mirror of
https://github.com/aelurum/AssetStudio.git
synced 2025-05-25 05:40:21 -04:00
705 lines
29 KiB
C#
705 lines
29 KiB
C#
using AssetStudio;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Globalization;
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using System.IO;
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using System.Linq;
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using System.Threading;
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using System.Windows.Forms;
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using System.Xml.Linq;
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using static AssetStudioGUI.Exporter;
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using Object = AssetStudio.Object;
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namespace AssetStudioGUI
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{
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internal enum ExportType
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{
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Convert,
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Raw,
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Dump
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}
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internal enum ExportFilter
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{
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All,
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Selected,
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Filtered
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}
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internal enum ExportListType
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{
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XML
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}
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internal static class Studio
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{
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public static AssetsManager assetsManager = new AssetsManager();
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public static AssemblyLoader assemblyLoader = new AssemblyLoader();
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public static List<AssetItem> exportableAssets = new List<AssetItem>();
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public static List<AssetItem> visibleAssets = new List<AssetItem>();
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internal static Action<string> StatusStripUpdate = x => { };
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public static int ExtractFolder(string path, string savePath)
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{
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int extractedCount = 0;
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Progress.Reset();
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var files = Directory.GetFiles(path, "*.*", SearchOption.AllDirectories);
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for (int i = 0; i < files.Length; i++)
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{
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var file = files[i];
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var fileOriPath = Path.GetDirectoryName(file);
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var fileSavePath = fileOriPath.Replace(path, savePath);
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extractedCount += ExtractFile(file, fileSavePath);
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Progress.Report(i + 1, files.Length);
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}
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return extractedCount;
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}
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public static int ExtractFile(string[] fileNames, string savePath)
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{
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int extractedCount = 0;
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Progress.Reset();
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for (var i = 0; i < fileNames.Length; i++)
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{
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var fileName = fileNames[i];
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extractedCount += ExtractFile(fileName, savePath);
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Progress.Report(i + 1, fileNames.Length);
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}
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return extractedCount;
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}
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public static int ExtractFile(string fileName, string savePath)
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{
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int extractedCount = 0;
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var type = ImportHelper.CheckFileType(fileName, out var reader);
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if (type == FileType.BundleFile)
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extractedCount += ExtractBundleFile(fileName, reader, savePath);
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else if (type == FileType.WebFile)
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extractedCount += ExtractWebDataFile(fileName, reader, savePath);
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else
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reader.Dispose();
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return extractedCount;
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}
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private static int ExtractBundleFile(string bundleFilePath, EndianBinaryReader reader, string savePath)
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{
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StatusStripUpdate($"Decompressing {Path.GetFileName(bundleFilePath)} ...");
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var bundleFile = new BundleFile(reader, bundleFilePath);
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reader.Dispose();
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if (bundleFile.fileList.Length > 0)
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{
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var extractPath = Path.Combine(savePath, Path.GetFileName(bundleFilePath) + "_unpacked");
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return ExtractStreamFile(extractPath, bundleFile.fileList);
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}
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return 0;
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}
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private static int ExtractWebDataFile(string webFilePath, EndianBinaryReader reader, string savePath)
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{
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StatusStripUpdate($"Decompressing {Path.GetFileName(webFilePath)} ...");
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var webFile = new WebFile(reader);
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reader.Dispose();
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if (webFile.fileList.Length > 0)
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{
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var extractPath = Path.Combine(savePath, Path.GetFileName(webFilePath) + "_unpacked");
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return ExtractStreamFile(extractPath, webFile.fileList);
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}
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return 0;
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}
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private static int ExtractStreamFile(string extractPath, StreamFile[] fileList)
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{
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int extractedCount = 0;
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foreach (var file in fileList)
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{
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var filePath = Path.Combine(extractPath, file.fileName);
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if (!Directory.Exists(extractPath))
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{
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Directory.CreateDirectory(extractPath);
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}
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if (!File.Exists(filePath))
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{
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using (var fileStream = File.Create(filePath))
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{
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file.stream.CopyTo(fileStream);
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}
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extractedCount += 1;
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}
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file.stream.Dispose();
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}
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return extractedCount;
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}
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public static (string, List<TreeNode>) BuildAssetData()
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{
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StatusStripUpdate("Building asset list...");
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string productName = null;
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var objectCount = assetsManager.assetsFileList.Sum(x => x.Objects.Count);
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var objectAssetItemDic = new Dictionary<Object, AssetItem>(objectCount);
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var containers = new List<(PPtr<Object>, string)>();
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int i = 0;
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Progress.Reset();
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foreach (var assetsFile in assetsManager.assetsFileList)
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{
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foreach (var asset in assetsFile.Objects)
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{
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var assetItem = new AssetItem(asset);
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objectAssetItemDic.Add(asset, assetItem);
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assetItem.UniqueID = " #" + i;
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var exportable = false;
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switch (asset)
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{
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case GameObject m_GameObject:
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assetItem.Text = m_GameObject.m_Name;
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break;
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case Texture2D m_Texture2D:
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if (!string.IsNullOrEmpty(m_Texture2D.m_StreamData?.path))
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assetItem.FullSize = asset.byteSize + m_Texture2D.m_StreamData.size;
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assetItem.Text = m_Texture2D.m_Name;
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exportable = true;
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break;
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case AudioClip m_AudioClip:
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if (!string.IsNullOrEmpty(m_AudioClip.m_Source))
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assetItem.FullSize = asset.byteSize + m_AudioClip.m_Size;
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assetItem.Text = m_AudioClip.m_Name;
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exportable = true;
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break;
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case VideoClip m_VideoClip:
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if (!string.IsNullOrEmpty(m_VideoClip.m_OriginalPath))
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assetItem.FullSize = asset.byteSize + (long)m_VideoClip.m_ExternalResources.m_Size;
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assetItem.Text = m_VideoClip.m_Name;
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exportable = true;
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break;
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case Shader m_Shader:
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assetItem.Text = m_Shader.m_ParsedForm?.m_Name ?? m_Shader.m_Name;
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exportable = true;
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break;
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case Mesh _:
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case TextAsset _:
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case AnimationClip _:
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case Font _:
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case MovieTexture _:
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case Sprite _:
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assetItem.Text = ((NamedObject)asset).m_Name;
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exportable = true;
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break;
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case Animator m_Animator:
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if (m_Animator.m_GameObject.TryGet(out var gameObject))
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{
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assetItem.Text = gameObject.m_Name;
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}
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exportable = true;
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break;
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case MonoBehaviour m_MonoBehaviour:
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if (m_MonoBehaviour.m_Name == "" && m_MonoBehaviour.m_Script.TryGet(out var m_Script))
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{
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assetItem.Text = m_Script.m_ClassName;
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}
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else
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{
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assetItem.Text = m_MonoBehaviour.m_Name;
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}
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exportable = true;
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break;
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case PlayerSettings m_PlayerSettings:
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productName = m_PlayerSettings.productName;
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break;
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case AssetBundle m_AssetBundle:
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foreach (var m_Container in m_AssetBundle.m_Container)
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{
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var preloadIndex = m_Container.Value.preloadIndex;
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var preloadSize = m_Container.Value.preloadSize;
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var preloadEnd = preloadIndex + preloadSize;
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for (int k = preloadIndex; k < preloadEnd; k++)
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{
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containers.Add((m_AssetBundle.m_PreloadTable[k], m_Container.Key));
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}
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}
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assetItem.Text = m_AssetBundle.m_Name;
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break;
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case ResourceManager m_ResourceManager:
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foreach (var m_Container in m_ResourceManager.m_Container)
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{
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containers.Add((m_Container.Value, m_Container.Key));
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}
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break;
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case NamedObject m_NamedObject:
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assetItem.Text = m_NamedObject.m_Name;
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break;
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}
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if (assetItem.Text == "")
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{
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assetItem.Text = assetItem.TypeString + assetItem.UniqueID;
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}
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if (Properties.Settings.Default.displayAll || exportable)
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{
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exportableAssets.Add(assetItem);
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}
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Progress.Report(++i, objectCount);
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}
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}
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foreach ((var pptr, var container) in containers)
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{
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if (pptr.TryGet(out var obj))
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{
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objectAssetItemDic[obj].Container = container;
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}
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}
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foreach (var tmp in exportableAssets)
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{
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tmp.SetSubItems();
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}
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containers.Clear();
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visibleAssets = exportableAssets;
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StatusStripUpdate("Building tree structure...");
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var treeNodeCollection = new List<TreeNode>();
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var treeNodeDictionary = new Dictionary<GameObject, GameObjectTreeNode>();
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var assetsFileCount = assetsManager.assetsFileList.Count;
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int j = 0;
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Progress.Reset();
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foreach (var assetsFile in assetsManager.assetsFileList)
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{
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var fileNode = new GameObjectTreeNode(assetsFile.fileName); //RootNode
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foreach (var obj in assetsFile.Objects)
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{
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if (obj is GameObject m_GameObject)
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{
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if (!treeNodeDictionary.TryGetValue(m_GameObject, out var currentNode))
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{
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currentNode = new GameObjectTreeNode(m_GameObject);
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treeNodeDictionary.Add(m_GameObject, currentNode);
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}
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foreach (var pptr in m_GameObject.m_Components)
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{
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if (pptr.TryGet(out var m_Component))
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{
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objectAssetItemDic[m_Component].TreeNode = currentNode;
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if (m_Component is MeshFilter m_MeshFilter)
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{
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if (m_MeshFilter.m_Mesh.TryGet(out var m_Mesh))
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{
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objectAssetItemDic[m_Mesh].TreeNode = currentNode;
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}
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}
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else if (m_Component is SkinnedMeshRenderer m_SkinnedMeshRenderer)
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{
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if (m_SkinnedMeshRenderer.m_Mesh.TryGet(out var m_Mesh))
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{
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objectAssetItemDic[m_Mesh].TreeNode = currentNode;
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}
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}
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}
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}
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var parentNode = fileNode;
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if (m_GameObject.m_Transform != null)
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{
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if (m_GameObject.m_Transform.m_Father.TryGet(out var m_Father))
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{
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if (m_Father.m_GameObject.TryGet(out var parentGameObject))
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{
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if (!treeNodeDictionary.TryGetValue(parentGameObject, out parentNode))
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{
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parentNode = new GameObjectTreeNode(parentGameObject);
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treeNodeDictionary.Add(parentGameObject, parentNode);
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}
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}
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}
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}
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parentNode.Nodes.Add(currentNode);
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}
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}
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if (fileNode.Nodes.Count > 0)
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{
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treeNodeCollection.Add(fileNode);
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}
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Progress.Report(++j, assetsFileCount);
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}
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treeNodeDictionary.Clear();
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objectAssetItemDic.Clear();
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return (productName, treeNodeCollection);
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}
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public static Dictionary<string, SortedDictionary<int, TypeTreeItem>> BuildClassStructure()
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{
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var typeMap = new Dictionary<string, SortedDictionary<int, TypeTreeItem>>();
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foreach (var assetsFile in assetsManager.assetsFileList)
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{
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if (typeMap.TryGetValue(assetsFile.unityVersion, out var curVer))
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{
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foreach (var type in assetsFile.m_Types.Where(x => x.m_Nodes != null))
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{
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var key = type.classID;
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if (type.m_ScriptTypeIndex >= 0)
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{
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key = -1 - type.m_ScriptTypeIndex;
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}
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curVer[key] = new TypeTreeItem(key, type.m_Nodes);
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}
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}
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else
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{
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var items = new SortedDictionary<int, TypeTreeItem>();
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foreach (var type in assetsFile.m_Types.Where(x => x.m_Nodes != null))
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{
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var key = type.classID;
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if (type.m_ScriptTypeIndex >= 0)
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{
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key = -1 - type.m_ScriptTypeIndex;
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}
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items[key] = new TypeTreeItem(key, type.m_Nodes);
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}
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typeMap.Add(assetsFile.unityVersion, items);
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}
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}
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return typeMap;
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}
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public static void ExportAssets(string savePath, List<AssetItem> toExportAssets, ExportType exportType)
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{
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ThreadPool.QueueUserWorkItem(state =>
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{
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Thread.CurrentThread.CurrentCulture = new CultureInfo("en-US");
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int toExportCount = toExportAssets.Count;
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int exportedCount = 0;
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int i = 0;
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Progress.Reset();
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foreach (var asset in toExportAssets)
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{
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string exportPath;
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switch (Properties.Settings.Default.assetGroupOption)
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{
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case 0: //type name
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exportPath = Path.Combine(savePath, asset.TypeString);
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break;
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case 1: //container path
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if (!string.IsNullOrEmpty(asset.Container))
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{
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exportPath = Path.Combine(savePath, Path.GetDirectoryName(asset.Container));
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}
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else
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{
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exportPath = savePath;
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}
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break;
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case 2: //source file
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exportPath = Path.Combine(savePath, asset.SourceFile.fullName + "_export");
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break;
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default:
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exportPath = savePath;
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break;
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}
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exportPath += Path.DirectorySeparatorChar;
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StatusStripUpdate($"Exporting {asset.TypeString}: {asset.Text}");
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try
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{
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switch (exportType)
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{
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case ExportType.Raw:
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if (ExportRawFile(asset, exportPath))
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{
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exportedCount++;
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}
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break;
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case ExportType.Dump:
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if (ExportDumpFile(asset, exportPath))
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{
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exportedCount++;
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}
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break;
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case ExportType.Convert:
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if (ExportConvertFile(asset, exportPath))
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{
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exportedCount++;
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}
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break;
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}
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}
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catch (Exception ex)
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{
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MessageBox.Show($"Export {asset.Type}:{asset.Text} error\r\n{ex.Message}\r\n{ex.StackTrace}");
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}
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Progress.Report(++i, toExportCount);
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}
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var statusText = exportedCount == 0 ? "Nothing exported." : $"Finished exporting {exportedCount} assets.";
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if (toExportCount > exportedCount)
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{
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statusText += $" {toExportCount - exportedCount} assets skipped (not extractable or files already exist)";
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}
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StatusStripUpdate(statusText);
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if (Properties.Settings.Default.openAfterExport && exportedCount > 0)
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{
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Process.Start(savePath);
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}
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});
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}
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public static void ExportAssetsList(string savePath, List<AssetItem> toExportAssets, ExportListType exportListType)
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{
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ThreadPool.QueueUserWorkItem(state =>
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{
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Thread.CurrentThread.CurrentCulture = new CultureInfo("en-US");
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Progress.Reset();
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switch (exportListType)
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{
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case ExportListType.XML:
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var filename = Path.Combine(savePath, "assets.xml");
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var doc = new XDocument(
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new XElement("Assets",
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new XAttribute("filename", filename),
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new XAttribute("createdAt", DateTime.UtcNow.ToString("s")),
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toExportAssets.Select(
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asset => new XElement("Asset",
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new XElement("Name", asset.Text),
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new XElement("Container", asset.Container),
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new XElement("Type", new XAttribute("id", (int)asset.Type), asset.TypeString),
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new XElement("PathID", asset.m_PathID),
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new XElement("Source", asset.SourceFile.fullName),
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new XElement("Size", asset.FullSize)
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)
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)
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)
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);
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doc.Save(filename);
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break;
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}
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var statusText = $"Finished exporting asset list with {toExportAssets.Count()} items.";
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StatusStripUpdate(statusText);
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if (Properties.Settings.Default.openAfterExport && toExportAssets.Count() > 0)
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{
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Process.Start(savePath);
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}
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});
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}
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public static void ExportSplitObjects(string savePath, TreeNodeCollection nodes)
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{
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ThreadPool.QueueUserWorkItem(state =>
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{
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var count = nodes.Cast<TreeNode>().Sum(x => x.Nodes.Count);
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int k = 0;
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Progress.Reset();
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foreach (GameObjectTreeNode node in nodes)
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{
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//遍历一级子节点
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foreach (GameObjectTreeNode j in node.Nodes)
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{
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//收集所有子节点
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var gameObjects = new List<GameObject>();
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CollectNode(j, gameObjects);
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//跳过一些不需要导出的object
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if (gameObjects.All(x => x.m_SkinnedMeshRenderer == null && x.m_MeshFilter == null))
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{
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Progress.Report(++k, count);
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continue;
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}
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//处理非法文件名
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var filename = FixFileName(j.Text);
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//每个文件存放在单独的文件夹
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var targetPath = $"{savePath}{filename}\\";
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//重名文件处理
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for (int i = 1; ; i++)
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{
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if (Directory.Exists(targetPath))
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{
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targetPath = $"{savePath}{filename} ({i})\\";
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}
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else
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{
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break;
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}
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}
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Directory.CreateDirectory(targetPath);
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//导出FBX
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StatusStripUpdate($"Exporting {filename}.fbx");
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try
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{
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ExportGameObject(j.gameObject, targetPath);
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}
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catch (Exception ex)
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{
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MessageBox.Show($"Export GameObject:{j.Text} error\r\n{ex.Message}\r\n{ex.StackTrace}");
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}
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|
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Progress.Report(++k, count);
|
|
StatusStripUpdate($"Finished exporting {filename}.fbx");
|
|
}
|
|
}
|
|
if (Properties.Settings.Default.openAfterExport)
|
|
{
|
|
Process.Start(savePath);
|
|
}
|
|
StatusStripUpdate("Finished");
|
|
});
|
|
}
|
|
|
|
private static void CollectNode(GameObjectTreeNode node, List<GameObject> gameObjects)
|
|
{
|
|
gameObjects.Add(node.gameObject);
|
|
foreach (GameObjectTreeNode i in node.Nodes)
|
|
{
|
|
CollectNode(i, gameObjects);
|
|
}
|
|
}
|
|
|
|
public static void ExportAnimatorWithAnimationClip(AssetItem animator, List<AssetItem> animationList, string exportPath)
|
|
{
|
|
ThreadPool.QueueUserWorkItem(state =>
|
|
{
|
|
Progress.Reset();
|
|
StatusStripUpdate($"Exporting {animator.Text}");
|
|
try
|
|
{
|
|
ExportAnimator(animator, exportPath, animationList);
|
|
if (Properties.Settings.Default.openAfterExport)
|
|
{
|
|
Process.Start(exportPath);
|
|
}
|
|
Progress.Report(1, 1);
|
|
StatusStripUpdate($"Finished exporting {animator.Text}");
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
MessageBox.Show($"Export Animator:{animator.Text} error\r\n{ex.Message}\r\n{ex.StackTrace}");
|
|
StatusStripUpdate("Error in export");
|
|
}
|
|
});
|
|
}
|
|
|
|
public static void ExportObjectsWithAnimationClip(string exportPath, TreeNodeCollection nodes, List<AssetItem> animationList = null)
|
|
{
|
|
ThreadPool.QueueUserWorkItem(state =>
|
|
{
|
|
var gameObjects = new List<GameObject>();
|
|
GetSelectedParentNode(nodes, gameObjects);
|
|
if (gameObjects.Count > 0)
|
|
{
|
|
var count = gameObjects.Count;
|
|
int i = 0;
|
|
Progress.Reset();
|
|
foreach (var gameObject in gameObjects)
|
|
{
|
|
StatusStripUpdate($"Exporting {gameObject.m_Name}");
|
|
try
|
|
{
|
|
ExportGameObject(gameObject, exportPath, animationList);
|
|
StatusStripUpdate($"Finished exporting {gameObject.m_Name}");
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
MessageBox.Show($"Export GameObject:{gameObject.m_Name} error\r\n{ex.Message}\r\n{ex.StackTrace}");
|
|
StatusStripUpdate("Error in export");
|
|
}
|
|
|
|
Progress.Report(++i, count);
|
|
}
|
|
if (Properties.Settings.Default.openAfterExport)
|
|
{
|
|
Process.Start(exportPath);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
StatusStripUpdate("No Object can be exported.");
|
|
}
|
|
});
|
|
}
|
|
|
|
public static void ExportObjectsMergeWithAnimationClip(string exportPath, List<GameObject> gameObjects, List<AssetItem> animationList = null)
|
|
{
|
|
ThreadPool.QueueUserWorkItem(state =>
|
|
{
|
|
var name = Path.GetFileName(exportPath);
|
|
Progress.Reset();
|
|
StatusStripUpdate($"Exporting {name}");
|
|
try
|
|
{
|
|
ExportGameObjectMerge(gameObjects, exportPath, animationList);
|
|
Progress.Report(1, 1);
|
|
StatusStripUpdate($"Finished exporting {name}");
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
MessageBox.Show($"Export Model:{name} error\r\n{ex.Message}\r\n{ex.StackTrace}");
|
|
StatusStripUpdate("Error in export");
|
|
}
|
|
if (Properties.Settings.Default.openAfterExport)
|
|
{
|
|
Process.Start(Path.GetDirectoryName(exportPath));
|
|
}
|
|
});
|
|
}
|
|
|
|
public static void GetSelectedParentNode(TreeNodeCollection nodes, List<GameObject> gameObjects)
|
|
{
|
|
foreach (GameObjectTreeNode i in nodes)
|
|
{
|
|
if (i.Checked)
|
|
{
|
|
gameObjects.Add(i.gameObject);
|
|
}
|
|
else
|
|
{
|
|
GetSelectedParentNode(i.Nodes, gameObjects);
|
|
}
|
|
}
|
|
}
|
|
|
|
public static List<TypeTreeNode> MonoBehaviourToTypeTreeNodes(MonoBehaviour m_MonoBehaviour)
|
|
{
|
|
if (!assemblyLoader.Loaded)
|
|
{
|
|
var openFolderDialog = new OpenFolderDialog();
|
|
openFolderDialog.Title = "Select Assembly Folder";
|
|
if (openFolderDialog.ShowDialog() == DialogResult.OK)
|
|
{
|
|
assemblyLoader.Load(openFolderDialog.Folder);
|
|
}
|
|
else
|
|
{
|
|
assemblyLoader.Loaded = true;
|
|
}
|
|
}
|
|
return m_MonoBehaviour.ConvertToTypeTreeNodes(assemblyLoader);
|
|
}
|
|
|
|
public static string DumpAsset(Object obj)
|
|
{
|
|
var str = obj.Dump();
|
|
if (str == null && obj is MonoBehaviour m_MonoBehaviour)
|
|
{
|
|
var nodes = MonoBehaviourToTypeTreeNodes(m_MonoBehaviour);
|
|
str = m_MonoBehaviour.Dump(nodes);
|
|
}
|
|
return str;
|
|
}
|
|
}
|
|
}
|