Example #1
0
 // Use this for initialization
 void Start()
 {
     DynamicAsset.Init(initDynamicAssets, delegate() {
         initDynamicAssets = null;
         print("初始化完成");
     }, delegate(float obj) {
         print(obj);
     });
 }
Example #2
0
        static void Main(string[] args)
        {
            var currentDir = new DirectoryInfo(@".");
            var files      = currentDir.GetFiles("*.unity3d");

            foreach (var file in files)
            {
                AssetBundleFile bundle = new AssetBundleFile();
                bundle.Read(new UnityBinaryReader(file.FullName));

                Console.WriteLine("Loading " + file.Name);

                AssetsFile assets = new AssetsFile();
                assets.Read(new UnityBinaryReader(bundle.Files[0].Data));

                for (int typeid = 0; typeid < assets.Types.Length; typeid++)
                {
                    if (assets.Types[typeid].ClassID == (int)ClassIDType.AssetBundle)
                    {
                        continue;
                    }

                    var des = DynamicAsset.GetDeserializer(assets.Types[typeid]);
                    var ser = DynamicAsset.GetSerializer(assets.Types[typeid]);

                    Console.WriteLine("Checking " + assets.Types[typeid].TypeTree.Nodes[0].Type);

                    foreach (var obj in assets.Objects.Where(obj => obj.TypeID == typeid))
                    {
                        byte[]            org   = obj.Data;
                        var               asset = des(new UnityBinaryReader(org));
                        UnityBinaryWriter w     = new UnityBinaryWriter();
                        ser(w, asset);
                        byte[] result = w.ToBytes();

                        for (int i = 0; i < result.Length; i++)
                        {
                            if (result[i] != org[i])
                            {
                                throw new Exception();
                            }
                        }
                        string name = asset.HasMember("m_Name") ? asset.AsDynamic().m_Name : "(unnamed asset)";
                        Console.WriteLine(name + " Passed for check (" + result.Length + "bytes)");
                    }
                }
            }

            Console.WriteLine("Check has done.");
            System.Console.ReadLine();
        }
Example #3
0
 void OnEnable()
 {
     _da = target as DynamicAsset;
 }