AssetStudio/Unity Studio/Unity Classes/Shader.cs
2017-08-21 07:10:30 +08:00

52 lines
1.7 KiB
C#

using System.Text;
namespace Unity_Studio
{
class Shader
{
public string m_Name;
public byte[] m_Script;
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 (readSwitch)
{
if (sourceFile.version[0] == 5 && sourceFile.version[1] >= 5 || sourceFile.version[0] > 5)
{
string str;
if ((str = preloadData.ViewStruct()) != null)
{
m_Script = Encoding.UTF8.GetBytes(str);
}
else
m_Script = Encoding.UTF8.GetBytes("Serialized Shader can't be read");
}
else
{
m_Script = a_Stream.ReadBytes(a_Stream.ReadInt32());
}
}
else
{
if (m_Name != "") { preloadData.Text = m_Name; }
else { preloadData.Text = preloadData.TypeString + " #" + preloadData.uniqueID; }
preloadData.SubItems.AddRange(new[] { preloadData.TypeString, preloadData.Size.ToString() });
}
}
}
}