Inheritance: AssetStudio.NamedObject
コード例 #1
0
ファイル: Studio.cs プロジェクト: crazycpp/AssetStudio-1
        public static string GetScriptString(AssetPreloadData assetPreloadData)
        {
            if (!moduleLoaded)
            {
                var openFolderDialog = new OpenFolderDialog();
                openFolderDialog.Title = "Select Assembly Folder";
                if (openFolderDialog.ShowDialog() == DialogResult.OK)
                {
                    var files         = Directory.GetFiles(openFolderDialog.Folder, "*.dll");
                    var moduleContext = new ModuleContext();
                    var asmResolver   = new AssemblyResolver(moduleContext, true);
                    var resolver      = new Resolver(asmResolver);
                    moduleContext.AssemblyResolver = asmResolver;
                    moduleContext.Resolver         = resolver;
                    try
                    {
                        foreach (var file in files)
                        {
                            var module = ModuleDefMD.Load(file, moduleContext);
                            LoadedModuleDic.Add(Path.GetFileName(file), module);
                        }
                    }
                    catch
                    {
                        // ignored
                    }
                }

                moduleLoaded = true;
            }
            var m_MonoBehaviour = new MonoBehaviour(assetPreloadData);
            var sb = new StringBuilder();

            sb.AppendLine("PPtr<GameObject> m_GameObject");
            sb.AppendLine($"\tint m_FileID = {m_MonoBehaviour.m_GameObject.m_FileID}");
            sb.AppendLine($"\tint64 m_PathID = {m_MonoBehaviour.m_GameObject.m_PathID}");
            sb.AppendLine($"UInt8 m_Enabled = {m_MonoBehaviour.m_Enabled}");
            sb.AppendLine("PPtr<MonoScript> m_Script");
            sb.AppendLine($"\tint m_FileID = {m_MonoBehaviour.m_Script.m_FileID}");
            sb.AppendLine($"\tint64 m_PathID = {m_MonoBehaviour.m_Script.m_PathID}");
            sb.AppendLine($"string m_Name = \"{m_MonoBehaviour.m_Name}\"");
            if (assetsfileList.TryGetPD(m_MonoBehaviour.m_Script, out var script))
            {
                var m_Script = new MonoScript(script);
                if (!LoadedModuleDic.TryGetValue(m_Script.m_AssemblyName, out var module))
                {
                    /*using (var openFileDialog = new OpenFileDialog())
                     * {
                     *  openFileDialog.Title = $"Select {m_Script.m_AssemblyName}";
                     *  openFileDialog.FileName = m_Script.m_AssemblyName;
                     *  openFileDialog.Filter = $"{m_Script.m_AssemblyName}|{m_Script.m_AssemblyName}";
                     *  if (openFileDialog.ShowDialog() == DialogResult.OK)
                     *  {
                     *      var moduleContext = new ModuleContext();
                     *      var asmResolver = new AssemblyResolver(moduleContext, true);
                     *      var resolver = new Resolver(asmResolver);
                     *      moduleContext.AssemblyResolver = asmResolver;
                     *      moduleContext.Resolver = resolver;
                     *      module = ModuleDefMD.Load(openFileDialog.FileName, moduleContext);
                     *      LoadedModule.Add(m_Script.m_AssemblyName, module);
                     *  }
                     *  else
                     *  {
                     *      return sb.ToString();
                     *  }
                     * }*/
                    return(sb.ToString());
                }
                var typeDef = module.Assembly.Find(m_Script.m_Namespace != "" ? $"{m_Script.m_Namespace}.{m_Script.m_ClassName}" : m_Script.m_ClassName, false);
                if (typeDef != null)
                {
                    try
                    {
                        DumpType(typeDef.ToTypeSig(), sb, assetPreloadData.sourceFile, null, -1, true);
                    }
                    catch
                    {
                        sb = new StringBuilder();
                        sb.AppendLine("PPtr<GameObject> m_GameObject");
                        sb.AppendLine($"\tint m_FileID = {m_MonoBehaviour.m_GameObject.m_FileID}");
                        sb.AppendLine($"\tint64 m_PathID = {m_MonoBehaviour.m_GameObject.m_PathID}");
                        sb.AppendLine($"UInt8 m_Enabled = {m_MonoBehaviour.m_Enabled}");
                        sb.AppendLine("PPtr<MonoScript> m_Script");
                        sb.AppendLine($"\tint m_FileID = {m_MonoBehaviour.m_Script.m_FileID}");
                        sb.AppendLine($"\tint64 m_PathID = {m_MonoBehaviour.m_Script.m_PathID}");
                        sb.AppendLine($"string m_Name = \"{m_MonoBehaviour.m_Name}\"");
                    }
                }
            }
            return(sb.ToString());
        }
コード例 #2
0
        private void ReadAssets()
        {
            Logger.Info("Read assets...");

            var progressCount = assetsFileList.Sum(x => x.m_Objects.Count);
            int i             = 0;

            Progress.Reset();
            foreach (var assetsFile in assetsFileList)
            {
                foreach (var objectInfo in assetsFile.m_Objects)
                {
                    var objectReader = new ObjectReader(assetsFile.reader, assetsFile, objectInfo);
                    try
                    {
                        Object obj;
                        switch (objectReader.type)
                        {
                        case ClassIDType.Animation:
                            obj = new Animation(objectReader);
                            break;

                        case ClassIDType.AnimationClip:
                            obj = new AnimationClip(objectReader);
                            break;

                        case ClassIDType.Animator:
                            obj = new Animator(objectReader);
                            break;

                        case ClassIDType.AnimatorController:
                            obj = new AnimatorController(objectReader);
                            break;

                        case ClassIDType.AnimatorOverrideController:
                            obj = new AnimatorOverrideController(objectReader);
                            break;

                        case ClassIDType.AssetBundle:
                            obj = new AssetBundle(objectReader);
                            break;

                        case ClassIDType.AudioClip:
                            obj = new AudioClip(objectReader);
                            break;

                        case ClassIDType.Avatar:
                            obj = new Avatar(objectReader);
                            break;

                        case ClassIDType.Font:
                            obj = new Font(objectReader);
                            break;

                        case ClassIDType.GameObject:
                            obj = new GameObject(objectReader);
                            break;

                        case ClassIDType.Material:
                            obj = new Material(objectReader);
                            break;

                        case ClassIDType.Mesh:
                            obj = new Mesh(objectReader);
                            break;

                        case ClassIDType.MeshFilter:
                            obj = new MeshFilter(objectReader);
                            break;

                        case ClassIDType.MeshRenderer:
                            obj = new MeshRenderer(objectReader);
                            break;

                        case ClassIDType.MonoBehaviour:
                            obj = new MonoBehaviour(objectReader);
                            break;

                        case ClassIDType.MonoScript:
                            obj = new MonoScript(objectReader);
                            break;

                        case ClassIDType.MovieTexture:
                            obj = new MovieTexture(objectReader);
                            break;

                        case ClassIDType.PlayerSettings:
                            obj = new PlayerSettings(objectReader);
                            break;

                        case ClassIDType.RectTransform:
                            obj = new RectTransform(objectReader);
                            break;

                        case ClassIDType.Shader:
                            obj = new Shader(objectReader);
                            break;

                        case ClassIDType.SkinnedMeshRenderer:
                            obj = new SkinnedMeshRenderer(objectReader);
                            break;

                        case ClassIDType.Sprite:
                            obj = new Sprite(objectReader);
                            break;

                        case ClassIDType.SpriteAtlas:
                            obj = new SpriteAtlas(objectReader);
                            break;

                        case ClassIDType.TextAsset:
                            obj = new TextAsset(objectReader);
                            break;

                        case ClassIDType.Texture2D:
                            obj = new Texture2D(objectReader);
                            break;

                        case ClassIDType.Transform:
                            obj = new Transform(objectReader);
                            break;

                        case ClassIDType.VideoClip:
                            obj = new VideoClip(objectReader);
                            break;

                        default:
                            obj = new Object(objectReader);
                            break;
                        }
                        assetsFile.AddObject(obj);
                    }
                    catch (Exception e)
                    {
                        /*var sb = new StringBuilder();
                         * sb.AppendLine("Unable to load object")
                         *  .AppendLine($"Assets {assetsFile.fileName}")
                         *  .AppendLine($"Type {objectReader.type}")
                         *  .AppendLine($"PathID {objectInfo.m_PathID}")
                         *  .Append(e);
                         * Logger.Error(sb.ToString());*/
                    }

                    Progress.Report(++i, progressCount);
                }
            }
        }
コード例 #3
0
ファイル: Studio.cs プロジェクト: crazycpp/AssetStudio-1
        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);
                            if (m_MonoBehaviour.m_Name == "" && assetsfileList.TryGetPD(m_MonoBehaviour.m_Script, out var script))
                            {
                                var m_Script = new MonoScript(script);
                                asset.Text = m_Script.m_ClassName;
                            }
                            else
                            {
                                asset.Text = m_MonoBehaviour.m_Name;
                            }
                            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
        }
コード例 #4
0
ファイル: Studio.cs プロジェクト: nevaend/AssetStudio
        public static void BuildAssetStructures(bool loadAssets, bool displayAll, bool buildHierarchy, bool buildClassStructures, bool displayOriginalName)
        {
            #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 ClassIDType.GameObject:
                        {
                            var m_GameObject = new GameObject(asset);
                            asset.Text = m_GameObject.m_Name;
                            assetsFile.GameObjectList.Add(asset.m_PathID, m_GameObject);
                            break;
                        }

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

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

                        case ClassIDType.Texture2D:
                        {
                            var m_Texture2D = new Texture2D(asset, false);
                            if (!string.IsNullOrEmpty(m_Texture2D.path))
                            {
                                asset.FullSize = asset.Size + m_Texture2D.size;
                            }
                            goto case ClassIDType.NamedObject;
                        }

                        case ClassIDType.AudioClip:
                        {
                            var m_AudioClip = new AudioClip(asset, false);
                            if (!string.IsNullOrEmpty(m_AudioClip.m_Source))
                            {
                                asset.FullSize = asset.Size + m_AudioClip.m_Size;
                            }
                            goto case ClassIDType.NamedObject;
                        }

                        case ClassIDType.VideoClip:
                        {
                            var m_VideoClip = new VideoClip(asset, false);
                            if (!string.IsNullOrEmpty(m_VideoClip.m_OriginalPath))
                            {
                                asset.FullSize = asset.Size + (long)m_VideoClip.m_Size;
                            }
                            goto case ClassIDType.NamedObject;
                        }

                        case ClassIDType.NamedObject:
                        case ClassIDType.Mesh:
                        case ClassIDType.Shader:
                        case ClassIDType.TextAsset:
                        case ClassIDType.AnimationClip:
                        case ClassIDType.Font:
                        case ClassIDType.MovieTexture:
                        case ClassIDType.Sprite:
                        {
                            var obj = new NamedObject(asset);
                            asset.Text = obj.m_Name;
                            exportable = true;
                            break;
                        }

                        case ClassIDType.Avatar:
                        case ClassIDType.AnimatorController:
                        case ClassIDType.AnimatorOverrideController:
                        case ClassIDType.Material:
                        case ClassIDType.MonoScript:
                        case ClassIDType.SpriteAtlas:
                        {
                            var obj = new NamedObject(asset);
                            asset.Text = obj.m_Name;
                            break;
                        }

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

                        case ClassIDType.MonoBehaviour:
                        {
                            var m_MonoBehaviour = new MonoBehaviour(asset);
                            if (m_MonoBehaviour.m_Name == "" && m_MonoBehaviour.m_Script.TryGetPD(out var script))
                            {
                                var m_Script = new MonoScript(script);
                                asset.Text = m_Script.m_ClassName;
                            }
                            else
                            {
                                asset.Text = m_MonoBehaviour.m_Name;
                            }
                            exportable = true;
                            break;
                        }

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

                        case ClassIDType.AssetBundle:
                        {
                            ab         = new AssetBundle(asset);
                            asset.Text = ab.m_Name;
                            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)
            {
                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)
                    {
                        var fileNode = new GameObjectTreeNode(null); //RootNode
                        fileNode.Text = assetsFile.fileName;

                        foreach (var m_GameObject in assetsFile.GameObjectList.Values)
                        {
                            foreach (var m_Component in m_GameObject.m_Components)
                            {
                                if (m_Component.TryGetPD(out var asset))
                                {
                                    switch (asset.Type)
                                    {
                                    case ClassIDType.Transform:
                                    {
                                        m_GameObject.m_Transform = m_Component;
                                        break;
                                    }

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

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

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

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

                            var parentNode = fileNode;

                            if (m_GameObject.m_Transform != null && m_GameObject.m_Transform.TryGetTransform(out var m_Transform))
                            {
                                if (m_Transform.m_Father.TryGetTransform(out var m_Father))
                                {
                                    if (m_Father.m_GameObject.TryGetGameObject(out var parentGameObject))
                                    {
                                        if (!treeNodeDictionary.TryGetValue(parentGameObject, out parentNode))
                                        {
                                            parentNode = new GameObjectTreeNode(parentGameObject);
                                            treeNodeDictionary.Add(parentGameObject, parentNode);
                                        }
                                    }
                                }
                            }

                            if (!treeNodeDictionary.TryGetValue(m_GameObject, out var currentNode))
                            {
                                currentNode = new GameObjectTreeNode(m_GameObject);
                                treeNodeDictionary.Add(m_GameObject, currentNode);
                            }
                            parentNode.Nodes.Add(currentNode);
                            ProgressBarPerformStep();
                        }

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

            #region build list of class strucutres
            if (buildClassStructures)
            {
                foreach (var assetsFile in assetsfileList)
                {
                    if (AllTypeMap.TryGetValue(assetsFile.unityVersion, out var curVer))
                    {
                        foreach (var type in assetsFile.m_Types.Where(x => x.m_Nodes != null))
                        {
                            var key = type.classID;
                            if (type.m_ScriptTypeIndex >= 0)
                            {
                                key = -1 - type.m_ScriptTypeIndex;
                            }
                            curVer[key] = new TypeTreeItem(key, type.m_Nodes);
                        }
                    }
                    else
                    {
                        var items = new SortedDictionary <int, TypeTreeItem>();
                        foreach (var type in assetsFile.m_Types.Where(x => x.m_Nodes != null))
                        {
                            var key = type.classID;
                            if (type.m_ScriptTypeIndex >= 0)
                            {
                                key = -1 - type.m_ScriptTypeIndex;
                            }
                            items.Add(key, new TypeTreeItem(key, type.m_Nodes));
                        }
                        AllTypeMap.Add(assetsFile.unityVersion, items);
                    }
                }
            }
            #endregion
        }