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https://github.com/aelurum/AssetStudio.git
synced 2025-05-25 05:40:21 -04:00
improved
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1d2c0ab6cb
commit
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@ -52,7 +52,7 @@ namespace AssetStudio
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assetsFileListHash.Clear();
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ReadAssets();
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ProcessGameObject();
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ProcessAssets();
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}
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private void LoadFile(string fullName)
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@ -332,9 +332,9 @@ namespace AssetStudio
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}
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}
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private void ProcessGameObject()
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private void ProcessAssets()
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{
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Logger.Info("Process GameObject...");
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Logger.Info("Process Assets...");
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foreach (var assetsFile in assetsFileList)
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{
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@ -370,6 +370,19 @@ namespace AssetStudio
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}
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}
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}
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else if (obj is SpriteAtlas m_SpriteAtlas)
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{
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foreach (var m_PackedSprite in m_SpriteAtlas.m_PackedSprites)
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{
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if (m_PackedSprite.TryGet(out var m_Sprite))
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{
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if (m_Sprite.m_SpriteAtlas.IsNull)
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{
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m_Sprite.m_SpriteAtlas.Set(m_SpriteAtlas);
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}
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}
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}
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}
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}
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}
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}
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@ -126,6 +126,6 @@ namespace AssetStudio
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m_PathID = m_Object.m_PathID;
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}
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public bool IsNull() => m_PathID == 0 || m_FileID < 0;
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public bool IsNull => m_PathID == 0 || m_FileID < 0;
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}
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}
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@ -1407,6 +1407,7 @@ namespace AssetStudioGUI
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Logger.Default = new GUILogger(StatusStripUpdate);
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Progress.Default = new GUIProgress(SetProgressBarValue);
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Studio.StatusStripUpdate = StatusStripUpdate;
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}
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private void InitOpenTK()
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@ -25,6 +25,7 @@ namespace AssetStudioGUI
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public static ScriptDumper scriptDumper = new ScriptDumper();
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public static List<AssetItem> exportableAssets = new List<AssetItem>();
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public static List<AssetItem> visibleAssets = new List<AssetItem>();
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internal static Action<string> StatusStripUpdate = x => { };
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public static void ExtractFile(string[] fileNames)
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{
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@ -45,13 +46,13 @@ namespace AssetStudioGUI
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Progress.Report(i + 1, fileNames.Length);
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}
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Logger.Info($"Finished extracting {extractedCount} files.");
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StatusStripUpdate($"Finished extracting {extractedCount} files.");
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});
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}
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private static int ExtractBundleFile(string bundleFileName, EndianBinaryReader reader)
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{
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Logger.Info($"Decompressing {Path.GetFileName(bundleFileName)} ...");
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StatusStripUpdate($"Decompressing {Path.GetFileName(bundleFileName)} ...");
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var bundleFile = new BundleFile(reader, bundleFileName);
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reader.Dispose();
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if (bundleFile.fileList.Count > 0)
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@ -64,7 +65,7 @@ namespace AssetStudioGUI
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private static int ExtractWebDataFile(string webFileName, EndianBinaryReader reader)
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{
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Logger.Info($"Decompressing {Path.GetFileName(webFileName)} ...");
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StatusStripUpdate($"Decompressing {Path.GetFileName(webFileName)} ...");
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var webFile = new WebFile(reader);
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reader.Dispose();
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if (webFile.fileList.Count > 0)
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@ -97,7 +98,7 @@ namespace AssetStudioGUI
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public static void BuildAssetList(Dictionary<Object, AssetItem> tempDic, bool displayAll, bool displayOriginalName, out string productName)
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{
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Logger.Info("Building asset list...");
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StatusStripUpdate("Building asset list...");
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productName = string.Empty;
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var assetsNameHash = new HashSet<string>();
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@ -175,18 +176,6 @@ namespace AssetStudioGUI
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ab = m_AssetBundle;
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assetItem.Text = ab.m_Name;
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break;
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case SpriteAtlas m_SpriteAtlas:
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foreach (var m_PackedSprite in m_SpriteAtlas.m_PackedSprites)
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{
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if (m_PackedSprite.TryGet(out var m_Sprite))
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{
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if (m_Sprite.m_SpriteAtlas.IsNull())
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{
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m_Sprite.m_SpriteAtlas.Set(m_SpriteAtlas);
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}
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}
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}
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break;
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case NamedObject m_NamedObject:
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assetItem.Text = m_NamedObject.m_Name;
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break;
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@ -245,7 +234,7 @@ namespace AssetStudioGUI
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public static List<TreeNode> BuildTreeStructure(Dictionary<Object, AssetItem> tempDic)
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{
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Logger.Info("Building tree structure...");
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StatusStripUpdate("Building tree structure...");
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var treeNodeCollection = new List<TreeNode>();
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var treeNodeDictionary = new Dictionary<GameObject, GameObjectTreeNode>();
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@ -383,7 +372,7 @@ namespace AssetStudioGUI
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{
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exportpath = savePath + "\\" + asset.TypeString + "\\";
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}
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Logger.Info($"Exporting {asset.TypeString}: {asset.Text}");
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StatusStripUpdate($"Exporting {asset.TypeString}: {asset.Text}");
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try
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{
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switch (exportType)
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@ -496,7 +485,7 @@ namespace AssetStudioGUI
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statusText += $" {toExportCount - exportedCount} assets skipped (not extractable or files already exist)";
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}
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Logger.Info(statusText);
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StatusStripUpdate(statusText);
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if (openAfterExport && exportedCount > 0)
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{
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@ -544,7 +533,7 @@ namespace AssetStudioGUI
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}
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Directory.CreateDirectory(targetPath);
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//导出FBX
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Logger.Info($"Exporting {filename}.fbx");
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StatusStripUpdate($"Exporting {filename}.fbx");
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try
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{
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ExportGameObject(j.gameObject, targetPath);
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@ -555,14 +544,14 @@ namespace AssetStudioGUI
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}
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Progress.Report(++k, count);
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Logger.Info($"Finished exporting {filename}.fbx");
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StatusStripUpdate($"Finished exporting {filename}.fbx");
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}
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}
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if (openAfterExport)
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{
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Process.Start(savePath);
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}
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Logger.Info("Finished");
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StatusStripUpdate("Finished");
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});
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}
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@ -580,7 +569,7 @@ namespace AssetStudioGUI
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ThreadPool.QueueUserWorkItem(state =>
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{
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Progress.Reset();
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Logger.Info($"Exporting {animator.Text}");
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StatusStripUpdate($"Exporting {animator.Text}");
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try
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{
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ExportAnimator(animator, exportPath, animationList);
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@ -589,12 +578,12 @@ namespace AssetStudioGUI
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Process.Start(exportPath);
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}
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Progress.Report(1, 1);
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Logger.Info($"Finished exporting {animator.Text}");
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StatusStripUpdate($"Finished exporting {animator.Text}");
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}
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catch (Exception ex)
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{
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MessageBox.Show($"Export Animator:{animator.Text} error\r\n{ex.Message}\r\n{ex.StackTrace}");
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Logger.Info("Error in export");
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StatusStripUpdate("Error in export");
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}
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});
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}
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@ -612,16 +601,16 @@ namespace AssetStudioGUI
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Progress.Reset();
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foreach (var gameObject in gameObjects)
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{
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Logger.Info($"Exporting {gameObject.m_Name}");
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StatusStripUpdate($"Exporting {gameObject.m_Name}");
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try
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{
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ExportGameObject(gameObject, exportPath, animationList);
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Logger.Info($"Finished exporting {gameObject.m_Name}");
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StatusStripUpdate($"Finished exporting {gameObject.m_Name}");
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}
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catch (Exception ex)
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{
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MessageBox.Show($"Export GameObject:{gameObject.m_Name} error\r\n{ex.Message}\r\n{ex.StackTrace}");
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Logger.Info("Error in export");
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StatusStripUpdate("Error in export");
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}
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Progress.Report(++i, count);
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@ -633,7 +622,7 @@ namespace AssetStudioGUI
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}
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else
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{
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Logger.Info("No Object can be exported.");
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StatusStripUpdate("No Object can be exported.");
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}
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});
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}
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@ -644,17 +633,17 @@ namespace AssetStudioGUI
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{
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var name = Path.GetFileName(exportPath);
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Progress.Reset();
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Logger.Info($"Exporting {name}");
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StatusStripUpdate($"Exporting {name}");
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try
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{
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ExportGameObjectMerge(gameObjects, exportPath, animationList);
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Progress.Report(1, 1);
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Logger.Info($"Finished exporting {name}");
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StatusStripUpdate($"Finished exporting {name}");
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}
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catch (Exception ex)
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{
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MessageBox.Show($"Export Model:{name} error\r\n{ex.Message}\r\n{ex.StackTrace}");
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Logger.Info("Error in export");
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StatusStripUpdate("Error in export");
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}
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if (openAfterExport)
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{
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