mirror of
https://github.com/aelurum/AssetStudio.git
synced 2025-05-27 22:00:23 -04:00
fixed PlayerSettings in unity 2017.1
split code improve read struct
This commit is contained in:
parent
1ecf4c8c27
commit
cdfc9cf2e6
@ -39,7 +39,7 @@ namespace Unity_Studio
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if ((sourceFile.version[0] == 5 && sourceFile.version[1] < 1) || (sourceFile.version[0] == 4 && sourceFile.version[1] == 6 && sourceFile.version[2] >= 3))
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{ int targetIOSGraphics = a_Stream.ReadInt32(); }
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if (sourceFile.version[0] == 5 && (sourceFile.version[1] > 2 || (sourceFile.version[1] == 2 && sourceFile.version[2] >= 1)))
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if (sourceFile.version[0] >= 5 || sourceFile.version[0] == 5 && (sourceFile.version[1] > 2 || (sourceFile.version[1] == 2 && sourceFile.version[2] >= 1)))
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{ bool useOnDemandResources = a_Stream.ReadBoolean(); a_Stream.AlignStream(4); }
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if (sourceFile.version[0] < 5 || (sourceFile.version[0] == 5 && sourceFile.version[1] < 3))
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@ -112,6 +112,8 @@ namespace Unity_Studio
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return decompressedBlob;
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}
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var align = (member.Flag & 0x4000) != 0;
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if (member.alignBefore)
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a_Stream.AlignStream(4);
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if (varTypeStr == "SInt8")//sbyte
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{
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a_Stream.ReadSByte();
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@ -132,7 +134,7 @@ namespace Unity_Studio
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{
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a_Stream.ReadInt32();
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}
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else if (varTypeStr == "UInt32" || varTypeStr == "unsigned int")//UInt32
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else if (varTypeStr == "UInt32" || varTypeStr == "unsigned int" || varTypeStr == "Type*")//UInt32
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{
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a_Stream.ReadUInt32();
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}
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@ -166,7 +168,7 @@ namespace Unity_Studio
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if ((members[i - 1].Flag & 0x4000) != 0)
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align = true;
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var size = a_Stream.ReadInt32();
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var array = AssetPreloadData.ReadArray(members, level, i);
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var array = ClassStructHelper.ReadArray(members, level, i);
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for (int j = 0; j < size; j++)
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{
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ReadSerializedShader(array, a_Stream);
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@ -175,7 +177,11 @@ namespace Unity_Studio
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}
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else
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{
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align = false;
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if (align)
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{
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align = false;
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ClassStructHelper.SetAlignBefore(members, level, i + 1);
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}
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}
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if (align)
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a_Stream.AlignStream(4);
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@ -20,127 +20,5 @@ namespace Unity_Studio
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public AssetsFile sourceFile;
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public string uniqueID;
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public string ViewStruct()
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{
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var a_Stream = sourceFile.a_Stream;
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a_Stream.Position = Offset;
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ClassStruct classStructure;
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if (sourceFile.ClassStructures.TryGetValue(Type1, out classStructure))
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{
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var member = classStructure.members;
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var sb = new StringBuilder();
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Read(sb, member, a_Stream);
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return sb.ToString();
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}
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return null;
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}
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private static void Read(StringBuilder sb, List<ClassMember> members, EndianStream a_Stream)
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{
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for (int i = 0; i < members.Count; i++)
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{
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var member = members[i];
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var level = member.Level;
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var varTypeStr = member.Type;
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var varNameStr = member.Name;
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object value = null;
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var align = (member.Flag & 0x4000) != 0;
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var append = true;
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if (varTypeStr == "SInt8")//sbyte
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{
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value = a_Stream.ReadSByte();
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}
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else if (varTypeStr == "UInt8")//byte
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{
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value = a_Stream.ReadByte();
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}
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else if (varTypeStr == "short" || varTypeStr == "SInt16")//Int16
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{
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value = a_Stream.ReadInt16();
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}
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else if (varTypeStr == "UInt16" || varTypeStr == "unsigned short")//UInt16
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{
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value = a_Stream.ReadUInt16();
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}
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else if (varTypeStr == "int" || varTypeStr == "SInt32")//Int32
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{
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value = a_Stream.ReadInt32();
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}
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else if (varTypeStr == "UInt32" || varTypeStr == "unsigned int")//UInt32
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{
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value = a_Stream.ReadUInt32();
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}
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else if (varTypeStr == "long long" || varTypeStr == "SInt64")//Int64
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{
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value = a_Stream.ReadInt64();
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}
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else if (varTypeStr == "UInt64" || varTypeStr == "unsigned long long")//UInt64
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{
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value = a_Stream.ReadUInt64();
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}
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else if (varTypeStr == "float")//float
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{
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value = a_Stream.ReadSingle();
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}
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else if (varTypeStr == "double")//double
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{
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value = a_Stream.ReadDouble();
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}
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else if (varTypeStr == "bool")//bool
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{
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value = a_Stream.ReadBoolean();
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}
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else if (varTypeStr == "string")//string
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{
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append = false;
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var str = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
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sb.AppendFormat("{0}{1} {2} = \"{3}\"\r\n", (new string('\t', level)), varTypeStr, varNameStr, str);
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i += 3;//skip
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}
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else if (varTypeStr == "Array")//Array
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{
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append = false;
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if ((members[i - 1].Flag & 0x4000) != 0)
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align = true;
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sb.AppendFormat("{0}{1} {2}\r\n", (new string('\t', level)), varTypeStr, varNameStr);
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var size = a_Stream.ReadInt32();
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sb.AppendFormat("{0}{1} {2} = {3}\r\n", (new string('\t', level)), "int", "size", size);
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var array = ReadArray(members, level, i);
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for (int j = 0; j < size; j++)
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{
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sb.AppendFormat("{0}[{1}]\r\n", (new string('\t', level + 1)), j);
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Read(sb, array, a_Stream);
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}
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i += array.Count + 1;//skip
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}
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else
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{
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append = false;
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align = false;
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sb.AppendFormat("{0}{1} {2}\r\n", (new string('\t', level)), varTypeStr, varNameStr);
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}
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if (append)
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sb.AppendFormat("{0}{1} {2} = {3}\r\n", (new string('\t', level)), varTypeStr, varNameStr, value);
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if (align)
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a_Stream.AlignStream(4);
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}
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}
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public static List<ClassMember> ReadArray(List<ClassMember> members, int level, int index)
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{
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var member2 = new List<ClassMember>();
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for (int i = index + 2; i < members.Count; i++)//skip int size
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{
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var member = members[i];
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var level2 = member.Level;
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if (level2 <= level)
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{
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return member2;
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}
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member2.Add(member);
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}
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return member2;
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}
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}
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}
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@ -139,6 +139,7 @@ namespace Unity_Studio
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{1006, "Vector4f"},
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{1015, "m_ScriptingClassIdentifier"},
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{1042, "Gradient"},
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{1051, "Type*"}
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};
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#endregion
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@ -1,39 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Windows.Forms;
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using System.Collections.Generic;
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namespace Unity_Studio
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{
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public class ClassStruct : ListViewItem
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{
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public int ID;
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public List<ClassMember> members;
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public string membersstr
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{
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get
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{
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var sb = new StringBuilder();
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foreach (var i in members)
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{
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sb.AppendFormat("{0}{1} {2} {3}\r\n", (new string('\t', i.Level)), i.Type, i.Name, i.Size);
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}
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return sb.ToString();
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}
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}
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}
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public class ClassMember
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{
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public int Level;
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public string Type;
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public string Name;
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public int Size;
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public int Flag;
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}
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public static class ClassIDReference
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{
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public static Dictionary<int, string> Names = new Dictionary<int, string>()
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192
Unity Studio/Unity Studio Classes/ClassStruct.cs
Normal file
192
Unity Studio/Unity Studio Classes/ClassStruct.cs
Normal file
@ -0,0 +1,192 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Windows.Forms;
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namespace Unity_Studio
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{
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public class ClassMember
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{
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public int Level;
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public string Type;
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public string Name;
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public int Size;
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public int Flag;
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//use for read
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public bool alignBefore;
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}
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public class ClassStruct : ListViewItem
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{
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public int ID;
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public List<ClassMember> members;
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public string membersstr
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{
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get
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{
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var sb = new StringBuilder();
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foreach (var i in members)
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{
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sb.AppendFormat("{0}{1} {2} {3} {4}\r\n", new string('\t', i.Level), i.Type, i.Name, i.Size, (i.Flag & 0x4000) != 0);
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}
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return sb.ToString();
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}
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}
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}
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public static class ClassStructHelper
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{
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public static string ViewStruct(this AssetPreloadData asset)
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{
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var a_Stream = asset.sourceFile.a_Stream;
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a_Stream.Position = asset.Offset;
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ClassStruct classStructure;
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if (asset.sourceFile.ClassStructures.TryGetValue(asset.Type1, out classStructure))
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{
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var sb = new StringBuilder();
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ReadClassStruct(sb, classStructure.members, a_Stream);
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return sb.ToString();
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}
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return null;
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}
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private static void ReadClassStruct(StringBuilder sb, List<ClassMember> members, EndianStream a_Stream)
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{
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for (int i = 0; i < members.Count; i++)
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{
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var member = members[i];
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var level = member.Level;
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var varTypeStr = member.Type;
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var varNameStr = member.Name;
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object value = null;
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var align = (member.Flag & 0x4000) != 0;
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var append = true;
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if (member.alignBefore)
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a_Stream.AlignStream(4);
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if (varTypeStr == "SInt8")//sbyte
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{
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value = a_Stream.ReadSByte();
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}
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else if (varTypeStr == "UInt8")//byte
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{
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value = a_Stream.ReadByte();
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}
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else if (varTypeStr == "short" || varTypeStr == "SInt16")//Int16
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{
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value = a_Stream.ReadInt16();
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}
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else if (varTypeStr == "UInt16" || varTypeStr == "unsigned short")//UInt16
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{
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value = a_Stream.ReadUInt16();
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}
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else if (varTypeStr == "int" || varTypeStr == "SInt32")//Int32
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{
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value = a_Stream.ReadInt32();
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}
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else if (varTypeStr == "UInt32" || varTypeStr == "unsigned int" || varTypeStr == "Type*")//UInt32
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{
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value = a_Stream.ReadUInt32();
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}
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else if (varTypeStr == "long long" || varTypeStr == "SInt64")//Int64
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{
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value = a_Stream.ReadInt64();
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}
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else if (varTypeStr == "UInt64" || varTypeStr == "unsigned long long")//UInt64
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{
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value = a_Stream.ReadUInt64();
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}
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else if (varTypeStr == "float")//float
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{
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value = a_Stream.ReadSingle();
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}
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else if (varTypeStr == "double")//double
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{
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value = a_Stream.ReadDouble();
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}
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else if (varTypeStr == "bool")//bool
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{
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value = a_Stream.ReadBoolean();
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}
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else if (varTypeStr == "string")//string
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{
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append = false;
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var str = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
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sb.AppendFormat("{0}{1} {2} = \"{3}\"\r\n", (new string('\t', level)), varTypeStr, varNameStr, str);
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i += 3;//skip
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}
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else if (varTypeStr == "Array")//Array
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{
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append = false;
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if ((members[i - 1].Flag & 0x4000) != 0)
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align = true;
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sb.AppendFormat("{0}{1} {2}\r\n", (new string('\t', level)), varTypeStr, varNameStr);
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var size = a_Stream.ReadInt32();
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sb.AppendFormat("{0}{1} {2} = {3}\r\n", (new string('\t', level)), "int", "size", size);
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var array = ReadArray(members, level, i);
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for (int j = 0; j < size; j++)
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{
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sb.AppendFormat("{0}[{1}]\r\n", (new string('\t', level + 1)), j);
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ReadClassStruct(sb, array, a_Stream);
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}
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i += array.Count + 1;//skip
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}
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else if (varTypeStr == "TypelessData")
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{
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append = false;
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var size = a_Stream.ReadInt32();
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a_Stream.ReadBytes(size);
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i += 2;
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sb.AppendFormat("{0}{1} {2}\r\n", (new string('\t', level)), varTypeStr, varNameStr);
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sb.AppendFormat("{0}{1} {2} = {3}\r\n", (new string('\t', level)), "int", "size", size);
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}
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else
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{
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append = false;
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if (align)
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{
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align = false;
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SetAlignBefore(members, level, i + 1);
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}
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sb.AppendFormat("{0}{1} {2}\r\n", (new string('\t', level)), varTypeStr, varNameStr);
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}
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if (append)
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sb.AppendFormat("{0}{1} {2} = {3}\r\n", (new string('\t', level)), varTypeStr, varNameStr, value);
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if (align)
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a_Stream.AlignStream(4);
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}
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}
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public static List<ClassMember> ReadArray(List<ClassMember> members, int level, int index)
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{
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var member2 = new List<ClassMember>();
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for (int i = index + 2; i < members.Count; i++)//skip int size
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{
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var member = members[i];
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var level2 = member.Level;
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if (level2 <= level)
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{
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return member2;
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}
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member2.Add(member);
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}
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return member2;
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}
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public static void SetAlignBefore(List<ClassMember> members, int level, int index)
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{
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for (int i = index; i < members.Count; i++)
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{
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var member = members[i];
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var level2 = member.Level;
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if (level2 <= level)
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{
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member.alignBefore = true;
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return;
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}
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}
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}
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}
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}
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@ -151,6 +151,7 @@
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<Compile Include="Unity Classes\AudioClip.cs" />
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<Compile Include="Unity Classes\BuildSettings.cs" />
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<Compile Include="Unity Studio Classes\BundleFile.cs" />
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<Compile Include="Unity Studio Classes\ClassStruct.cs" />
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<Compile Include="Unity Studio Classes\UnityStudio.cs" />
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<Compile Include="Unity Studio Classes\ClassIDReference.cs" />
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<Compile Include="Unity Studio Classes\EndianStream.cs" />
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@ -151,6 +151,7 @@
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<Compile Include="Unity Classes\AudioClip.cs" />
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<Compile Include="Unity Classes\BuildSettings.cs" />
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<Compile Include="Unity Studio Classes\BundleFile.cs" />
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<Compile Include="Unity Studio Classes\ClassStruct.cs" />
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<Compile Include="Unity Studio Classes\UnityStudio.cs" />
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<Compile Include="Unity Studio Classes\ClassIDReference.cs" />
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<Compile Include="Unity Studio Classes\EndianStream.cs" />
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