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Restore the extension of TextAsset
Export Animator to a separate folder
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@ -11,6 +11,7 @@ namespace AssetStudioGUI
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public ClassIDType Type;
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public string TypeString;
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public string Extension;
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public string InfoText;
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public string UniqueID;
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public GameObjectTreeNode TreeNode;
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@ -90,7 +90,7 @@ namespace AssetStudioGUI
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public static bool ExportTextAsset(AssetItem item, string exportPath)
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{
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var m_TextAsset = (TextAsset)(item.Asset);
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var exportFullName = exportPath + item.Text + ".txt";
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var exportFullName = exportPath + item.Text + (item.Extension ?? ".txt");
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if (ExportFileExists(exportFullName))
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return false;
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File.WriteAllBytes(exportFullName, m_TextAsset.m_Script);
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@ -285,7 +285,7 @@ namespace AssetStudioGUI
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{
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var m_Animator = (Animator)item.Asset;
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var convert = animationList != null ? new ModelConverter(m_Animator, animationList.Select(x => (AnimationClip)x.Asset).ToArray()) : new ModelConverter(m_Animator);
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exportPath = exportPath + item.Text + ".fbx";
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exportPath = $"{exportPath}{item.Text}\\{item.Text}.fbx";
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return ExportFbx(convert, exportPath);
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}
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@ -210,7 +210,7 @@ namespace AssetStudioGUI
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var extension = Path.GetExtension(originalPath);
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if (!string.IsNullOrEmpty(extension) && item.Type == ClassIDType.TextAsset)
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{
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//asset.Extension = extension; //TODO
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item.Extension = extension;
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}
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item.Text = Path.GetDirectoryName(originalPath) + "\\" + item.Text;
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