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

43 lines
1.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Linq.Expressions;
using System.Text;
namespace Unity_Studio
{
class TextAsset
{
public string m_Name;
public byte[] m_Script;
public TextAsset(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)
{
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() });
}
}
}
}