mirror of
https://github.com/aelurum/AssetStudio.git
synced 2025-07-14 02:54:16 -04:00
support export MonoBehaviour
This commit is contained in:
@ -16,7 +16,7 @@ namespace Unity_Studio
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public string m_Name;
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public ushort m_Tag;
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public bool m_IsActive;
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public string uniqueID = "0";//this way file and folder TreeNodes will be treated as FBX scene
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public GameObject(AssetPreloadData preloadData)
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@ -56,6 +56,7 @@ namespace Unity_Studio
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m_SkinnedMeshRenderer = sourceFile.ReadPPtr();
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break;
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default:
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a_Stream.Position -= 4;
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PPtr m_Component = sourceFile.ReadPPtr();
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break;
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}
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@ -67,7 +68,7 @@ namespace Unity_Studio
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if (m_Name == "") { m_Name = "GameObject #" + uniqueID; }
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m_Tag = a_Stream.ReadUInt16();
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m_IsActive = a_Stream.ReadBoolean();
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base.Text = m_Name;
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preloadData.Text = m_Name;
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//name should be unique
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166
Unity Studio/Unity Classes/MonoBehaviour.cs
Normal file
166
Unity Studio/Unity Classes/MonoBehaviour.cs
Normal file
@ -0,0 +1,166 @@
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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 Unity_Studio
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{
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class MonoBehaviour
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{
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public string serializedText;
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public MonoBehaviour(AssetPreloadData preloadData, bool readSwitch)
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{
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var sourceFile = preloadData.sourceFile;
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var a_Stream = preloadData.sourceFile.a_Stream;
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a_Stream.Position = preloadData.Offset;
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var m_GameObject = sourceFile.ReadPPtr();
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var m_Enabled = a_Stream.ReadByte();
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a_Stream.AlignStream(4);
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var m_Script = sourceFile.ReadPPtr();
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var m_Name = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
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if (readSwitch)
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{
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preloadData.extension = ".txt";
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a_Stream.Position = preloadData.Offset;
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ClassStrStruct classStructure;
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if (sourceFile.ClassStructures.TryGetValue(preloadData.Type1, out classStructure))
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{
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var member = classStructure.members;
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var strs = member.Split(new string[] { "\r\n" }, StringSplitOptions.RemoveEmptyEntries);
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var sb = new StringBuilder();
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Read(sb, strs, a_Stream);
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serializedText = sb.ToString();
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}
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else
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{
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var str = "PPtr<GameObject> m_GameObject\r\n";
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str += "\tint m_FileID = " + m_GameObject.m_FileID + "\r\n";
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str += "\tint64 m_PathID = " + m_GameObject.m_PathID + "\r\n";
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str += "UInt8 m_Enabled = " + m_Enabled + "\r\n";
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str += "PPtr<MonoScript> m_Script\r\n";
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str += "\tint m_FileID = " + m_Script.m_FileID + "\r\n";
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str += "\tint64 m_PathID = " + m_Script.m_PathID + "\r\n";
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str += "string m_Name = \"" + m_Name + "\"\r\n";
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serializedText = str;
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}
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}
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else
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{
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if (m_Name != "")
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{
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preloadData.Text = m_Name;
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}
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else
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{
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preloadData.Text = preloadData.TypeString + " #" + preloadData.uniqueID;
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}
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preloadData.SubItems.AddRange(new string[] { preloadData.TypeString, preloadData.Size.ToString() });
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}
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}
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private void Read(StringBuilder sb, string[] strs, EndianStream a_Stream)
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{
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for (int i = 0; i < strs.Length; i++)
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{
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var strs2 = strs[i].Split(' ');
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var str = strs2[0].Split('\t');
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var level = str.Length - 1;
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var varTypeStr = str.Last();
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var varNameStr = strs2[1];
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if (varTypeStr == "int")
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{
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var value = a_Stream.ReadInt32();
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sb.AppendFormat("{0}{1} {2} = {3}\r\n", (new string('\t', level)), varTypeStr, varNameStr, value);
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a_Stream.AlignStream(4);
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}
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else if (varTypeStr == "UInt")
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{
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var value = a_Stream.ReadUInt32();
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sb.AppendFormat("{0}{1} {2} = {3}\r\n", (new string('\t', level)), varTypeStr, varNameStr, value);
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a_Stream.AlignStream(4);
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}
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else if (varTypeStr == "int64")
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{
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var value = a_Stream.ReadInt64();
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sb.AppendFormat("{0}{1} {2} = {3}\r\n", (new string('\t', level)), varTypeStr, varNameStr, value);
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a_Stream.AlignStream(4);
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}
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else if (varTypeStr == "UInt16")
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{
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var value = a_Stream.ReadUInt16();
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sb.AppendFormat("{0}{1} {2} = {3}\r\n", (new string('\t', level)), varTypeStr, varNameStr, value);
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a_Stream.AlignStream(4);
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}
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else if (varTypeStr == "SInt16")
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{
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var value = a_Stream.ReadInt16();
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sb.AppendFormat("{0}{1} {2} = {3}\r\n", (new string('\t', level)), varTypeStr, varNameStr, value);
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a_Stream.AlignStream(4);
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}
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else if (varTypeStr == "UInt8")
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{
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var value = a_Stream.ReadByte();
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sb.AppendFormat("{0}{1} {2} = {3}\r\n", (new string('\t', level)), varTypeStr, varNameStr, value);
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a_Stream.AlignStream(4);
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}
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else if (varTypeStr == "float")
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{
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var value = a_Stream.ReadSingle();
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sb.AppendFormat("{0}{1} {2} = {3:f}\r\n", (new string('\t', level)), varTypeStr, varNameStr, value);
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a_Stream.AlignStream(4);
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}
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else if (varTypeStr == "bool")
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{
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var value = a_Stream.ReadBoolean();
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sb.AppendFormat("{0}{1} {2} = {3}\r\n", (new string('\t', level)), varTypeStr, varNameStr, value);
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a_Stream.AlignStream(4);
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}
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else if (varTypeStr == "string")
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{
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var value = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
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sb.AppendFormat("{0}{1} {2} = \"{3}\"\r\n", (new string('\t', level)), varTypeStr, varNameStr, value);
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i += 3;//skip
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}
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else if (varTypeStr == "Array")
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{
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sb.AppendFormat("{0}{1} {2}\r\n", (new string('\t', level)), varTypeStr, varNameStr);
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var size = a_Stream.ReadInt32();
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sb.AppendFormat("{0}{1} {2} = {3}\r\n", (new string('\t', level)), "int", "size", size);
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var array = ReadArray(strs, level, i);
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for (int j = 0; j < size; j++)
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{
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sb.AppendFormat("{0}[{1}]\r\n", (new string('\t', level + 1)), j);
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Read(sb, array, a_Stream);
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}
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i += array.Length + 1;//skip
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}
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else
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{
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sb.AppendFormat("{0}{1} {2}\r\n", (new string('\t', level)), varTypeStr, varNameStr);
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}
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}
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}
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private string[] ReadArray(string[] strs, int level, int index)
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{
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List<string> strs3 = new List<string>();
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for (int i = index + 2; i < strs.Length; i++)//skip int size
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{
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var strs2 = strs[i].Split(' ');
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var str = strs2[0].Split('\t');
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var level2 = str.Length - 1;
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if (level2 <= level)
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{
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return strs3.ToArray();
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}
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else
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{
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strs3.Add(strs[i]);
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}
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}
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return strs3.ToArray();
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}
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}
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}
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@ -34,7 +34,6 @@ namespace Unity_Studio
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if (m_Name != "") { preloadData.Text = m_Name; }
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else { preloadData.Text = preloadData.TypeString + " #" + preloadData.uniqueID; }
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preloadData.SubItems.AddRange(new string[] { preloadData.TypeString, preloadData.exportSize.ToString() });
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}
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}
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else
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