Restore the extension of TextAsset

Export Animator to a separate folder
This commit is contained in:
Perfare 2018-11-22 12:17:16 +08:00
parent 7dbc2ff95d
commit ab5f5fbd9d
3 changed files with 4 additions and 3 deletions

View File

@ -11,6 +11,7 @@ namespace AssetStudioGUI
public ClassIDType Type;
public string TypeString;
public string Extension;
public string InfoText;
public string UniqueID;
public GameObjectTreeNode TreeNode;

View File

@ -90,7 +90,7 @@ namespace AssetStudioGUI
public static bool ExportTextAsset(AssetItem item, string exportPath)
{
var m_TextAsset = (TextAsset)(item.Asset);
var exportFullName = exportPath + item.Text + ".txt";
var exportFullName = exportPath + item.Text + (item.Extension ?? ".txt");
if (ExportFileExists(exportFullName))
return false;
File.WriteAllBytes(exportFullName, m_TextAsset.m_Script);
@ -285,7 +285,7 @@ namespace AssetStudioGUI
{
var m_Animator = (Animator)item.Asset;
var convert = animationList != null ? new ModelConverter(m_Animator, animationList.Select(x => (AnimationClip)x.Asset).ToArray()) : new ModelConverter(m_Animator);
exportPath = exportPath + item.Text + ".fbx";
exportPath = $"{exportPath}{item.Text}\\{item.Text}.fbx";
return ExportFbx(convert, exportPath);
}

View File

@ -210,7 +210,7 @@ namespace AssetStudioGUI
var extension = Path.GetExtension(originalPath);
if (!string.IsNullOrEmpty(extension) && item.Type == ClassIDType.TextAsset)
{
//asset.Extension = extension; //TODO
item.Extension = extension;
}
item.Text = Path.GetDirectoryName(originalPath) + "\\" + item.Text;