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