コード例 #1
0
        public static void GenerateTypeTree(TypeTreeContext context)
        {
            EditorExtensionLayout.GenerateTypeTree(context);
            ComponentLayout layout = context.Layout.Component;

            context.AddPPtr(context.Layout.GameObject.Name, layout.GameObjectName);
        }
コード例 #2
0
ファイル: AssetLayout.cs プロジェクト: jack111331/UtinyRipper
        public AssetLayout(LayoutInfo info)
        {
            Info = info;

            IsAlign              = info.Version.IsGreaterEqual(2, 1);
            IsAlignArrays        = info.Version.IsGreaterEqual(2017);
            IsStructSerializable = info.Version.IsGreaterEqual(4, 5);

            PPtr = new PPtrLayout(info);

            Misc       = new MiscLayoutCategory(info);
            Serialized = new SerializedLayoutCategory(info);

            Animation       = new AnimationLayout(info);
            AnimationClip   = new AnimationClipLayout(info);
            Behaviour       = new BehaviourLayout(info);
            Component       = new ComponentLayout(info);
            EditorExtension = new EditorExtensionLayout(info);
            Font            = new FontLayout(info);
            GameObject      = new GameObjectLayout(info);
            MonoBehaviour   = new MonoBehaviourLayout(info);
            MonoScript      = new MonoScriptLayout(info);
            NamedObject     = new NamedObjectLayout(info);
            Object          = new ObjectLayout(info);
            Prefab          = new PrefabLayout(info);
            PrefabInstance  = new PrefabInstanceLayout(info);
            Texture2D       = new Texture2DLayout(info);
            Transform       = new TransformLayout(info);

            ClassNames = CreateClassNames();
        }
コード例 #3
0
        public static void GenerateTypeTree(TypeTreeContext context)
        {
            EditorExtensionLayout.GenerateTypeTree(context);
            NamedObjectLayout layout = context.Layout.NamedObject;

            context.AddString(layout.NameName);
        }
コード例 #4
0
        public static void GenerateTypeTree(TypeTreeContext context)
        {
            ObjectLayout.GenerateTypeTree(context);
            EditorExtensionLayout layout = context.Layout.EditorExtension;

            if (layout.HasExtensionPtr)
            {
                context.AddPPtr(context.Layout.Object.Name, layout.ExtensionPtrName);
            }
            if (layout.HasCorrespondingSourceObject)
            {
                context.AddPPtr(layout.Name, layout.CorrespondingSourceObjectInvariantName);
                context.AddPPtr(context.Layout.PrefabInstance.Name, layout.PrefabInstanceInvariantName);
            }
            if (layout.HasPrefabAsset)
            {
                context.AddPPtr(context.Layout.Prefab.Name, layout.PrefabAssetName);
            }
        }