mirror of
https://github.com/aelurum/AssetStudio.git
synced 2025-07-14 02:54:16 -04:00
cleanup code
This commit is contained in:
@ -1105,10 +1105,6 @@ namespace Unity_Studio
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}
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}
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}
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else
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{
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//bool stop = true;
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}
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}
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MeshPD.uniqueID = keepID;
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@ -1653,7 +1649,8 @@ namespace Unity_Studio
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public static bool ExportAudioClip(AssetPreloadData asset, string exportFilename, string exportFileextension)
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{
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var oldextension = exportFileextension;
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if ((bool)Properties.Settings.Default["convertfsb"] && exportFileextension == ".fsb")
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var convertfsb = (bool)Properties.Settings.Default["convertfsb"];
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if (convertfsb && exportFileextension == ".fsb")
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{
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exportFileextension = ".wav";
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}
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@ -1661,7 +1658,7 @@ namespace Unity_Studio
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if (ExportFileExists(exportFullname))
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return false;
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var m_AudioClip = new AudioClip(asset, true);
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if ((bool)Properties.Settings.Default["convertfsb"] && oldextension == ".fsb")
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if (convertfsb && oldextension == ".fsb")
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{
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FMOD.System system;
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FMOD.Sound sound;
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@ -1769,10 +1766,10 @@ namespace Unity_Studio
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{
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count = 4;
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}
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var vertices = new ManagedFbx.Vector3[m_Mesh.m_VertexCount];
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var vertices = new Vector3[m_Mesh.m_VertexCount];
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for (int v = 0; v < m_Mesh.m_VertexCount; v++)
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{
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vertices[v] = new ManagedFbx.Vector3(
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vertices[v] = new Vector3(
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m_Mesh.m_Vertices[v * count],
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m_Mesh.m_Vertices[v * count + 1],
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m_Mesh.m_Vertices[v * count + 2]);
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@ -1801,10 +1798,10 @@ namespace Unity_Studio
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count = 4;
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}
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var normals = new ManagedFbx.Vector3[m_Mesh.m_VertexCount];
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var normals = new Vector3[m_Mesh.m_VertexCount];
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for (int n = 0; n < m_Mesh.m_VertexCount; n++)
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{
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normals[n] = new ManagedFbx.Vector3(
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normals[n] = new Vector3(
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m_Mesh.m_Normals[n * count],
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m_Mesh.m_Normals[n * count + 1],
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m_Mesh.m_Normals[n * count + 2]);
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@ -1815,20 +1812,20 @@ namespace Unity_Studio
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#region Colors
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if (m_Mesh.m_Colors == null)
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{
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var colors = new ManagedFbx.Colour[m_Mesh.m_VertexCount];
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var colors = new Colour[m_Mesh.m_VertexCount];
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for (int c = 0; c < m_Mesh.m_VertexCount; c++)
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{
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colors[c] = new ManagedFbx.Colour(
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colors[c] = new Colour(
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0.5f, 0.5f, 0.5f, 1.0f);
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}
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mesh.VertexColours = colors;
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}
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else if (m_Mesh.m_Colors.Length == m_Mesh.m_VertexCount * 3)
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{
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var colors = new ManagedFbx.Colour[m_Mesh.m_VertexCount];
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var colors = new Colour[m_Mesh.m_VertexCount];
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for (int c = 0; c < m_Mesh.m_VertexCount; c++)
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{
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colors[c] = new ManagedFbx.Colour(
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colors[c] = new Colour(
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m_Mesh.m_Colors[c * 4],
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m_Mesh.m_Colors[c * 4 + 1],
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m_Mesh.m_Colors[c * 4 + 2],
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@ -1838,10 +1835,10 @@ namespace Unity_Studio
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}
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else
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{
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var colors = new ManagedFbx.Colour[m_Mesh.m_VertexCount];
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var colors = new Colour[m_Mesh.m_VertexCount];
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for (int c = 0; c < m_Mesh.m_VertexCount; c++)
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{
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colors[c] = new ManagedFbx.Colour(
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colors[c] = new Colour(
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m_Mesh.m_Colors[c * 4],
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m_Mesh.m_Colors[c * 4 + 1],
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m_Mesh.m_Colors[c * 4 + 2],
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@ -1853,19 +1850,19 @@ namespace Unity_Studio
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#region UV
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if (m_Mesh.m_UV1 != null && m_Mesh.m_UV1.Length == m_Mesh.m_VertexCount * 2)
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{
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var uv = new ManagedFbx.Vector2[m_Mesh.m_VertexCount];
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var uv = new Vector2[m_Mesh.m_VertexCount];
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for (int c = 0; c < m_Mesh.m_VertexCount; c++)
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{
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uv[c] = new ManagedFbx.Vector2(m_Mesh.m_UV1[c * 2], m_Mesh.m_UV1[c * 2 + 1]);
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uv[c] = new Vector2(m_Mesh.m_UV1[c * 2], m_Mesh.m_UV1[c * 2 + 1]);
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}
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mesh.TextureCoords = uv;
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}
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else if (m_Mesh.m_UV2 != null && m_Mesh.m_UV2.Length == m_Mesh.m_VertexCount * 2)
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{
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var uv = new ManagedFbx.Vector2[m_Mesh.m_VertexCount];
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var uv = new Vector2[m_Mesh.m_VertexCount];
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for (int c = 0; c < m_Mesh.m_VertexCount; c++)
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{
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uv[c] = new ManagedFbx.Vector2(m_Mesh.m_UV2[c * 2], m_Mesh.m_UV2[c * 2 + 1]);
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uv[c] = new Vector2(m_Mesh.m_UV2[c * 2], m_Mesh.m_UV2[c * 2 + 1]);
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}
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mesh.TextureCoords = uv;
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}
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