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https://github.com/aelurum/AssetStudio.git
synced 2025-05-26 13:50:21 -04:00
fixed some bug
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parent
0cd8d51526
commit
7e67f354e4
@ -1,7 +1,7 @@
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio 14
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VisualStudioVersion = 14.0.25420.1
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# Visual Studio 15
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VisualStudioVersion = 15.0.27130.2024
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Unity Studio", "Unity Studio\Unity Studio.csproj", "{24551E2D-E9B6-4CD6-8F2A-D9F4A13E7853}"
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EndProject
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@ -25,4 +25,7 @@ Global
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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GlobalSection(ExtensibilityGlobals) = postSolution
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SolutionGuid = {F5C476A6-2B3B-416F-8BD5-6FE454FF3972}
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EndGlobalSection
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EndGlobal
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@ -311,24 +311,24 @@ namespace Unity_Studio
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exportable = true;
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break;
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}
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/*case 21: //Material
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case 74: //AnimationClip
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case 90: //Avatar
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case 91: //AnimatorController
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case 115: //MonoScript
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case 687078895: //SpriteAtlas
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{
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if (asset.Offset + 4 > asset.sourceFile.a_Stream.BaseStream.Length)
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break;
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asset.sourceFile.a_Stream.Position = asset.Offset;
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var len = asset.sourceFile.a_Stream.ReadInt32();
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if (len > 0 && len < asset.Size - 4)
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/*case 21: //Material
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case 74: //AnimationClip
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case 90: //Avatar
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case 91: //AnimatorController
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case 115: //MonoScript
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case 687078895: //SpriteAtlas
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{
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var bytes = asset.sourceFile.a_Stream.ReadBytes(len);
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asset.Text = Encoding.UTF8.GetString(bytes);
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}
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break;
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}*/
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if (asset.Offset + 4 > asset.sourceFile.a_Stream.BaseStream.Length)
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break;
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asset.sourceFile.a_Stream.Position = asset.Offset;
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var len = asset.sourceFile.a_Stream.ReadInt32();
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if (len > 0 && len < asset.Size - 4)
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{
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var bytes = asset.sourceFile.a_Stream.ReadBytes(len);
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asset.Text = Encoding.UTF8.GetString(bytes);
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}
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break;
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}*/
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}
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if (!exportable && displayAll)
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{
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@ -1797,12 +1797,21 @@ namespace Unity_Studio
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#endregion
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#region Face
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for (int f = 0; f < m_Mesh.m_Indices.Count / 3; f++)
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int sum = 0;
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for (var i = 0; i < m_Mesh.m_SubMeshes.Count; i++)
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{
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sb.AppendFormat("f {0}/{0}/{0} {1}/{1}/{1} {2}/{2}/{2}\r\n", m_Mesh.m_Indices[f * 3 + 2] + 1, m_Mesh.m_Indices[f * 3 + 1] + 1, m_Mesh.m_Indices[f * 3] + 1);
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sb.AppendLine($"g {m_Mesh.m_Name}_{i}");
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int indexCount = (int)m_Mesh.m_SubMeshes[i].indexCount;
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var end = sum + indexCount / 3;
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for (int f = sum; f < end; f++)
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{
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sb.AppendFormat("f {0}/{0}/{0} {1}/{1}/{1} {2}/{2}/{2}\r\n", m_Mesh.m_Indices[f * 3 + 2] + 1, m_Mesh.m_Indices[f * 3 + 1] + 1, m_Mesh.m_Indices[f * 3] + 1);
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}
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sum = end;
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}
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#endregion
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sb.Replace("NaN", "0");
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File.WriteAllText(exportFullName, sb.ToString());
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return true;
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}
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