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 # 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) 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 ## Features
* Support Unity3D Asset types: * Support asset types:
* **Texture2D** : support convert to bmp, png or jpeg. export to containers: DDS, PVR and KTX * **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) * **AudioClip** : mp3, ogg, wav, m4a, fsb. support convert FSB file to WAV(PCM)
* **Font** : ttf, otf * **Font** : ttf, otf
* **Mesh** : obj * **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 | 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 | 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 | 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. 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 # Visual Studio 15
VisualStudioVersion = 15.0.27130.2024 VisualStudioVersion = 15.0.27130.2024
MinimumVisualStudioVersion = 10.0.40219.1 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 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 EndProject
Global Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution

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

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

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

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

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

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@ -3,7 +3,7 @@ using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Text; using System.Text;
namespace Unity_Studio namespace UnityStudio
{ {
class TexEnv 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. 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 public class Mesh
{ {
@ -469,12 +469,10 @@ namespace Unity_Studio
bool m_KeepIndices = reader.ReadBoolean(); bool m_KeepIndices = reader.ReadBoolean();
} }
reader.AlignStream(4); 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(); int m_IndexBuffer_size = reader.ReadInt32();

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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@ -3,7 +3,7 @@ using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Windows.Forms; using System.Windows.Forms;
namespace Unity_Studio namespace UnityStudio
{ {
static class Program 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 // General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information // set of attributes. Change these attribute values to modify the information
// associated with an assembly. // associated with an assembly.
[assembly: AssemblyTitle("Unity Studio")] [assembly: AssemblyTitle("UnityStudio")]
[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: 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: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")] [assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("Unity Studio")] [assembly: AssemblyProduct("UnityStudio")]
[assembly: AssemblyCopyright("")] [assembly: AssemblyCopyright("")]
[assembly: AssemblyTrademark("")] [assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")] [assembly: AssemblyCulture("")]

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@ -8,7 +8,7 @@
// </auto-generated> // </auto-generated>
//------------------------------------------------------------------------------ //------------------------------------------------------------------------------
namespace Unity_Studio.Properties { namespace UnityStudio.Properties {
using System; using System;
@ -39,7 +39,7 @@ namespace Unity_Studio.Properties {
internal static global::System.Resources.ResourceManager ResourceManager { internal static global::System.Resources.ResourceManager ResourceManager {
get { get {
if (object.ReferenceEquals(resourceMan, null)) { 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; resourceMan = temp;
} }
return resourceMan; return resourceMan;

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@ -8,11 +8,11 @@
// </auto-generated> // </auto-generated>
//------------------------------------------------------------------------------ //------------------------------------------------------------------------------
namespace Unity_Studio.Properties { namespace UnityStudio.Properties {
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()] [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 { internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase {
private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings()))); 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.Text;
using System.Windows.Forms; using System.Windows.Forms;
namespace Unity_Studio namespace UnityStudio
{ {
public class AssetPreloadData : ListViewItem public class AssetPreloadData : ListViewItem
{ {

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@ -6,7 +6,7 @@ using System.Text;
using System.Text.RegularExpressions; using System.Text.RegularExpressions;
using System.Windows.Forms; using System.Windows.Forms;
namespace Unity_Studio namespace UnityStudio
{ {
public class AssetsFile public class AssetsFile
{ {
@ -207,7 +207,7 @@ namespace Unity_Studio
} }
default: 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; return;
} }
} }

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

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

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

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

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

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@ -5,11 +5,11 @@ using System.IO;
using System.Linq; using System.Linq;
using System.Runtime.InteropServices; using System.Runtime.InteropServices;
using System.Text; 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) 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.IO;
using System.Linq; using System.Linq;
using System.Text; using System.Text;
using static Unity_Studio.UnityStudio; using static UnityStudio.Studio;
using static Unity_Studio.UnityExporter; using static UnityStudio.Exporter;
namespace Unity_Studio namespace UnityStudio
{ {
static class FBXExporter static class FBXExporter
{ {
@ -281,7 +281,7 @@ namespace Unity_Studio
fbx.Append("\n\t\tMinute: " + timestamp.Minute); fbx.Append("\n\t\tMinute: " + timestamp.Minute);
fbx.Append("\n\t\tSecond: " + timestamp.Second); fbx.Append("\n\t\tSecond: " + timestamp.Second);
fbx.Append("\n\t\tMillisecond: " + timestamp.Millisecond); 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("\nGlobalSettings: {");
fbx.Append("\n\tVersion: 1000"); fbx.Append("\n\tVersion: 1000");

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

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@ -8,7 +8,7 @@
// </auto-generated> // </auto-generated>
//------------------------------------------------------------------------------ //------------------------------------------------------------------------------
namespace Unity_Studio { namespace UnityStudio {
using System; using System;
@ -39,7 +39,7 @@ namespace Unity_Studio {
internal static global::System.Resources.ResourceManager ResourceManager { internal static global::System.Resources.ResourceManager ResourceManager {
get { get {
if (object.ReferenceEquals(resourceMan, null)) { 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; resourceMan = temp;
} }
return resourceMan; return resourceMan;

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

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

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@ -4,9 +4,9 @@ using System.IO;
using System.Linq; using System.Linq;
using System.Web.Script.Serialization; 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 List<AssetsFile> assetsfileList = new List<AssetsFile>(); //loaded files
public static Dictionary<string, int> sharedFileIndex = new Dictionary<string, int>(); //to improve the loading speed 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.Runtime.InteropServices;
using System.Text; using System.Text;
namespace Unity_Studio namespace UnityStudio
{ {
partial class Texture2D partial class Texture2D
{ {

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

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

View File

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

View File

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

View File

@ -13,13 +13,13 @@ using System.Diagnostics;
using System.Drawing.Text; using System.Drawing.Text;
using OpenTK; using OpenTK;
using OpenTK.Graphics.OpenGL; using OpenTK.Graphics.OpenGL;
using static Unity_Studio.UnityStudio; using static UnityStudio.Studio;
using static Unity_Studio.FBXExporter; using static UnityStudio.FBXExporter;
using static Unity_Studio.UnityImporter; using static UnityStudio.Importer;
using static Unity_Studio.UnityExporter; using static UnityStudio.Exporter;
using static Unity_Studio.SpriteHelper; using static UnityStudio.SpriteHelper;
namespace Unity_Studio namespace UnityStudio
{ {
partial class UnityStudioForm : Form partial class UnityStudioForm : Form
{ {
@ -203,11 +203,11 @@ namespace Unity_Studio
{ {
if (productName != "") 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) 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) if (!dontLoadAssetsMenuItem.Checked)
{ {
@ -1647,11 +1647,11 @@ namespace Unity_Studio
assetGroupOptions.SelectedIndex = (int)Properties.Settings.Default["assetGroupOption"]; assetGroupOptions.SelectedIndex = (int)Properties.Settings.Default["assetGroupOption"];
FMODinit(); FMODinit();
//UI //UI
UnityStudio.SetProgressBarValue = SetProgressBarValue; Studio.SetProgressBarValue = SetProgressBarValue;
UnityStudio.SetProgressBarMaximum = SetProgressBarMaximum; Studio.SetProgressBarMaximum = SetProgressBarMaximum;
UnityStudio.ProgressBarPerformStep = ProgressBarPerformStep; Studio.ProgressBarPerformStep = ProgressBarPerformStep;
UnityStudio.StatusStripUpdate = StatusStripUpdate; Studio.StatusStripUpdate = StatusStripUpdate;
UnityStudio.ProgressBarMaximumAdd = ProgressBarMaximumAdd; Studio.ProgressBarMaximumAdd = ProgressBarMaximumAdd;
} }
private void timerOpenTK_Tick(object sender, EventArgs e) private void timerOpenTK_Tick(object sender, EventArgs e)
@ -1804,7 +1804,7 @@ namespace Unity_Studio
private void resetForm() private void resetForm()
{ {
Text = "Unity Studio"; Text = "UnityStudio";
unityFiles.Clear(); unityFiles.Clear();
assetsfileList.Clear(); assetsfileList.Clear();

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