using System; using System.Collections.Generic; using System.Linq; using System.Linq.Expressions; using System.Text; namespace Unity_Studio { class TextAsset { public string m_Name; public byte[] m_Script; public TextAsset(AssetPreloadData preloadData, bool readSwitch) { var sourceFile = preloadData.sourceFile; var reader = preloadData.Reader; if (sourceFile.platform == -2) { uint m_ObjectHideFlags = reader.ReadUInt32(); PPtr m_PrefabParentObject = sourceFile.ReadPPtr(); PPtr m_PrefabInternal = sourceFile.ReadPPtr(); } m_Name = reader.ReadAlignedString(reader.ReadInt32()); if (readSwitch) { m_Script = reader.ReadBytes(reader.ReadInt32()); } else { preloadData.extension = ".txt"; preloadData.Text = m_Name; } } } }