improved
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@@ -5,86 +5,11 @@ using System.Text;
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namespace AssetStudio
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{
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public class StaticBatchInfo
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public sealed class MeshRenderer : Renderer
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{
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public ushort firstSubMesh;
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public ushort subMeshCount;
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}
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public class MeshRenderer
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{
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public PPtr m_GameObject;
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public PPtr[] m_Materials;
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public StaticBatchInfo m_StaticBatchInfo;
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public uint[] m_SubsetIndices;
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protected MeshRenderer() { }
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public MeshRenderer(AssetPreloadData preloadData)
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public MeshRenderer(AssetPreloadData preloadData) : base(preloadData)
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{
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var sourceFile = preloadData.sourceFile;
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var version = sourceFile.version;
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var reader = preloadData.InitReader();
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m_GameObject = sourceFile.ReadPPtr();
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if (version[0] < 5)
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{
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var m_Enabled = reader.ReadBoolean();
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var m_CastShadows = reader.ReadByte();
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var m_ReceiveShadows = reader.ReadBoolean();
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var m_LightmapIndex = reader.ReadByte();
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}
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else
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{
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var m_Enabled = reader.ReadBoolean();
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reader.AlignStream(4);
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var m_CastShadows = reader.ReadByte();
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var m_ReceiveShadows = reader.ReadBoolean();
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reader.AlignStream(4);
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if (version[0] >= 2018)//2018 and up
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{
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var m_RenderingLayerMask = reader.ReadUInt32();
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}
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var m_LightmapIndex = reader.ReadUInt16();
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var m_LightmapIndexDynamic = reader.ReadUInt16();
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}
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if (version[0] >= 3)
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{
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reader.Position += 16;//Vector4f m_LightmapTilingOffset
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}
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if (version[0] >= 5)
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{
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reader.Position += 16;//Vector4f m_LightmapTilingOffsetDynamic
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}
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m_Materials = new PPtr[reader.ReadInt32()];
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for (int m = 0; m < m_Materials.Length; m++)
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{
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m_Materials[m] = sourceFile.ReadPPtr();
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}
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if (version[0] < 3)
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{
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reader.Position += 16;//m_LightmapTilingOffset vector4d
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}
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else
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{
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if ((sourceFile.version[0] == 5 && sourceFile.version[1] >= 5) || sourceFile.version[0] > 5)//5.5.0 and up
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{
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m_StaticBatchInfo = new StaticBatchInfo
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{
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firstSubMesh = reader.ReadUInt16(),
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subMeshCount = reader.ReadUInt16()
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};
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}
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else
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{
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int numSubsetIndices = reader.ReadInt32();
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m_SubsetIndices = reader.ReadUInt32Array(numSubsetIndices);
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}
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}
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}
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}
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}
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