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Update README.md
Updated project Support 2017.4
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62
UnityStudio/Classes/MeshRenderer.cs
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62
UnityStudio/Classes/MeshRenderer.cs
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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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namespace UnityStudio
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{
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class MeshRenderer
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{
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public PPtr m_GameObject;
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public bool m_Enabled;
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public byte m_CastShadows; //bool prior to Unity 5
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public bool m_ReceiveShadows;
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public ushort m_LightmapIndex;
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public ushort m_LightmapIndexDynamic;
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public PPtr[] m_Materials;
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public MeshRenderer(AssetPreloadData preloadData)
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{
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var sourceFile = preloadData.sourceFile;
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var reader = preloadData.Reader;
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if (sourceFile.platform == -2)
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{
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uint m_ObjectHideFlags = reader.ReadUInt32();
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PPtr m_PrefabParentObject = sourceFile.ReadPPtr();
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PPtr m_PrefabInternal = sourceFile.ReadPPtr();
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}
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m_GameObject = sourceFile.ReadPPtr();
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if (sourceFile.version[0] < 5)
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{
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m_Enabled = reader.ReadBoolean();
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m_CastShadows = reader.ReadByte();
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m_ReceiveShadows = reader.ReadBoolean();
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m_LightmapIndex = reader.ReadByte();
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}
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else
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{
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m_Enabled = reader.ReadBoolean();
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reader.AlignStream(4);
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m_CastShadows = reader.ReadByte();
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m_ReceiveShadows = reader.ReadBoolean();
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reader.AlignStream(4);
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m_LightmapIndex = reader.ReadUInt16();
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m_LightmapIndexDynamic = reader.ReadUInt16();
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}
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if (sourceFile.version[0] >= 3) { reader.Position += 16; } //Vector4f m_LightmapTilingOffset
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if (sourceFile.version[0] >= 5) { reader.Position += 16; } //Vector4f m_LightmapTilingOffsetDynamic
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m_Materials = new PPtr[reader.ReadInt32()];
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for (int m = 0; m < m_Materials.Length; m++)
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{
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m_Materials[m] = sourceFile.ReadPPtr();
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}
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}
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}
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}
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