AssetStudio/Unity Studio/Unity Classes/Shader.cs
Perfare e37a04e05b Modify project file
Fixed some bugs
2017-04-09 09:59:31 +08:00

73 lines
2.8 KiB
C#

using System.Text;
namespace Unity_Studio
{
class Shader
{
public string m_Name;
public byte[] m_Script;
public string m_PathName;
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 ((sourceFile.version[0] == 5 && sourceFile.version[1] >= 5) || sourceFile.version[0] > 5)
{
if (readSwitch)
{
string str;
if ((str = preloadData.ViewStruct()) != null)
{
m_Script = Encoding.UTF8.GetBytes(preloadData.ViewStruct());
}
else
m_Script = Encoding.UTF8.GetBytes("Serialized Shader can't be read");
}
else
{
if (m_Name != "") { preloadData.Text = m_Name; }
else { preloadData.Text = preloadData.TypeString + " #" + preloadData.uniqueID; }
preloadData.SubItems.AddRange(new[] { preloadData.TypeString, preloadData.Size.ToString() });
}
}
else
{
int m_Script_size = a_Stream.ReadInt32();
if (readSwitch) //asset is read for preview or export
{
m_Script = new byte[m_Script_size];
a_Stream.Read(m_Script, 0, m_Script_size);
if (m_Script[0] == 93) { m_Script = SevenZip.Compression.LZMA.SevenZipHelper.Decompress(m_Script); }
if (m_Script[0] == 60 || (m_Script[0] == 239 && m_Script[1] == 187 && m_Script[2] == 191 && m_Script[3] == 60)) { preloadData.extension = ".xml"; }
}
else
{
byte lzmaTest = a_Stream.ReadByte();
a_Stream.Position += m_Script_size - 1;
if (m_Name != "") { preloadData.Text = m_Name; }
else { preloadData.Text = preloadData.TypeString + " #" + preloadData.uniqueID; }
preloadData.SubItems.AddRange(new[] { preloadData.TypeString, preloadData.Size.ToString() });
}
a_Stream.AlignStream(4);
m_PathName = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
}
}
}
}