Ejemplo n.º 1
0
        private void LoadAssetsFile(string fileName)
        {
            var loadedAssetsFile = assetsfileList.Find(aFile => aFile.filePath == fileName);
            if (loadedAssetsFile == null)
            {
                //open file here and pass the stream to facilitate loading memory files
                //also by keeping the stream as a property of AssetsFile, it can be used later on to read assets
                AssetsFile assetsFile = new AssetsFile(fileName, new EndianStream(File.OpenRead(fileName), EndianType.BigEndian));
                //if (Path.GetFileName(fileName) == "mainData") { mainDataFile = assetsFile; }

                totalAssetCount += assetsFile.preloadTable.Count;

                assetsfileList.Add(assetsFile);
                #region for 2.6.x find mainData and get string version
                if (assetsFile.fileGen == 6 && Path.GetFileName(fileName) != "mainData")
                {
                    AssetsFile mainDataFile = assetsfileList.Find(aFile => aFile.filePath == Path.GetDirectoryName(fileName) + "\\mainData");
                    if (mainDataFile != null)
                    {
                        assetsFile.m_Version = mainDataFile.m_Version;
                        assetsFile.version = mainDataFile.version;
                        assetsFile.buildType = mainDataFile.buildType;
                    }
                    else if (File.Exists(Path.GetDirectoryName(fileName) + "\\mainData"))
                    {
                        mainDataFile = new AssetsFile(Path.GetDirectoryName(fileName) + "\\mainData", new EndianStream(File.OpenRead(Path.GetDirectoryName(fileName) + "\\mainData"), EndianType.BigEndian));

                        assetsFile.m_Version = mainDataFile.m_Version;
                        assetsFile.version = mainDataFile.version;
                        assetsFile.buildType = mainDataFile.buildType;
                    }
                }
                #endregion
                progressBar1.PerformStep();

                foreach (var sharedFile in assetsFile.sharedAssetsList)
                {
                    string sharedFilePath = Path.GetDirectoryName(fileName) + "\\" + sharedFile.fileName;
                    string sharedFileName = Path.GetFileName(sharedFile.fileName);

                    //var loadedSharedFile = assetsfileList.Find(aFile => aFile.filePath == sharedFilePath);
                    /*var loadedSharedFile = assetsfileList.Find(aFile => aFile.filePath.EndsWith(Path.GetFileName(sharedFile.fileName)));
                    if (loadedSharedFile != null) { sharedFile.Index = assetsfileList.IndexOf(loadedSharedFile); }
                    else if (File.Exists(sharedFilePath))
                    {
                        //progressBar1.Maximum += 1;
                        sharedFile.Index = assetsfileList.Count;
                        LoadAssetsFile(sharedFilePath);
                    }*/

                    //searching in unityFiles would preserve desired order, but...
                    var quedSharedFile = unityFiles.Find(uFile => String.Equals(Path.GetFileName(uFile), sharedFileName, StringComparison.OrdinalIgnoreCase));
                    if (quedSharedFile == null)
                    {
                        //if (!File.Exists(sharedFilePath)) { sharedFilePath = Path.GetDirectoryName(fileName) + "\\" + sharedFileName; }
                        if (!File.Exists(sharedFilePath))
                        {
                            var findFiles = Directory.GetFiles(Path.GetDirectoryName(fileName), sharedFileName, SearchOption.AllDirectories);
                            if (findFiles.Length > 0) { sharedFilePath = findFiles[0]; }
                        }

                        if (File.Exists(sharedFilePath))
                        {
                            //this would get screwed if the file somehow fails to load
                            sharedFile.Index = unityFiles.Count;
                            unityFiles.Add(sharedFilePath);
                            progressBar1.Maximum++;
                        }
                    }
                    else { sharedFile.Index = unityFiles.IndexOf(quedSharedFile); }
                }
                
            }
        }
Ejemplo n.º 2
0
        private void LoadBundleFile(string bundleFileName)
        {
            StatusStripUpdate("Decompressing " + Path.GetFileName(bundleFileName) + "...");

            using (BundleFile b_File = new BundleFile(bundleFileName))
            {
                List<AssetsFile> b_assetsfileList = new List<AssetsFile>();

                foreach (var memFile in b_File.MemoryAssetsFileList) //filter unity files
                {
                    bool validAssetsFile = false;
                    switch (Path.GetExtension(memFile.fileName))
                    {
                        case ".assets":
                        case ".sharedAssets":
                            validAssetsFile = true;
                            break;
                        case "":
                            if (memFile.fileName == "mainData" || Regex.IsMatch(memFile.fileName, "level.*?") || Regex.IsMatch(memFile.fileName, "CustomAssetBundle-.*?") || Regex.IsMatch(memFile.fileName, "CAB-.*?") || Regex.IsMatch(memFile.fileName, "BuildPlayer-.*?")) { validAssetsFile = true; }
                            break;
                    }

                    if (validAssetsFile)
                    {
                        StatusStripUpdate("Loading " + memFile.fileName);
                        memFile.fileName = Path.GetDirectoryName(bundleFileName) + "\\" + memFile.fileName; //add path for extract location

                        AssetsFile assetsFile = new AssetsFile(memFile.fileName, new EndianStream(memFile.memStream, EndianType.BigEndian));
                        if (assetsFile.fileGen == 6 && Path.GetFileName(bundleFileName) != "mainData") //2.6.x and earlier don't have a string version before the preload table
                        {
                            //make use of the bundle file version
                            assetsFile.m_Version = b_File.ver3;
                            assetsFile.version = Array.ConvertAll((b_File.ver3.Split(new string[] { ".", "a", "b", "c", "d", "e", "f", "g", "h", "i", "j", "k", "l", "m", "n", "o", "p", "q", "r", "s", "t", "u", "v", "w", "x", "y", "z", "\n" }, StringSplitOptions.RemoveEmptyEntries)), int.Parse);
                            assetsFile.buildType = b_File.ver3.Split(new string[] { ".", "0", "1", "2", "3", "4", "5", "6", "7", "8", "9" }, StringSplitOptions.RemoveEmptyEntries);
                        }

                        b_assetsfileList.Add(assetsFile);
                    }
                    else
                    {
                        memFile.memStream.Close();
                    }
                }

                assetsfileList.AddRange(b_assetsfileList);//will the streams still be available for reading data?

                foreach (var assetsFile in b_assetsfileList)
                {
                    foreach (var sharedFile in assetsFile.sharedAssetsList)
                    {
                        sharedFile.fileName = Path.GetDirectoryName(bundleFileName) + "\\" + sharedFile.fileName;
                        var loadedSharedFile = b_assetsfileList.Find(aFile => aFile.filePath == sharedFile.fileName);
                        if (loadedSharedFile != null) { sharedFile.Index = assetsfileList.IndexOf(loadedSharedFile); }
                    }
                }
            }
        }
Ejemplo n.º 3
0
        private void LoadAssetsFile(string fileName)
        {
            var loadedAssetsFile = assetsfileList.Find(aFile => aFile.filePath == fileName);
            if (loadedAssetsFile == null)
            {
                //open file here and pass the stream to facilitate loading memory files
                //also by keeping the stream as a property of AssetsFile, it can be used later on to read assets
                AssetsFile assetsFile = new AssetsFile(fileName, new EndianStream(File.OpenRead(fileName), EndianType.BigEndian));
                //if (Path.GetFileName(fileName) == "mainData") { mainDataFile = assetsFile; }

                assetsfileList.Add(assetsFile);
                #region for 2.6.x find mainData and get string version
                if (assetsFile.fileGen == 6 && Path.GetFileName(fileName) != "mainData")
                {
                    AssetsFile mainDataFile = assetsfileList.Find(aFile => aFile.filePath == Path.GetDirectoryName(fileName) + "\\mainData");
                    if (mainDataFile != null)
                    {
                        assetsFile.m_Version = mainDataFile.m_Version;
                        assetsFile.version = mainDataFile.version;
                        assetsFile.buildType = mainDataFile.buildType;
                    }
                    else if (File.Exists(Path.GetDirectoryName(fileName) + "\\mainData"))
                    {
                        mainDataFile = new AssetsFile(Path.GetDirectoryName(fileName) + "\\mainData", new EndianStream(File.OpenRead(Path.GetDirectoryName(fileName) + "\\mainData"), EndianType.BigEndian));

                        assetsFile.m_Version = mainDataFile.m_Version;
                        assetsFile.version = mainDataFile.version;
                        assetsFile.buildType = mainDataFile.buildType;
                    }
                }
                #endregion
                progressBar1.PerformStep();

                foreach (var sharedFile in assetsFile.sharedAssetsList)
                {
                    string sharedFilePath = Path.GetDirectoryName(fileName) + "\\" + sharedFile.fileName;

                    //TODO add extra code to search for the shared file in case it doesn't exist in the main folder
                    //or if it exists or the path is incorrect

                    //var loadedSharedFile = assetsfileList.Find(aFile => aFile.filePath == sharedFilePath);
                    /*var loadedSharedFile = assetsfileList.Find(aFile => aFile.filePath.EndsWith(Path.GetFileName(sharedFile.fileName)));
                    if (loadedSharedFile != null) { sharedFile.Index = assetsfileList.IndexOf(loadedSharedFile); }
                    else if (File.Exists(sharedFilePath))
                    {
                        //progressBar1.Maximum += 1;
                        sharedFile.Index = assetsfileList.Count;
                        LoadAssetsFile(sharedFilePath);
                    }*/

                    //searching in unityFiles would preserve desired order, but...
                    var quedSharedFile = unityFiles.Find(uFile => uFile.EndsWith(Path.GetFileName(sharedFile.fileName)));
                    if (quedSharedFile == null && File.Exists(sharedFilePath))
                    {
                        sharedFile.Index = unityFiles.Count;//this would get screwed if the file fails to load
                        unityFiles.Add(sharedFilePath);
                        progressBar1.Maximum++;
                    }
                    else { sharedFile.Index = unityFiles.IndexOf(quedSharedFile); }
                }

            }
        }