public override void Parse(AssetIdentifier identifier, AssetsFileReader reader, ResourceAssets resourceAssets) { MonobehaviourAsset monobehaviour = new MonobehaviourAsset(); monobehaviour.GameObjectIdentifier = new AssetIdentifier((uint)reader.ReadInt32(), (ulong)reader.ReadInt64()); monobehaviour.Enabled = reader.ReadInt32(); // unknown but assume this is what it is monobehaviour.MonoscriptIdentifier = new AssetIdentifier((uint)reader.ReadInt32(), (ulong)reader.ReadInt64()); monobehaviour.Name = reader.ReadCountStringInt32(); // Hack - If we have not yet loaded monoscripts then we are currently processing unit monobehaviours // that we do not care about. Monoscripts should be fully loaded before we actually parse anything // we do care about in resource.assets. If this becomes a problem later, we can do two passes and // load monobeahviours in the second pass. if (!MonoscriptAssetParser.MonoscriptsByAssetId.ContainsKey(monobehaviour.MonoscriptIdentifier)) { return; } MonoscriptAsset monoscript = MonoscriptAssetParser.MonoscriptsByAssetId[monobehaviour.MonoscriptIdentifier]; monobehaviour.MonoscriptName = monoscript.Name; MonobehaviourParser monoResourceParser; if (monobehaviourParsersByMonoscriptName.TryGetValue(monoscript.Name, out monoResourceParser)) { monoResourceParser.Parse(identifier, monobehaviour.GameObjectIdentifier, reader, resourceAssets); } MonobehavioursByAssetId.Add(identifier, monobehaviour); }
public override void Parse(AssetIdentifier identifier, AssetsFileReader reader, ResourceAssets resourceAssets, Dictionary <int, string> relativeFileIdToPath) { MonobehaviourAsset monobehaviour = new MonobehaviourAsset(); int fileId = reader.ReadInt32(); monobehaviour.GameObjectIdentifier = new AssetIdentifier(relativeFileIdToPath[fileId], reader.ReadInt64()); monobehaviour.Enabled = reader.ReadBoolean(); reader.Align(); monobehaviour.MonoscriptIdentifier = new AssetIdentifier(relativeFileIdToPath[reader.ReadInt32()], reader.ReadInt64()); monobehaviour.Name = reader.ReadCountStringInt32(); // Hack - If we have not yet loaded monoscripts then we are currently processing unit monobehaviours // that we do not care about. Monoscripts should be fully loaded before we actually parse anything // we do care about in resource.assets. If this becomes a problem later, we can do two passes and // load monobeahviours in the second pass. if (!MonoscriptAssetParser.MonoscriptsByAssetId.ContainsKey(monobehaviour.MonoscriptIdentifier)) { return; } MonoscriptAsset monoscript = MonoscriptAssetParser.MonoscriptsByAssetId[monobehaviour.MonoscriptIdentifier]; monobehaviour.MonoscriptName = monoscript.Name; if (monobehaviourParsersByMonoscriptName.TryGetValue(monoscript.Name, out MonobehaviourParser monoResourceParser)) { monoResourceParser.Parse(identifier, monobehaviour.GameObjectIdentifier, reader, resourceAssets, relativeFileIdToPath); } MonobehavioursByAssetId.Add(identifier, monobehaviour); }