using System.Text; namespace Unity_Studio { class Shader { public string m_Name; public byte[] m_Script; public string m_PathName; public Shader(AssetPreloadData preloadData, bool readSwitch) { var sourceFile = preloadData.sourceFile; var a_Stream = preloadData.sourceFile.a_Stream; a_Stream.Position = preloadData.Offset; preloadData.extension = ".txt"; if (sourceFile.platform == -2) { uint m_ObjectHideFlags = a_Stream.ReadUInt32(); PPtr m_PrefabParentObject = sourceFile.ReadPPtr(); PPtr m_PrefabInternal = sourceFile.ReadPPtr(); } m_Name = a_Stream.ReadAlignedString(a_Stream.ReadInt32()); if ((sourceFile.version[0] == 5 && sourceFile.version[1] >= 5) || sourceFile.version[0] > 5) { if (readSwitch) { string str; if ((str = preloadData.ViewStruct()) != null) { m_Script = Encoding.UTF8.GetBytes(preloadData.ViewStruct()); } else m_Script = Encoding.UTF8.GetBytes("Serialized Shader can't be read"); } else { if (m_Name != "") { preloadData.Text = m_Name; } else { preloadData.Text = preloadData.TypeString + " #" + preloadData.uniqueID; } preloadData.SubItems.AddRange(new[] { preloadData.TypeString, preloadData.Size.ToString() }); } } else { int m_Script_size = a_Stream.ReadInt32(); if (readSwitch) //asset is read for preview or export { m_Script = new byte[m_Script_size]; a_Stream.Read(m_Script, 0, m_Script_size); if (m_Script[0] == 93) { m_Script = SevenZip.Compression.LZMA.SevenZipHelper.Decompress(m_Script); } if (m_Script[0] == 60 || (m_Script[0] == 239 && m_Script[1] == 187 && m_Script[2] == 191 && m_Script[3] == 60)) { preloadData.extension = ".xml"; } } else { byte lzmaTest = a_Stream.ReadByte(); a_Stream.Position += m_Script_size - 1; if (m_Name != "") { preloadData.Text = m_Name; } else { preloadData.Text = preloadData.TypeString + " #" + preloadData.uniqueID; } preloadData.SubItems.AddRange(new[] { preloadData.TypeString, preloadData.Size.ToString() }); } a_Stream.AlignStream(4); m_PathName = a_Stream.ReadAlignedString(a_Stream.ReadInt32()); } } } }