Add json file to read Shader

This commit is contained in:
Perfare 2017-08-21 22:00:28 +08:00
parent 9d87fead21
commit e4533b4ec3
6 changed files with 243 additions and 12 deletions

90
Unity Studio/ShaderResource.Designer.cs generated Normal file
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@ -0,0 +1,90 @@
//------------------------------------------------------------------------------
// <auto-generated>
// 此代码由工具生成。
// 运行时版本:4.0.30319.42000
//
// 对此文件的更改可能会导致不正确的行为,并且如果
// 重新生成代码,这些更改将会丢失。
// </auto-generated>
//------------------------------------------------------------------------------
namespace Unity_Studio {
using System;
/// <summary>
/// 一个强类型的资源类,用于查找本地化的字符串等。
/// </summary>
// 此类是由 StronglyTypedResourceBuilder
// 类通过类似于 ResGen 或 Visual Studio 的工具自动生成的。
// 若要添加或移除成员,请编辑 .ResX 文件,然后重新运行 ResGen
// (以 /str 作为命令选项),或重新生成 VS 项目。
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
internal class ShaderResource {
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal ShaderResource() {
}
/// <summary>
/// 返回此类使用的缓存的 ResourceManager 实例。
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Resources.ResourceManager ResourceManager {
get {
if (object.ReferenceEquals(resourceMan, null)) {
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("Unity_Studio.ShaderResource", typeof(ShaderResource).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// 使用此强类型资源类,为所有资源查找
/// 重写当前线程的 CurrentUICulture 属性。
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Globalization.CultureInfo Culture {
get {
return resourceCulture;
}
set {
resourceCulture = value;
}
}
/// <summary>
/// 查找类似 [{&quot;Level&quot;:0,&quot;Type&quot;:&quot;string&quot;,&quot;Name&quot;:&quot;m_Name&quot;,&quot;Size&quot;:-1,&quot;Flag&quot;:32769},{&quot;Level&quot;:1,&quot;Type&quot;:&quot;Array&quot;,&quot;Name&quot;:&quot;Array&quot;,&quot;Size&quot;:-1,&quot;Flag&quot;:16385},{&quot;Level&quot;:2,&quot;Type&quot;:&quot;int&quot;,&quot;Name&quot;:&quot;size&quot;,&quot;Size&quot;:4,&quot;Flag&quot;:1},{&quot;Level&quot;:2,&quot;Type&quot;:&quot;char&quot;,&quot;Name&quot;:&quot;data&quot;,&quot;Size&quot;:1,&quot;Flag&quot;:1},{&quot;Level&quot;:0,&quot;Type&quot;:&quot;SerializedShader&quot;,&quot;Name&quot;:&quot;m_ParsedForm&quot;,&quot;Size&quot;:-1,&quot;Flag&quot;:32768},{&quot;Level&quot;:1,&quot;Type&quot;:&quot;SerializedProperties&quot;,&quot;Name&quot;:&quot;m_PropInfo&quot;,&quot;Size&quot;:-1,&quot;Flag&quot;:32768},{&quot;Level&quot;:2,&quot;Type&quot;:&quot;vector&quot;,&quot;Name&quot;:&quot;m_Props&quot;,&quot;Size&quot;:-1,&quot;Flag&quot;:32768},{&quot;Level&quot;:3,&quot;Type&quot;:&quot;Arr... 的本地化字符串。
/// </summary>
internal static string Shader20171 {
get {
return ResourceManager.GetString("Shader20171", resourceCulture);
}
}
/// <summary>
/// 查找类似 [{&quot;Level&quot;:0,&quot;Type&quot;:&quot;string&quot;,&quot;Name&quot;:&quot;m_Name&quot;,&quot;Size&quot;:-1,&quot;Flag&quot;:32769},{&quot;Level&quot;:1,&quot;Type&quot;:&quot;Array&quot;,&quot;Name&quot;:&quot;Array&quot;,&quot;Size&quot;:-1,&quot;Flag&quot;:16385},{&quot;Level&quot;:2,&quot;Type&quot;:&quot;int&quot;,&quot;Name&quot;:&quot;size&quot;,&quot;Size&quot;:4,&quot;Flag&quot;:1},{&quot;Level&quot;:2,&quot;Type&quot;:&quot;char&quot;,&quot;Name&quot;:&quot;data&quot;,&quot;Size&quot;:1,&quot;Flag&quot;:1},{&quot;Level&quot;:0,&quot;Type&quot;:&quot;SerializedShader&quot;,&quot;Name&quot;:&quot;m_ParsedForm&quot;,&quot;Size&quot;:-1,&quot;Flag&quot;:32768},{&quot;Level&quot;:1,&quot;Type&quot;:&quot;SerializedProperties&quot;,&quot;Name&quot;:&quot;m_PropInfo&quot;,&quot;Size&quot;:-1,&quot;Flag&quot;:32768},{&quot;Level&quot;:2,&quot;Type&quot;:&quot;vector&quot;,&quot;Name&quot;:&quot;m_Props&quot;,&quot;Size&quot;:-1,&quot;Flag&quot;:32768},{&quot;Level&quot;:3,&quot;Type&quot;:&quot;Arr... 的本地化字符串。
/// </summary>
internal static string Shader55 {
get {
return ResourceManager.GetString("Shader55", resourceCulture);
}
}
/// <summary>
/// 查找类似 [{&quot;Level&quot;:0,&quot;Type&quot;:&quot;string&quot;,&quot;Name&quot;:&quot;m_Name&quot;,&quot;Size&quot;:-1,&quot;Flag&quot;:32769},{&quot;Level&quot;:1,&quot;Type&quot;:&quot;Array&quot;,&quot;Name&quot;:&quot;Array&quot;,&quot;Size&quot;:-1,&quot;Flag&quot;:16385},{&quot;Level&quot;:2,&quot;Type&quot;:&quot;int&quot;,&quot;Name&quot;:&quot;size&quot;,&quot;Size&quot;:4,&quot;Flag&quot;:1},{&quot;Level&quot;:2,&quot;Type&quot;:&quot;char&quot;,&quot;Name&quot;:&quot;data&quot;,&quot;Size&quot;:1,&quot;Flag&quot;:1},{&quot;Level&quot;:0,&quot;Type&quot;:&quot;SerializedShader&quot;,&quot;Name&quot;:&quot;m_ParsedForm&quot;,&quot;Size&quot;:-1,&quot;Flag&quot;:32768},{&quot;Level&quot;:1,&quot;Type&quot;:&quot;SerializedProperties&quot;,&quot;Name&quot;:&quot;m_PropInfo&quot;,&quot;Size&quot;:-1,&quot;Flag&quot;:32768},{&quot;Level&quot;:2,&quot;Type&quot;:&quot;vector&quot;,&quot;Name&quot;:&quot;m_Props&quot;,&quot;Size&quot;:-1,&quot;Flag&quot;:32768},{&quot;Level&quot;:3,&quot;Type&quot;:&quot;Arr... 的本地化字符串。
/// </summary>
internal static string Shader56 {
get {
return ResourceManager.GetString("Shader56", resourceCulture);
}
}
}
}

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@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Web.Script.Serialization;
using Lz4;
namespace Unity_Studio
@ -33,17 +34,9 @@ namespace Unity_Studio
if (sourceFile.version[0] == 5 && sourceFile.version[1] >= 5 || sourceFile.version[0] > 5)//5.5.0 and up
{
a_Stream.Position = preloadData.Offset;
ClassStruct classStructure;
//TODO 不依赖Bundle进行读取
if (sourceFile.ClassStructures.TryGetValue(preloadData.Type1, out classStructure))
{
var member = classStructure.members;
m_Script = ReadSerializedShader(member, a_Stream);
}
else
{
m_Script = Encoding.UTF8.GetBytes("Serialized Shader can't be read");
}
var str = (string)ShaderResource.ResourceManager.GetObject($"Shader{sourceFile.version[0]}{sourceFile.version[1]}");
var members = new JavaScriptSerializer().Deserialize<List<ClassMember>>(str);
m_Script = ReadSerializedShader(members, a_Stream);
}
else
{

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@ -141,6 +141,11 @@
<AutoGen>True</AutoGen>
<DesignTime>True</DesignTime>
</Compile>
<Compile Include="ShaderResource.Designer.cs">
<DependentUpon>ShaderResource.resx</DependentUpon>
<AutoGen>True</AutoGen>
<DesignTime>True</DesignTime>
</Compile>
<Compile Include="Unity Classes\AssetBundle.cs" />
<Compile Include="Unity Studio Classes\AssetPreloadData.cs" />
<Compile Include="Unity Classes\AudioClip.cs" />
@ -207,6 +212,10 @@
<Generator>ResXFileCodeGenerator</Generator>
<LastGenOutput>Resource1.Designer.cs</LastGenOutput>
</EmbeddedResource>
<EmbeddedResource Include="ShaderResource.resx">
<Generator>ResXFileCodeGenerator</Generator>
<LastGenOutput>ShaderResource.Designer.cs</LastGenOutput>
</EmbeddedResource>
<EmbeddedResource Include="UnityStudioForm.resx">
<DependentUpon>UnityStudioForm.cs</DependentUpon>
<SubType>Designer</SubType>

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@ -141,6 +141,11 @@
<DesignTime>True</DesignTime>
<DependentUpon>Resource1.resx</DependentUpon>
</Compile>
<Compile Include="ShaderResource.Designer.cs">
<AutoGen>True</AutoGen>
<DesignTime>True</DesignTime>
<DependentUpon>ShaderResource.resx</DependentUpon>
</Compile>
<Compile Include="Unity Classes\AssetBundle.cs" />
<Compile Include="Unity Studio Classes\AssetPreloadData.cs" />
<Compile Include="Unity Classes\AudioClip.cs" />
@ -207,6 +212,10 @@
<Generator>ResXFileCodeGenerator</Generator>
<LastGenOutput>Resource1.Designer.cs</LastGenOutput>
</EmbeddedResource>
<EmbeddedResource Include="ShaderResource.resx">
<Generator>ResXFileCodeGenerator</Generator>
<LastGenOutput>ShaderResource.Designer.cs</LastGenOutput>
</EmbeddedResource>
<EmbeddedResource Include="UnityStudioForm.resx">
<DependentUpon>UnityStudioForm.cs</DependentUpon>
<SubType>Designer</SubType>

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@ -878,6 +878,7 @@ namespace Unity_Studio
Shader m_TextAsset = new Shader(asset, true);
string m_Script_Text = Encoding.UTF8.GetString(m_TextAsset.m_Script);
m_Script_Text = Regex.Replace(m_Script_Text, "(?<!\r)\n", "\r\n");
m_Script_Text = m_Script_Text.Replace("\0", "\\0");
textPreviewBox.Text = m_Script_Text;
textPreviewBox.Visible = true;
break;