Stream.Position += 4;//azero
m_Version = a_Stream.ReadStringToNull();
@ -125,8 +125,18 @@ namespace Unity_Studio
{
if (fileGen < 14)
{
int baseType = a_Stream.ReadInt32();
readBase();
int classID = a_Stream.ReadInt32();
string baseType = a_Stream.ReadStringToNull();
string baseName = a_Stream.ReadStringToNull();
a_Stream.Position += 20;
int memberCount = a_Stream.ReadInt32();
StringBuilder cb = new StringBuilder();
for (int m = 0; m < memberCount; m++) { readBase(cb, 1); }
var aClass = new ClassStrStruct() { ID = classID, Text = (baseType + " " + baseName), members = cb.ToString() };
aClass.SubItems.Add(classID.ToString());
ClassStructures.Add(classID, aClass);
}
else { readBase5(); }
}
@ -134,12 +144,15 @@ namespace Unity_Studio
if (fileGen >= 7 && fileGen < 14) {a_Stream.Position += 4;}//azero
int assetCount = a_Stream.ReadInt32();
if (fileGen >= 14) { a_Stream.AlignStream(4); }
#region asset preload table
string assetIDfmt = "D" + assetCount.ToString().Length.ToString(); //format for unique ID
for (int i = 0; i < assetCount; i++)
{
//each table entry is aligned individually, not the whole table
if (fileGen >= 14) { a_Stream.AlignStream(4); }
AssetPreloadData asset = new AssetPreloadData();
if (fileGen < 14) { asset.m_PathID = a_Stream.ReadInt32(); }
else { asset.m_PathID = a_Stream.ReadInt64(); }
@ -149,7 +162,17 @@ namespace Unity_Studio
asset.Type1 = a_Stream.ReadInt32();
asset.Type2 = a_Stream.ReadUInt16();
a_Stream.Position += 2;
if (fileGen >= 15) { int azero = a_Stream.ReadInt32(); }
if (fileGen >= 15)
{
byte unknownByte = a_Stream.ReadByte();
//this is a single byte, not an int32
//the next entry is aligned after this
//but not the last!
if (unknownByte != 0)
{
bool investigate = true;
}
}
asset.TypeString = asset.Type2.ToString();
if (UnityClassID.Names[asset.Type2] != null)
@ -164,7 +187,7 @@ namespace Unity_Studio
preloadTable.Add(asset.m_PathID, asset);
//this should be among the first nodes in mainData and it contains the version - useful for unity 2.x files
#region read BuildSettings to get version for unity 2.x files
if (asset.Type2 == 141 && fileGen == 6)
{
long nextAsset = a_Stream.Position;
@ -174,16 +197,24 @@ namespace Unity_Studio
a_Stream.Position = nextAsset;
}
#endregion
}
#endregion
buildType = m_Version.Split(new string[] { ".", "0", "1", "2", "3", "4", "5", "6", "7", "8", "9" }, StringSplitOptions.RemoveEmptyEntries);
string[] strver = (m_Version.Split(new string[] { ".", "a", "b", "c", "d", "e", "f", "g", "h", "i", "j", "k", "l", "m", "n", "o", "p", "q", "r", "s", "t", "u", "v", "w", "x", "y", "z", "\n" }, StringSplitOptions.RemoveEmptyEntries));
version = Array.ConvertAll(strver, int.Parse);
if (fileGen >= 14)
{
//this looks like a list of assets that need to be preloaded in memory before anytihng else
int someCount = a_Stream.ReadInt32();
a_Stream.Position += someCount * 12;
for (int i = 0; i < someCount; i++)
{
int num1 = a_Stream.ReadInt32();
a_Stream.AlignStream(4);
long m_PathID = a_Stream.ReadInt64();
}
}
int sharedFileCount = a_Stream.ReadInt32();
@ -198,20 +229,28 @@ namespace Unity_Studio
}
}
private void readBase()
private void readBase(StringBuilder cb, int level)
{
string baseFormat = a_Stream.ReadStringToNull();
string baseName = a_Stream.ReadStringToNull();
a_Stream.Position += 20;
string varType = a_Stream.ReadStringToNull();
string varName = a_Stream.ReadStringToNull();
//a_Stream.Position += 20;
int size = a_Stream.ReadInt32();
int index = a_Stream.ReadInt32();
int isArray = a_Stream.ReadInt32();
int num0 = a_Stream.ReadInt32();
int num1 = a_Stream.ReadInt16();
int num2 = a_Stream.ReadInt16();
int childrenCount = a_Stream.ReadInt32();
//Debug.WriteLine(baseFormat + " " + baseName + " " + childrenCount);
for (int i = 0; i < childrenCount; i++) { readBase(); }
cb.AppendFormat("{0}{1} {2} {3}\r\n", (new string('\t', level)), varType, varName, size);
for (int i = 0; i < childrenCount; i++) { readBase(cb, level + 1); }
}
private void readBase5()
{
int baseType = a_Stream.ReadInt32();
if (baseType < 0) { a_Stream.Position += 16; }
int classID = a_Stream.ReadInt32();
if (classID < 0) { a_Stream.Position += 16; }
a_Stream.Position += 16;
if (baseDefinitions)
@ -281,8 +320,10 @@ namespace Unity_Studio
a_Stream.Position += varCount * 24;
string varStrings = Encoding.UTF8.GetString(a_Stream.ReadBytes(stringSize));
string className = "";
StringBuilder classVarStr = new StringBuilder();
//can skip this
//build Class Structures
a_Stream.Position -= varCount * 24 + stringSize;
for (int i = 0; i < varCount; i++)
{
@ -308,11 +349,19 @@ namespace Unity_Studio
int index = a_Stream.ReadInt32();
int num1 = a_Stream.ReadInt32();
for (int t = 0; t < level; t++) { Debug.Write("\t"); }
Debug.WriteLine(varTypeStr + " " + varNameStr + " " + size);
if (index == 0) { className = varTypeStr + " " + varNameStr; }
else { classVarStr.AppendFormat("{0}{1} {2} {3}\r\n", (new string('\t', level)), varTypeStr, varNameStr, size); }
//for (int t = 0; t < level; t++) { Debug.Write("\t"); }
//Debug.WriteLine(varTypeStr + " " + varNameStr + " " + size);
}
a_Stream.Position += stringSize;
var aClass = new ClassStrStruct() { ID = classID, Text = className, members = classVarStr.ToString() };
aClass.SubItems.Add(classID.ToString());
ClassStructures.Add(classID, aClass);
}
}
}