diff --git a/AssetStudio/StudioClasses/ModelConverter.cs b/AssetStudio/StudioClasses/ModelConverter.cs index c924ca0..a19dfec 100644 --- a/AssetStudio/StudioClasses/ModelConverter.cs +++ b/AssetStudio/StudioClasses/ModelConverter.cs @@ -231,7 +231,7 @@ namespace AssetStudio var subHashSet = new HashSet(); var combine = false; int firstSubMesh = 0; - if (meshR.m_StaticBatchInfo != null && meshR.m_StaticBatchInfo.subMeshCount > 0) + if (meshR.m_StaticBatchInfo?.subMeshCount > 0) { firstSubMesh = meshR.m_StaticBatchInfo.firstSubMesh; var finalSubMesh = meshR.m_StaticBatchInfo.firstSubMesh + meshR.m_StaticBatchInfo.subMeshCount; @@ -241,7 +241,7 @@ namespace AssetStudio } combine = true; } - else if (meshR.m_SubsetIndices != null) + else if (meshR.m_SubsetIndices?.Length > 0) { firstSubMesh = (int)meshR.m_SubsetIndices.Min(x => x); foreach (var index in meshR.m_SubsetIndices) @@ -284,7 +284,7 @@ namespace AssetStudio } iVertex.Position = new Vector3(-mesh.m_Vertices[j * c], mesh.m_Vertices[j * c + 1], mesh.m_Vertices[j * c + 2]); //Normals - if (mesh.m_Normals != null && mesh.m_Normals.Length > 0) + if (mesh.m_Normals?.Length > 0) { if (mesh.m_Normals.Length == mesh.m_VertexCount * 3) {