private void BuildAssetStrucutres() { #region first loop - read asset data & create list if (!dontLoadAssetsMenuItem.Checked) { assetListView.BeginUpdate(); progressBar1.Value = 0; progressBar1.Maximum = totalAssetCount; string fileIDfmt = "D" + assetsfileList.Count.ToString().Length.ToString(); foreach (var assetsFile in assetsfileList) { StatusStripUpdate("Building asset list from " + Path.GetFileName(assetsFile.filePath)); string fileID = assetsfileList.IndexOf(assetsFile).ToString(fileIDfmt); //ListViewGroup assetGroup = new ListViewGroup(Path.GetFileName(assetsFile.filePath)); foreach (var asset in assetsFile.preloadTable.Values) { asset.uniqueID = fileID + asset.uniqueID; switch (asset.Type2) { case 1: //GameObject { GameObject m_GameObject = new GameObject(asset); assetsFile.GameObjectList.Add(asset.m_PathID, m_GameObject); totalTreeNodes++; break; } case 4: //Transform { Transform m_Transform = new Transform(asset); assetsFile.TransformList.Add(asset.m_PathID, m_Transform); break; } case 224: //RectTransform { RectTransform m_Rect = new RectTransform(asset); assetsFile.TransformList.Add(asset.m_PathID, m_Rect.m_Transform); break; } //case 21: //Material case 28: //Texture2D { Texture2D m_Texture2D = new Texture2D(asset, false); assetsFile.exportableAssets.Add(asset); break; } case 48: //Shader case 49: //TextAsset { TextAsset m_TextAsset = new TextAsset(asset, false); assetsFile.exportableAssets.Add(asset); break; } case 83: //AudioClip { AudioClip m_AudioClip = new AudioClip(asset, false); assetsFile.exportableAssets.Add(asset); break; } //case 89: //CubeMap case 128: //Font { unityFont m_Font = new unityFont(asset, false); assetsFile.exportableAssets.Add(asset); break; } case 129: //PlayerSettings { PlayerSettings plSet = new PlayerSettings(asset); productName = plSet.productName; base.Text = "Unity Studio - " + productName + " - " + assetsFile.m_Version + " - " + assetsFile.platformStr; break; } case 0: break; } progressBar1.PerformStep(); } exportableAssets.AddRange(assetsFile.exportableAssets); //if (assetGroup.Items.Count > 0) { listView1.Groups.Add(assetGroup); } } if (base.Text == "Unity Studio" && assetsfileList.Count > 0) { base.Text = "Unity Studio - no productName - " + assetsfileList[0].m_Version + " - " + assetsfileList[0].platformStr; } visibleAssets = exportableAssets; assetListView.VirtualListSize = visibleAssets.Count; //will only work if ListView is visible resizeAssetListColumns(); assetListView.EndUpdate(); progressBar1.Value = 0; } #endregion #region second loop - build tree structure if (!dontBuildHierarchyMenuItem.Checked) { sceneTreeView.BeginUpdate(); progressBar1.Value = 0; progressBar1.Maximum = totalTreeNodes; foreach (var assetsFile in assetsfileList) { StatusStripUpdate("Building tree structure from " + Path.GetFileName(assetsFile.filePath)); GameObject fileNode = new GameObject(null); fileNode.Text = Path.GetFileName(assetsFile.filePath); fileNode.m_Name = "RootNode"; foreach (var m_GameObject in assetsFile.GameObjectList.Values) { var parentNode = fileNode; Transform m_Transform; if (assetsfileList.TryGetTransform(m_GameObject.m_Transform, out m_Transform)) { Transform m_Father; if (assetsfileList.TryGetTransform(m_Transform.m_Father, out m_Father)) { //GameObject Parent; if (assetsfileList.TryGetGameObject(m_Father.m_GameObject, out parentNode)) { //parentNode = Parent; } } } parentNode.Nodes.Add(m_GameObject); progressBar1.PerformStep(); } if (fileNode.Nodes.Count == 0) { fileNode.Text += " (no children)"; } sceneTreeView.Nodes.Add(fileNode); } sceneTreeView.EndUpdate(); progressBar1.Value = 0; if (File.Exists(mainPath + "\\materials.json")) { string matLine = ""; using (StreamReader reader = File.OpenText(mainPath + "\\materials.json")) { matLine = reader.ReadToEnd(); } jsonMats = new JavaScriptSerializer().Deserialize<Dictionary<string, Dictionary<string, string>>>(matLine); //var jsonMats = new JavaScriptSerializer().DeserializeObject(matLine); } } #endregion #region build list of class strucutres if (buildClassStructuresMenuItem.Checked) { //group class structures by versionv foreach (var assetsFile in assetsfileList) { SortedDictionary<int, ClassStrStruct> curVer; if (AllClassStructures.TryGetValue(assetsFile.m_Version, out curVer)) { foreach (var uClass in assetsFile.ClassStructures) { curVer[uClass.Key] = uClass.Value; } } else { AllClassStructures.Add(assetsFile.m_Version, assetsFile.ClassStructures); } } classesListView.BeginUpdate(); foreach (var version in AllClassStructures) { ListViewGroup versionGroup = new ListViewGroup(version.Key); classesListView.Groups.Add(versionGroup); foreach (var uclass in version.Value) { uclass.Value.Group = versionGroup; classesListView.Items.Add(uclass.Value); } } classesListView.EndUpdate(); } #endregion StatusStripUpdate("Finished loading " + assetsfileList.Count.ToString() + " files with " + (assetListView.Items.Count + sceneTreeView.Nodes.Count).ToString() + " exportable assets."); progressBar1.Value = 0; treeSearch.Select(); saveFolderDialog1.InitialDirectory = mainPath; }
private void BuildAssetStrucutres() { #region first loop - read asset data & create list if (!dontLoadAssetsMenuItem.Checked) { assetListView.BeginUpdate(); progressBar1.Value = 0; progressBar1.Maximum = totalAssetCount; string fileIDfmt = "D" + assetsfileList.Count.ToString().Length.ToString(); foreach (var assetsFile in assetsfileList) { StatusStripUpdate("Building asset list from " + Path.GetFileName(assetsFile.filePath)); var a_Stream = assetsFile.a_Stream; var fileGen = assetsFile.fileGen; //var m_version = assetsFile.m_version; var version = assetsFile.version; string fileID = assetsfileList.IndexOf(assetsFile).ToString(fileIDfmt); //ListViewGroup assetGroup = new ListViewGroup(Path.GetFileName(assetsFile.filePath)); foreach (var asset in assetsFile.preloadTable.Values) { asset.uniqueID = fileID + asset.uniqueID; a_Stream.Position = asset.Offset; switch (asset.Type2) { case 1: //GameObject { GameObject m_GameObject = new GameObject(asset); assetsFile.GameObjectList.Add(asset.m_PathID, m_GameObject); totalTreeNodes++; break; } case 4: //Transform { Transform m_Transform = new Transform(asset); assetsFile.TransformList.Add(asset.m_PathID, m_Transform); break; } case 224: //RectTransform { RectTransform m_Rect = new RectTransform(asset); assetsFile.TransformList.Add(asset.m_PathID, m_Rect.m_Transform); break; } //case 21: //Material case 28: //Texture2D { Texture2D m_Texture2D = new Texture2D(asset, false); asset.Text = m_Texture2D.m_Name; asset.exportSize = 128 + m_Texture2D.image_data_size; #region Get Info Text asset.InfoText = "Width: " + m_Texture2D.m_Width.ToString() + "\nHeight: " + m_Texture2D.m_Height.ToString() + "\nFormat: "; switch (m_Texture2D.m_TextureFormat) { case 1: asset.InfoText += "Alpha8"; break; case 2: asset.InfoText += "ARGB 4.4.4.4"; break; case 3: asset.InfoText += "BGR 8.8.8"; break; case 4: asset.InfoText += "GRAB 8.8.8.8"; break; case 5: asset.InfoText += "BGRA 8.8.8.8"; break; case 7: asset.InfoText += "RGB 5.6.5"; break; case 10: asset.InfoText += "RGB DXT1"; break; case 12: asset.InfoText += "ARGB DXT5"; break; case 13: asset.InfoText += "RGBA 4.4.4.4"; break; case 30: asset.InfoText += "PVRTC_RGB2"; asset.exportSize -= 76; break; case 31: asset.InfoText += "PVRTC_RGBA2"; asset.exportSize -= 76; break; case 32: asset.InfoText += "PVRTC_RGB4"; asset.exportSize = 52; break; case 33: asset.InfoText += "PVRTC_RGBA4"; asset.exportSize -= 76; break; case 34: asset.InfoText += "ETC_RGB4"; asset.exportSize -= 76; break; default: asset.InfoText += "unknown"; asset.exportSize -= 128; break; } switch (m_Texture2D.m_FilterMode) { case 0: asset.InfoText += "\nFilter Mode: Point "; break; case 1: asset.InfoText += "\nFilter Mode: Bilinear "; break; case 2: asset.InfoText += "\nFilter Mode: Trilinear "; break; } asset.InfoText += "\nAnisotropic level: " + m_Texture2D.m_Aniso.ToString() + "\nMip map bias: " + m_Texture2D.m_MipBias.ToString(); switch (m_Texture2D.m_WrapMode) { case 0: asset.InfoText += "\nWrap mode: Repeat"; break; case 1: asset.InfoText += "\nWrap mode: Clamp"; break; } #endregion assetsFile.exportableAssets.Add(asset); break; } case 49: //TextAsset { TextAsset m_TextAsset = new TextAsset(asset, false); asset.Text = m_TextAsset.m_Name; asset.exportSize = m_TextAsset.exportSize; assetsFile.exportableAssets.Add(asset); break; } case 83: //AudioClip { AudioClip m_AudioClip = new AudioClip(asset, false); asset.Text = m_AudioClip.m_Name; asset.exportSize = (int)m_AudioClip.m_Size; assetsFile.exportableAssets.Add(asset); break; } case 48: //Shader case 89: //CubeMap case 128: //Font { asset.Text = a_Stream.ReadAlignedString(a_Stream.ReadInt32()); assetsFile.exportableAssets.Add(asset); break; } case 129: //PlayerSettings { PlayerSettings plSet = new PlayerSettings(asset); productName = plSet.productName; base.Text = "Unity Studio - " + productName + " - " + assetsFile.m_Version + " - " + assetsFile.platformStr; break; } } if (asset.Text == "") { asset.Text = asset.TypeString + " #" + asset.uniqueID; } asset.SubItems.AddRange(new string[] { asset.TypeString, asset.exportSize.ToString() }); progressBar1.PerformStep(); } exportableAssets.AddRange(assetsFile.exportableAssets); //if (assetGroup.Items.Count > 0) { listView1.Groups.Add(assetGroup); } } if (base.Text == "Unity Studio" && assetsfileList.Count > 0) { base.Text = "Unity Studio - no productName - " + assetsfileList[0].m_Version + " - " + assetsfileList[0].platformStr; } visibleAssets = exportableAssets; assetListView.VirtualListSize = visibleAssets.Count; //will only work if ListView is visible resizeAssetListColumns(); assetListView.EndUpdate(); progressBar1.Value = 0; } #endregion #region second loop - build tree structure if (!dontBuildHierarchyMenuItem.Checked) { sceneTreeView.BeginUpdate(); progressBar1.Value = 0; progressBar1.Maximum = totalTreeNodes; foreach (var assetsFile in assetsfileList) { StatusStripUpdate("Building tree structure from " + Path.GetFileName(assetsFile.filePath)); GameObject fileNode = new GameObject(null); fileNode.Text = Path.GetFileName(assetsFile.filePath); fileNode.m_Name = "RootNode"; foreach (var m_GameObject in assetsFile.GameObjectList.Values) { var parentNode = fileNode; Transform m_Transform; if (assetsfileList.TryGetTransform(m_GameObject.m_Transform, out m_Transform)) { Transform m_Father; if (assetsfileList.TryGetTransform(m_Transform.m_Father, out m_Father)) { //GameObject Parent; if (assetsfileList.TryGetGameObject(m_Father.m_GameObject, out parentNode)) { //parentNode = Parent; } } } parentNode.Nodes.Add(m_GameObject); progressBar1.PerformStep(); } if (fileNode.Nodes.Count == 0) { fileNode.Text += " (no children)"; } sceneTreeView.Nodes.Add(fileNode); } sceneTreeView.EndUpdate(); progressBar1.Value = 0; if (File.Exists(mainPath + "\\materials.json")) { string matLine = ""; using (StreamReader reader = File.OpenText(mainPath + "\\materials.json")) { matLine = reader.ReadToEnd(); } jsonMats = new JavaScriptSerializer().Deserialize<Dictionary<string, Dictionary<string, string>>>(matLine); //var jsonMats = new JavaScriptSerializer().DeserializeObject(matLine); } } #endregion #region build list of class strucutres if (buildClassStructuresMenuItem.Checked) { //group class structures by versionv foreach (var assetsFile in assetsfileList) { SortedDictionary<int, ClassStrStruct> curVer; if (AllClassStructures.TryGetValue(assetsFile.m_Version, out curVer)) { foreach (var uClass in assetsFile.ClassStructures) { curVer[uClass.Key] = uClass.Value; } } else { AllClassStructures.Add(assetsFile.m_Version, assetsFile.ClassStructures); } } classesListView.BeginUpdate(); foreach (var version in AllClassStructures) { ListViewGroup versionGroup = new ListViewGroup(version.Key); classesListView.Groups.Add(versionGroup); foreach (var uclass in version.Value) { uclass.Value.Group = versionGroup; classesListView.Items.Add(uclass.Value); } } classesListView.EndUpdate(); } #endregion StatusStripUpdate("Finished loading " + assetsfileList.Count.ToString() + " files with " + (assetListView.Items.Count + sceneTreeView.Nodes.Count).ToString() + " exportable assets."); progressBar1.Value = 0; treeSearch.Select(); TexEnv dsd = new TexEnv(); }
private void BuildAssetStrucutres() { #region first loop - read asset data & create list StatusStripUpdate("Building asset list..."); assetListView.BeginUpdate(); string fileIDfmt = "D" + assetsfileList.Count.ToString().Length.ToString(); foreach (var assetsFile in assetsfileList) { var a_Stream = assetsFile.a_Stream; var fileGen = assetsFile.fileGen; //var m_version = assetsFile.m_version; var version = assetsFile.version; string fileID = "1" + assetsfileList.IndexOf(assetsFile).ToString(fileIDfmt); //ListViewGroup assetGroup = new ListViewGroup(Path.GetFileName(assetsFile.filePath)); foreach (var asset in assetsFile.preloadTable.Values) { asset.uniqueID = fileID + asset.uniqueID; a_Stream.Position = asset.Offset; switch (asset.Type2) { case 1: //GameObject { GameObject m_GameObject = new GameObject(asset); //asset.Text = m_GameObject.m_Name; asset.specificIndex = assetsFile.GameObjectList.Count; assetsFile.GameObjectList.Add(m_GameObject); break; } case 4: //Transform { Transform m_Transform = new Transform(asset); asset.specificIndex = assetsFile.TransformList.Count; assetsFile.TransformList.Add(m_Transform); break; } case 224: //RectTransform { RectTransform m_Rect = new RectTransform(asset); asset.specificIndex = assetsFile.TransformList.Count; assetsFile.TransformList.Add(m_Rect.m_Transform); break; } //case 21: //Material case 28: //Texture2D { Texture2D m_Texture2D = new Texture2D(asset, false); asset.Text = m_Texture2D.m_Name; asset.exportSize = 128 + m_Texture2D.image_data_size; #region Get Info Text asset.InfoText = "Width: " + m_Texture2D.m_Width.ToString() + "\nHeight: " + m_Texture2D.m_Height.ToString() + "\nFormat: "; switch (m_Texture2D.m_TextureFormat) { case 1: asset.InfoText += "Alpha8"; break; case 2: asset.InfoText += "ARGB 4.4.4.4"; break; case 3: asset.InfoText += "BGR 8.8.8"; break; case 4: asset.InfoText += "GRAB 8.8.8.8"; break; case 5: asset.InfoText += "BGRA 8.8.8.8"; break; case 7: asset.InfoText += "RGB 5.6.5"; break; case 10: asset.InfoText += "RGB DXT1"; break; case 12: asset.InfoText += "ARGB DXT5"; break; case 13: asset.InfoText += "RGBA 4.4.4.4"; break; case 30: asset.InfoText += "PVRTC_RGB2"; asset.exportSize -= 76; break; case 31: asset.InfoText += "PVRTC_RGBA2"; asset.exportSize -= 76; break; case 32: asset.InfoText += "PVRTC_RGB4"; asset.exportSize = 52; break; case 33: asset.InfoText += "PVRTC_RGBA4"; asset.exportSize -= 76; break; case 34: asset.InfoText += "ETC_RGB4"; asset.exportSize -= 76; break; default: asset.InfoText += "unknown"; asset.exportSize -= 128; break; } switch (m_Texture2D.m_FilterMode) { case 0: asset.InfoText += "\nFilter Mode: Point "; break; case 1: asset.InfoText += "\nFilter Mode: Bilinear "; break; case 2: asset.InfoText += "\nFilter Mode: Trilinear "; break; } asset.InfoText += "\nAnisotropic level: " + m_Texture2D.m_Aniso.ToString() + "\nMip map bias: " + m_Texture2D.m_MipBias.ToString(); switch (m_Texture2D.m_WrapMode) { case 0: asset.InfoText += "\nWrap mode: Repeat"; break; case 1: asset.InfoText += "\nWrap mode: Clamp"; break; } #endregion assetsFile.exportableAssets.Add(asset); break; } case 49: //TextAsset { TextAsset m_TextAsset = new TextAsset(asset, false); asset.Text = m_TextAsset.m_Name; asset.exportSize = m_TextAsset.exportSize; assetsFile.exportableAssets.Add(asset); break; } case 83: //AudioClip { AudioClip m_AudioClip = new AudioClip(asset, false); asset.Text = m_AudioClip.m_Name; asset.exportSize = (int)m_AudioClip.m_Size; assetsFile.exportableAssets.Add(asset); break; } case 48: //Shader case 89: //CubeMap case 128: //Font { asset.Text = a_Stream.ReadAlignedString(a_Stream.ReadInt32()); assetsFile.exportableAssets.Add(asset); break; } case 129: //PlayerSettings { PlayerSettings plSet = new PlayerSettings(asset); productName = plSet.productName; base.Text = "Unity Studio - " + productName + " - " + assetsFile.m_Version ; break; } } if (asset.Text == "") { asset.Text = asset.TypeString + " #" + asset.uniqueID; } asset.SubItems.AddRange(new string[] { asset.TypeString, asset.exportSize.ToString() }); } exportableAssets.AddRange(assetsFile.exportableAssets); //if (assetGroup.Items.Count > 0) { listView1.Groups.Add(assetGroup); } } visibleAssets = exportableAssets; assetListView.VirtualListSize = visibleAssets.Count; assetListView.AutoResizeColumn(1, ColumnHeaderAutoResizeStyle.ColumnContent); assetListView.AutoResizeColumn(2, ColumnHeaderAutoResizeStyle.ColumnContent); resizeNameColumn(); assetListView.EndUpdate(); #endregion #region second loop - build tree structure StatusStripUpdate("Building tree structure..."); sceneTreeView.BeginUpdate(); foreach (var assetsFile in assetsfileList) { GameObject fileNode = new GameObject(null); fileNode.Text = Path.GetFileName(assetsFile.filePath); foreach (var m_GameObject in assetsFile.GameObjectList) { var parentNode = fileNode; Transform m_Transform; if (assetsfileList.TryGetTransform(m_GameObject.m_Transform, out m_Transform)) { Transform m_Father; if (assetsfileList.TryGetTransform(m_Transform.m_Father, out m_Father)) { //GameObject Parent; if (assetsfileList.TryGetGameObject(m_Father.m_GameObject, out parentNode)) { //parentNode = Parent; } } } parentNode.Nodes.Add(m_GameObject); } if (fileNode.Nodes.Count == 0) { fileNode.Text += " (no children)"; } sceneTreeView.Nodes.Add(fileNode); } sceneTreeView.EndUpdate(); #endregion if (File.Exists(mainPath + "\\materials.json")) { string matLine = ""; using (StreamReader reader = File.OpenText(mainPath + "\\materials.json")) { matLine = reader.ReadToEnd(); } jsonMats = new JavaScriptSerializer().Deserialize<Dictionary<string, Dictionary<string, string>>>(matLine); //var jsonMats = new JavaScriptSerializer().DeserializeObject(matLine); } StatusStripUpdate("Finished loading " + assetsfileList.Count.ToString() + " files with " + (assetListView.Items.Count + sceneTreeView.Nodes.Count).ToString() + " exportable assets."); progressBar1.Value = 0; treeSearch.Select(); TexEnv dsd = new TexEnv(); }