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Add json file to read Shader
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9d87fead21
commit
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90
Unity Studio/ShaderResource.Designer.cs
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90
Unity Studio/ShaderResource.Designer.cs
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@ -0,0 +1,90 @@
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//------------------------------------------------------------------------------
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// <auto-generated>
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// 此代码由工具生成。
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// 运行时版本:4.0.30319.42000
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//
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// 对此文件的更改可能会导致不正确的行为,并且如果
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// 重新生成代码,这些更改将会丢失。
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// </auto-generated>
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//------------------------------------------------------------------------------
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namespace Unity_Studio {
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using System;
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/// <summary>
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/// 一个强类型的资源类,用于查找本地化的字符串等。
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/// </summary>
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// 此类是由 StronglyTypedResourceBuilder
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// 类通过类似于 ResGen 或 Visual Studio 的工具自动生成的。
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// 若要添加或移除成员,请编辑 .ResX 文件,然后重新运行 ResGen
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// (以 /str 作为命令选项),或重新生成 VS 项目。
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[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
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[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
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[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
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internal class ShaderResource {
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private static global::System.Resources.ResourceManager resourceMan;
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private static global::System.Globalization.CultureInfo resourceCulture;
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[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
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internal ShaderResource() {
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}
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/// <summary>
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/// 返回此类使用的缓存的 ResourceManager 实例。
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/// </summary>
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[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
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internal static global::System.Resources.ResourceManager ResourceManager {
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get {
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if (object.ReferenceEquals(resourceMan, null)) {
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global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("Unity_Studio.ShaderResource", typeof(ShaderResource).Assembly);
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resourceMan = temp;
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}
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return resourceMan;
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}
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}
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/// <summary>
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/// 使用此强类型资源类,为所有资源查找
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/// 重写当前线程的 CurrentUICulture 属性。
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/// </summary>
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[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
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internal static global::System.Globalization.CultureInfo Culture {
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get {
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return resourceCulture;
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}
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set {
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resourceCulture = value;
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}
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}
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/// <summary>
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/// 查找类似 [{"Level":0,"Type":"string","Name":"m_Name","Size":-1,"Flag":32769},{"Level":1,"Type":"Array","Name":"Array","Size":-1,"Flag":16385},{"Level":2,"Type":"int","Name":"size","Size":4,"Flag":1},{"Level":2,"Type":"char","Name":"data","Size":1,"Flag":1},{"Level":0,"Type":"SerializedShader","Name":"m_ParsedForm","Size":-1,"Flag":32768},{"Level":1,"Type":"SerializedProperties","Name":"m_PropInfo","Size":-1,"Flag":32768},{"Level":2,"Type":"vector","Name":"m_Props","Size":-1,"Flag":32768},{"Level":3,"Type":"Arr... 的本地化字符串。
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/// </summary>
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internal static string Shader20171 {
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get {
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return ResourceManager.GetString("Shader20171", resourceCulture);
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}
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}
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/// <summary>
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/// 查找类似 [{"Level":0,"Type":"string","Name":"m_Name","Size":-1,"Flag":32769},{"Level":1,"Type":"Array","Name":"Array","Size":-1,"Flag":16385},{"Level":2,"Type":"int","Name":"size","Size":4,"Flag":1},{"Level":2,"Type":"char","Name":"data","Size":1,"Flag":1},{"Level":0,"Type":"SerializedShader","Name":"m_ParsedForm","Size":-1,"Flag":32768},{"Level":1,"Type":"SerializedProperties","Name":"m_PropInfo","Size":-1,"Flag":32768},{"Level":2,"Type":"vector","Name":"m_Props","Size":-1,"Flag":32768},{"Level":3,"Type":"Arr... 的本地化字符串。
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/// </summary>
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internal static string Shader55 {
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get {
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return ResourceManager.GetString("Shader55", resourceCulture);
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}
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}
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/// <summary>
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/// 查找类似 [{"Level":0,"Type":"string","Name":"m_Name","Size":-1,"Flag":32769},{"Level":1,"Type":"Array","Name":"Array","Size":-1,"Flag":16385},{"Level":2,"Type":"int","Name":"size","Size":4,"Flag":1},{"Level":2,"Type":"char","Name":"data","Size":1,"Flag":1},{"Level":0,"Type":"SerializedShader","Name":"m_ParsedForm","Size":-1,"Flag":32768},{"Level":1,"Type":"SerializedProperties","Name":"m_PropInfo","Size":-1,"Flag":32768},{"Level":2,"Type":"vector","Name":"m_Props","Size":-1,"Flag":32768},{"Level":3,"Type":"Arr... 的本地化字符串。
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/// </summary>
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internal static string Shader56 {
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get {
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return ResourceManager.GetString("Shader56", resourceCulture);
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}
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}
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}
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}
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129
Unity Studio/ShaderResource.resx
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129
Unity Studio/ShaderResource.resx
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File diff suppressed because one or more lines are too long
@ -3,6 +3,7 @@ using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Web.Script.Serialization;
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using Lz4;
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namespace Unity_Studio
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@ -33,17 +34,9 @@ namespace Unity_Studio
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if (sourceFile.version[0] == 5 && sourceFile.version[1] >= 5 || sourceFile.version[0] > 5)//5.5.0 and up
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{
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a_Stream.Position = preloadData.Offset;
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ClassStruct classStructure;
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//TODO 不依赖Bundle进行读取
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if (sourceFile.ClassStructures.TryGetValue(preloadData.Type1, out classStructure))
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{
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var member = classStructure.members;
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m_Script = ReadSerializedShader(member, a_Stream);
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}
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else
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{
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m_Script = Encoding.UTF8.GetBytes("Serialized Shader can't be read");
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}
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var str = (string)ShaderResource.ResourceManager.GetObject($"Shader{sourceFile.version[0]}{sourceFile.version[1]}");
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var members = new JavaScriptSerializer().Deserialize<List<ClassMember>>(str);
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m_Script = ReadSerializedShader(members, a_Stream);
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}
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else
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{
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@ -141,6 +141,11 @@
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<AutoGen>True</AutoGen>
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<DesignTime>True</DesignTime>
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</Compile>
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<Compile Include="ShaderResource.Designer.cs">
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<DependentUpon>ShaderResource.resx</DependentUpon>
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<AutoGen>True</AutoGen>
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<DesignTime>True</DesignTime>
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</Compile>
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<Compile Include="Unity Classes\AssetBundle.cs" />
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<Compile Include="Unity Studio Classes\AssetPreloadData.cs" />
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<Compile Include="Unity Classes\AudioClip.cs" />
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@ -207,6 +212,10 @@
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<Generator>ResXFileCodeGenerator</Generator>
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<LastGenOutput>Resource1.Designer.cs</LastGenOutput>
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</EmbeddedResource>
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<EmbeddedResource Include="ShaderResource.resx">
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<Generator>ResXFileCodeGenerator</Generator>
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<LastGenOutput>ShaderResource.Designer.cs</LastGenOutput>
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</EmbeddedResource>
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<EmbeddedResource Include="UnityStudioForm.resx">
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<DependentUpon>UnityStudioForm.cs</DependentUpon>
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<SubType>Designer</SubType>
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<DesignTime>True</DesignTime>
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<DependentUpon>Resource1.resx</DependentUpon>
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</Compile>
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<Compile Include="ShaderResource.Designer.cs">
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<AutoGen>True</AutoGen>
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<DesignTime>True</DesignTime>
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<DependentUpon>ShaderResource.resx</DependentUpon>
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</Compile>
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<Compile Include="Unity Classes\AssetBundle.cs" />
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<Compile Include="Unity Studio Classes\AssetPreloadData.cs" />
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<Compile Include="Unity Classes\AudioClip.cs" />
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@ -207,6 +212,10 @@
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<Generator>ResXFileCodeGenerator</Generator>
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<LastGenOutput>Resource1.Designer.cs</LastGenOutput>
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</EmbeddedResource>
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<EmbeddedResource Include="ShaderResource.resx">
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<Generator>ResXFileCodeGenerator</Generator>
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<LastGenOutput>ShaderResource.Designer.cs</LastGenOutput>
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</EmbeddedResource>
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<EmbeddedResource Include="UnityStudioForm.resx">
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<DependentUpon>UnityStudioForm.cs</DependentUpon>
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<SubType>Designer</SubType>
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@ -878,6 +878,7 @@ namespace Unity_Studio
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Shader m_TextAsset = new Shader(asset, true);
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string m_Script_Text = Encoding.UTF8.GetString(m_TextAsset.m_Script);
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m_Script_Text = Regex.Replace(m_Script_Text, "(?<!\r)\n", "\r\n");
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m_Script_Text = m_Script_Text.Replace("\0", "\\0");
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textPreviewBox.Text = m_Script_Text;
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textPreviewBox.Visible = true;
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break;
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