support use asset original name when display and export

This commit is contained in:
Perfare
2017-04-01 04:28:46 +08:00
parent bd18bfb8ea
commit f8e7303169
8 changed files with 103 additions and 5 deletions

View File

@ -0,0 +1,52 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Unity_Studio
{
class AssetBundle
{
public class AssetInfo
{
public int preloadIndex;
public int preloadSize;
public PPtr asset;
}
public class ContainerData
{
public string first;
public AssetInfo second;
}
public List<ContainerData> m_Container = new List<ContainerData>();
public AssetBundle(AssetPreloadData preloadData)
{
var sourceFile = preloadData.sourceFile;
var a_Stream = preloadData.sourceFile.a_Stream;
a_Stream.Position = preloadData.Offset;
var m_Name = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
var size = a_Stream.ReadInt32();
for (int i = 0; i < size; i++)
{
sourceFile.ReadPPtr();
}
size = a_Stream.ReadInt32();
for (int i = 0; i < size; i++)
{
var temp = new ContainerData();
temp.first = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
temp.second = new AssetInfo();
temp.second.preloadIndex = a_Stream.ReadInt32();
temp.second.preloadSize = a_Stream.ReadInt32();
temp.second.asset = sourceFile.ReadPPtr();
m_Container.Add(temp);
}
}
}
}