mirror of
https://github.com/aelurum/AssetStudio.git
synced 2025-07-14 02:54:16 -04:00
fixed some bug
This commit is contained in:
@ -559,7 +559,6 @@ namespace Unity_Studio
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if (enablePreview.Checked && imageTexture != null)
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{
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previewPanel.BackgroundImage = imageTexture;
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previewPanel.BackgroundImageLayout = ImageLayout.Zoom;
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}
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else
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{
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@ -1145,7 +1144,7 @@ namespace Unity_Studio
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private void selectAsset(object sender, ListViewItemSelectionChangedEventArgs e)
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{
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previewPanel.BackgroundImage = global::Unity_Studio.Properties.Resources.preview;
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previewPanel.BackgroundImage = Properties.Resources.preview;
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previewPanel.BackgroundImageLayout = System.Windows.Forms.ImageLayout.Center;
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assetInfoLabel.Visible = false;
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assetInfoLabel.Text = null;
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@ -1190,6 +1189,8 @@ namespace Unity_Studio
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#region Texture2D
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case 28: //Texture2D
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{
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if (imageTexture != null)
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imageTexture.Dispose();
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Texture2D m_Texture2D = new Texture2D(asset, true);
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if (asset.extension == ".dds")
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{
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@ -1214,10 +1215,10 @@ namespace Unity_Studio
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string temptgafilepath = tempastcfilepath.Replace(".tmp", ".tga");
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File.WriteAllBytes(tempastcfilepath, Texture2DToASTC(m_Texture2D));
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Execute("astcenc.exe -d " + tempastcfilepath + " " + temptgafilepath);
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File.Delete(tempastcfilepath);
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if (File.Exists(temptgafilepath))
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{
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var tempddsfile = File.ReadAllBytes(temptgafilepath);
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File.Delete(tempastcfilepath);
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File.Delete(temptgafilepath);
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imageTexture = TGAToBMP(tempddsfile);
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imageTexture.RotateFlip(RotateFlipType.RotateNoneFlipY);
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@ -1239,13 +1240,11 @@ namespace Unity_Studio
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}
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if (imageTexture != null)
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{
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var oldimage = previewPanel.BackgroundImage;
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previewPanel.BackgroundImage = imageTexture;
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if (imageTexture.Width > previewPanel.Width || imageTexture.Height > previewPanel.Height)
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previewPanel.BackgroundImageLayout = ImageLayout.Zoom;
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else
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previewPanel.BackgroundImageLayout = ImageLayout.Center;
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oldimage.Dispose();
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}
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break;
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}
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@ -1871,7 +1870,8 @@ namespace Unity_Studio
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//遍历一级子节点
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foreach (TreeNode j in i.Nodes)
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{
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var filename = j.Text;
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//加上时间,因为可能有重名的object
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var filename = j.Text + DateTime.Now.ToString("_mm_ss_ffff");
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//选中它和它的子节点
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sceneTreeView.Invoke(new Action(() => j.Checked = true));
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//导出FBX
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@ -2592,8 +2592,6 @@ namespace Unity_Studio
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cb.Append(cb2); cb2.Clear();
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#region write & extract Textures
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Directory.CreateDirectory(Path.GetDirectoryName(FBXfile) + "\\Texture2D");
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foreach (var TexturePD in Textures)
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{
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//TODO check texture type and set path accordingly; eg. CubeMap, Texture3D
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@ -3314,6 +3312,8 @@ namespace Unity_Studio
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var m_AudioClip = new AudioClip(asset, true);
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if ((bool)Properties.Settings.Default["convertfsb"] && oldextension == ".fsb")
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{
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FMOD.System system;
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FMOD.Sound sound;
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FMOD.RESULT result;
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FMOD.CREATESOUNDEXINFO exinfo = new FMOD.CREATESOUNDEXINFO();
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@ -3372,8 +3372,6 @@ namespace Unity_Studio
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sound.release();
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system.release();
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system = null;
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sound = null;
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}
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else
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{
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@ -3494,7 +3492,7 @@ namespace Unity_Studio
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classesListView.Items.Clear();
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classesListView.Groups.Clear();
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previewPanel.BackgroundImage = global::Unity_Studio.Properties.Resources.preview;
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previewPanel.BackgroundImage = Properties.Resources.preview;
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previewPanel.BackgroundImageLayout = System.Windows.Forms.ImageLayout.Center;
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assetInfoLabel.Visible = false;
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assetInfoLabel.Text = null;
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