AssetStudio/Unity Studio/Unity Classes/SkinnedMeshRenderer.cs
2017-02-12 04:57:24 +08:00

152 lines
5.8 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Unity_Studio
{
public class SkinnedMeshRenderer
{
public PPtr m_GameObject;
public bool m_Enabled;
public byte m_CastShadows;
public bool m_ReceiveShadows;
public ushort m_LightmapIndex;
public ushort m_LightmapIndexDynamic;
public PPtr[] m_Materials;
public PPtr m_Mesh;
public PPtr[] m_Bones;
public SkinnedMeshRenderer(AssetPreloadData preloadData)
{
var sourceFile = preloadData.sourceFile;
var version = preloadData.sourceFile.version;
var a_Stream = preloadData.sourceFile.a_Stream;
a_Stream.Position = preloadData.Offset;
if (sourceFile.platform == -2)
{
uint m_ObjectHideFlags = a_Stream.ReadUInt32();
PPtr m_PrefabParentObject = sourceFile.ReadPPtr();
PPtr m_PrefabInternal = sourceFile.ReadPPtr();
}
m_GameObject = sourceFile.ReadPPtr();
if (sourceFile.version[0] < 5)
{
m_Enabled = a_Stream.ReadBoolean();
m_CastShadows = a_Stream.ReadByte();//bool
m_ReceiveShadows = a_Stream.ReadBoolean();
m_LightmapIndex = a_Stream.ReadByte();
}
else
{
m_Enabled = a_Stream.ReadBoolean();
a_Stream.AlignStream(4);
m_CastShadows = a_Stream.ReadByte();
m_ReceiveShadows = a_Stream.ReadBoolean();
a_Stream.AlignStream(4);
m_LightmapIndex = a_Stream.ReadUInt16();
m_LightmapIndexDynamic = a_Stream.ReadUInt16();
}
if (version[0] >= 3) { a_Stream.Position += 16; } //m_LightmapTilingOffset vector4d
if (sourceFile.version[0] >= 5) { a_Stream.Position += 16; } //Vector4f m_LightmapTilingOffsetDynamic
m_Materials = new PPtr[a_Stream.ReadInt32()];
for (int m = 0; m < m_Materials.Length; m++)
{
m_Materials[m] = sourceFile.ReadPPtr();
}
if (version[0] < 3)
{
a_Stream.Position += 16;//m_LightmapTilingOffset vector4d
}
else
{
if ((sourceFile.version[0] == 5 && sourceFile.version[1] >= 5) || sourceFile.version[0] > 5)//5.5.0 and up
{
a_Stream.Position += 4;//m_StaticBatchInfo
}
else
{
int m_SubsetIndices_size = a_Stream.ReadInt32();
a_Stream.Position += m_SubsetIndices_size * 4;
}
PPtr m_StaticBatchRoot = sourceFile.ReadPPtr();
if ((sourceFile.version[0] == 5 && sourceFile.version[1] >= 4) || sourceFile.version[0] > 5)//5.4.0 and up
{
PPtr m_ProbeAnchor = sourceFile.ReadPPtr();
PPtr m_LightProbeVolumeOverride = sourceFile.ReadPPtr();
}
else if (version[0] >= 4 || (version[0] == 3 && version[1] >= 5))
{
bool m_UseLightProbes = a_Stream.ReadBoolean();
a_Stream.Position += 3; //alignment
if (version[0] == 5) { int m_ReflectionProbeUsage = a_Stream.ReadInt32(); }
//did I ever check if the anchor is conditioned by the bool?
PPtr m_LightProbeAnchor = sourceFile.ReadPPtr();
}
if (version[0] >= 5 || (version[0] == 4 && version[1] >= 3))
{
if (version[0] == 4 && version[1] <= 3) { int m_SortingLayer = a_Stream.ReadInt16(); }
else { int m_SortingLayer = a_Stream.ReadInt32(); }
int m_SortingOrder = a_Stream.ReadInt16();
a_Stream.AlignStream(4);
}
}
int m_Quality = a_Stream.ReadInt32();
bool m_UpdateWhenOffscreen = a_Stream.ReadBoolean();
bool m_SkinNormals = a_Stream.ReadBoolean(); //3.1.0 and below
a_Stream.Position += 2;
if (version[0] == 2 && version[1] < 6)
{
//this would be the only error if mainVersion is not read in time for a unity 2.x game
PPtr m_DisableAnimationWhenOffscreen = sourceFile.ReadPPtr();
}
m_Mesh = sourceFile.ReadPPtr();
m_Bones = new PPtr[a_Stream.ReadInt32()];
for (int b = 0; b < m_Bones.Length; b++)
{
m_Bones[b] = sourceFile.ReadPPtr();
}
if (version[0] < 3)
{
int m_BindPose = a_Stream.ReadInt32();
a_Stream.Position += m_BindPose * 16 * 4;//Matrix4x4f
}
else
{
if (version[0] >= 4 || (version[0] == 4 && version[1] >= 3))
{
int m_BlendShapeWeights = a_Stream.ReadInt32();
a_Stream.Position += m_BlendShapeWeights * 4; //floats
}
if (version[0] >= 4 || (version[0] >= 3 && version[1] >= 5))
{
PPtr m_RootBone = sourceFile.ReadPPtr();
}
if (version[0] >= 4 || (version[0] == 3 && version[1] >= 4))
{
//AABB
float[] m_Center = { a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() };
float[] m_Extent = { a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() };
bool m_DirtyAABB = a_Stream.ReadBoolean();
}
}
}
}
}