예제 #1
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 public Material(AssetCabinet file, int pathID, UnityClassID classID1, UnityClassID classID2)
 {
     this.file = file;
     this.pathID = pathID;
     this.classID1 = classID1;
     this.classID2 = classID2;
 }
예제 #2
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 public RigidBody(AssetCabinet file, int pathID, UnityClassID classID1, UnityClassID classID2)
 {
     this.file = file;
     this.pathID = pathID;
     this.classID1 = classID1;
     this.classID2 = classID2;
 }
예제 #3
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 public MonoBehaviour(AssetCabinet file, int pathID, UnityClassID classID1, UnityClassID classID2)
 {
     this.file     = file;
     this.pathID   = pathID;
     this.classID1 = classID1;
     this.classID2 = classID2;
 }
예제 #4
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 public LoadedByTypeDefinition(AssetCabinet file, long pathID, UnityClassID classID1, UnityClassID classID2)
 {
     this.file     = file;
     this.pathID   = pathID;
     this.classID1 = classID1;
     this.classID2 = classID2;
 }
예제 #5
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 public CapsuleCollider(AssetCabinet file, int pathID, UnityClassID classID1, UnityClassID classID2)
 {
     this.file = file;
     this.pathID = pathID;
     this.classID1 = classID1;
     this.classID2 = classID2;
 }
예제 #6
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 public FlareLayer(AssetCabinet file, int pathID, UnityClassID classID1, UnityClassID classID2)
 {
     this.file = file;
     this.pathID = pathID;
     this.classID1 = classID1;
     this.classID2 = classID2;
 }
예제 #7
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 public CharacterJoint(AssetCabinet file, long pathID, UnityClassID classID1, UnityClassID classID2)
 {
     this.file     = file;
     this.pathID   = pathID;
     this.classID1 = classID1;
     this.classID2 = classID2;
 }
예제 #8
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 public Avatar(AssetCabinet file, int pathID, UnityClassID classID1, UnityClassID classID2)
 {
     this.file     = file;
     this.pathID   = pathID;
     this.classID1 = classID1;
     this.classID2 = classID2;
 }
예제 #9
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 public NotLoaded(AssetCabinet file, int pathID, UnityClassID classID1, UnityClassID classID2)
 {
     this.file = file;
     this.pathID = pathID;
     this.classID1 = classID1;
     this.classID2 = classID2;
 }
예제 #10
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 public EllipsoidParticleEmitter(AssetCabinet file, int pathID, UnityClassID classID1, UnityClassID classID2)
 {
     this.file = file;
     this.pathID = pathID;
     this.classID1 = classID1;
     this.classID2 = classID2;
 }
예제 #11
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 public void MergeTypeDefinition(AssetCabinet file, UnityClassID cls)
 {
     AssetCabinet.TypeDefinition clsDef = Types.Find
                                          (
         delegate(AssetCabinet.TypeDefinition def)
     {
         return(def.typeId == (int)cls);
     }
                                          );
     if (clsDef == null)
     {
         clsDef = file.Types.Find
                  (
             delegate(AssetCabinet.TypeDefinition def)
         {
             return(def.typeId == (int)cls);
         }
                  );
         if (clsDef == null)
         {
             Report.ReportLog("Warning! Class Definition for " + cls + " not found!");
             return;
         }
         Types.Add(clsDef);
     }
 }
예제 #12
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 public AnimatorController(AssetCabinet file, int pathID, UnityClassID classID1, UnityClassID classID2)
 {
     this.file = file;
     this.pathID = pathID;
     this.classID1 = classID1;
     this.classID2 = classID2;
 }
예제 #13
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 public MeshRenderer(AssetCabinet file, int pathID, UnityClassID classID1, UnityClassID classID2)
 {
     this.file = file;
     this.pathID = pathID;
     this.classID1 = classID1;
     this.classID2 = classID2;
 }
예제 #14
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 public AudioListener(AssetCabinet file, int pathID, UnityClassID classID1, UnityClassID classID2)
 {
     this.file = file;
     this.pathID = pathID;
     this.classID1 = classID1;
     this.classID2 = classID2;
 }
예제 #15
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 public MonoScript(AssetCabinet file, long pathID, UnityClassID classID1, UnityClassID classID2)
 {
     this.file     = file;
     this.pathID   = pathID;
     this.classID1 = classID1;
     this.classID2 = classID2;
 }
예제 #16
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 public AudioListener(AssetCabinet file, long pathID, UnityClassID classID1, UnityClassID classID2)
 {
     this.file     = file;
     this.pathID   = pathID;
     this.classID1 = classID1;
     this.classID2 = classID2;
 }
예제 #17
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파일: Rigidbody.cs 프로젝트: kkdevs/sb3u
 public Rigidbody(AssetCabinet file, long pathID, UnityClassID classID1, UnityClassID classID2)
 {
     this.file     = file;
     this.pathID   = pathID;
     this.classID1 = classID1;
     this.classID2 = classID2;
 }
예제 #18
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 public SphereCollider(AssetCabinet file, int pathID, UnityClassID classID1, UnityClassID classID2)
 {
     this.file     = file;
     this.pathID   = pathID;
     this.classID1 = classID1;
     this.classID2 = classID2;
 }
예제 #19
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 public AudioMixerSnapshot(AssetCabinet file, long pathID, UnityClassID classID1, UnityClassID classID2)
 {
     this.file     = file;
     this.pathID   = pathID;
     this.classID1 = classID1;
     this.classID2 = classID2;
 }
예제 #20
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 public CanvasGroup(AssetCabinet file, long pathID, UnityClassID classID1, UnityClassID classID2)
 {
     this.file     = file;
     this.pathID   = pathID;
     this.classID1 = classID1;
     this.classID2 = classID2;
 }
예제 #21
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 public MonoBehaviour(AssetCabinet file, int pathID, UnityClassID classID1, UnityClassID classID2)
 {
     this.file = file;
     this.pathID = pathID;
     this.classID1 = classID1;
     this.classID2 = classID2;
 }
예제 #22
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 public PhysicMaterial(AssetCabinet file, long pathID, UnityClassID classID1, UnityClassID classID2)
 {
     this.file     = file;
     this.pathID   = pathID;
     this.classID1 = classID1;
     this.classID2 = classID2;
 }
예제 #23
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 public NotLoaded(AssetCabinet file, long pathID, UnityClassID classID1, UnityClassID classID2)
 {
     this.file     = file;
     this.pathID   = pathID;
     this.classID1 = classID1;
     this.classID2 = classID2;
 }
예제 #24
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 public GameObject(AssetCabinet file, int pathID, UnityClassID classID1, UnityClassID classID2)
 {
     this.file = file;
     this.pathID = pathID;
     this.classID1 = classID1;
     this.classID2 = classID2;
 }
예제 #25
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 public EllipsoidParticleEmitter(AssetCabinet file, long pathID, UnityClassID classID1, UnityClassID classID2)
 {
     this.file     = file;
     this.pathID   = pathID;
     this.classID1 = classID1;
     this.classID2 = classID2;
 }
예제 #26
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 public AssetBundleManifest(AssetCabinet file, long pathID, UnityClassID classID1, UnityClassID classID2)
 {
     this.file     = file;
     this.pathID   = pathID;
     this.classID1 = classID1;
     this.classID2 = classID2;
 }
예제 #27
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 public AnimationClip(AssetCabinet file, int pathID, UnityClassID classID1, UnityClassID classID2)
 {
     this.file     = file;
     this.pathID   = pathID;
     this.classID1 = classID1;
     this.classID2 = classID2;
 }
예제 #28
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 public AnimatorOverrideController(AssetCabinet file, long pathID, UnityClassID classID1, UnityClassID classID2)
 {
     this.file     = file;
     this.pathID   = pathID;
     this.classID1 = classID1;
     this.classID2 = classID2;
 }
예제 #29
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파일: Projector.cs 프로젝트: kkdevs/sb3u
 public Projector(AssetCabinet file, long pathID, UnityClassID classID1, UnityClassID classID2)
 {
     this.file     = file;
     this.pathID   = pathID;
     this.classID1 = classID1;
     this.classID2 = classID2;
 }
예제 #30
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 public ParticleSystem(AssetCabinet file, int pathID, UnityClassID classID1, UnityClassID classID2)
 {
     this.file     = file;
     this.pathID   = pathID;
     this.classID1 = classID1;
     this.classID2 = classID2;
 }
예제 #31
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파일: Transform.cs 프로젝트: kkdevs/sb3u
        //public List<PPtr<Transform>> m_Children { get; protected set; }
        //public PPtr<Transform> m_Father { get; protected set; }

        public Transform(AssetCabinet file, long pathID, UnityClassID classID1, UnityClassID classID2)
        {
            this.file     = file;
            this.pathID   = pathID;
            this.classID1 = classID1;
            this.classID2 = classID2;
        }
예제 #32
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 public CapsuleCollider(AssetCabinet file, long pathID, UnityClassID classID1, UnityClassID classID2)
 {
     this.file     = file;
     this.pathID   = pathID;
     this.classID1 = classID1;
     this.classID2 = classID2;
 }
예제 #33
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 public ParticleAnimator(AssetCabinet file, int pathID, UnityClassID classID1, UnityClassID classID2)
 {
     this.file = file;
     this.pathID = pathID;
     this.classID1 = classID1;
     this.classID2 = classID2;
 }
예제 #34
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 public LinkToGameObject225(AssetCabinet file, int pathID, UnityClassID classID1, UnityClassID classID2)
 {
     this.file     = file;
     this.pathID   = pathID;
     this.classID1 = classID1;
     this.classID2 = classID2;
 }
예제 #35
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파일: MeshRenderer.cs 프로젝트: kkdevs/sb3u
 public MeshRenderer(AssetCabinet file, long pathID, UnityClassID classID1, UnityClassID classID2)
 {
     this.file     = file;
     this.pathID   = pathID;
     this.classID1 = classID1;
     this.classID2 = classID2;
 }
예제 #36
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        public AssetBundle(AssetCabinet file, int pathID, UnityClassID classID1, UnityClassID classID2)
        {
            this.file     = file;
            this.pathID   = pathID;
            this.classID1 = classID1;
            this.classID2 = classID2;

            NeedsUpdate = new HashSet <Component>();
        }
예제 #37
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        public AssetBundle(AssetCabinet file, int pathID, UnityClassID classID1, UnityClassID classID2)
        {
            this.file = file;
            this.pathID = pathID;
            this.classID1 = classID1;
            this.classID2 = classID2;

            NeedsUpdate = new HashSet<Component>();
        }
예제 #38
0
 public void DumpType(UnityClassID cls)
 {
     for (int i = 0; i < Types.Count; i++)
     {
         if (Types[i].typeId == (int)cls)
         {
             DumpType(Types[i]);
             return;
         }
     }
 }
예제 #39
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 public dynamic FindLinkedComponent(UnityClassID classID)
 {
     for (int i = 0; i < m_Component.Count; i++)
     {
         if (m_Component[i].Value.asset != null && m_Component[i].Value.asset.classID2 == classID)
         {
             return(m_Component[i].Value.asset);
         }
     }
     return(null);
 }
예제 #40
0
        public Component FindComponent(string name, UnityClassID cls)
        {
            string lName = name.ToLower();

            for (int i = 0; i < m_Container.Count; i++)
            {
                if (m_Container[i].Key == lName && m_Container[i].Value.asset.asset != null && m_Container[i].Value.asset.asset.classID2 == cls)
                {
                    return(m_Container[i].Value.asset.asset);
                }
            }
            return(null);
        }
예제 #41
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        public int numContainerEntries(string name, UnityClassID cls)
        {
            string lName = name.ToLower();

            for (int i = 0; i < m_Container.Count; i++)
            {
                if (m_Container[i].Key == lName && m_Container[i].Value.asset.asset != null && m_Container[i].Value.asset.asset.classID2 == cls)
                {
                    int j = i;
                    while (++j < m_Container.Count && m_Container[j].Key == lName && m_Container[j].Value.preloadIndex == m_Container[i].Value.preloadIndex)
                    {
                        ;
                    }
                    return(j - i);
                }
            }
            return(0);
        }
예제 #42
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        public void AppendComponent(string name, UnityClassID cls, Component asset)
        {
            string key = name.ToLower();

            for (int idx = 0; idx < m_Container.Count; idx++)
            {
                int cmp = m_Container[idx].Key.CompareTo(key);
                if (cmp == 0)
                {
                    while (m_Container[idx].Value.asset.asset.classID2 != cls)
                    {
                        if (++idx >= m_Container.Count)
                        {
                            return;
                        }
                        cmp = m_Container[idx].Key.CompareTo(key);
                        if (cmp != 0)
                        {
                            return;
                        }
                    }

                    AssetInfo info = new AssetInfo(file);
                    info.preloadIndex = m_Container[idx].Value.preloadIndex;
                    info.preloadSize  = 0;
                    info.asset        = new PPtr <Object>(asset);

                    while (++idx < m_Container.Count && m_Container[idx].Value.preloadIndex == info.preloadIndex)
                    {
                    }
                    m_Container.Insert(idx, new KeyValuePair <string, AssetInfo>(key, info));
                    return;
                }
                else if (cmp > 0)
                {
                    return;
                }
            }
        }
예제 #43
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 public MonoBehaviour(AssetCabinet file, UnityClassID classID1)
     : this(file, 0, classID1, UnityClassID.MonoBehaviour)
 {
     file.ReplaceSubfile(-1, this, null);
 }
예제 #44
0
파일: Cubemap.cs 프로젝트: hejob/SB3Utility
 public Cubemap(AssetCabinet file, int pathID, UnityClassID classID1, UnityClassID classID2)
     : base(file, pathID, classID1, classID2)
 {
 }
예제 #45
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 public Texture2D(AssetCabinet file, int pathID, UnityClassID classID1, UnityClassID classID2)
 {
     this.file = file;
     this.pathID = pathID;
     this.classID1 = classID1;
     this.classID2 = classID2;
 }
예제 #46
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 public int numContainerEntries(string name, UnityClassID cls)
 {
     string lName = name.ToLower();
     for (int i = 0; i < m_Container.Count; i++)
     {
         if (m_Container[i].Key == lName && m_Container[i].Value.asset.asset != null && m_Container[i].Value.asset.asset.classID2 == cls)
         {
             int j = i;
             while (++j < m_Container.Count && m_Container[j].Key == lName && m_Container[j].Value.preloadIndex == m_Container[i].Value.preloadIndex)
                 ;
             return j - i;
         }
     }
     return 0;
 }
예제 #47
0
 public dynamic FindLinkedComponent(UnityClassID classID)
 {
     for (int i = 0; i < m_Component.Count; i++)
     {
         if (m_Component[i].Value.asset != null && m_Component[i].Value.asset.classID2 == classID)
         {
             return m_Component[i].Value.asset;
         }
     }
     return null;
 }
예제 #48
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 public Cubemap(AssetCabinet file, int pathID, UnityClassID classID1, UnityClassID classID2)
     : base(file, pathID, classID1, classID2)
 {
 }
예제 #49
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 public ParticleRenderer(AssetCabinet file, int pathID, UnityClassID classID1, UnityClassID classID2)
     : base(file, pathID, classID1, classID2)
 {
 }
예제 #50
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 public void MergeTypeDefinition(AssetCabinet file, UnityClassID cls)
 {
     AssetCabinet.TypeDefinition clsDef = Types.Find
     (
         delegate(AssetCabinet.TypeDefinition def)
         {
             return def.typeId == (int)cls;
         }
     );
     if (clsDef == null)
     {
         clsDef = file.Types.Find
         (
             delegate(AssetCabinet.TypeDefinition def)
             {
                 return def.typeId == (int)cls;
             }
         );
         if (clsDef == null)
         {
             Report.ReportLog("Warning! Class Definition for " + cls + " not found!");
             return;
         }
         Types.Add(clsDef);
     }
 }
예제 #51
0
 public void DumpType(UnityClassID cls)
 {
     for (int i = 0; i < Types.Count; i++)
     {
         if (Types[i].typeId == (int)cls)
         {
             DumpType(Types[i]);
             return;
         }
     }
 }
예제 #52
0
        public void AppendComponent(string name, UnityClassID cls, Component asset)
        {
            string key = name.ToLower();
            for (int idx = 0; idx < m_Container.Count; idx++)
            {
                int cmp = m_Container[idx].Key.CompareTo(key);
                if (cmp == 0)
                {
                    while (m_Container[idx].Value.asset.asset.classID2 != cls)
                    {
                        if (++idx >= m_Container.Count)
                        {
                            return;
                        }
                        cmp = m_Container[idx].Key.CompareTo(key);
                        if (cmp != 0)
                        {
                            return;
                        }
                    }

                    AssetInfo info = new AssetInfo(file);
                    info.preloadIndex = m_Container[idx].Value.preloadIndex;
                    info.preloadSize = 0;
                    info.asset = new PPtr<Object>(asset);

                    while (++idx < m_Container.Count && m_Container[idx].Value.preloadIndex == info.preloadIndex)
                    {
                    }
                    m_Container.Insert(idx, new KeyValuePair<string, AssetInfo>(key, info));
                    return;
                }
                else if (cmp > 0)
                {
                    return;
                }
            }
        }
예제 #53
0
 public Component FindComponent(string name, UnityClassID cls)
 {
     string lName = name.ToLower();
     for (int i = 0; i < m_Container.Count; i++)
     {
         if (m_Container[i].Key == lName && m_Container[i].Value.asset.asset != null && m_Container[i].Value.asset.asset.classID2 == cls)
         {
             return m_Container[i].Value.asset.asset;
         }
     }
     return null;
 }