Beispiel #1
0
        public static bool ExportFont(AssetPreloadData asset, string exportPath)
        {
            var m_Font = new UFont(asset, true);

            if (m_Font.m_FontData != null)
            {
                var exportFullName = exportPath + asset.Text + asset.extension;
                if (ExportFileExists(exportFullName))
                {
                    return(false);
                }
                File.WriteAllBytes(exportFullName, m_Font.m_FontData);
                return(true);
            }
            return(false);
        }
Beispiel #2
0
        public static void BuildAssetStructures(bool loadAssets, bool displayAll, bool buildHierarchy, bool buildClassStructures, bool displayOriginalName, out List <GameObject> fileNodes)
        {
            fileNodes = null;

            #region first loop - read asset data & create list
            if (loadAssets)
            {
                SetProgressBarValue(0);
                SetProgressBarMaximum(assetsfileList.Sum(x => x.preloadTable.Values.Count));
                StatusStripUpdate("Building asset list...");

                string fileIDfmt = "D" + assetsfileList.Count.ToString().Length;

                for (var i = 0; i < assetsfileList.Count; i++)
                {
                    var assetsFile = assetsfileList[i];

                    string      fileID = i.ToString(fileIDfmt);
                    AssetBundle ab     = null;
                    foreach (var asset in assetsFile.preloadTable.Values)
                    {
                        asset.uniqueID = fileID + asset.uniqueID;
                        var exportable = false;
                        switch (asset.Type)
                        {
                        case ClassIDReference.GameObject:
                        {
                            GameObject m_GameObject = new GameObject(asset);
                            assetsFile.GameObjectList.Add(asset.m_PathID, m_GameObject);
                            break;
                        }

                        case ClassIDReference.Transform:
                        {
                            Transform m_Transform = new Transform(asset);
                            assetsFile.TransformList.Add(asset.m_PathID, m_Transform);
                            break;
                        }

                        case ClassIDReference.RectTransform:
                        {
                            RectTransform m_Rect = new RectTransform(asset);
                            assetsFile.TransformList.Add(asset.m_PathID, m_Rect.m_Transform);
                            break;
                        }

                        case ClassIDReference.Texture2D:
                        {
                            Texture2D m_Texture2D = new Texture2D(asset, false);
                            exportable = true;
                            break;
                        }

                        case ClassIDReference.Shader:
                        {
                            Shader m_Shader = new Shader(asset, false);
                            exportable = true;
                            break;
                        }

                        case ClassIDReference.TextAsset:
                        {
                            TextAsset m_TextAsset = new TextAsset(asset, false);
                            exportable = true;
                            break;
                        }

                        case ClassIDReference.AudioClip:
                        {
                            AudioClip m_AudioClip = new AudioClip(asset, false);
                            exportable = true;
                            break;
                        }

                        case ClassIDReference.MonoBehaviour:
                        {
                            var m_MonoBehaviour = new MonoBehaviour(asset, false);
                            if (asset.Type1 != asset.Type2 && assetsFile.ClassStructures.ContainsKey(asset.Type1))
                            {
                                exportable = true;
                            }
                            break;
                        }

                        case ClassIDReference.Font:
                        {
                            UFont m_Font = new UFont(asset, false);
                            exportable = true;
                            break;
                        }

                        case ClassIDReference.PlayerSettings:
                        {
                            var plSet = new PlayerSettings(asset);
                            productName = plSet.productName;
                            break;
                        }

                        case ClassIDReference.Mesh:
                        {
                            Mesh m_Mesh = new Mesh(asset, false);
                            exportable = true;
                            break;
                        }

                        case ClassIDReference.AssetBundle:
                        {
                            ab = new AssetBundle(asset);
                            break;
                        }

                        case ClassIDReference.VideoClip:
                        {
                            var m_VideoClip = new VideoClip(asset, false);
                            exportable = true;
                            break;
                        }

                        case ClassIDReference.MovieTexture:
                        {
                            var m_MovieTexture = new MovieTexture(asset, false);
                            exportable = true;
                            break;
                        }

                        case ClassIDReference.Sprite:
                        {
                            var m_Sprite = new Sprite(asset, false);
                            exportable = true;
                            break;
                        }

                        case ClassIDReference.Animator:
                        {
                            exportable = true;
                            break;
                        }

                        case ClassIDReference.AnimationClip:
                        {
                            exportable = true;
                            var reader = asset.sourceFile.reader;
                            reader.Position = asset.Offset;
                            asset.Text      = reader.ReadAlignedString();
                            break;
                        }
                        }
                        if (asset.Text == "")
                        {
                            asset.Text = asset.TypeString + " #" + asset.uniqueID;
                        }
                        asset.SubItems.AddRange(new[] { asset.TypeString, asset.fullSize.ToString() });
                        //处理同名文件
                        if (!assetsNameHash.Add((asset.TypeString + asset.Text).ToUpper()))
                        {
                            asset.Text += " #" + asset.uniqueID;
                        }
                        //处理非法文件名
                        asset.Text = FixFileName(asset.Text);
                        if (displayAll)
                        {
                            exportable = true;
                        }
                        if (exportable)
                        {
                            assetsFile.exportableAssets.Add(asset);
                        }
                        ProgressBarPerformStep();
                    }
                    if (displayOriginalName)
                    {
                        assetsFile.exportableAssets.ForEach(x =>
                        {
                            var replacename = ab?.m_Container.Find(y => y.second.asset.m_PathID == x.m_PathID)?.first;
                            if (!string.IsNullOrEmpty(replacename))
                            {
                                var ex = Path.GetExtension(replacename);
                                x.Text = !string.IsNullOrEmpty(ex) ? replacename.Replace(ex, "") : replacename;
                            }
                        });
                    }
                    exportableAssets.AddRange(assetsFile.exportableAssets);
                }

                visibleAssets = exportableAssets;
                assetsNameHash.Clear();
            }
            #endregion

            #region second loop - build tree structure
            if (buildHierarchy)
            {
                fileNodes = new List <GameObject>();
                var gameObjectCount = assetsfileList.Sum(x => x.GameObjectList.Values.Count);
                if (gameObjectCount > 0)
                {
                    SetProgressBarValue(0);
                    SetProgressBarMaximum(gameObjectCount);
                    StatusStripUpdate("Building tree structure...");

                    foreach (var assetsFile in assetsfileList)
                    {
                        GameObject fileNode = new GameObject(null);
                        fileNode.Text   = Path.GetFileName(assetsFile.filePath);
                        fileNode.m_Name = "RootNode";

                        foreach (var m_GameObject in assetsFile.GameObjectList.Values)
                        {
                            foreach (var m_Component in m_GameObject.m_Components)
                            {
                                if (m_Component.m_FileID >= 0 && m_Component.m_FileID < assetsfileList.Count)
                                {
                                    var sourceFile = assetsfileList[m_Component.m_FileID];
                                    if (sourceFile.preloadTable.TryGetValue(m_Component.m_PathID, out var asset))
                                    {
                                        switch (asset.Type)
                                        {
                                        case ClassIDReference.Transform:
                                        {
                                            m_GameObject.m_Transform = m_Component;
                                            break;
                                        }

                                        case ClassIDReference.MeshRenderer:
                                        {
                                            m_GameObject.m_MeshRenderer = m_Component;
                                            break;
                                        }

                                        case ClassIDReference.MeshFilter:
                                        {
                                            m_GameObject.m_MeshFilter = m_Component;
                                            if (assetsfileList.TryGetPD(m_Component, out var assetPreloadData))
                                            {
                                                var m_MeshFilter = new MeshFilter(assetPreloadData);
                                                if (assetsfileList.TryGetPD(m_MeshFilter.m_Mesh, out assetPreloadData))
                                                {
                                                    assetPreloadData.gameObject = m_GameObject;
                                                }
                                            }
                                            break;
                                        }

                                        case ClassIDReference.SkinnedMeshRenderer:
                                        {
                                            m_GameObject.m_SkinnedMeshRenderer = m_Component;
                                            if (assetsfileList.TryGetPD(m_Component, out var assetPreloadData))
                                            {
                                                var m_SkinnedMeshRenderer = new SkinnedMeshRenderer(assetPreloadData);
                                                if (assetsfileList.TryGetPD(m_SkinnedMeshRenderer.m_Mesh, out assetPreloadData))
                                                {
                                                    assetPreloadData.gameObject = m_GameObject;
                                                }
                                            }
                                            break;
                                        }

                                        case ClassIDReference.Animator:
                                        {
                                            m_GameObject.m_Animator = m_Component;
                                            asset.Text = m_GameObject.asset.Text;
                                            break;
                                        }
                                        }
                                    }
                                }
                            }

                            var parentNode = fileNode;

                            if (assetsfileList.TryGetTransform(m_GameObject.m_Transform, out var m_Transform))
                            {
                                if (assetsfileList.TryGetTransform(m_Transform.m_Father, out var m_Father))
                                {
                                    if (assetsfileList.TryGetGameObject(m_Father.m_GameObject, out parentNode))
                                    {
                                    }
                                }
                            }

                            parentNode.Nodes.Add(m_GameObject);
                            ProgressBarPerformStep();
                        }

                        if (fileNode.Nodes.Count > 0)
                        {
                            fileNodes.Add(fileNode);
                        }
                    }
                }
            }
            #endregion

            #region build list of class strucutres
            if (buildClassStructures)
            {
                //group class structures by versionv
                foreach (var assetsFile in assetsfileList)
                {
                    if (AllClassStructures.TryGetValue(assetsFile.m_Version, out var curVer))
                    {
                        foreach (var uClass in assetsFile.ClassStructures)
                        {
                            curVer[uClass.Key] = uClass.Value;
                        }
                    }
                    else
                    {
                        AllClassStructures.Add(assetsFile.m_Version, assetsFile.ClassStructures);
                    }
                }
            }
            #endregion
        }
Beispiel #3
0
        public static void BuildAssetStructures(bool loadAssetsMenuItem, bool displayAll, bool buildHierarchyMenuItem, bool buildClassStructuresMenuItem, bool displayOriginalName)
        {
            #region first loop - read asset data & create list
            if (loadAssetsMenuItem)
            {
                SetProgressBarValue(0);
                SetProgressBarMaximum(assetsfileList.Sum(x => x.preloadTable.Values.Count));
                string fileIDfmt = "D" + assetsfileList.Count.ToString().Length;

                for (var i = 0; i < assetsfileList.Count; i++)
                {
                    var assetsFile = assetsfileList[i];
                    StatusStripUpdate("Building asset list from " + Path.GetFileName(assetsFile.filePath));

                    string      fileID = i.ToString(fileIDfmt);
                    AssetBundle ab     = null;
                    foreach (var asset in assetsFile.preloadTable.Values)
                    {
                        asset.uniqueID = fileID + asset.uniqueID;
                        var exportable = false;
                        switch (asset.Type)
                        {
                        case ClassIDReference.GameObject:
                        {
                            GameObject m_GameObject = new GameObject(asset);
                            assetsFile.GameObjectList.Add(asset.m_PathID, m_GameObject);
                            //totalTreeNodes++;
                            break;
                        }

                        case ClassIDReference.Transform:
                        {
                            Transform m_Transform = new Transform(asset);
                            assetsFile.TransformList.Add(asset.m_PathID, m_Transform);
                            break;
                        }

                        case ClassIDReference.RectTransform:
                        {
                            RectTransform m_Rect = new RectTransform(asset);
                            assetsFile.TransformList.Add(asset.m_PathID, m_Rect.m_Transform);
                            break;
                        }

                        case ClassIDReference.Texture2D:
                        {
                            Texture2D m_Texture2D = new Texture2D(asset, false);
                            exportable = true;
                            break;
                        }

                        case ClassIDReference.Shader:
                        {
                            Shader m_Shader = new Shader(asset, false);
                            exportable = true;
                            break;
                        }

                        case ClassIDReference.TextAsset:
                        {
                            TextAsset m_TextAsset = new TextAsset(asset, false);
                            exportable = true;
                            break;
                        }

                        case ClassIDReference.AudioClip:
                        {
                            AudioClip m_AudioClip = new AudioClip(asset, false);
                            exportable = true;
                            break;
                        }

                        case ClassIDReference.MonoBehaviour:
                        {
                            var m_MonoBehaviour = new MonoBehaviour(asset, false);
                            if (asset.Type1 != asset.Type2 && assetsFile.ClassStructures.ContainsKey(asset.Type1))
                            {
                                exportable = true;
                            }
                            break;
                        }

                        case ClassIDReference.Font:
                        {
                            UFont m_Font = new UFont(asset, false);
                            exportable = true;
                            break;
                        }

                        case ClassIDReference.PlayerSettings:
                        {
                            var plSet = new PlayerSettings(asset);
                            productName = plSet.productName;
                            break;
                        }

                        case ClassIDReference.Mesh:
                        {
                            Mesh m_Mesh = new Mesh(asset, false);
                            exportable = true;
                            break;
                        }

                        case ClassIDReference.AssetBundle:
                        {
                            ab = new AssetBundle(asset);
                            break;
                        }

                        case ClassIDReference.VideoClip:
                        {
                            var m_VideoClip = new VideoClip(asset, false);
                            exportable = true;
                            break;
                        }

                        case ClassIDReference.MovieTexture:
                        {
                            var m_MovieTexture = new MovieTexture(asset, false);
                            exportable = true;
                            break;
                        }

                        case ClassIDReference.Sprite:
                        {
                            var m_Sprite = new Sprite(asset, false);
                            exportable = true;
                            break;
                        }
                        }
                        if (!exportable && displayAll)
                        {
                            asset.extension = ".dat";
                            exportable      = true;
                        }
                        if (exportable)
                        {
                            if (asset.Text == "")
                            {
                                asset.Text = asset.TypeString + " #" + asset.uniqueID;
                            }
                            asset.SubItems.AddRange(new[] { asset.TypeString, asset.fullSize.ToString() });
                            //处理同名文件
                            if (!exportableAssetsHash.Add((asset.TypeString + asset.Text).ToUpper()))
                            {
                                asset.Text += " #" + asset.uniqueID;
                            }
                            //处理非法文件名
                            asset.Text = FixFileName(asset.Text);
                            assetsFile.exportableAssets.Add(asset);
                        }
                        ProgressBarPerformStep();
                    }
                    if (displayOriginalName)
                    {
                        assetsFile.exportableAssets.ForEach(x =>
                        {
                            var replacename = ab?.m_Container.Find(y => y.second.asset.m_PathID == x.m_PathID)?.first;
                            if (!string.IsNullOrEmpty(replacename))
                            {
                                var ex = Path.GetExtension(replacename);
                                x.Text = !string.IsNullOrEmpty(ex) ? replacename.Replace(ex, "") : replacename;
                            }
                        });
                    }
                    exportableAssets.AddRange(assetsFile.exportableAssets);
                }

                visibleAssets = exportableAssets;
                exportableAssetsHash.Clear();
            }
            #endregion

            #region second loop - build tree structure
            fileNodes = new List <GameObject>();
            if (buildHierarchyMenuItem)
            {
                SetProgressBarMaximum(1);
                SetProgressBarValue(1);
                SetProgressBarMaximum(assetsfileList.Sum(x => x.GameObjectList.Values.Count) + 1);
                foreach (var assetsFile in assetsfileList)
                {
                    StatusStripUpdate("Building tree structure from " + Path.GetFileName(assetsFile.filePath));
                    GameObject fileNode = new GameObject(null);
                    fileNode.Text   = Path.GetFileName(assetsFile.filePath);
                    fileNode.m_Name = "RootNode";

                    foreach (var m_GameObject in assetsFile.GameObjectList.Values)
                    {
                        //ParseGameObject
                        foreach (var m_Component in m_GameObject.m_Components)
                        {
                            if (m_Component.m_FileID >= 0 && m_Component.m_FileID < assetsfileList.Count)
                            {
                                var sourceFile = assetsfileList[m_Component.m_FileID];
                                if (sourceFile.preloadTable.TryGetValue(m_Component.m_PathID, out var asset))
                                {
                                    switch (asset.Type)
                                    {
                                    case ClassIDReference.Transform:
                                    {
                                        m_GameObject.m_Transform = m_Component;
                                        break;
                                    }

                                    case ClassIDReference.MeshRenderer:
                                    {
                                        m_GameObject.m_MeshRenderer = m_Component;
                                        break;
                                    }

                                    case ClassIDReference.MeshFilter:
                                    {
                                        m_GameObject.m_MeshFilter = m_Component;
                                        break;
                                    }

                                    case ClassIDReference.SkinnedMeshRenderer:
                                    {
                                        m_GameObject.m_SkinnedMeshRenderer = m_Component;
                                        break;
                                    }
                                    }
                                }
                            }
                        }
                        //

                        var parentNode = fileNode;

                        if (assetsfileList.TryGetTransform(m_GameObject.m_Transform, out var m_Transform))
                        {
                            if (assetsfileList.TryGetTransform(m_Transform.m_Father, out var m_Father))
                            {
                                //GameObject Parent;
                                if (assetsfileList.TryGetGameObject(m_Father.m_GameObject, out parentNode))
                                {
                                    //parentNode = Parent;
                                }
                            }
                        }

                        parentNode.Nodes.Add(m_GameObject);
                        ProgressBarPerformStep();
                    }


                    if (fileNode.Nodes.Count == 0)
                    {
                        fileNode.Text += " (no children)";
                    }
                    fileNodes.Add(fileNode);
                }

                if (File.Exists(mainPath + "\\materials.json"))
                {
                    string matLine;
                    using (StreamReader reader = File.OpenText(mainPath + "\\materials.json"))
                    { matLine = reader.ReadToEnd(); }

                    jsonMats = new JavaScriptSerializer().Deserialize <Dictionary <string, Dictionary <string, string> > >(matLine);
                    //var jsonMats = new JavaScriptSerializer().DeserializeObject(matLine);
                }
            }
            #endregion

            #region build list of class strucutres
            if (buildClassStructuresMenuItem)
            {
                //group class structures by versionv
                foreach (var assetsFile in assetsfileList)
                {
                    if (AllClassStructures.TryGetValue(assetsFile.m_Version, out var curVer))
                    {
                        foreach (var uClass in assetsFile.ClassStructures)
                        {
                            curVer[uClass.Key] = uClass.Value;
                        }
                    }
                    else
                    {
                        AllClassStructures.Add(assetsFile.m_Version, assetsFile.ClassStructures);
                    }
                }
            }
            #endregion
        }