Update README.md

Updated project
Support 2017.4
This commit is contained in:
Perfare 2018-03-25 13:53:52 +08:00
parent a062905734
commit f87390cc2b
104 changed files with 179 additions and 179 deletions

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@ -1,13 +1,15 @@
# UnityStudio
Latest build: [![Build status](https://ci.appveyor.com/api/projects/status/amw5n3607g45n2v0?svg=true)](https://ci.appveyor.com/project/Perfare/unitystudio/branch/master/artifacts)
Unity Studio is a tool for exploring, extracting and exporting assets from Unity games and apps. It has been tested with Unity builds from most platforms, ranging from Web, PC, Linux, MacOS to Xbox360, PS3, Android and iOS, and it is currently maintained to be compatible with Unity builds from 2.5 up to the 2017.3 version.
**None of the repo, the tool, nor the repo owner is affiliated with, or sponsored or authorized by, Unity Technologies or its affiliates.**
UnityStudio is a tool for exploring, extracting and exporting assets from Unity games and apps. It has been tested with Unity builds from most platforms, ranging from Web, PC, Linux, MacOS to Xbox360, PS3, Android and iOS, and it is currently maintained to be compatible with Unity builds from 2.5 up to the 2017.4 version.
## Features
* Support Unity3D Asset types:
* Support asset types:
* **Texture2D** : support convert to bmp, png or jpeg. export to containers: DDS, PVR and KTX
* **Sprite** : png
* **Sprite** : bmp, png or jpeg
* **AudioClip** : mp3, ogg, wav, m4a, fsb. support convert FSB file to WAV(PCM)
* **Font** : ttf, otf
* **Mesh** : obj
@ -37,7 +39,7 @@ Unity Studio is a tool for exploring, extracting and exporting assets from Unity
| Scene Hierarchy search box | Search nodes using * and ? wildcards. Press Enter to loop through results or Ctrl+Enter to select all matching nodes
| Asset List filter box | Enter a keyword to filter the list of available assets; wildcards are added automatically
| Diagnostics | press Ctrl+Alt+D to bring up a hidden menu and a new list
| Bulid class structures | Create human-readable structures for each type of Unity asset
| Bulid class structures | Create human-readable structures for each type of asset
Other interface elements have tooltips or are self-explanatory.

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@ -3,9 +3,9 @@ Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 15
VisualStudioVersion = 15.0.27130.2024
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Unity Studio", "Unity Studio\Unity Studio.csproj", "{24551E2D-E9B6-4CD6-8F2A-D9F4A13E7853}"
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UnityStudio", "UnityStudio\UnityStudio.csproj", "{24551E2D-E9B6-4CD6-8F2A-D9F4A13E7853}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Unity Studio-x86", "Unity Studio\Unity Studio-x86.csproj", "{F5E07FB2-95E4-417F-943F-D439D9A03BBA}"
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UnityStudio-x86", "UnityStudio\UnityStudio-x86.csproj", "{F5E07FB2-95E4-417F-943F-D439D9A03BBA}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution

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@ -3,7 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Unity_Studio
namespace UnityStudio
{
class AssetBundle

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@ -5,7 +5,7 @@ using System.Linq;
using System.Text;
using System.Windows.Forms;
namespace Unity_Studio
namespace UnityStudio
{
class AudioClip
{
@ -121,7 +121,7 @@ namespace Unity_Studio
}
else
{
if (UnityStudio.resourceFileReaders.TryGetValue(resourceFileName.ToUpper(), out var resourceReader))
if (Studio.resourceFileReaders.TryGetValue(resourceFileName.ToUpper(), out var resourceReader))
{
resourceReader.Position = m_Offset;
m_AudioData = resourceReader.ReadBytes((int)m_Size);

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@ -3,7 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Unity_Studio
namespace UnityStudio
{
public class BuildSettings
{

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@ -3,7 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Unity_Studio
namespace UnityStudio
{
class UnityFont
{

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@ -4,7 +4,7 @@ using System.Linq;
using System.Text;
using System.Windows.Forms;
namespace Unity_Studio
namespace UnityStudio
{
public class GameObject : TreeNode
{

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@ -3,7 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Unity_Studio
namespace UnityStudio
{
class TexEnv
{

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@ -98,7 +98,7 @@ The problem is you can never know where the Unity mesh originated from. If it ca
So it would "fix" meshes that were originally sourced form FBX, but would still have the "extra" rotation in mehses sourced from left-handed formats.
*/
namespace Unity_Studio
namespace UnityStudio
{
public class Mesh
{
@ -469,12 +469,10 @@ namespace Unity_Studio
bool m_KeepIndices = reader.ReadBoolean();
}
reader.AlignStream(4);
if (version[0] > 2017 || (version[0] == 2017 && version[1] >= 3))//2017.3 and up
if ((version[0] > 2017 || (version[0] == 2017 && version[1] >= 4)) || //2017.4
((version[0] == 2017 && version[1] == 3) && m_MeshCompression == 0))//2017.3
{
if (m_MeshCompression == 0)
{
var m_IndexFormat = reader.ReadInt32();
}
var m_IndexFormat = reader.ReadInt32();
}
int m_IndexBuffer_size = reader.ReadInt32();

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@ -3,7 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Unity_Studio
namespace UnityStudio
{
public class MeshFilter
{

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@ -3,7 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Unity_Studio
namespace UnityStudio
{
class MeshRenderer
{

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@ -3,7 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Unity_Studio
namespace UnityStudio
{
class MonoBehaviour
{

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@ -3,7 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Unity_Studio
namespace UnityStudio
{
class MovieTexture
{

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@ -3,7 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Unity_Studio
namespace UnityStudio
{
public class PlayerSettings
{

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@ -3,7 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Unity_Studio
namespace UnityStudio
{
public class RectTransform
{

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@ -6,7 +6,7 @@ using System.Text;
using System.Web.Script.Serialization;
using Lz4;
namespace Unity_Studio
namespace UnityStudio
{
class Shader
{

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@ -3,7 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Unity_Studio
namespace UnityStudio
{
public class SkinnedMeshRenderer
{

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@ -4,7 +4,7 @@ using System.Drawing;
using System.Linq;
using System.Text;
namespace Unity_Studio
namespace UnityStudio
{
class Sprite
{

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@ -4,7 +4,7 @@ using System.Drawing;
using System.Linq;
using System.Text;
namespace Unity_Studio
namespace UnityStudio
{
class SpriteAtlas
{

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@ -4,7 +4,7 @@ using System.Linq;
using System.Linq.Expressions;
using System.Text;
namespace Unity_Studio
namespace UnityStudio
{
class TextAsset
{

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@ -6,7 +6,7 @@ using System.Linq;
using System.Runtime.InteropServices;
using System.Windows.Forms;
namespace Unity_Studio
namespace UnityStudio
{
partial class Texture2D
{
@ -185,7 +185,7 @@ namespace Unity_Studio
}
else
{
if (UnityStudio.resourceFileReaders.TryGetValue(resourceFileName.ToUpper(), out var resourceReader))
if (Studio.resourceFileReaders.TryGetValue(resourceFileName.ToUpper(), out var resourceReader))
{
resourceReader.Position = offset;
image_data = resourceReader.ReadBytes(image_data_size);

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@ -3,7 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Unity_Studio
namespace UnityStudio
{
public class Transform
{

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@ -5,7 +5,7 @@ using System.Linq;
using System.Text;
using System.Windows.Forms;
namespace Unity_Studio
namespace UnityStudio
{
class VideoClip
{
@ -74,7 +74,7 @@ namespace Unity_Studio
}
else
{
if (UnityStudio.resourceFileReaders.TryGetValue(resourceFileName.ToUpper(), out var resourceReader))
if (Studio.resourceFileReaders.TryGetValue(resourceFileName.ToUpper(), out var resourceReader))
{
resourceReader.Position = (long)m_Offset;
m_VideoData = resourceReader.ReadBytes((int)m_Size);

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@ -1,4 +1,4 @@
namespace Unity_Studio
namespace UnityStudio
{
partial class ExportOptions
{

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@ -8,7 +8,7 @@ using System.Linq;
using System.Text;
using System.Windows.Forms;
namespace Unity_Studio
namespace UnityStudio
{
public partial class ExportOptions : Form
{

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@ -4,7 +4,7 @@ using System.Linq;
using System.Text;
using System.Windows.Forms;
namespace Unity_Studio
namespace UnityStudio
{
public class GOHierarchy : TreeView
{

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@ -4,7 +4,7 @@ using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Windows.Forms;
namespace Unity_Studio
namespace UnityStudio
{
class OpenFolderDialog
{

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@ -3,7 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using System.Windows.Forms;
namespace Unity_Studio
namespace UnityStudio
{
static class Program
{

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@ -5,11 +5,11 @@ using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("Unity Studio")]
[assembly: AssemblyDescription("Unity Studio is a tool for exploring, extracting and exporting assets from Unity games and apps. It has been tested with Unity builds from most platforms, ranging from Web, PC, Linux, MacOS to Xbox360, PS3, Android and iOS, and it is currently maintained to be compatible with Unity builds from 2.5 up to the 2017.3 version.")]
[assembly: AssemblyTitle("UnityStudio")]
[assembly: AssemblyDescription("UnityStudio is a tool for exploring, extracting and exporting assets from Unity games and apps. It has been tested with Unity builds from most platforms, ranging from Web, PC, Linux, MacOS to Xbox360, PS3, Android and iOS, and it is currently maintained to be compatible with Unity builds from 2.5 up to the 2017.3 version.")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("Unity Studio")]
[assembly: AssemblyProduct("UnityStudio")]
[assembly: AssemblyCopyright("")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]

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@ -8,7 +8,7 @@
// </auto-generated>
//------------------------------------------------------------------------------
namespace Unity_Studio.Properties {
namespace UnityStudio.Properties {
using System;
@ -39,7 +39,7 @@ namespace Unity_Studio.Properties {
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.Properties.Resources", typeof(Resources).Assembly);
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("UnityStudio.Properties.Resources", typeof(Resources).Assembly);
resourceMan = temp;
}
return resourceMan;

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@ -8,11 +8,11 @@
// </auto-generated>
//------------------------------------------------------------------------------
namespace Unity_Studio.Properties {
namespace UnityStudio.Properties {
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "15.5.0.0")]
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "15.6.0.0")]
internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase {
private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings())));

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@ -4,7 +4,7 @@ using System.Linq;
using System.Text;
using System.Windows.Forms;
namespace Unity_Studio
namespace UnityStudio
{
public class AssetPreloadData : ListViewItem
{

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@ -6,7 +6,7 @@ using System.Text;
using System.Text.RegularExpressions;
using System.Windows.Forms;
namespace Unity_Studio
namespace UnityStudio
{
public class AssetsFile
{
@ -207,7 +207,7 @@ namespace Unity_Studio
}
default:
{
//MessageBox.Show("Unsupported Unity version!" + fileGen, "Unity Studio Error", MessageBoxButtons.OK, MessageBoxIcon.Error);
//MessageBox.Show("Unsupported Unity version!" + fileGen, "UnityStudio Error", MessageBoxButtons.OK, MessageBoxIcon.Error);
return;
}
}

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@ -3,7 +3,7 @@ using System.IO;
using Lz4;
using SevenZip.Compression.LZMA;
namespace Unity_Studio
namespace UnityStudio
{
public class MemoryFile
{

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@ -1,6 +1,6 @@
using System.Collections.Generic;
namespace Unity_Studio
namespace UnityStudio
{
public static class ClassIDReference
{

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@ -4,7 +4,7 @@ using System.Linq;
using System.Text;
using System.Windows.Forms;
namespace Unity_Studio
namespace UnityStudio
{
public class ClassMember
{

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@ -3,7 +3,7 @@ using System.Collections.Generic;
using System.Text;
using System.IO;
namespace Unity_Studio
namespace UnityStudio
{
public enum EndianType
{

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@ -3,7 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Unity_Studio
namespace UnityStudio
{
public enum TextureFormat
{

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@ -5,11 +5,11 @@ using System.IO;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using static Unity_Studio.SpriteHelper;
using static UnityStudio.SpriteHelper;
namespace Unity_Studio
namespace UnityStudio
{
static class UnityExporter
static class Exporter
{
public static bool ExportTexture2D(AssetPreloadData asset, string exportPathName, bool flip)
{

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@ -3,10 +3,10 @@ using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using static Unity_Studio.UnityStudio;
using static Unity_Studio.UnityExporter;
using static UnityStudio.Studio;
using static UnityStudio.Exporter;
namespace Unity_Studio
namespace UnityStudio
{
static class FBXExporter
{
@ -281,7 +281,7 @@ namespace Unity_Studio
fbx.Append("\n\t\tMinute: " + timestamp.Minute);
fbx.Append("\n\t\tSecond: " + timestamp.Second);
fbx.Append("\n\t\tMillisecond: " + timestamp.Millisecond);
fbx.Append("\n\t}\n\tCreator: \"Unity Studio by Chipicao\"\n}\n");
fbx.Append("\n\t}\n\tCreator: \"UnityStudio by Chipicao\"\n}\n");
fbx.Append("\nGlobalSettings: {");
fbx.Append("\n\tVersion: 1000");

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@ -4,11 +4,11 @@ using System.IO;
using System.Linq;
using System.Text;
using System.Text.RegularExpressions;
using static Unity_Studio.UnityStudio;
using static UnityStudio.Studio;
namespace Unity_Studio
namespace UnityStudio
{
static class UnityImporter
static class Importer
{
public static List<string> unityFiles = new List<string>(); //files to load
public static HashSet<string> unityFilesHash = new HashSet<string>(); //to improve the loading speed

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@ -2,9 +2,9 @@
using System.Collections.Generic;
using System.Linq;
using System.Text;
using static Unity_Studio.UnityStudio;
using static UnityStudio.Studio;
namespace Unity_Studio
namespace UnityStudio
{
public class PPtr
{

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@ -8,7 +8,7 @@
// </auto-generated>
//------------------------------------------------------------------------------
namespace Unity_Studio {
namespace UnityStudio {
using System;
@ -39,7 +39,7 @@ namespace Unity_Studio {
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);
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("UnityStudio.StudioClasses.ShaderResource", typeof(ShaderResource).Assembly);
resourceMan = temp;
}
return resourceMan;

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@ -5,9 +5,9 @@ using System.Drawing.Drawing2D;
using System.Drawing.Imaging;
using System.Linq;
using System.Text;
using static Unity_Studio.UnityStudio;
using static UnityStudio.Studio;
namespace Unity_Studio
namespace UnityStudio
{
static class SpriteHelper
{

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@ -4,7 +4,7 @@ using System.Linq;
using System.Text;
using System.Text.RegularExpressions;
namespace Unity_Studio
namespace UnityStudio
{
public static class StringExtensions
{

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@ -4,9 +4,9 @@ using System.IO;
using System.Linq;
using System.Web.Script.Serialization;
namespace Unity_Studio
namespace UnityStudio
{
internal static class UnityStudio
internal static class Studio
{
public static List<AssetsFile> assetsfileList = new List<AssetsFile>(); //loaded files
public static Dictionary<string, int> sharedFileIndex = new Dictionary<string, int>(); //to improve the loading speed

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@ -7,7 +7,7 @@ using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
namespace Unity_Studio
namespace UnityStudio
{
partial class Texture2D
{

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@ -6,7 +6,7 @@ using System.Linq;
using System.Text;
using BrotliSharpLib;
namespace Unity_Studio
namespace UnityStudio
{
public class WebFile
{

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@ -8,8 +8,8 @@
<ProjectGuid>{F5E07FB2-95E4-417F-943F-D439D9A03BBA}</ProjectGuid>
<OutputType>WinExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>Unity_Studio</RootNamespace>
<AssemblyName>Unity Studio</AssemblyName>
<RootNamespace>UnityStudio</RootNamespace>
<AssemblyName>UnityStudio</AssemblyName>
<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
<TargetFrameworkProfile>
</TargetFrameworkProfile>
@ -136,31 +136,31 @@
<SubType>Code</SubType>
</Compile>
<Compile Include="OpenFolderDialog.cs" />
<Compile Include="ShaderResource.Designer.cs">
<Compile Include="Classes\AssetBundle.cs" />
<Compile Include="Classes\MovieTexture.cs" />
<Compile Include="Classes\Sprite.cs" />
<Compile Include="Classes\SpriteAtlas.cs" />
<Compile Include="Classes\VideoClip.cs" />
<Compile Include="StudioClasses\AssetPreloadData.cs" />
<Compile Include="Classes\AudioClip.cs" />
<Compile Include="Classes\BuildSettings.cs" />
<Compile Include="StudioClasses\BundleFile.cs" />
<Compile Include="StudioClasses\ClassStruct.cs" />
<Compile Include="StudioClasses\FBXExporter.cs" />
<Compile Include="StudioClasses\ShaderResource.Designer.cs">
<DependentUpon>ShaderResource.resx</DependentUpon>
<AutoGen>True</AutoGen>
<DesignTime>True</DesignTime>
</Compile>
<Compile Include="Unity Classes\AssetBundle.cs" />
<Compile Include="Unity Classes\MovieTexture.cs" />
<Compile Include="Unity Classes\Sprite.cs" />
<Compile Include="Unity Classes\SpriteAtlas.cs" />
<Compile Include="Unity Classes\VideoClip.cs" />
<Compile Include="Unity Studio Classes\AssetPreloadData.cs" />
<Compile Include="Unity Classes\AudioClip.cs" />
<Compile Include="Unity Classes\BuildSettings.cs" />
<Compile Include="Unity Studio Classes\BundleFile.cs" />
<Compile Include="Unity Studio Classes\ClassStruct.cs" />
<Compile Include="Unity Studio Classes\FBXExporter.cs" />
<Compile Include="Unity Studio Classes\SpriteHelper.cs" />
<Compile Include="Unity Studio Classes\StringExtensions.cs" />
<Compile Include="Unity Studio Classes\EndianBinaryReader.cs" />
<Compile Include="Unity Studio Classes\Texture2DConverter.cs" />
<Compile Include="Unity Studio Classes\UnityEnum.cs" />
<Compile Include="Unity Studio Classes\UnityExporter.cs" />
<Compile Include="Unity Studio Classes\UnityImporter.cs" />
<Compile Include="Unity Studio Classes\UnityStudio.cs" />
<Compile Include="Unity Studio Classes\ClassIDReference.cs" />
<Compile Include="StudioClasses\SpriteHelper.cs" />
<Compile Include="StudioClasses\StringExtensions.cs" />
<Compile Include="StudioClasses\EndianBinaryReader.cs" />
<Compile Include="StudioClasses\Texture2DConverter.cs" />
<Compile Include="StudioClasses\Enums.cs" />
<Compile Include="StudioClasses\Exporter.cs" />
<Compile Include="StudioClasses\Importer.cs" />
<Compile Include="StudioClasses\Studio.cs" />
<Compile Include="StudioClasses\ClassIDReference.cs" />
<Compile Include="ExportOptions.cs">
<SubType>Form</SubType>
</Compile>
@ -170,29 +170,29 @@
<Compile Include="FMOD Studio API\fmod.cs" />
<Compile Include="FMOD Studio API\fmod_dsp.cs" />
<Compile Include="FMOD Studio API\fmod_errors.cs" />
<Compile Include="Unity Classes\Font.cs" />
<Compile Include="Classes\Font.cs" />
<Compile Include="GOHierarchy.cs">
<SubType>Component</SubType>
</Compile>
<Compile Include="Lz4DecoderStream.cs" />
<Compile Include="Unity Classes\Material.cs" />
<Compile Include="Unity Classes\Mesh.cs" />
<Compile Include="Unity Classes\GameObject.cs" />
<Compile Include="Unity Studio Classes\PPtrHelpers.cs" />
<Compile Include="Unity Classes\MonoBehaviour.cs" />
<Compile Include="Unity Classes\PlayerSettings.cs" />
<Compile Include="Unity Classes\RectTransform.cs" />
<Compile Include="Unity Classes\MeshRenderer.cs" />
<Compile Include="Unity Classes\Shader.cs" />
<Compile Include="Unity Classes\SkinnedMeshRenderer.cs" />
<Compile Include="Unity Classes\MeshFilter.cs" />
<Compile Include="Unity Classes\TextAsset.cs" />
<Compile Include="Unity Classes\Texture2D.cs" />
<Compile Include="Unity Classes\Transform.cs" />
<Compile Include="Classes\Material.cs" />
<Compile Include="Classes\Mesh.cs" />
<Compile Include="Classes\GameObject.cs" />
<Compile Include="StudioClasses\PPtrHelpers.cs" />
<Compile Include="Classes\MonoBehaviour.cs" />
<Compile Include="Classes\PlayerSettings.cs" />
<Compile Include="Classes\RectTransform.cs" />
<Compile Include="Classes\MeshRenderer.cs" />
<Compile Include="Classes\Shader.cs" />
<Compile Include="Classes\SkinnedMeshRenderer.cs" />
<Compile Include="Classes\MeshFilter.cs" />
<Compile Include="Classes\TextAsset.cs" />
<Compile Include="Classes\Texture2D.cs" />
<Compile Include="Classes\Transform.cs" />
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Unity Studio Classes\AssetsFile.cs" />
<Compile Include="Unity Studio Classes\WebFile.cs" />
<Compile Include="StudioClasses\AssetsFile.cs" />
<Compile Include="StudioClasses\WebFile.cs" />
<Compile Include="UnityStudioForm.cs">
<SubType>Form</SubType>
</Compile>
@ -212,7 +212,7 @@
<DependentUpon>Resources.resx</DependentUpon>
<DesignTime>True</DesignTime>
</Compile>
<EmbeddedResource Include="ShaderResource.resx">
<EmbeddedResource Include="StudioClasses\ShaderResource.resx">
<Generator>ResXFileCodeGenerator</Generator>
<LastGenOutput>ShaderResource.Designer.cs</LastGenOutput>
</EmbeddedResource>

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@ -8,8 +8,8 @@
<ProjectGuid>{24551E2D-E9B6-4CD6-8F2A-D9F4A13E7853}</ProjectGuid>
<OutputType>WinExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>Unity_Studio</RootNamespace>
<AssemblyName>Unity Studio</AssemblyName>
<RootNamespace>UnityStudio</RootNamespace>
<AssemblyName>UnityStudio</AssemblyName>
<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
<TargetFrameworkProfile>
</TargetFrameworkProfile>
@ -136,31 +136,31 @@
<SubType>Code</SubType>
</Compile>
<Compile Include="OpenFolderDialog.cs" />
<Compile Include="ShaderResource.Designer.cs">
<Compile Include="StudioClasses\ShaderResource.Designer.cs">
<AutoGen>True</AutoGen>
<DesignTime>True</DesignTime>
<DependentUpon>ShaderResource.resx</DependentUpon>
</Compile>
<Compile Include="Unity Classes\AssetBundle.cs" />
<Compile Include="Unity Classes\MovieTexture.cs" />
<Compile Include="Unity Classes\Sprite.cs" />
<Compile Include="Unity Classes\SpriteAtlas.cs" />
<Compile Include="Unity Classes\VideoClip.cs" />
<Compile Include="Unity Studio Classes\AssetPreloadData.cs" />
<Compile Include="Unity Classes\AudioClip.cs" />
<Compile Include="Unity Classes\BuildSettings.cs" />
<Compile Include="Unity Studio Classes\BundleFile.cs" />
<Compile Include="Unity Studio Classes\ClassStruct.cs" />
<Compile Include="Unity Studio Classes\FBXExporter.cs" />
<Compile Include="Unity Studio Classes\SpriteHelper.cs" />
<Compile Include="Unity Studio Classes\StringExtensions.cs" />
<Compile Include="Unity Studio Classes\Texture2DConverter.cs" />
<Compile Include="Unity Studio Classes\UnityEnum.cs" />
<Compile Include="Unity Studio Classes\UnityExporter.cs" />
<Compile Include="Unity Studio Classes\UnityImporter.cs" />
<Compile Include="Unity Studio Classes\UnityStudio.cs" />
<Compile Include="Unity Studio Classes\ClassIDReference.cs" />
<Compile Include="Unity Studio Classes\EndianBinaryReader.cs" />
<Compile Include="Classes\AssetBundle.cs" />
<Compile Include="Classes\MovieTexture.cs" />
<Compile Include="Classes\Sprite.cs" />
<Compile Include="Classes\SpriteAtlas.cs" />
<Compile Include="Classes\VideoClip.cs" />
<Compile Include="StudioClasses\AssetPreloadData.cs" />
<Compile Include="Classes\AudioClip.cs" />
<Compile Include="Classes\BuildSettings.cs" />
<Compile Include="StudioClasses\BundleFile.cs" />
<Compile Include="StudioClasses\ClassStruct.cs" />
<Compile Include="StudioClasses\FBXExporter.cs" />
<Compile Include="StudioClasses\SpriteHelper.cs" />
<Compile Include="StudioClasses\StringExtensions.cs" />
<Compile Include="StudioClasses\Texture2DConverter.cs" />
<Compile Include="StudioClasses\Enums.cs" />
<Compile Include="StudioClasses\Exporter.cs" />
<Compile Include="StudioClasses\Importer.cs" />
<Compile Include="StudioClasses\Studio.cs" />
<Compile Include="StudioClasses\ClassIDReference.cs" />
<Compile Include="StudioClasses\EndianBinaryReader.cs" />
<Compile Include="ExportOptions.cs">
<SubType>Form</SubType>
</Compile>
@ -170,29 +170,29 @@
<Compile Include="FMOD Studio API\fmod.cs" />
<Compile Include="FMOD Studio API\fmod_dsp.cs" />
<Compile Include="FMOD Studio API\fmod_errors.cs" />
<Compile Include="Unity Classes\Font.cs" />
<Compile Include="Classes\Font.cs" />
<Compile Include="GOHierarchy.cs">
<SubType>Component</SubType>
</Compile>
<Compile Include="Lz4DecoderStream.cs" />
<Compile Include="Unity Classes\Material.cs" />
<Compile Include="Unity Classes\Mesh.cs" />
<Compile Include="Unity Classes\GameObject.cs" />
<Compile Include="Unity Studio Classes\PPtrHelpers.cs" />
<Compile Include="Unity Classes\MonoBehaviour.cs" />
<Compile Include="Unity Classes\PlayerSettings.cs" />
<Compile Include="Unity Classes\RectTransform.cs" />
<Compile Include="Unity Classes\MeshRenderer.cs" />
<Compile Include="Unity Classes\Shader.cs" />
<Compile Include="Unity Classes\SkinnedMeshRenderer.cs" />
<Compile Include="Unity Classes\MeshFilter.cs" />
<Compile Include="Unity Classes\TextAsset.cs" />
<Compile Include="Unity Classes\Texture2D.cs" />
<Compile Include="Unity Classes\Transform.cs" />
<Compile Include="Classes\Material.cs" />
<Compile Include="Classes\Mesh.cs" />
<Compile Include="Classes\GameObject.cs" />
<Compile Include="StudioClasses\PPtrHelpers.cs" />
<Compile Include="Classes\MonoBehaviour.cs" />
<Compile Include="Classes\PlayerSettings.cs" />
<Compile Include="Classes\RectTransform.cs" />
<Compile Include="Classes\MeshRenderer.cs" />
<Compile Include="Classes\Shader.cs" />
<Compile Include="Classes\SkinnedMeshRenderer.cs" />
<Compile Include="Classes\MeshFilter.cs" />
<Compile Include="Classes\TextAsset.cs" />
<Compile Include="Classes\Texture2D.cs" />
<Compile Include="Classes\Transform.cs" />
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Unity Studio Classes\AssetsFile.cs" />
<Compile Include="Unity Studio Classes\WebFile.cs" />
<Compile Include="StudioClasses\AssetsFile.cs" />
<Compile Include="StudioClasses\WebFile.cs" />
<Compile Include="UnityStudioForm.cs">
<SubType>Form</SubType>
</Compile>
@ -212,7 +212,7 @@
<DependentUpon>Resources.resx</DependentUpon>
<DesignTime>True</DesignTime>
</Compile>
<EmbeddedResource Include="ShaderResource.resx">
<EmbeddedResource Include="StudioClasses\ShaderResource.resx">
<Generator>ResXFileCodeGenerator</Generator>
<LastGenOutput>ShaderResource.Designer.cs</LastGenOutput>
</EmbeddedResource>
@ -251,10 +251,10 @@
</BootstrapperPackage>
</ItemGroup>
<ItemGroup>
<None Include="Resources\preview.png" />
<None Include="Resources\unity.ico" />
</ItemGroup>
<ItemGroup>
<None Include="Resources\unity.ico" />
<None Include="Resources\preview.png" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>

View File

@ -1,4 +1,4 @@
namespace Unity_Studio
namespace UnityStudio
{
partial class UnityStudioForm
{
@ -62,7 +62,7 @@
this.splitContainer1 = new System.Windows.Forms.SplitContainer();
this.tabControl1 = new System.Windows.Forms.TabControl();
this.tabPage1 = new System.Windows.Forms.TabPage();
this.sceneTreeView = new Unity_Studio.GOHierarchy();
this.sceneTreeView = new GOHierarchy();
this.treeSearch = new System.Windows.Forms.TextBox();
this.tabPage2 = new System.Windows.Forms.TabPage();
this.assetListView = new System.Windows.Forms.ListView();
@ -535,7 +535,7 @@
// previewPanel
//
this.previewPanel.BackColor = System.Drawing.SystemColors.ControlDark;
this.previewPanel.BackgroundImage = global::Unity_Studio.Properties.Resources.preview;
this.previewPanel.BackgroundImage = global::UnityStudio.Properties.Resources.preview;
this.previewPanel.BackgroundImageLayout = System.Windows.Forms.ImageLayout.Center;
this.previewPanel.Controls.Add(this.assetInfoLabel);
this.previewPanel.Controls.Add(this.FMODpanel);
@ -844,13 +844,13 @@
this.ClientSize = new System.Drawing.Size(1264, 681);
this.Controls.Add(this.splitContainer1);
this.Controls.Add(this.menuStrip1);
this.Icon = global::Unity_Studio.Properties.Resources.unity;
this.Icon = global::UnityStudio.Properties.Resources.unity;
this.KeyPreview = true;
this.MainMenuStrip = this.menuStrip1;
this.MinimumSize = new System.Drawing.Size(620, 372);
this.Name = "UnityStudioForm";
this.StartPosition = System.Windows.Forms.FormStartPosition.CenterScreen;
this.Text = "Unity Studio";
this.Text = "UnityStudio";
this.KeyDown += new System.Windows.Forms.KeyEventHandler(this.UnityStudioForm_KeyDown);
this.menuStrip1.ResumeLayout(false);
this.menuStrip1.PerformLayout();

View File

@ -13,13 +13,13 @@ using System.Diagnostics;
using System.Drawing.Text;
using OpenTK;
using OpenTK.Graphics.OpenGL;
using static Unity_Studio.UnityStudio;
using static Unity_Studio.FBXExporter;
using static Unity_Studio.UnityImporter;
using static Unity_Studio.UnityExporter;
using static Unity_Studio.SpriteHelper;
using static UnityStudio.Studio;
using static UnityStudio.FBXExporter;
using static UnityStudio.Importer;
using static UnityStudio.Exporter;
using static UnityStudio.SpriteHelper;
namespace Unity_Studio
namespace UnityStudio
{
partial class UnityStudioForm : Form
{
@ -203,11 +203,11 @@ namespace Unity_Studio
{
if (productName != "")
{
Text = $"Unity Studio - {productName} - {assetsfileList[0].m_Version} - {assetsfileList[0].platformStr}";
Text = $"UnityStudio - {productName} - {assetsfileList[0].m_Version} - {assetsfileList[0].platformStr}";
}
else if (assetsfileList.Count > 0)
{
Text = $"Unity Studio - no productName - {assetsfileList[0].m_Version} - {assetsfileList[0].platformStr}";
Text = $"UnityStudio - no productName - {assetsfileList[0].m_Version} - {assetsfileList[0].platformStr}";
}
if (!dontLoadAssetsMenuItem.Checked)
{
@ -1647,11 +1647,11 @@ namespace Unity_Studio
assetGroupOptions.SelectedIndex = (int)Properties.Settings.Default["assetGroupOption"];
FMODinit();
//UI
UnityStudio.SetProgressBarValue = SetProgressBarValue;
UnityStudio.SetProgressBarMaximum = SetProgressBarMaximum;
UnityStudio.ProgressBarPerformStep = ProgressBarPerformStep;
UnityStudio.StatusStripUpdate = StatusStripUpdate;
UnityStudio.ProgressBarMaximumAdd = ProgressBarMaximumAdd;
Studio.SetProgressBarValue = SetProgressBarValue;
Studio.SetProgressBarMaximum = SetProgressBarMaximum;
Studio.ProgressBarPerformStep = ProgressBarPerformStep;
Studio.StatusStripUpdate = StatusStripUpdate;
Studio.ProgressBarMaximumAdd = ProgressBarMaximumAdd;
}
private void timerOpenTK_Tick(object sender, EventArgs e)
@ -1804,7 +1804,7 @@ namespace Unity_Studio
private void resetForm()
{
Text = "Unity Studio";
Text = "UnityStudio";
unityFiles.Clear();
assetsfileList.Clear();

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