- remove "Unique exported filenames" option (assets of the same name will always add a unique numeric identifier)

- add "Display all assets" option to support display all types assets and export the RAW file.(use .dat extension)
This commit is contained in:
Perfare
2016-08-13 08:20:38 +08:00
parent 03b2ab97d6
commit ff144b41eb
9 changed files with 117 additions and 66 deletions

View File

@ -123,7 +123,15 @@ namespace Unity_Studio
var bundleSize = b_Stream.ReadInt64();
int compressedSize = b_Stream.ReadInt32();
int uncompressedSize = b_Stream.ReadInt32();
int unknown = b_Stream.ReadInt32();//Hmm...
// (UnityFS) flags
// 0x100 = <unknown>
// 0x80 = data header at end of file
// 0x40 = entry info present
// 0x3f = low six bits are data header compression method
// 0 = none
// 1 = LZMA
// 3 = LZ4
int unknown = b_Stream.ReadInt32();
var entryinfoBytes = b_Stream.ReadBytes(compressedSize);
EndianStream entryinfo;
if (uncompressedSize > compressedSize)
@ -151,6 +159,11 @@ namespace Unity_Studio
{
uncompressedSize = entryinfo.ReadInt32();
compressedSize = entryinfo.ReadInt32();
//0 = none
//1 = LZMA
//3 = LZ4
//0x40 = 0?
unknown = entryinfo.ReadInt16();
var compressedBytes = b_Stream.ReadBytes(compressedSize);
if (uncompressedSize > compressedSize)
{
@ -167,7 +180,6 @@ namespace Unity_Studio
{
assetsDatam.Write(compressedBytes, 0, compressedSize);
}
unknown = entryinfo.ReadInt16();
}
//assetsDatam.Capacity = (int)assetsDatam.Length;
assetsData = new EndianStream(assetsDatam, EndianType.BigEndian);