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SkinnedMeshRenderer fix for Unity 5
sharedFiles properly linked
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66fa804819
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@ -334,10 +334,7 @@ namespace Unity_Studio
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}
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m_Name = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
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if (m_Name == "holotable_glow_mesh")
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{
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bool stop = true;
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}
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if (version[0] < 3 || (version[0] == 3 && version[1] < 5))
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{
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m_Use16BitIndices = a_Stream.ReadBoolean();
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@ -34,7 +34,7 @@ namespace Unity_Studio
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if (sourceFile.version[0] < 5)
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{
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m_Enabled = a_Stream.ReadBoolean();
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m_CastShadows = a_Stream.ReadByte();
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m_CastShadows = a_Stream.ReadByte();//bool
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m_ReceiveShadows = a_Stream.ReadBoolean();
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m_LightmapIndex = a_Stream.ReadByte();
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}
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@ -66,7 +66,7 @@ namespace Unity_Studio
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a_Stream.Position += m_SubsetIndices_size * 4;
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PPtr m_StaticBatchRoot = sourceFile.ReadPPtr();
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if ((version[0] == 3 && version[1] >= 5) || version[0] >= 4)
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if (version[0] >= 4 || (version[0] == 3 && version[1] >= 5))
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{
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bool m_UseLightProbes = a_Stream.ReadBoolean();
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a_Stream.Position += 3; //alignment
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@ -75,10 +75,11 @@ namespace Unity_Studio
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PPtr m_LightProbeAnchor = sourceFile.ReadPPtr();
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}
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if (version[0] >= 4 && version[1] >= 3)
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if (version[0] >= 5 || (version[0] == 4 && version[1] >= 3))
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{
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if (version[1] >= 5) { int m_SortingLayer = a_Stream.ReadInt32(); }
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else { int m_SortingLayer = a_Stream.ReadInt16(); }
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if (version[0] == 4 && version[1] <= 3) { int m_SortingLayer = a_Stream.ReadInt16(); }
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else { int m_SortingLayer = a_Stream.ReadInt32(); }
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int m_SortingOrder = a_Stream.ReadInt16();
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a_Stream.AlignStream(4);
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}
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@ -97,7 +98,7 @@ namespace Unity_Studio
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m_Mesh = sourceFile.ReadPPtr();
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int m_Bones_size = a_Stream.ReadInt32();
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/*int m_Bones_size = a_Stream.ReadInt32();
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for (int b = 0; b < m_Bones_size; b++)
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{
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PPtr aBone = sourceFile.ReadPPtr();
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@ -118,7 +119,7 @@ namespace Unity_Studio
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float[] m_Center = new float[] { a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() };
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float[] m_Extent = new float[] { a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() };
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bool m_DirtyAABB = a_Stream.ReadBoolean();
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}
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}*/
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}
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}
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}
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@ -83,10 +83,11 @@ namespace Unity_Studio
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progressBar1.Value = 0;
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progressBar1.Maximum = unityFiles.Count;
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foreach (var filename in openFileDialog1.FileNames)
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//use a for loop because list size can change
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for (int f = 0; f < unityFiles.Count; f++)
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{
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StatusStripUpdate("Loading " + Path.GetFileName(filename));
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LoadAssetsFile(filename);
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StatusStripUpdate("Loading " + Path.GetFileName(unityFiles[f]));
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LoadAssetsFile(unityFiles[f]);
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}
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}
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else
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@ -240,9 +241,7 @@ namespace Unity_Studio
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foreach (var sharedFile in assetsFile.sharedAssetsList)
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{
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string sharedFilePath = Path.GetDirectoryName(fileName) + "\\" + sharedFile.fileName;
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//TODO add extra code to search for the shared file in case it doesn't exist in the main folder
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//or if it exists or the path is incorrect
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string sharedFileName = Path.GetFileName(sharedFile.fileName);
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//var loadedSharedFile = assetsfileList.Find(aFile => aFile.filePath == sharedFilePath);
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/*var loadedSharedFile = assetsfileList.Find(aFile => aFile.filePath.EndsWith(Path.GetFileName(sharedFile.fileName)));
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@ -255,12 +254,23 @@ namespace Unity_Studio
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}*/
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//searching in unityFiles would preserve desired order, but...
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var quedSharedFile = unityFiles.Find(uFile => uFile.EndsWith(Path.GetFileName(sharedFile.fileName)));
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if (quedSharedFile == null && File.Exists(sharedFilePath))
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var quedSharedFile = unityFiles.Find(uFile => String.Equals(Path.GetFileName(uFile), sharedFileName, StringComparison.OrdinalIgnoreCase));
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if (quedSharedFile == null)
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{
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sharedFile.Index = unityFiles.Count;//this would get screwed if the file fails to load
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unityFiles.Add(sharedFilePath);
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progressBar1.Maximum++;
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//if (!File.Exists(sharedFilePath)) { sharedFilePath = Path.GetDirectoryName(fileName) + "\\" + sharedFileName; }
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if (!File.Exists(sharedFilePath))
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{
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var findFiles = Directory.GetFiles(Path.GetDirectoryName(fileName), sharedFileName, SearchOption.AllDirectories);
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if (findFiles.Length > 0) { sharedFilePath = findFiles[0]; }
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}
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if (File.Exists(sharedFilePath))
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{
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//this would get screwed if the file somehow fails to load
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sharedFile.Index = unityFiles.Count;
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unityFiles.Add(sharedFilePath);
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progressBar1.Maximum++;
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}
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}
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else { sharedFile.Index = unityFiles.IndexOf(quedSharedFile); }
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}
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