Initial commit

This commit is contained in:
RaduMCosma 2015-10-30 04:41:37 +02:00
commit ee040bdd71
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###############################################################################
# Set default behavior to automatically normalize line endings.
###############################################################################
* text=auto
###############################################################################
# Set default behavior for command prompt diff.
#
# This is need for earlier builds of msysgit that does not have it on by
# default for csharp files.
# Note: This is only used by command line
###############################################################################
#*.cs diff=csharp
###############################################################################
# Set the merge driver for project and solution files
#
# Merging from the command prompt will add diff markers to the files if there
# are conflicts (Merging from VS is not affected by the settings below, in VS
# the diff markers are never inserted). Diff markers may cause the following
# file extensions to fail to load in VS. An alternative would be to treat
# these files as binary and thus will always conflict and require user
# intervention with every merge. To do so, just uncomment the entries below
###############################################################################
#*.sln merge=binary
#*.csproj merge=binary
#*.vbproj merge=binary
#*.vcxproj merge=binary
#*.vcproj merge=binary
#*.dbproj merge=binary
#*.fsproj merge=binary
#*.lsproj merge=binary
#*.wixproj merge=binary
#*.modelproj merge=binary
#*.sqlproj merge=binary
#*.wwaproj merge=binary
###############################################################################
# behavior for image files
#
# image files are treated as binary by default.
###############################################################################
#*.jpg binary
#*.png binary
#*.gif binary
###############################################################################
# diff behavior for common document formats
#
# Convert binary document formats to text before diffing them. This feature
# is only available from the command line. Turn it on by uncommenting the
# entries below.
###############################################################################
#*.doc diff=astextplain
#*.DOC diff=astextplain
#*.docx diff=astextplain
#*.DOCX diff=astextplain
#*.dot diff=astextplain
#*.DOT diff=astextplain
#*.pdf diff=astextplain
#*.PDF diff=astextplain
#*.rtf diff=astextplain
#*.RTF diff=astextplain

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.gitignore vendored Normal file
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## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
# User-specific files
*.suo
*.user
*.userosscache
*.sln.docstates
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs
# Build results
[Dd]ebug/
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/
x64/
x86/
build/
bld/
[Bb]in/
[Oo]bj/
# Visual Studio 2015 cache/options directory
.vs/
# MSTest test Results
[Tt]est[Rr]esult*/
[Bb]uild[Ll]og.*
# NUNIT
*.VisualState.xml
TestResult.xml
# Build Results of an ATL Project
[Dd]ebugPS/
[Rr]eleasePS/
dlldata.c
# DNX
project.lock.json
artifacts/
*_i.c
*_p.c
*_i.h
*.ilk
*.meta
*.obj
*.pch
*.pdb
*.pgc
*.pgd
*.rsp
*.sbr
*.tlb
*.tli
*.tlh
*.tmp
*.tmp_proj
*.log
*.vspscc
*.vssscc
.builds
*.pidb
*.svclog
*.scc
# Chutzpah Test files
_Chutzpah*
# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opensdf
*.sdf
*.cachefile
# Visual Studio profiler
*.psess
*.vsp
*.vspx
# TFS 2012 Local Workspace
$tf/
# Guidance Automation Toolkit
*.gpState
# ReSharper is a .NET coding add-in
_ReSharper*/
*.[Rr]e[Ss]harper
*.DotSettings.user
# JustCode is a .NET coding add-in
.JustCode
# TeamCity is a build add-in
_TeamCity*
# DotCover is a Code Coverage Tool
*.dotCover
# NCrunch
_NCrunch_*
.*crunch*.local.xml
# MightyMoose
*.mm.*
AutoTest.Net/
# Web workbench (sass)
.sass-cache/
# Installshield output folder
[Ee]xpress/
# DocProject is a documentation generator add-in
DocProject/buildhelp/
DocProject/Help/*.HxT
DocProject/Help/*.HxC
DocProject/Help/*.hhc
DocProject/Help/*.hhk
DocProject/Help/*.hhp
DocProject/Help/Html2
DocProject/Help/html
# Click-Once directory
publish/
# Publish Web Output
*.[Pp]ublish.xml
*.azurePubxml
## TODO: Comment the next line if you want to checkin your
## web deploy settings but do note that will include unencrypted
## passwords
#*.pubxml
*.publishproj
# NuGet Packages
*.nupkg
# The packages folder can be ignored because of Package Restore
**/packages/*
# except build/, which is used as an MSBuild target.
!**/packages/build/
# Uncomment if necessary however generally it will be regenerated when needed
#!**/packages/repositories.config
# Windows Azure Build Output
csx/
*.build.csdef
# Windows Store app package directory
AppPackages/
# Visual Studio cache files
# files ending in .cache can be ignored
*.[Cc]ache
# but keep track of directories ending in .cache
!*.[Cc]ache/
# Others
ClientBin/
[Ss]tyle[Cc]op.*
~$*
*~
*.dbmdl
*.dbproj.schemaview
*.pfx
*.publishsettings
node_modules/
orleans.codegen.cs
# RIA/Silverlight projects
Generated_Code/
# Backup & report files from converting an old project file
# to a newer Visual Studio version. Backup files are not needed,
# because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
UpgradeLog*.htm
# SQL Server files
*.mdf
*.ldf
# Business Intelligence projects
*.rdl.data
*.bim.layout
*.bim_*.settings
# Microsoft Fakes
FakesAssemblies/
# Node.js Tools for Visual Studio
.ntvs_analysis.dat
# Visual Studio 6 build log
*.plg
# Visual Studio 6 workspace options file
*.opt
# LightSwitch generated files
GeneratedArtifacts/
_Pvt_Extensions/
ModelManifest.xml

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Unity Studio.sln Normal file
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Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Unity Studio", "Unity Studio\Unity Studio.csproj", "{24551E2D-E9B6-4CD6-8F2A-D9F4A13E7853}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x86 = Debug|x86
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{24551E2D-E9B6-4CD6-8F2A-D9F4A13E7853}.Debug|x86.ActiveCfg = Debug|x86
{24551E2D-E9B6-4CD6-8F2A-D9F4A13E7853}.Debug|x86.Build.0 = Debug|x86
{24551E2D-E9B6-4CD6-8F2A-D9F4A13E7853}.Release|x86.ActiveCfg = Release|x86
{24551E2D-E9B6-4CD6-8F2A-D9F4A13E7853}.Release|x86.Build.0 = Release|x86
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

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// Common/CRC.cs
namespace SevenZip
{
class CRC
{
public static readonly uint[] Table;
static CRC()
{
Table = new uint[256];
const uint kPoly = 0xEDB88320;
for (uint i = 0; i < 256; i++)
{
uint r = i;
for (int j = 0; j < 8; j++)
if ((r & 1) != 0)
r = (r >> 1) ^ kPoly;
else
r >>= 1;
Table[i] = r;
}
}
uint _value = 0xFFFFFFFF;
public void Init() { _value = 0xFFFFFFFF; }
public void UpdateByte(byte b)
{
_value = Table[(((byte)(_value)) ^ b)] ^ (_value >> 8);
}
public void Update(byte[] data, uint offset, uint size)
{
for (uint i = 0; i < size; i++)
_value = Table[(((byte)(_value)) ^ data[offset + i])] ^ (_value >> 8);
}
public uint GetDigest() { return _value ^ 0xFFFFFFFF; }
static uint CalculateDigest(byte[] data, uint offset, uint size)
{
CRC crc = new CRC();
// crc.Init();
crc.Update(data, offset, size);
return crc.GetDigest();
}
static bool VerifyDigest(uint digest, byte[] data, uint offset, uint size)
{
return (CalculateDigest(data, offset, size) == digest);
}
}
}

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// CommandLineParser.cs
using System;
using System.Collections;
namespace SevenZip.CommandLineParser
{
public enum SwitchType
{
Simple,
PostMinus,
LimitedPostString,
UnLimitedPostString,
PostChar
}
public class SwitchForm
{
public string IDString;
public SwitchType Type;
public bool Multi;
public int MinLen;
public int MaxLen;
public string PostCharSet;
public SwitchForm(string idString, SwitchType type, bool multi,
int minLen, int maxLen, string postCharSet)
{
IDString = idString;
Type = type;
Multi = multi;
MinLen = minLen;
MaxLen = maxLen;
PostCharSet = postCharSet;
}
public SwitchForm(string idString, SwitchType type, bool multi, int minLen):
this(idString, type, multi, minLen, 0, "")
{
}
public SwitchForm(string idString, SwitchType type, bool multi):
this(idString, type, multi, 0)
{
}
}
public class SwitchResult
{
public bool ThereIs;
public bool WithMinus;
public ArrayList PostStrings = new ArrayList();
public int PostCharIndex;
public SwitchResult()
{
ThereIs = false;
}
}
public class Parser
{
public ArrayList NonSwitchStrings = new ArrayList();
SwitchResult[] _switches;
public Parser(int numSwitches)
{
_switches = new SwitchResult[numSwitches];
for (int i = 0; i < numSwitches; i++)
_switches[i] = new SwitchResult();
}
bool ParseString(string srcString, SwitchForm[] switchForms)
{
int len = srcString.Length;
if (len == 0)
return false;
int pos = 0;
if (!IsItSwitchChar(srcString[pos]))
return false;
while (pos < len)
{
if (IsItSwitchChar(srcString[pos]))
pos++;
const int kNoLen = -1;
int matchedSwitchIndex = 0;
int maxLen = kNoLen;
for (int switchIndex = 0; switchIndex < _switches.Length; switchIndex++)
{
int switchLen = switchForms[switchIndex].IDString.Length;
if (switchLen <= maxLen || pos + switchLen > len)
continue;
if (String.Compare(switchForms[switchIndex].IDString, 0,
srcString, pos, switchLen, true) == 0)
{
matchedSwitchIndex = switchIndex;
maxLen = switchLen;
}
}
if (maxLen == kNoLen)
throw new Exception("maxLen == kNoLen");
SwitchResult matchedSwitch = _switches[matchedSwitchIndex];
SwitchForm switchForm = switchForms[matchedSwitchIndex];
if ((!switchForm.Multi) && matchedSwitch.ThereIs)
throw new Exception("switch must be single");
matchedSwitch.ThereIs = true;
pos += maxLen;
int tailSize = len - pos;
SwitchType type = switchForm.Type;
switch (type)
{
case SwitchType.PostMinus:
{
if (tailSize == 0)
matchedSwitch.WithMinus = false;
else
{
matchedSwitch.WithMinus = (srcString[pos] == kSwitchMinus);
if (matchedSwitch.WithMinus)
pos++;
}
break;
}
case SwitchType.PostChar:
{
if (tailSize < switchForm.MinLen)
throw new Exception("switch is not full");
string charSet = switchForm.PostCharSet;
const int kEmptyCharValue = -1;
if (tailSize == 0)
matchedSwitch.PostCharIndex = kEmptyCharValue;
else
{
int index = charSet.IndexOf(srcString[pos]);
if (index < 0)
matchedSwitch.PostCharIndex = kEmptyCharValue;
else
{
matchedSwitch.PostCharIndex = index;
pos++;
}
}
break;
}
case SwitchType.LimitedPostString:
case SwitchType.UnLimitedPostString:
{
int minLen = switchForm.MinLen;
if (tailSize < minLen)
throw new Exception("switch is not full");
if (type == SwitchType.UnLimitedPostString)
{
matchedSwitch.PostStrings.Add(srcString.Substring(pos));
return true;
}
String stringSwitch = srcString.Substring(pos, minLen);
pos += minLen;
for (int i = minLen; i < switchForm.MaxLen && pos < len; i++, pos++)
{
char c = srcString[pos];
if (IsItSwitchChar(c))
break;
stringSwitch += c;
}
matchedSwitch.PostStrings.Add(stringSwitch);
break;
}
}
}
return true;
}
public void ParseStrings(SwitchForm[] switchForms, string[] commandStrings)
{
int numCommandStrings = commandStrings.Length;
bool stopSwitch = false;
for (int i = 0; i < numCommandStrings; i++)
{
string s = commandStrings[i];
if (stopSwitch)
NonSwitchStrings.Add(s);
else
if (s == kStopSwitchParsing)
stopSwitch = true;
else
if (!ParseString(s, switchForms))
NonSwitchStrings.Add(s);
}
}
public SwitchResult this[int index] { get { return _switches[index]; } }
public static int ParseCommand(CommandForm[] commandForms, string commandString,
out string postString)
{
for (int i = 0; i < commandForms.Length; i++)
{
string id = commandForms[i].IDString;
if (commandForms[i].PostStringMode)
{
if (commandString.IndexOf(id) == 0)
{
postString = commandString.Substring(id.Length);
return i;
}
}
else
if (commandString == id)
{
postString = "";
return i;
}
}
postString = "";
return -1;
}
static bool ParseSubCharsCommand(int numForms, CommandSubCharsSet[] forms,
string commandString, ArrayList indices)
{
indices.Clear();
int numUsedChars = 0;
for (int i = 0; i < numForms; i++)
{
CommandSubCharsSet charsSet = forms[i];
int currentIndex = -1;
int len = charsSet.Chars.Length;
for (int j = 0; j < len; j++)
{
char c = charsSet.Chars[j];
int newIndex = commandString.IndexOf(c);
if (newIndex >= 0)
{
if (currentIndex >= 0)
return false;
if (commandString.IndexOf(c, newIndex + 1) >= 0)
return false;
currentIndex = j;
numUsedChars++;
}
}
if (currentIndex == -1 && !charsSet.EmptyAllowed)
return false;
indices.Add(currentIndex);
}
return (numUsedChars == commandString.Length);
}
const char kSwitchID1 = '-';
const char kSwitchID2 = '/';
const char kSwitchMinus = '-';
const string kStopSwitchParsing = "--";
static bool IsItSwitchChar(char c)
{
return (c == kSwitchID1 || c == kSwitchID2);
}
}
public class CommandForm
{
public string IDString = "";
public bool PostStringMode = false;
public CommandForm(string idString, bool postStringMode)
{
IDString = idString;
PostStringMode = postStringMode;
}
}
class CommandSubCharsSet
{
public string Chars = "";
public bool EmptyAllowed = false;
}
}

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// InBuffer.cs
namespace SevenZip.Buffer
{
public class InBuffer
{
byte[] m_Buffer;
uint m_Pos;
uint m_Limit;
uint m_BufferSize;
System.IO.Stream m_Stream;
bool m_StreamWasExhausted;
ulong m_ProcessedSize;
public InBuffer(uint bufferSize)
{
m_Buffer = new byte[bufferSize];
m_BufferSize = bufferSize;
}
public void Init(System.IO.Stream stream)
{
m_Stream = stream;
m_ProcessedSize = 0;
m_Limit = 0;
m_Pos = 0;
m_StreamWasExhausted = false;
}
public bool ReadBlock()
{
if (m_StreamWasExhausted)
return false;
m_ProcessedSize += m_Pos;
int aNumProcessedBytes = m_Stream.Read(m_Buffer, 0, (int)m_BufferSize);
m_Pos = 0;
m_Limit = (uint)aNumProcessedBytes;
m_StreamWasExhausted = (aNumProcessedBytes == 0);
return (!m_StreamWasExhausted);
}
public void ReleaseStream()
{
// m_Stream.Close();
m_Stream = null;
}
public bool ReadByte(byte b) // check it
{
if (m_Pos >= m_Limit)
if (!ReadBlock())
return false;
b = m_Buffer[m_Pos++];
return true;
}
public byte ReadByte()
{
// return (byte)m_Stream.ReadByte();
if (m_Pos >= m_Limit)
if (!ReadBlock())
return 0xFF;
return m_Buffer[m_Pos++];
}
public ulong GetProcessedSize()
{
return m_ProcessedSize + m_Pos;
}
}
}

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// OutBuffer.cs
namespace SevenZip.Buffer
{
public class OutBuffer
{
byte[] m_Buffer;
uint m_Pos;
uint m_BufferSize;
System.IO.Stream m_Stream;
ulong m_ProcessedSize;
public OutBuffer(uint bufferSize)
{
m_Buffer = new byte[bufferSize];
m_BufferSize = bufferSize;
}
public void SetStream(System.IO.Stream stream) { m_Stream = stream; }
public void FlushStream() { m_Stream.Flush(); }
public void CloseStream() { m_Stream.Close(); }
public void ReleaseStream() { m_Stream = null; }
public void Init()
{
m_ProcessedSize = 0;
m_Pos = 0;
}
public void WriteByte(byte b)
{
m_Buffer[m_Pos++] = b;
if (m_Pos >= m_BufferSize)
FlushData();
}
public void FlushData()
{
if (m_Pos == 0)
return;
m_Stream.Write(m_Buffer, 0, (int)m_Pos);
m_Pos = 0;
}
public ulong GetProcessedSize() { return m_ProcessedSize + m_Pos; }
}
}

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// IMatchFinder.cs
using System;
namespace SevenZip.Compression.LZ
{
interface IInWindowStream
{
void SetStream(System.IO.Stream inStream);
void Init();
void ReleaseStream();
Byte GetIndexByte(Int32 index);
UInt32 GetMatchLen(Int32 index, UInt32 distance, UInt32 limit);
UInt32 GetNumAvailableBytes();
}
interface IMatchFinder : IInWindowStream
{
void Create(UInt32 historySize, UInt32 keepAddBufferBefore,
UInt32 matchMaxLen, UInt32 keepAddBufferAfter);
UInt32 GetMatches(UInt32[] distances);
void Skip(UInt32 num);
}
}

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// LzBinTree.cs
using System;
namespace SevenZip.Compression.LZ
{
public class BinTree : InWindow, IMatchFinder
{
UInt32 _cyclicBufferPos;
UInt32 _cyclicBufferSize = 0;
UInt32 _matchMaxLen;
UInt32[] _son;
UInt32[] _hash;
UInt32 _cutValue = 0xFF;
UInt32 _hashMask;
UInt32 _hashSizeSum = 0;
bool HASH_ARRAY = true;
const UInt32 kHash2Size = 1 << 10;
const UInt32 kHash3Size = 1 << 16;
const UInt32 kBT2HashSize = 1 << 16;
const UInt32 kStartMaxLen = 1;
const UInt32 kHash3Offset = kHash2Size;
const UInt32 kEmptyHashValue = 0;
const UInt32 kMaxValForNormalize = ((UInt32)1 << 31) - 1;
UInt32 kNumHashDirectBytes = 0;
UInt32 kMinMatchCheck = 4;
UInt32 kFixHashSize = kHash2Size + kHash3Size;
public void SetType(int numHashBytes)
{
HASH_ARRAY = (numHashBytes > 2);
if (HASH_ARRAY)
{
kNumHashDirectBytes = 0;
kMinMatchCheck = 4;
kFixHashSize = kHash2Size + kHash3Size;
}
else
{
kNumHashDirectBytes = 2;
kMinMatchCheck = 2 + 1;
kFixHashSize = 0;
}
}
public new void SetStream(System.IO.Stream stream) { base.SetStream(stream); }
public new void ReleaseStream() { base.ReleaseStream(); }
public new void Init()
{
base.Init();
for (UInt32 i = 0; i < _hashSizeSum; i++)
_hash[i] = kEmptyHashValue;
_cyclicBufferPos = 0;
ReduceOffsets(-1);
}
public new void MovePos()
{
if (++_cyclicBufferPos >= _cyclicBufferSize)
_cyclicBufferPos = 0;
base.MovePos();
if (_pos == kMaxValForNormalize)
Normalize();
}
public new Byte GetIndexByte(Int32 index) { return base.GetIndexByte(index); }
public new UInt32 GetMatchLen(Int32 index, UInt32 distance, UInt32 limit)
{ return base.GetMatchLen(index, distance, limit); }
public new UInt32 GetNumAvailableBytes() { return base.GetNumAvailableBytes(); }
public void Create(UInt32 historySize, UInt32 keepAddBufferBefore,
UInt32 matchMaxLen, UInt32 keepAddBufferAfter)
{
if (historySize > kMaxValForNormalize - 256)
throw new Exception();
_cutValue = 16 + (matchMaxLen >> 1);
UInt32 windowReservSize = (historySize + keepAddBufferBefore +
matchMaxLen + keepAddBufferAfter) / 2 + 256;
base.Create(historySize + keepAddBufferBefore, matchMaxLen + keepAddBufferAfter, windowReservSize);
_matchMaxLen = matchMaxLen;
UInt32 cyclicBufferSize = historySize + 1;
if (_cyclicBufferSize != cyclicBufferSize)
_son = new UInt32[(_cyclicBufferSize = cyclicBufferSize) * 2];
UInt32 hs = kBT2HashSize;
if (HASH_ARRAY)
{
hs = historySize - 1;
hs |= (hs >> 1);
hs |= (hs >> 2);
hs |= (hs >> 4);
hs |= (hs >> 8);
hs >>= 1;
hs |= 0xFFFF;
if (hs > (1 << 24))
hs >>= 1;
_hashMask = hs;
hs++;
hs += kFixHashSize;
}
if (hs != _hashSizeSum)
_hash = new UInt32[_hashSizeSum = hs];
}
public UInt32 GetMatches(UInt32[] distances)
{
UInt32 lenLimit;
if (_pos + _matchMaxLen <= _streamPos)
lenLimit = _matchMaxLen;
else
{
lenLimit = _streamPos - _pos;
if (lenLimit < kMinMatchCheck)
{
MovePos();
return 0;
}
}
UInt32 offset = 0;
UInt32 matchMinPos = (_pos > _cyclicBufferSize) ? (_pos - _cyclicBufferSize) : 0;
UInt32 cur = _bufferOffset + _pos;
UInt32 maxLen = kStartMaxLen; // to avoid items for len < hashSize;
UInt32 hashValue, hash2Value = 0, hash3Value = 0;
if (HASH_ARRAY)
{
UInt32 temp = CRC.Table[_bufferBase[cur]] ^ _bufferBase[cur + 1];
hash2Value = temp & (kHash2Size - 1);
temp ^= ((UInt32)(_bufferBase[cur + 2]) << 8);
hash3Value = temp & (kHash3Size - 1);
hashValue = (temp ^ (CRC.Table[_bufferBase[cur + 3]] << 5)) & _hashMask;
}
else
hashValue = _bufferBase[cur] ^ ((UInt32)(_bufferBase[cur + 1]) << 8);
UInt32 curMatch = _hash[kFixHashSize + hashValue];
if (HASH_ARRAY)
{
UInt32 curMatch2 = _hash[hash2Value];
UInt32 curMatch3 = _hash[kHash3Offset + hash3Value];
_hash[hash2Value] = _pos;
_hash[kHash3Offset + hash3Value] = _pos;
if (curMatch2 > matchMinPos)
if (_bufferBase[_bufferOffset + curMatch2] == _bufferBase[cur])
{
distances[offset++] = maxLen = 2;
distances[offset++] = _pos - curMatch2 - 1;
}
if (curMatch3 > matchMinPos)
if (_bufferBase[_bufferOffset + curMatch3] == _bufferBase[cur])
{
if (curMatch3 == curMatch2)
offset -= 2;
distances[offset++] = maxLen = 3;
distances[offset++] = _pos - curMatch3 - 1;
curMatch2 = curMatch3;
}
if (offset != 0 && curMatch2 == curMatch)
{
offset -= 2;
maxLen = kStartMaxLen;
}
}
_hash[kFixHashSize + hashValue] = _pos;
UInt32 ptr0 = (_cyclicBufferPos << 1) + 1;
UInt32 ptr1 = (_cyclicBufferPos << 1);
UInt32 len0, len1;
len0 = len1 = kNumHashDirectBytes;
if (kNumHashDirectBytes != 0)
{
if (curMatch > matchMinPos)
{
if (_bufferBase[_bufferOffset + curMatch + kNumHashDirectBytes] !=
_bufferBase[cur + kNumHashDirectBytes])
{
distances[offset++] = maxLen = kNumHashDirectBytes;
distances[offset++] = _pos - curMatch - 1;
}
}
}
UInt32 count = _cutValue;
while(true)
{
if(curMatch <= matchMinPos || count-- == 0)
{
_son[ptr0] = _son[ptr1] = kEmptyHashValue;
break;
}
UInt32 delta = _pos - curMatch;
UInt32 cyclicPos = ((delta <= _cyclicBufferPos) ?
(_cyclicBufferPos - delta) :
(_cyclicBufferPos - delta + _cyclicBufferSize)) << 1;
UInt32 pby1 = _bufferOffset + curMatch;
UInt32 len = Math.Min(len0, len1);
if (_bufferBase[pby1 + len] == _bufferBase[cur + len])
{
while(++len != lenLimit)
if (_bufferBase[pby1 + len] != _bufferBase[cur + len])
break;
if (maxLen < len)
{
distances[offset++] = maxLen = len;
distances[offset++] = delta - 1;
if (len == lenLimit)
{
_son[ptr1] = _son[cyclicPos];
_son[ptr0] = _son[cyclicPos + 1];
break;
}
}
}
if (_bufferBase[pby1 + len] < _bufferBase[cur + len])
{
_son[ptr1] = curMatch;
ptr1 = cyclicPos + 1;
curMatch = _son[ptr1];
len1 = len;
}
else
{
_son[ptr0] = curMatch;
ptr0 = cyclicPos;
curMatch = _son[ptr0];
len0 = len;
}
}
MovePos();
return offset;
}
public void Skip(UInt32 num)
{
do
{
UInt32 lenLimit;
if (_pos + _matchMaxLen <= _streamPos)
lenLimit = _matchMaxLen;
else
{
lenLimit = _streamPos - _pos;
if (lenLimit < kMinMatchCheck)
{
MovePos();
continue;
}
}
UInt32 matchMinPos = (_pos > _cyclicBufferSize) ? (_pos - _cyclicBufferSize) : 0;
UInt32 cur = _bufferOffset + _pos;
UInt32 hashValue;
if (HASH_ARRAY)
{
UInt32 temp = CRC.Table[_bufferBase[cur]] ^ _bufferBase[cur + 1];
UInt32 hash2Value = temp & (kHash2Size - 1);
_hash[hash2Value] = _pos;
temp ^= ((UInt32)(_bufferBase[cur + 2]) << 8);
UInt32 hash3Value = temp & (kHash3Size - 1);
_hash[kHash3Offset + hash3Value] = _pos;
hashValue = (temp ^ (CRC.Table[_bufferBase[cur + 3]] << 5)) & _hashMask;
}
else
hashValue = _bufferBase[cur] ^ ((UInt32)(_bufferBase[cur + 1]) << 8);
UInt32 curMatch = _hash[kFixHashSize + hashValue];
_hash[kFixHashSize + hashValue] = _pos;
UInt32 ptr0 = (_cyclicBufferPos << 1) + 1;
UInt32 ptr1 = (_cyclicBufferPos << 1);
UInt32 len0, len1;
len0 = len1 = kNumHashDirectBytes;
UInt32 count = _cutValue;
while (true)
{
if (curMatch <= matchMinPos || count-- == 0)
{
_son[ptr0] = _son[ptr1] = kEmptyHashValue;
break;
}
UInt32 delta = _pos - curMatch;
UInt32 cyclicPos = ((delta <= _cyclicBufferPos) ?
(_cyclicBufferPos - delta) :
(_cyclicBufferPos - delta + _cyclicBufferSize)) << 1;
UInt32 pby1 = _bufferOffset + curMatch;
UInt32 len = Math.Min(len0, len1);
if (_bufferBase[pby1 + len] == _bufferBase[cur + len])
{
while (++len != lenLimit)
if (_bufferBase[pby1 + len] != _bufferBase[cur + len])
break;
if (len == lenLimit)
{
_son[ptr1] = _son[cyclicPos];
_son[ptr0] = _son[cyclicPos + 1];
break;
}
}
if (_bufferBase[pby1 + len] < _bufferBase[cur + len])
{
_son[ptr1] = curMatch;
ptr1 = cyclicPos + 1;
curMatch = _son[ptr1];
len1 = len;
}
else
{
_son[ptr0] = curMatch;
ptr0 = cyclicPos;
curMatch = _son[ptr0];
len0 = len;
}
}
MovePos();
}
while (--num != 0);
}
void NormalizeLinks(UInt32[] items, UInt32 numItems, UInt32 subValue)
{
for (UInt32 i = 0; i < numItems; i++)
{
UInt32 value = items[i];
if (value <= subValue)
value = kEmptyHashValue;
else
value -= subValue;
items[i] = value;
}
}
void Normalize()
{
UInt32 subValue = _pos - _cyclicBufferSize;
NormalizeLinks(_son, _cyclicBufferSize * 2, subValue);
NormalizeLinks(_hash, _hashSizeSum, subValue);
ReduceOffsets((Int32)subValue);
}
public void SetCutValue(UInt32 cutValue) { _cutValue = cutValue; }
}
}

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// LzInWindow.cs
using System;
namespace SevenZip.Compression.LZ
{
public class InWindow
{
public Byte[] _bufferBase = null; // pointer to buffer with data
System.IO.Stream _stream;
UInt32 _posLimit; // offset (from _buffer) of first byte when new block reading must be done
bool _streamEndWasReached; // if (true) then _streamPos shows real end of stream
UInt32 _pointerToLastSafePosition;
public UInt32 _bufferOffset;
public UInt32 _blockSize; // Size of Allocated memory block
public UInt32 _pos; // offset (from _buffer) of curent byte
UInt32 _keepSizeBefore; // how many BYTEs must be kept in buffer before _pos
UInt32 _keepSizeAfter; // how many BYTEs must be kept buffer after _pos
public UInt32 _streamPos; // offset (from _buffer) of first not read byte from Stream
public void MoveBlock()
{
UInt32 offset = (UInt32)(_bufferOffset) + _pos - _keepSizeBefore;
// we need one additional byte, since MovePos moves on 1 byte.
if (offset > 0)
offset--;
UInt32 numBytes = (UInt32)(_bufferOffset) + _streamPos - offset;
// check negative offset ????
for (UInt32 i = 0; i < numBytes; i++)
_bufferBase[i] = _bufferBase[offset + i];
_bufferOffset -= offset;
}
public virtual void ReadBlock()
{
if (_streamEndWasReached)
return;
while (true)
{
int size = (int)((0 - _bufferOffset) + _blockSize - _streamPos);
if (size == 0)
return;
int numReadBytes = _stream.Read(_bufferBase, (int)(_bufferOffset + _streamPos), size);
if (numReadBytes == 0)
{
_posLimit = _streamPos;
UInt32 pointerToPostion = _bufferOffset + _posLimit;
if (pointerToPostion > _pointerToLastSafePosition)
_posLimit = (UInt32)(_pointerToLastSafePosition - _bufferOffset);
_streamEndWasReached = true;
return;
}
_streamPos += (UInt32)numReadBytes;
if (_streamPos >= _pos + _keepSizeAfter)
_posLimit = _streamPos - _keepSizeAfter;
}
}
void Free() { _bufferBase = null; }
public void Create(UInt32 keepSizeBefore, UInt32 keepSizeAfter, UInt32 keepSizeReserv)
{
_keepSizeBefore = keepSizeBefore;
_keepSizeAfter = keepSizeAfter;
UInt32 blockSize = keepSizeBefore + keepSizeAfter + keepSizeReserv;
if (_bufferBase == null || _blockSize != blockSize)
{
Free();
_blockSize = blockSize;
_bufferBase = new Byte[_blockSize];
}
_pointerToLastSafePosition = _blockSize - keepSizeAfter;
}
public void SetStream(System.IO.Stream stream) { _stream = stream; }
public void ReleaseStream() { _stream = null; }
public void Init()
{
_bufferOffset = 0;
_pos = 0;
_streamPos = 0;
_streamEndWasReached = false;
ReadBlock();
}
public void MovePos()
{
_pos++;
if (_pos > _posLimit)
{
UInt32 pointerToPostion = _bufferOffset + _pos;
if (pointerToPostion > _pointerToLastSafePosition)
MoveBlock();
ReadBlock();
}
}
public Byte GetIndexByte(Int32 index) { return _bufferBase[_bufferOffset + _pos + index]; }
// index + limit have not to exceed _keepSizeAfter;
public UInt32 GetMatchLen(Int32 index, UInt32 distance, UInt32 limit)
{
if (_streamEndWasReached)
if ((_pos + index) + limit > _streamPos)
limit = _streamPos - (UInt32)(_pos + index);
distance++;
// Byte *pby = _buffer + (size_t)_pos + index;
UInt32 pby = _bufferOffset + _pos + (UInt32)index;
UInt32 i;
for (i = 0; i < limit && _bufferBase[pby + i] == _bufferBase[pby + i - distance]; i++);
return i;
}
public UInt32 GetNumAvailableBytes() { return _streamPos - _pos; }
public void ReduceOffsets(Int32 subValue)
{
_bufferOffset += (UInt32)subValue;
_posLimit -= (UInt32)subValue;
_pos -= (UInt32)subValue;
_streamPos -= (UInt32)subValue;
}
}
}

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// LzOutWindow.cs
namespace SevenZip.Compression.LZ
{
public class OutWindow
{
byte[] _buffer = null;
uint _pos;
uint _windowSize = 0;
uint _streamPos;
System.IO.Stream _stream;
public uint TrainSize = 0;
public void Create(uint windowSize)
{
if (_windowSize != windowSize)
{
// System.GC.Collect();
_buffer = new byte[windowSize];
}
_windowSize = windowSize;
_pos = 0;
_streamPos = 0;
}
public void Init(System.IO.Stream stream, bool solid)
{
ReleaseStream();
_stream = stream;
if (!solid)
{
_streamPos = 0;
_pos = 0;
TrainSize = 0;
}
}
public bool Train(System.IO.Stream stream)
{
long len = stream.Length;
uint size = (len < _windowSize) ? (uint)len : _windowSize;
TrainSize = size;
stream.Position = len - size;
_streamPos = _pos = 0;
while (size > 0)
{
uint curSize = _windowSize - _pos;
if (size < curSize)
curSize = size;
int numReadBytes = stream.Read(_buffer, (int)_pos, (int)curSize);
if (numReadBytes == 0)
return false;
size -= (uint)numReadBytes;
_pos += (uint)numReadBytes;
_streamPos += (uint)numReadBytes;
if (_pos == _windowSize)
_streamPos = _pos = 0;
}
return true;
}
public void ReleaseStream()
{
Flush();
_stream = null;
}
public void Flush()
{
uint size = _pos - _streamPos;
if (size == 0)
return;
_stream.Write(_buffer, (int)_streamPos, (int)size);
if (_pos >= _windowSize)
_pos = 0;
_streamPos = _pos;
}
public void CopyBlock(uint distance, uint len)
{
uint pos = _pos - distance - 1;
if (pos >= _windowSize)
pos += _windowSize;
for (; len > 0; len--)
{
if (pos >= _windowSize)
pos = 0;
_buffer[_pos++] = _buffer[pos++];
if (_pos >= _windowSize)
Flush();
}
}
public void PutByte(byte b)
{
_buffer[_pos++] = b;
if (_pos >= _windowSize)
Flush();
}
public byte GetByte(uint distance)
{
uint pos = _pos - distance - 1;
if (pos >= _windowSize)
pos += _windowSize;
return _buffer[pos];
}
}
}

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// LzmaBase.cs
namespace SevenZip.Compression.LZMA
{
internal abstract class Base
{
public const uint kNumRepDistances = 4;
public const uint kNumStates = 12;
// static byte []kLiteralNextStates = {0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 4, 5};
// static byte []kMatchNextStates = {7, 7, 7, 7, 7, 7, 7, 10, 10, 10, 10, 10};
// static byte []kRepNextStates = {8, 8, 8, 8, 8, 8, 8, 11, 11, 11, 11, 11};
// static byte []kShortRepNextStates = {9, 9, 9, 9, 9, 9, 9, 11, 11, 11, 11, 11};
public struct State
{
public uint Index;
public void Init() { Index = 0; }
public void UpdateChar()
{
if (Index < 4) Index = 0;
else if (Index < 10) Index -= 3;
else Index -= 6;
}
public void UpdateMatch() { Index = (uint)(Index < 7 ? 7 : 10); }
public void UpdateRep() { Index = (uint)(Index < 7 ? 8 : 11); }
public void UpdateShortRep() { Index = (uint)(Index < 7 ? 9 : 11); }
public bool IsCharState() { return Index < 7; }
}
public const int kNumPosSlotBits = 6;
public const int kDicLogSizeMin = 0;
// public const int kDicLogSizeMax = 30;
// public const uint kDistTableSizeMax = kDicLogSizeMax * 2;
public const int kNumLenToPosStatesBits = 2; // it's for speed optimization
public const uint kNumLenToPosStates = 1 << kNumLenToPosStatesBits;
public const uint kMatchMinLen = 2;
public static uint GetLenToPosState(uint len)
{
len -= kMatchMinLen;
if (len < kNumLenToPosStates)
return len;
return (uint)(kNumLenToPosStates - 1);
}
public const int kNumAlignBits = 4;
public const uint kAlignTableSize = 1 << kNumAlignBits;
public const uint kAlignMask = (kAlignTableSize - 1);
public const uint kStartPosModelIndex = 4;
public const uint kEndPosModelIndex = 14;
public const uint kNumPosModels = kEndPosModelIndex - kStartPosModelIndex;
public const uint kNumFullDistances = 1 << ((int)kEndPosModelIndex / 2);
public const uint kNumLitPosStatesBitsEncodingMax = 4;
public const uint kNumLitContextBitsMax = 8;
public const int kNumPosStatesBitsMax = 4;
public const uint kNumPosStatesMax = (1 << kNumPosStatesBitsMax);
public const int kNumPosStatesBitsEncodingMax = 4;
public const uint kNumPosStatesEncodingMax = (1 << kNumPosStatesBitsEncodingMax);
public const int kNumLowLenBits = 3;
public const int kNumMidLenBits = 3;
public const int kNumHighLenBits = 8;
public const uint kNumLowLenSymbols = 1 << kNumLowLenBits;
public const uint kNumMidLenSymbols = 1 << kNumMidLenBits;
public const uint kNumLenSymbols = kNumLowLenSymbols + kNumMidLenSymbols +
(1 << kNumHighLenBits);
public const uint kMatchMaxLen = kMatchMinLen + kNumLenSymbols - 1;
}
}

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// LzmaDecoder.cs
using System;
namespace SevenZip.Compression.LZMA
{
using RangeCoder;
public class Decoder : ICoder, ISetDecoderProperties // ,System.IO.Stream
{
class LenDecoder
{
BitDecoder m_Choice = new BitDecoder();
BitDecoder m_Choice2 = new BitDecoder();
BitTreeDecoder[] m_LowCoder = new BitTreeDecoder[Base.kNumPosStatesMax];
BitTreeDecoder[] m_MidCoder = new BitTreeDecoder[Base.kNumPosStatesMax];
BitTreeDecoder m_HighCoder = new BitTreeDecoder(Base.kNumHighLenBits);
uint m_NumPosStates = 0;
public void Create(uint numPosStates)
{
for (uint posState = m_NumPosStates; posState < numPosStates; posState++)
{
m_LowCoder[posState] = new BitTreeDecoder(Base.kNumLowLenBits);
m_MidCoder[posState] = new BitTreeDecoder(Base.kNumMidLenBits);
}
m_NumPosStates = numPosStates;
}
public void Init()
{
m_Choice.Init();
for (uint posState = 0; posState < m_NumPosStates; posState++)
{
m_LowCoder[posState].Init();
m_MidCoder[posState].Init();
}
m_Choice2.Init();
m_HighCoder.Init();
}
public uint Decode(RangeCoder.Decoder rangeDecoder, uint posState)
{
if (m_Choice.Decode(rangeDecoder) == 0)
return m_LowCoder[posState].Decode(rangeDecoder);
else
{
uint symbol = Base.kNumLowLenSymbols;
if (m_Choice2.Decode(rangeDecoder) == 0)
symbol += m_MidCoder[posState].Decode(rangeDecoder);
else
{
symbol += Base.kNumMidLenSymbols;
symbol += m_HighCoder.Decode(rangeDecoder);
}
return symbol;
}
}
}
class LiteralDecoder
{
struct Decoder2
{
BitDecoder[] m_Decoders;
public void Create() { m_Decoders = new BitDecoder[0x300]; }
public void Init() { for (int i = 0; i < 0x300; i++) m_Decoders[i].Init(); }
public byte DecodeNormal(RangeCoder.Decoder rangeDecoder)
{
uint symbol = 1;
do
symbol = (symbol << 1) | m_Decoders[symbol].Decode(rangeDecoder);
while (symbol < 0x100);
return (byte)symbol;
}
public byte DecodeWithMatchByte(RangeCoder.Decoder rangeDecoder, byte matchByte)
{
uint symbol = 1;
do
{
uint matchBit = (uint)(matchByte >> 7) & 1;
matchByte <<= 1;
uint bit = m_Decoders[((1 + matchBit) << 8) + symbol].Decode(rangeDecoder);
symbol = (symbol << 1) | bit;
if (matchBit != bit)
{
while (symbol < 0x100)
symbol = (symbol << 1) | m_Decoders[symbol].Decode(rangeDecoder);
break;
}
}
while (symbol < 0x100);
return (byte)symbol;
}
}
Decoder2[] m_Coders;
int m_NumPrevBits;
int m_NumPosBits;
uint m_PosMask;
public void Create(int numPosBits, int numPrevBits)
{
if (m_Coders != null && m_NumPrevBits == numPrevBits &&
m_NumPosBits == numPosBits)
return;
m_NumPosBits = numPosBits;
m_PosMask = ((uint)1 << numPosBits) - 1;
m_NumPrevBits = numPrevBits;
uint numStates = (uint)1 << (m_NumPrevBits + m_NumPosBits);
m_Coders = new Decoder2[numStates];
for (uint i = 0; i < numStates; i++)
m_Coders[i].Create();
}
public void Init()
{
uint numStates = (uint)1 << (m_NumPrevBits + m_NumPosBits);
for (uint i = 0; i < numStates; i++)
m_Coders[i].Init();
}
uint GetState(uint pos, byte prevByte)
{ return ((pos & m_PosMask) << m_NumPrevBits) + (uint)(prevByte >> (8 - m_NumPrevBits)); }
public byte DecodeNormal(RangeCoder.Decoder rangeDecoder, uint pos, byte prevByte)
{ return m_Coders[GetState(pos, prevByte)].DecodeNormal(rangeDecoder); }
public byte DecodeWithMatchByte(RangeCoder.Decoder rangeDecoder, uint pos, byte prevByte, byte matchByte)
{ return m_Coders[GetState(pos, prevByte)].DecodeWithMatchByte(rangeDecoder, matchByte); }
};
LZ.OutWindow m_OutWindow = new LZ.OutWindow();
RangeCoder.Decoder m_RangeDecoder = new RangeCoder.Decoder();
BitDecoder[] m_IsMatchDecoders = new BitDecoder[Base.kNumStates << Base.kNumPosStatesBitsMax];
BitDecoder[] m_IsRepDecoders = new BitDecoder[Base.kNumStates];
BitDecoder[] m_IsRepG0Decoders = new BitDecoder[Base.kNumStates];
BitDecoder[] m_IsRepG1Decoders = new BitDecoder[Base.kNumStates];
BitDecoder[] m_IsRepG2Decoders = new BitDecoder[Base.kNumStates];
BitDecoder[] m_IsRep0LongDecoders = new BitDecoder[Base.kNumStates << Base.kNumPosStatesBitsMax];
BitTreeDecoder[] m_PosSlotDecoder = new BitTreeDecoder[Base.kNumLenToPosStates];
BitDecoder[] m_PosDecoders = new BitDecoder[Base.kNumFullDistances - Base.kEndPosModelIndex];
BitTreeDecoder m_PosAlignDecoder = new BitTreeDecoder(Base.kNumAlignBits);
LenDecoder m_LenDecoder = new LenDecoder();
LenDecoder m_RepLenDecoder = new LenDecoder();
LiteralDecoder m_LiteralDecoder = new LiteralDecoder();
uint m_DictionarySize;
uint m_DictionarySizeCheck;
uint m_PosStateMask;
public Decoder()
{
m_DictionarySize = 0xFFFFFFFF;
for (int i = 0; i < Base.kNumLenToPosStates; i++)
m_PosSlotDecoder[i] = new BitTreeDecoder(Base.kNumPosSlotBits);
}
void SetDictionarySize(uint dictionarySize)
{
if (m_DictionarySize != dictionarySize)
{
m_DictionarySize = dictionarySize;
m_DictionarySizeCheck = Math.Max(m_DictionarySize, 1);
uint blockSize = Math.Max(m_DictionarySizeCheck, (1 << 12));
m_OutWindow.Create(blockSize);
}
}
void SetLiteralProperties(int lp, int lc)
{
if (lp > 8)
throw new InvalidParamException();
if (lc > 8)
throw new InvalidParamException();
m_LiteralDecoder.Create(lp, lc);
}
void SetPosBitsProperties(int pb)
{
if (pb > Base.kNumPosStatesBitsMax)
throw new InvalidParamException();
uint numPosStates = (uint)1 << pb;
m_LenDecoder.Create(numPosStates);
m_RepLenDecoder.Create(numPosStates);
m_PosStateMask = numPosStates - 1;
}
bool _solid = false;
void Init(System.IO.Stream inStream, System.IO.Stream outStream)
{
m_RangeDecoder.Init(inStream);
m_OutWindow.Init(outStream, _solid);
uint i;
for (i = 0; i < Base.kNumStates; i++)
{
for (uint j = 0; j <= m_PosStateMask; j++)
{
uint index = (i << Base.kNumPosStatesBitsMax) + j;
m_IsMatchDecoders[index].Init();
m_IsRep0LongDecoders[index].Init();
}
m_IsRepDecoders[i].Init();
m_IsRepG0Decoders[i].Init();
m_IsRepG1Decoders[i].Init();
m_IsRepG2Decoders[i].Init();
}
m_LiteralDecoder.Init();
for (i = 0; i < Base.kNumLenToPosStates; i++)
m_PosSlotDecoder[i].Init();
// m_PosSpecDecoder.Init();
for (i = 0; i < Base.kNumFullDistances - Base.kEndPosModelIndex; i++)
m_PosDecoders[i].Init();
m_LenDecoder.Init();
m_RepLenDecoder.Init();
m_PosAlignDecoder.Init();
}
public void Code(System.IO.Stream inStream, System.IO.Stream outStream,
Int64 inSize, Int64 outSize, ICodeProgress progress)
{
Init(inStream, outStream);
Base.State state = new Base.State();
state.Init();
uint rep0 = 0, rep1 = 0, rep2 = 0, rep3 = 0;
UInt64 nowPos64 = 0;
UInt64 outSize64 = (UInt64)outSize;
if (nowPos64 < outSize64)
{
if (m_IsMatchDecoders[state.Index << Base.kNumPosStatesBitsMax].Decode(m_RangeDecoder) != 0)
throw new DataErrorException();
state.UpdateChar();
byte b = m_LiteralDecoder.DecodeNormal(m_RangeDecoder, 0, 0);
m_OutWindow.PutByte(b);
nowPos64++;
}
while (nowPos64 < outSize64)
{
// UInt64 next = Math.Min(nowPos64 + (1 << 18), outSize64);
// while(nowPos64 < next)
{
uint posState = (uint)nowPos64 & m_PosStateMask;
if (m_IsMatchDecoders[(state.Index << Base.kNumPosStatesBitsMax) + posState].Decode(m_RangeDecoder) == 0)
{
byte b;
byte prevByte = m_OutWindow.GetByte(0);
if (!state.IsCharState())
b = m_LiteralDecoder.DecodeWithMatchByte(m_RangeDecoder,
(uint)nowPos64, prevByte, m_OutWindow.GetByte(rep0));
else
b = m_LiteralDecoder.DecodeNormal(m_RangeDecoder, (uint)nowPos64, prevByte);
m_OutWindow.PutByte(b);
state.UpdateChar();
nowPos64++;
}
else
{
uint len;
if (m_IsRepDecoders[state.Index].Decode(m_RangeDecoder) == 1)
{
if (m_IsRepG0Decoders[state.Index].Decode(m_RangeDecoder) == 0)
{
if (m_IsRep0LongDecoders[(state.Index << Base.kNumPosStatesBitsMax) + posState].Decode(m_RangeDecoder) == 0)
{
state.UpdateShortRep();
m_OutWindow.PutByte(m_OutWindow.GetByte(rep0));
nowPos64++;
continue;
}
}
else
{
UInt32 distance;
if (m_IsRepG1Decoders[state.Index].Decode(m_RangeDecoder) == 0)
{
distance = rep1;
}
else
{
if (m_IsRepG2Decoders[state.Index].Decode(m_RangeDecoder) == 0)
distance = rep2;
else
{
distance = rep3;
rep3 = rep2;
}
rep2 = rep1;
}
rep1 = rep0;
rep0 = distance;
}
len = m_RepLenDecoder.Decode(m_RangeDecoder, posState) + Base.kMatchMinLen;
state.UpdateRep();
}
else
{
rep3 = rep2;
rep2 = rep1;
rep1 = rep0;
len = Base.kMatchMinLen + m_LenDecoder.Decode(m_RangeDecoder, posState);
state.UpdateMatch();
uint posSlot = m_PosSlotDecoder[Base.GetLenToPosState(len)].Decode(m_RangeDecoder);
if (posSlot >= Base.kStartPosModelIndex)
{
int numDirectBits = (int)((posSlot >> 1) - 1);
rep0 = ((2 | (posSlot & 1)) << numDirectBits);
if (posSlot < Base.kEndPosModelIndex)
rep0 += BitTreeDecoder.ReverseDecode(m_PosDecoders,
rep0 - posSlot - 1, m_RangeDecoder, numDirectBits);
else
{
rep0 += (m_RangeDecoder.DecodeDirectBits(
numDirectBits - Base.kNumAlignBits) << Base.kNumAlignBits);
rep0 += m_PosAlignDecoder.ReverseDecode(m_RangeDecoder);
}
}
else
rep0 = posSlot;
}
if (rep0 >= m_OutWindow.TrainSize + nowPos64 || rep0 >= m_DictionarySizeCheck)
{
if (rep0 == 0xFFFFFFFF)
break;
throw new DataErrorException();
}
m_OutWindow.CopyBlock(rep0, len);
nowPos64 += len;
}
}
}
m_OutWindow.Flush();
m_OutWindow.ReleaseStream();
m_RangeDecoder.ReleaseStream();
}
public void SetDecoderProperties(byte[] properties)
{
if (properties.Length < 5)
throw new InvalidParamException();
int lc = properties[0] % 9;
int remainder = properties[0] / 9;
int lp = remainder % 5;
int pb = remainder / 5;
if (pb > Base.kNumPosStatesBitsMax)
throw new InvalidParamException();
UInt32 dictionarySize = 0;
for (int i = 0; i < 4; i++)
dictionarySize += ((UInt32)(properties[1 + i])) << (i * 8);
SetDictionarySize(dictionarySize);
SetLiteralProperties(lp, lc);
SetPosBitsProperties(pb);
}
public bool Train(System.IO.Stream stream)
{
_solid = true;
return m_OutWindow.Train(stream);
}
/*
public override bool CanRead { get { return true; }}
public override bool CanWrite { get { return true; }}
public override bool CanSeek { get { return true; }}
public override long Length { get { return 0; }}
public override long Position
{
get { return 0; }
set { }
}
public override void Flush() { }
public override int Read(byte[] buffer, int offset, int count)
{
return 0;
}
public override void Write(byte[] buffer, int offset, int count)
{
}
public override long Seek(long offset, System.IO.SeekOrigin origin)
{
return 0;
}
public override void SetLength(long value) {}
*/
}
}

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using System;
namespace SevenZip.Compression.RangeCoder
{
class Encoder
{
public const uint kTopValue = (1 << 24);
System.IO.Stream Stream;
public UInt64 Low;
public uint Range;
uint _cacheSize;
byte _cache;
long StartPosition;
public void SetStream(System.IO.Stream stream)
{
Stream = stream;
}
public void ReleaseStream()
{
Stream = null;
}
public void Init()
{
StartPosition = Stream.Position;
Low = 0;
Range = 0xFFFFFFFF;
_cacheSize = 1;
_cache = 0;
}
public void FlushData()
{
for (int i = 0; i < 5; i++)
ShiftLow();
}
public void FlushStream()
{
Stream.Flush();
}
public void CloseStream()
{
Stream.Close();
}
public void Encode(uint start, uint size, uint total)
{
Low += start * (Range /= total);
Range *= size;
while (Range < kTopValue)
{
Range <<= 8;
ShiftLow();
}
}
public void ShiftLow()
{
if ((uint)Low < (uint)0xFF000000 || (uint)(Low >> 32) == 1)
{
byte temp = _cache;
do
{
Stream.WriteByte((byte)(temp + (Low >> 32)));
temp = 0xFF;
}
while (--_cacheSize != 0);
_cache = (byte)(((uint)Low) >> 24);
}
_cacheSize++;
Low = ((uint)Low) << 8;
}
public void EncodeDirectBits(uint v, int numTotalBits)
{
for (int i = numTotalBits - 1; i >= 0; i--)
{
Range >>= 1;
if (((v >> i) & 1) == 1)
Low += Range;
if (Range < kTopValue)
{
Range <<= 8;
ShiftLow();
}
}
}
public void EncodeBit(uint size0, int numTotalBits, uint symbol)
{
uint newBound = (Range >> numTotalBits) * size0;
if (symbol == 0)
Range = newBound;
else
{
Low += newBound;
Range -= newBound;
}
while (Range < kTopValue)
{
Range <<= 8;
ShiftLow();
}
}
public long GetProcessedSizeAdd()
{
return _cacheSize +
Stream.Position - StartPosition + 4;
// (long)Stream.GetProcessedSize();
}
}
class Decoder
{
public const uint kTopValue = (1 << 24);
public uint Range;
public uint Code;
// public Buffer.InBuffer Stream = new Buffer.InBuffer(1 << 16);
public System.IO.Stream Stream;
public void Init(System.IO.Stream stream)
{
// Stream.Init(stream);
Stream = stream;
Code = 0;
Range = 0xFFFFFFFF;
for (int i = 0; i < 5; i++)
Code = (Code << 8) | (byte)Stream.ReadByte();
}
public void ReleaseStream()
{
// Stream.ReleaseStream();
Stream = null;
}
public void CloseStream()
{
Stream.Close();
}
public void Normalize()
{
while (Range < kTopValue)
{
Code = (Code << 8) | (byte)Stream.ReadByte();
Range <<= 8;
}
}
public void Normalize2()
{
if (Range < kTopValue)
{
Code = (Code << 8) | (byte)Stream.ReadByte();
Range <<= 8;
}
}
public uint GetThreshold(uint total)
{
return Code / (Range /= total);
}
public void Decode(uint start, uint size, uint total)
{
Code -= start * Range;
Range *= size;
Normalize();
}
public uint DecodeDirectBits(int numTotalBits)
{
uint range = Range;
uint code = Code;
uint result = 0;
for (int i = numTotalBits; i > 0; i--)
{
range >>= 1;
/*
result <<= 1;
if (code >= range)
{
code -= range;
result |= 1;
}
*/
uint t = (code - range) >> 31;
code -= range & (t - 1);
result = (result << 1) | (1 - t);
if (range < kTopValue)
{
code = (code << 8) | (byte)Stream.ReadByte();
range <<= 8;
}
}
Range = range;
Code = code;
return result;
}
public uint DecodeBit(uint size0, int numTotalBits)
{
uint newBound = (Range >> numTotalBits) * size0;
uint symbol;
if (Code < newBound)
{
symbol = 0;
Range = newBound;
}
else
{
symbol = 1;
Code -= newBound;
Range -= newBound;
}
Normalize();
return symbol;
}
// ulong GetProcessedSize() {return Stream.GetProcessedSize(); }
}
}

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using System;
namespace SevenZip.Compression.RangeCoder
{
struct BitEncoder
{
public const int kNumBitModelTotalBits = 11;
public const uint kBitModelTotal = (1 << kNumBitModelTotalBits);
const int kNumMoveBits = 5;
const int kNumMoveReducingBits = 2;
public const int kNumBitPriceShiftBits = 6;
uint Prob;
public void Init() { Prob = kBitModelTotal >> 1; }
public void UpdateModel(uint symbol)
{
if (symbol == 0)
Prob += (kBitModelTotal - Prob) >> kNumMoveBits;
else
Prob -= (Prob) >> kNumMoveBits;
}
public void Encode(Encoder encoder, uint symbol)
{
// encoder.EncodeBit(Prob, kNumBitModelTotalBits, symbol);
// UpdateModel(symbol);
uint newBound = (encoder.Range >> kNumBitModelTotalBits) * Prob;
if (symbol == 0)
{
encoder.Range = newBound;
Prob += (kBitModelTotal - Prob) >> kNumMoveBits;
}
else
{
encoder.Low += newBound;
encoder.Range -= newBound;
Prob -= (Prob) >> kNumMoveBits;
}
if (encoder.Range < Encoder.kTopValue)
{
encoder.Range <<= 8;
encoder.ShiftLow();
}
}
private static UInt32[] ProbPrices = new UInt32[kBitModelTotal >> kNumMoveReducingBits];
static BitEncoder()
{
const int kNumBits = (kNumBitModelTotalBits - kNumMoveReducingBits);
for (int i = kNumBits - 1; i >= 0; i--)
{
UInt32 start = (UInt32)1 << (kNumBits - i - 1);
UInt32 end = (UInt32)1 << (kNumBits - i);
for (UInt32 j = start; j < end; j++)
ProbPrices[j] = ((UInt32)i << kNumBitPriceShiftBits) +
(((end - j) << kNumBitPriceShiftBits) >> (kNumBits - i - 1));
}
}
public uint GetPrice(uint symbol)
{
return ProbPrices[(((Prob - symbol) ^ ((-(int)symbol))) & (kBitModelTotal - 1)) >> kNumMoveReducingBits];
}
public uint GetPrice0() { return ProbPrices[Prob >> kNumMoveReducingBits]; }
public uint GetPrice1() { return ProbPrices[(kBitModelTotal - Prob) >> kNumMoveReducingBits]; }
}
struct BitDecoder
{
public const int kNumBitModelTotalBits = 11;
public const uint kBitModelTotal = (1 << kNumBitModelTotalBits);
const int kNumMoveBits = 5;
uint Prob;
public void UpdateModel(int numMoveBits, uint symbol)
{
if (symbol == 0)
Prob += (kBitModelTotal - Prob) >> numMoveBits;
else
Prob -= (Prob) >> numMoveBits;
}
public void Init() { Prob = kBitModelTotal >> 1; }
public uint Decode(RangeCoder.Decoder rangeDecoder)
{
uint newBound = (uint)(rangeDecoder.Range >> kNumBitModelTotalBits) * (uint)Prob;
if (rangeDecoder.Code < newBound)
{
rangeDecoder.Range = newBound;
Prob += (kBitModelTotal - Prob) >> kNumMoveBits;
if (rangeDecoder.Range < Decoder.kTopValue)
{
rangeDecoder.Code = (rangeDecoder.Code << 8) | (byte)rangeDecoder.Stream.ReadByte();
rangeDecoder.Range <<= 8;
}
return 0;
}
else
{
rangeDecoder.Range -= newBound;
rangeDecoder.Code -= newBound;
Prob -= (Prob) >> kNumMoveBits;
if (rangeDecoder.Range < Decoder.kTopValue)
{
rangeDecoder.Code = (rangeDecoder.Code << 8) | (byte)rangeDecoder.Stream.ReadByte();
rangeDecoder.Range <<= 8;
}
return 1;
}
}
}
}

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using System;
namespace SevenZip.Compression.RangeCoder
{
struct BitTreeEncoder
{
BitEncoder[] Models;
int NumBitLevels;
public BitTreeEncoder(int numBitLevels)
{
NumBitLevels = numBitLevels;
Models = new BitEncoder[1 << numBitLevels];
}
public void Init()
{
for (uint i = 1; i < (1 << NumBitLevels); i++)
Models[i].Init();
}
public void Encode(Encoder rangeEncoder, UInt32 symbol)
{
UInt32 m = 1;
for (int bitIndex = NumBitLevels; bitIndex > 0; )
{
bitIndex--;
UInt32 bit = (symbol >> bitIndex) & 1;
Models[m].Encode(rangeEncoder, bit);
m = (m << 1) | bit;
}
}
public void ReverseEncode(Encoder rangeEncoder, UInt32 symbol)
{
UInt32 m = 1;
for (UInt32 i = 0; i < NumBitLevels; i++)
{
UInt32 bit = symbol & 1;
Models[m].Encode(rangeEncoder, bit);
m = (m << 1) | bit;
symbol >>= 1;
}
}
public UInt32 GetPrice(UInt32 symbol)
{
UInt32 price = 0;
UInt32 m = 1;
for (int bitIndex = NumBitLevels; bitIndex > 0; )
{
bitIndex--;
UInt32 bit = (symbol >> bitIndex) & 1;
price += Models[m].GetPrice(bit);
m = (m << 1) + bit;
}
return price;
}
public UInt32 ReverseGetPrice(UInt32 symbol)
{
UInt32 price = 0;
UInt32 m = 1;
for (int i = NumBitLevels; i > 0; i--)
{
UInt32 bit = symbol & 1;
symbol >>= 1;
price += Models[m].GetPrice(bit);
m = (m << 1) | bit;
}
return price;
}
public static UInt32 ReverseGetPrice(BitEncoder[] Models, UInt32 startIndex,
int NumBitLevels, UInt32 symbol)
{
UInt32 price = 0;
UInt32 m = 1;
for (int i = NumBitLevels; i > 0; i--)
{
UInt32 bit = symbol & 1;
symbol >>= 1;
price += Models[startIndex + m].GetPrice(bit);
m = (m << 1) | bit;
}
return price;
}
public static void ReverseEncode(BitEncoder[] Models, UInt32 startIndex,
Encoder rangeEncoder, int NumBitLevels, UInt32 symbol)
{
UInt32 m = 1;
for (int i = 0; i < NumBitLevels; i++)
{
UInt32 bit = symbol & 1;
Models[startIndex + m].Encode(rangeEncoder, bit);
m = (m << 1) | bit;
symbol >>= 1;
}
}
}
struct BitTreeDecoder
{
BitDecoder[] Models;
int NumBitLevels;
public BitTreeDecoder(int numBitLevels)
{
NumBitLevels = numBitLevels;
Models = new BitDecoder[1 << numBitLevels];
}
public void Init()
{
for (uint i = 1; i < (1 << NumBitLevels); i++)
Models[i].Init();
}
public uint Decode(RangeCoder.Decoder rangeDecoder)
{
uint m = 1;
for (int bitIndex = NumBitLevels; bitIndex > 0; bitIndex--)
m = (m << 1) + Models[m].Decode(rangeDecoder);
return m - ((uint)1 << NumBitLevels);
}
public uint ReverseDecode(RangeCoder.Decoder rangeDecoder)
{
uint m = 1;
uint symbol = 0;
for (int bitIndex = 0; bitIndex < NumBitLevels; bitIndex++)
{
uint bit = Models[m].Decode(rangeDecoder);
m <<= 1;
m += bit;
symbol |= (bit << bitIndex);
}
return symbol;
}
public static uint ReverseDecode(BitDecoder[] Models, UInt32 startIndex,
RangeCoder.Decoder rangeDecoder, int NumBitLevels)
{
uint m = 1;
uint symbol = 0;
for (int bitIndex = 0; bitIndex < NumBitLevels; bitIndex++)
{
uint bit = Models[startIndex + m].Decode(rangeDecoder);
m <<= 1;
m += bit;
symbol |= (bit << bitIndex);
}
return symbol;
}
}
}

157
Unity Studio/7zip/ICoder.cs Normal file
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// ICoder.h
using System;
namespace SevenZip
{
/// <summary>
/// The exception that is thrown when an error in input stream occurs during decoding.
/// </summary>
class DataErrorException : ApplicationException
{
public DataErrorException(): base("Data Error") { }
}
/// <summary>
/// The exception that is thrown when the value of an argument is outside the allowable range.
/// </summary>
class InvalidParamException : ApplicationException
{
public InvalidParamException(): base("Invalid Parameter") { }
}
public interface ICodeProgress
{
/// <summary>
/// Callback progress.
/// </summary>
/// <param name="inSize">
/// input size. -1 if unknown.
/// </param>
/// <param name="outSize">
/// output size. -1 if unknown.
/// </param>
void SetProgress(Int64 inSize, Int64 outSize);
};
public interface ICoder
{
/// <summary>
/// Codes streams.
/// </summary>
/// <param name="inStream">
/// input Stream.
/// </param>
/// <param name="outStream">
/// output Stream.
/// </param>
/// <param name="inSize">
/// input Size. -1 if unknown.
/// </param>
/// <param name="outSize">
/// output Size. -1 if unknown.
/// </param>
/// <param name="progress">
/// callback progress reference.
/// </param>
/// <exception cref="SevenZip.DataErrorException">
/// if input stream is not valid
/// </exception>
void Code(System.IO.Stream inStream, System.IO.Stream outStream,
Int64 inSize, Int64 outSize, ICodeProgress progress);
};
/*
public interface ICoder2
{
void Code(ISequentialInStream []inStreams,
const UInt64 []inSizes,
ISequentialOutStream []outStreams,
UInt64 []outSizes,
ICodeProgress progress);
};
*/
/// <summary>
/// Provides the fields that represent properties idenitifiers for compressing.
/// </summary>
public enum CoderPropID
{
/// <summary>
/// Specifies default property.
/// </summary>
DefaultProp = 0,
/// <summary>
/// Specifies size of dictionary.
/// </summary>
DictionarySize,
/// <summary>
/// Specifies size of memory for PPM*.
/// </summary>
UsedMemorySize,
/// <summary>
/// Specifies order for PPM methods.
/// </summary>
Order,
/// <summary>
/// Specifies Block Size.
/// </summary>
BlockSize,
/// <summary>
/// Specifies number of postion state bits for LZMA (0 <= x <= 4).
/// </summary>
PosStateBits,
/// <summary>
/// Specifies number of literal context bits for LZMA (0 <= x <= 8).
/// </summary>
LitContextBits,
/// <summary>
/// Specifies number of literal position bits for LZMA (0 <= x <= 4).
/// </summary>
LitPosBits,
/// <summary>
/// Specifies number of fast bytes for LZ*.
/// </summary>
NumFastBytes,
/// <summary>
/// Specifies match finder. LZMA: "BT2", "BT4" or "BT4B".
/// </summary>
MatchFinder,
/// <summary>
/// Specifies the number of match finder cyckes.
/// </summary>
MatchFinderCycles,
/// <summary>
/// Specifies number of passes.
/// </summary>
NumPasses,
/// <summary>
/// Specifies number of algorithm.
/// </summary>
Algorithm,
/// <summary>
/// Specifies the number of threads.
/// </summary>
NumThreads,
/// <summary>
/// Specifies mode with end marker.
/// </summary>
EndMarker
};
public interface ISetCoderProperties
{
void SetCoderProperties(CoderPropID[] propIDs, object[] properties);
};
public interface IWriteCoderProperties
{
void WriteCoderProperties(System.IO.Stream outStream);
}
public interface ISetDecoderProperties
{
void SetDecoderProperties(byte[] properties);
}
}

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using System;
using System.IO;
namespace SevenZip.Compression.LZMA
{
public static class SevenZipHelper
{
static int dictionary = 1 << 23;
// static Int32 posStateBits = 2;
// static Int32 litContextBits = 3; // for normal files
// UInt32 litContextBits = 0; // for 32-bit data
// static Int32 litPosBits = 0;
// UInt32 litPosBits = 2; // for 32-bit data
// static Int32 algorithm = 2;
// static Int32 numFastBytes = 128;
static bool eos = false;
static CoderPropID[] propIDs =
{
CoderPropID.DictionarySize,
CoderPropID.PosStateBits,
CoderPropID.LitContextBits,
CoderPropID.LitPosBits,
CoderPropID.Algorithm,
CoderPropID.NumFastBytes,
CoderPropID.MatchFinder,
CoderPropID.EndMarker
};
// these are the default properties, keeping it simple for now:
static object[] properties =
{
(Int32)(dictionary),
(Int32)(2),
(Int32)(3),
(Int32)(0),
(Int32)(2),
(Int32)(128),
"bt4",
eos
};
public static byte[] Compress(byte[] inputBytes)
{
MemoryStream inStream = new MemoryStream(inputBytes);
MemoryStream outStream = new MemoryStream();
SevenZip.Compression.LZMA.Encoder encoder = new SevenZip.Compression.LZMA.Encoder();
encoder.SetCoderProperties(propIDs, properties);
encoder.WriteCoderProperties(outStream);
long fileSize = inStream.Length;
for (int i = 0; i < 8; i++)
outStream.WriteByte((Byte)(fileSize >> (8 * i)));
encoder.Code(inStream, outStream, -1, -1, null);
return outStream.ToArray();
}
public static byte[] Decompress(byte[] inputBytes)
{
MemoryStream newInStream = new MemoryStream(inputBytes);
SevenZip.Compression.LZMA.Decoder decoder = new SevenZip.Compression.LZMA.Decoder();
newInStream.Seek(0, 0);
MemoryStream newOutStream = new MemoryStream();
byte[] properties2 = new byte[5];
if (newInStream.Read(properties2, 0, 5) != 5)
throw (new Exception("input .lzma is too short"));
long outSize = 0;
for (int i = 0; i < 8; i++)
{
int v = newInStream.ReadByte();
if (v < 0)
throw (new Exception("Can't Read 1"));
outSize |= ((long)(byte)v) << (8 * i);
}
decoder.SetDecoderProperties(properties2);
long compressedSize = newInStream.Length - newInStream.Position;
decoder.Code(newInStream, newOutStream, compressedSize, outSize, null);
byte[] b = newOutStream.ToArray();
return b;
}
public static MemoryStream StreamDecompress(MemoryStream newInStream)
{
SevenZip.Compression.LZMA.Decoder decoder = new SevenZip.Compression.LZMA.Decoder();
newInStream.Seek(0, 0);
MemoryStream newOutStream = new MemoryStream();
byte[] properties2 = new byte[5];
if (newInStream.Read(properties2, 0, 5) != 5)
throw (new Exception("input .lzma is too short"));
long outSize = 0;
for (int i = 0; i < 8; i++)
{
int v = newInStream.ReadByte();
if (v < 0)
throw (new Exception("Can't Read 1"));
outSize |= ((long)(byte)v) << (8 * i);
}
decoder.SetDecoderProperties(properties2);
long compressedSize = newInStream.Length - newInStream.Position;
decoder.Code(newInStream, newOutStream, compressedSize, outSize, null);
newOutStream.Position = 0;
return newOutStream;
}
}
}

188
Unity Studio/AboutBox.Designer.cs generated Normal file
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@ -0,0 +1,188 @@
namespace Unity_Studio
{
partial class AboutBox
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
System.ComponentModel.ComponentResourceManager resources = new System.ComponentModel.ComponentResourceManager(typeof(AboutBox));
this.tableLayoutPanel = new System.Windows.Forms.TableLayoutPanel();
this.logoPictureBox = new System.Windows.Forms.PictureBox();
this.labelProductName = new System.Windows.Forms.Label();
this.labelVersion = new System.Windows.Forms.Label();
this.labelCopyright = new System.Windows.Forms.Label();
this.labelCompanyName = new System.Windows.Forms.Label();
this.textBoxDescription = new System.Windows.Forms.TextBox();
this.okButton = new System.Windows.Forms.Button();
this.tableLayoutPanel.SuspendLayout();
((System.ComponentModel.ISupportInitialize)(this.logoPictureBox)).BeginInit();
this.SuspendLayout();
//
// tableLayoutPanel
//
this.tableLayoutPanel.ColumnCount = 2;
this.tableLayoutPanel.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle(System.Windows.Forms.SizeType.Percent, 51.12107F));
this.tableLayoutPanel.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle(System.Windows.Forms.SizeType.Percent, 48.87893F));
this.tableLayoutPanel.Controls.Add(this.logoPictureBox, 0, 0);
this.tableLayoutPanel.Controls.Add(this.labelProductName, 1, 0);
this.tableLayoutPanel.Controls.Add(this.labelVersion, 1, 1);
this.tableLayoutPanel.Controls.Add(this.labelCopyright, 1, 2);
this.tableLayoutPanel.Controls.Add(this.labelCompanyName, 1, 3);
this.tableLayoutPanel.Controls.Add(this.textBoxDescription, 1, 4);
this.tableLayoutPanel.Controls.Add(this.okButton, 1, 5);
this.tableLayoutPanel.Dock = System.Windows.Forms.DockStyle.Fill;
this.tableLayoutPanel.Location = new System.Drawing.Point(9, 9);
this.tableLayoutPanel.Name = "tableLayoutPanel";
this.tableLayoutPanel.RowCount = 6;
this.tableLayoutPanel.RowStyles.Add(new System.Windows.Forms.RowStyle(System.Windows.Forms.SizeType.Percent, 10F));
this.tableLayoutPanel.RowStyles.Add(new System.Windows.Forms.RowStyle(System.Windows.Forms.SizeType.Percent, 10F));
this.tableLayoutPanel.RowStyles.Add(new System.Windows.Forms.RowStyle(System.Windows.Forms.SizeType.Percent, 10F));
this.tableLayoutPanel.RowStyles.Add(new System.Windows.Forms.RowStyle(System.Windows.Forms.SizeType.Percent, 10F));
this.tableLayoutPanel.RowStyles.Add(new System.Windows.Forms.RowStyle(System.Windows.Forms.SizeType.Percent, 50F));
this.tableLayoutPanel.RowStyles.Add(new System.Windows.Forms.RowStyle(System.Windows.Forms.SizeType.Percent, 10F));
this.tableLayoutPanel.Size = new System.Drawing.Size(446, 264);
this.tableLayoutPanel.TabIndex = 0;
//
// logoPictureBox
//
this.logoPictureBox.Dock = System.Windows.Forms.DockStyle.Fill;
this.logoPictureBox.Image = ((System.Drawing.Image)(resources.GetObject("logoPictureBox.Image")));
this.logoPictureBox.Location = new System.Drawing.Point(3, 3);
this.logoPictureBox.Name = "logoPictureBox";
this.tableLayoutPanel.SetRowSpan(this.logoPictureBox, 6);
this.logoPictureBox.Size = new System.Drawing.Size(221, 258);
this.logoPictureBox.SizeMode = System.Windows.Forms.PictureBoxSizeMode.StretchImage;
this.logoPictureBox.TabIndex = 12;
this.logoPictureBox.TabStop = false;
//
// labelProductName
//
this.labelProductName.Dock = System.Windows.Forms.DockStyle.Fill;
this.labelProductName.Location = new System.Drawing.Point(233, 0);
this.labelProductName.Margin = new System.Windows.Forms.Padding(6, 0, 3, 0);
this.labelProductName.MaximumSize = new System.Drawing.Size(0, 17);
this.labelProductName.Name = "labelProductName";
this.labelProductName.Size = new System.Drawing.Size(210, 17);
this.labelProductName.TabIndex = 19;
this.labelProductName.Text = "Product Name";
this.labelProductName.TextAlign = System.Drawing.ContentAlignment.MiddleLeft;
//
// labelVersion
//
this.labelVersion.Dock = System.Windows.Forms.DockStyle.Fill;
this.labelVersion.Location = new System.Drawing.Point(233, 26);
this.labelVersion.Margin = new System.Windows.Forms.Padding(6, 0, 3, 0);
this.labelVersion.MaximumSize = new System.Drawing.Size(0, 17);
this.labelVersion.Name = "labelVersion";
this.labelVersion.Size = new System.Drawing.Size(210, 17);
this.labelVersion.TabIndex = 0;
this.labelVersion.Text = "Version";
this.labelVersion.TextAlign = System.Drawing.ContentAlignment.MiddleLeft;
//
// labelCopyright
//
this.labelCopyright.Dock = System.Windows.Forms.DockStyle.Fill;
this.labelCopyright.Location = new System.Drawing.Point(233, 52);
this.labelCopyright.Margin = new System.Windows.Forms.Padding(6, 0, 3, 0);
this.labelCopyright.MaximumSize = new System.Drawing.Size(0, 17);
this.labelCopyright.Name = "labelCopyright";
this.labelCopyright.Size = new System.Drawing.Size(210, 17);
this.labelCopyright.TabIndex = 21;
this.labelCopyright.Text = "Copyright";
this.labelCopyright.TextAlign = System.Drawing.ContentAlignment.MiddleLeft;
//
// labelCompanyName
//
this.labelCompanyName.Dock = System.Windows.Forms.DockStyle.Fill;
this.labelCompanyName.Location = new System.Drawing.Point(233, 78);
this.labelCompanyName.Margin = new System.Windows.Forms.Padding(6, 0, 3, 0);
this.labelCompanyName.MaximumSize = new System.Drawing.Size(0, 17);
this.labelCompanyName.Name = "labelCompanyName";
this.labelCompanyName.Size = new System.Drawing.Size(210, 17);
this.labelCompanyName.TabIndex = 22;
this.labelCompanyName.Text = "Company Name";
this.labelCompanyName.TextAlign = System.Drawing.ContentAlignment.MiddleLeft;
//
// textBoxDescription
//
this.textBoxDescription.Dock = System.Windows.Forms.DockStyle.Fill;
this.textBoxDescription.Location = new System.Drawing.Point(233, 107);
this.textBoxDescription.Margin = new System.Windows.Forms.Padding(6, 3, 3, 3);
this.textBoxDescription.Multiline = true;
this.textBoxDescription.Name = "textBoxDescription";
this.textBoxDescription.ReadOnly = true;
this.textBoxDescription.ScrollBars = System.Windows.Forms.ScrollBars.Both;
this.textBoxDescription.Size = new System.Drawing.Size(210, 126);
this.textBoxDescription.TabIndex = 23;
this.textBoxDescription.TabStop = false;
this.textBoxDescription.Text = "Description";
//
// okButton
//
this.okButton.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Right)));
this.okButton.DialogResult = System.Windows.Forms.DialogResult.Cancel;
this.okButton.Location = new System.Drawing.Point(368, 239);
this.okButton.Name = "okButton";
this.okButton.Size = new System.Drawing.Size(75, 22);
this.okButton.TabIndex = 24;
this.okButton.Text = "&OK";
this.okButton.Click += new System.EventHandler(this.okButton_Click);
//
// AboutBox
//
this.AcceptButton = this.okButton;
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(464, 282);
this.Controls.Add(this.tableLayoutPanel);
this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.FixedDialog;
this.MaximizeBox = false;
this.MinimizeBox = false;
this.Name = "AboutBox";
this.Padding = new System.Windows.Forms.Padding(9);
this.ShowIcon = false;
this.ShowInTaskbar = false;
this.StartPosition = System.Windows.Forms.FormStartPosition.CenterParent;
this.Text = "Unity Studio";
this.TopMost = true;
this.tableLayoutPanel.ResumeLayout(false);
this.tableLayoutPanel.PerformLayout();
((System.ComponentModel.ISupportInitialize)(this.logoPictureBox)).EndInit();
this.ResumeLayout(false);
}
#endregion
private System.Windows.Forms.TableLayoutPanel tableLayoutPanel;
private System.Windows.Forms.PictureBox logoPictureBox;
private System.Windows.Forms.Label labelProductName;
private System.Windows.Forms.Label labelVersion;
private System.Windows.Forms.Label labelCopyright;
private System.Windows.Forms.Label labelCompanyName;
private System.Windows.Forms.TextBox textBoxDescription;
private System.Windows.Forms.Button okButton;
}
}

109
Unity Studio/AboutBox.cs Normal file
View File

@ -0,0 +1,109 @@
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Drawing;
using System.Linq;
using System.Reflection;
using System.Windows.Forms;
namespace Unity_Studio
{
partial class AboutBox : Form
{
public AboutBox()
{
InitializeComponent();
this.Text = String.Format("About {0}", AssemblyTitle);
this.labelProductName.Text = AssemblyProduct;
this.labelVersion.Text = String.Format("Version {0}", AssemblyVersion);
this.labelCopyright.Text = AssemblyCopyright;
this.labelCompanyName.Text = AssemblyCompany;
this.textBoxDescription.Text = AssemblyDescription;
}
#region Assembly Attribute Accessors
public string AssemblyTitle
{
get
{
object[] attributes = Assembly.GetExecutingAssembly().GetCustomAttributes(typeof(AssemblyTitleAttribute), false);
if (attributes.Length > 0)
{
AssemblyTitleAttribute titleAttribute = (AssemblyTitleAttribute)attributes[0];
if (titleAttribute.Title != "")
{
return titleAttribute.Title;
}
}
return System.IO.Path.GetFileNameWithoutExtension(Assembly.GetExecutingAssembly().CodeBase);
}
}
public string AssemblyVersion
{
get
{
return Assembly.GetExecutingAssembly().GetName().Version.ToString();
}
}
public string AssemblyDescription
{
get
{
object[] attributes = Assembly.GetExecutingAssembly().GetCustomAttributes(typeof(AssemblyDescriptionAttribute), false);
if (attributes.Length == 0)
{
return "";
}
return ((AssemblyDescriptionAttribute)attributes[0]).Description;
}
}
public string AssemblyProduct
{
get
{
object[] attributes = Assembly.GetExecutingAssembly().GetCustomAttributes(typeof(AssemblyProductAttribute), false);
if (attributes.Length == 0)
{
return "";
}
return ((AssemblyProductAttribute)attributes[0]).Product;
}
}
public string AssemblyCopyright
{
get
{
object[] attributes = Assembly.GetExecutingAssembly().GetCustomAttributes(typeof(AssemblyCopyrightAttribute), false);
if (attributes.Length == 0)
{
return "";
}
return ((AssemblyCopyrightAttribute)attributes[0]).Copyright;
}
}
public string AssemblyCompany
{
get
{
object[] attributes = Assembly.GetExecutingAssembly().GetCustomAttributes(typeof(AssemblyCompanyAttribute), false);
if (attributes.Length == 0)
{
return "";
}
return ((AssemblyCompanyAttribute)attributes[0]).Company;
}
}
#endregion
private void okButton_Click(object sender, EventArgs e)
{
this.Close();
}
}
}

603
Unity Studio/AboutBox.resx Normal file
View File

@ -0,0 +1,603 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<assembly alias="System.Drawing" name="System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a" />
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cJWw3xX9u6JfoPW7on9X9Ku1flf074p+tdbviv5d0a/S+r//+/8BPTxUq6Ub7iwAAAAASUVORK5CYII=
</value>
</data>
</root>

186
Unity Studio/AboutBox1.Designer.cs generated Normal file
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@ -0,0 +1,186 @@
namespace Unity_Studio
{
partial class AboutBox1
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
System.ComponentModel.ComponentResourceManager resources = new System.ComponentModel.ComponentResourceManager(typeof(AboutBox1));
this.tableLayoutPanel = new System.Windows.Forms.TableLayoutPanel();
this.logoPictureBox = new System.Windows.Forms.PictureBox();
this.labelProductName = new System.Windows.Forms.Label();
this.labelVersion = new System.Windows.Forms.Label();
this.labelCopyright = new System.Windows.Forms.Label();
this.labelCompanyName = new System.Windows.Forms.Label();
this.textBoxDescription = new System.Windows.Forms.TextBox();
this.okButton = new System.Windows.Forms.Button();
this.tableLayoutPanel.SuspendLayout();
((System.ComponentModel.ISupportInitialize)(this.logoPictureBox)).BeginInit();
this.SuspendLayout();
//
// tableLayoutPanel
//
this.tableLayoutPanel.ColumnCount = 2;
this.tableLayoutPanel.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle(System.Windows.Forms.SizeType.Percent, 33F));
this.tableLayoutPanel.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle(System.Windows.Forms.SizeType.Percent, 67F));
this.tableLayoutPanel.Controls.Add(this.logoPictureBox, 0, 0);
this.tableLayoutPanel.Controls.Add(this.labelProductName, 1, 0);
this.tableLayoutPanel.Controls.Add(this.labelVersion, 1, 1);
this.tableLayoutPanel.Controls.Add(this.labelCopyright, 1, 2);
this.tableLayoutPanel.Controls.Add(this.labelCompanyName, 1, 3);
this.tableLayoutPanel.Controls.Add(this.textBoxDescription, 1, 4);
this.tableLayoutPanel.Controls.Add(this.okButton, 1, 5);
this.tableLayoutPanel.Dock = System.Windows.Forms.DockStyle.Fill;
this.tableLayoutPanel.Location = new System.Drawing.Point(9, 9);
this.tableLayoutPanel.Name = "tableLayoutPanel";
this.tableLayoutPanel.RowCount = 6;
this.tableLayoutPanel.RowStyles.Add(new System.Windows.Forms.RowStyle(System.Windows.Forms.SizeType.Percent, 10F));
this.tableLayoutPanel.RowStyles.Add(new System.Windows.Forms.RowStyle(System.Windows.Forms.SizeType.Percent, 10F));
this.tableLayoutPanel.RowStyles.Add(new System.Windows.Forms.RowStyle(System.Windows.Forms.SizeType.Percent, 10F));
this.tableLayoutPanel.RowStyles.Add(new System.Windows.Forms.RowStyle(System.Windows.Forms.SizeType.Percent, 10F));
this.tableLayoutPanel.RowStyles.Add(new System.Windows.Forms.RowStyle(System.Windows.Forms.SizeType.Percent, 50F));
this.tableLayoutPanel.RowStyles.Add(new System.Windows.Forms.RowStyle(System.Windows.Forms.SizeType.Percent, 10F));
this.tableLayoutPanel.Size = new System.Drawing.Size(417, 265);
this.tableLayoutPanel.TabIndex = 0;
//
// logoPictureBox
//
this.logoPictureBox.Dock = System.Windows.Forms.DockStyle.Fill;
this.logoPictureBox.Image = ((System.Drawing.Image)(resources.GetObject("logoPictureBox.Image")));
this.logoPictureBox.Location = new System.Drawing.Point(3, 3);
this.logoPictureBox.Name = "logoPictureBox";
this.tableLayoutPanel.SetRowSpan(this.logoPictureBox, 6);
this.logoPictureBox.Size = new System.Drawing.Size(131, 259);
this.logoPictureBox.SizeMode = System.Windows.Forms.PictureBoxSizeMode.StretchImage;
this.logoPictureBox.TabIndex = 12;
this.logoPictureBox.TabStop = false;
//
// labelProductName
//
this.labelProductName.Dock = System.Windows.Forms.DockStyle.Fill;
this.labelProductName.Location = new System.Drawing.Point(143, 0);
this.labelProductName.Margin = new System.Windows.Forms.Padding(6, 0, 3, 0);
this.labelProductName.MaximumSize = new System.Drawing.Size(0, 17);
this.labelProductName.Name = "labelProductName";
this.labelProductName.Size = new System.Drawing.Size(271, 17);
this.labelProductName.TabIndex = 19;
this.labelProductName.Text = "Product Name";
this.labelProductName.TextAlign = System.Drawing.ContentAlignment.MiddleLeft;
//
// labelVersion
//
this.labelVersion.Dock = System.Windows.Forms.DockStyle.Fill;
this.labelVersion.Location = new System.Drawing.Point(143, 26);
this.labelVersion.Margin = new System.Windows.Forms.Padding(6, 0, 3, 0);
this.labelVersion.MaximumSize = new System.Drawing.Size(0, 17);
this.labelVersion.Name = "labelVersion";
this.labelVersion.Size = new System.Drawing.Size(271, 17);
this.labelVersion.TabIndex = 0;
this.labelVersion.Text = "Version";
this.labelVersion.TextAlign = System.Drawing.ContentAlignment.MiddleLeft;
//
// labelCopyright
//
this.labelCopyright.Dock = System.Windows.Forms.DockStyle.Fill;
this.labelCopyright.Location = new System.Drawing.Point(143, 52);
this.labelCopyright.Margin = new System.Windows.Forms.Padding(6, 0, 3, 0);
this.labelCopyright.MaximumSize = new System.Drawing.Size(0, 17);
this.labelCopyright.Name = "labelCopyright";
this.labelCopyright.Size = new System.Drawing.Size(271, 17);
this.labelCopyright.TabIndex = 21;
this.labelCopyright.Text = "Copyright";
this.labelCopyright.TextAlign = System.Drawing.ContentAlignment.MiddleLeft;
//
// labelCompanyName
//
this.labelCompanyName.Dock = System.Windows.Forms.DockStyle.Fill;
this.labelCompanyName.Location = new System.Drawing.Point(143, 78);
this.labelCompanyName.Margin = new System.Windows.Forms.Padding(6, 0, 3, 0);
this.labelCompanyName.MaximumSize = new System.Drawing.Size(0, 17);
this.labelCompanyName.Name = "labelCompanyName";
this.labelCompanyName.Size = new System.Drawing.Size(271, 17);
this.labelCompanyName.TabIndex = 22;
this.labelCompanyName.Text = "Company Name";
this.labelCompanyName.TextAlign = System.Drawing.ContentAlignment.MiddleLeft;
//
// textBoxDescription
//
this.textBoxDescription.Dock = System.Windows.Forms.DockStyle.Fill;
this.textBoxDescription.Location = new System.Drawing.Point(143, 107);
this.textBoxDescription.Margin = new System.Windows.Forms.Padding(6, 3, 3, 3);
this.textBoxDescription.Multiline = true;
this.textBoxDescription.Name = "textBoxDescription";
this.textBoxDescription.ReadOnly = true;
this.textBoxDescription.ScrollBars = System.Windows.Forms.ScrollBars.Both;
this.textBoxDescription.Size = new System.Drawing.Size(271, 126);
this.textBoxDescription.TabIndex = 23;
this.textBoxDescription.TabStop = false;
this.textBoxDescription.Text = "Description";
//
// okButton
//
this.okButton.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Right)));
this.okButton.DialogResult = System.Windows.Forms.DialogResult.Cancel;
this.okButton.Location = new System.Drawing.Point(339, 239);
this.okButton.Name = "okButton";
this.okButton.Size = new System.Drawing.Size(75, 23);
this.okButton.TabIndex = 24;
this.okButton.Text = "&OK";
//
// AboutBox1
//
this.AcceptButton = this.okButton;
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(435, 283);
this.Controls.Add(this.tableLayoutPanel);
this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.FixedDialog;
this.MaximizeBox = false;
this.MinimizeBox = false;
this.Name = "AboutBox1";
this.Padding = new System.Windows.Forms.Padding(9);
this.ShowIcon = false;
this.ShowInTaskbar = false;
this.StartPosition = System.Windows.Forms.FormStartPosition.CenterParent;
this.Text = "AboutBox1";
this.tableLayoutPanel.ResumeLayout(false);
this.tableLayoutPanel.PerformLayout();
((System.ComponentModel.ISupportInitialize)(this.logoPictureBox)).EndInit();
this.ResumeLayout(false);
}
#endregion
private System.Windows.Forms.TableLayoutPanel tableLayoutPanel;
private System.Windows.Forms.PictureBox logoPictureBox;
private System.Windows.Forms.Label labelProductName;
private System.Windows.Forms.Label labelVersion;
private System.Windows.Forms.Label labelCopyright;
private System.Windows.Forms.Label labelCompanyName;
private System.Windows.Forms.TextBox textBoxDescription;
private System.Windows.Forms.Button okButton;
}
}

104
Unity Studio/AboutBox1.cs Normal file
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@ -0,0 +1,104 @@
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Drawing;
using System.Linq;
using System.Reflection;
using System.Windows.Forms;
namespace Unity_Studio
{
partial class AboutBox1 : Form
{
public AboutBox1()
{
InitializeComponent();
this.Text = String.Format("About {0}", AssemblyTitle);
this.labelProductName.Text = AssemblyProduct;
this.labelVersion.Text = String.Format("Version {0}", AssemblyVersion);
this.labelCopyright.Text = AssemblyCopyright;
this.labelCompanyName.Text = AssemblyCompany;
this.textBoxDescription.Text = AssemblyDescription;
}
#region Assembly Attribute Accessors
public string AssemblyTitle
{
get
{
object[] attributes = Assembly.GetExecutingAssembly().GetCustomAttributes(typeof(AssemblyTitleAttribute), false);
if (attributes.Length > 0)
{
AssemblyTitleAttribute titleAttribute = (AssemblyTitleAttribute)attributes[0];
if (titleAttribute.Title != "")
{
return titleAttribute.Title;
}
}
return System.IO.Path.GetFileNameWithoutExtension(Assembly.GetExecutingAssembly().CodeBase);
}
}
public string AssemblyVersion
{
get
{
return Assembly.GetExecutingAssembly().GetName().Version.ToString();
}
}
public string AssemblyDescription
{
get
{
object[] attributes = Assembly.GetExecutingAssembly().GetCustomAttributes(typeof(AssemblyDescriptionAttribute), false);
if (attributes.Length == 0)
{
return "";
}
return ((AssemblyDescriptionAttribute)attributes[0]).Description;
}
}
public string AssemblyProduct
{
get
{
object[] attributes = Assembly.GetExecutingAssembly().GetCustomAttributes(typeof(AssemblyProductAttribute), false);
if (attributes.Length == 0)
{
return "";
}
return ((AssemblyProductAttribute)attributes[0]).Product;
}
}
public string AssemblyCopyright
{
get
{
object[] attributes = Assembly.GetExecutingAssembly().GetCustomAttributes(typeof(AssemblyCopyrightAttribute), false);
if (attributes.Length == 0)
{
return "";
}
return ((AssemblyCopyrightAttribute)attributes[0]).Copyright;
}
}
public string AssemblyCompany
{
get
{
object[] attributes = Assembly.GetExecutingAssembly().GetCustomAttributes(typeof(AssemblyCompanyAttribute), false);
if (attributes.Length == 0)
{
return "";
}
return ((AssemblyCompanyAttribute)attributes[0]).Company;
}
}
#endregion
}
}

607
Unity Studio/AboutBox1.resx Normal file
View File

@ -0,0 +1,607 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<assembly alias="System.Windows.Forms" name="System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" />
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</data>
</root>

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows.Forms;
namespace Unity_Studio
{
public class AssetPreloadData : ListViewItem
{
public long m_PathID;
public int Offset;
public int Size;
public int Type1;
public ushort Type2;
//public string m_Name = "";
public string TypeString;
public int exportSize;
public string InfoText;
public AssetsFile sourceFile;
public int specificIndex = -1; //index in specific asset list
public string uniqueID;
}
}

319
Unity Studio/AssetsFile.cs Normal file
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using System.Diagnostics; //remove this later
namespace Unity_Studio
{
public class AssetsFile
{
public EndianStream a_Stream;
public string filePath;
public int fileGen;
public string m_Version = "2.5.0f5";
public int[] version = new int[4] { 0, 0, 0, 0 };
public string[] buildType;
public int platform = 100663296;
//public EndianType endianType = EndianType.BigEndian;
//public List<AssetPreloadData> preloadTable = new List<AssetPreloadData>();
public Dictionary<long, AssetPreloadData> preloadTable = new Dictionary<long, AssetPreloadData>();
public List<GameObject> GameObjectList = new List<GameObject>();
public List<Transform> TransformList = new List<Transform>();
//public List<RectTransform> RectTransformList = new List<RectTransform>();
//public List<MeshFilter> MeshFilterList = new List<MeshFilter>();
//public List<SkinnedMeshRenderer> SkinnedMeshList = new List<SkinnedMeshRenderer>();
public List<AssetPreloadData> exportableAssets = new List<AssetPreloadData>();
public List<UnityShared> sharedAssetsList = new List<UnityShared>() {new UnityShared()};
private ClassIDReference UnityClassID = new ClassIDReference();
private bool baseDefinitions = false;
public class UnityShared
{
public int Index = -1; //actual index in main list
public string aName = "";
public string fileName = "";
}
public AssetsFile(string fileName, EndianStream fileStream)
{
//if (memFile != null) { Stream = new EndianStream(memFile, endianType); }
//else { Stream = new EndianStream(File.OpenRead(fileName), endianType); }
a_Stream = fileStream;
filePath = fileName;
int tableSize = a_Stream.ReadInt32();
int dataEnd = a_Stream.ReadInt32();
fileGen = a_Stream.ReadInt32();
int dataOffset = a_Stream.ReadInt32();
sharedAssetsList[0].fileName = Path.GetFileName(fileName); //reference itself because sharedFileIDs start from 1
switch (fileGen)
{
case 6:
{
a_Stream.Position = (dataEnd - tableSize);
a_Stream.Position += 1;
break;
}
case 7://beta
{
a_Stream.Position = (dataEnd - tableSize);
a_Stream.Position += 1;
m_Version = a_Stream.ReadStringToNull();
break;
}
case 8:
{
a_Stream.Position = (dataEnd - tableSize);
a_Stream.Position += 1;
m_Version = a_Stream.ReadStringToNull();
platform = a_Stream.ReadInt32();
break;
}
case 9:
{
a_Stream.Position += 4;//azero
m_Version = a_Stream.ReadStringToNull();
platform = a_Stream.ReadInt32();
break;
}
case 14:
case 15://not fully tested!s
{
a_Stream.Position += 4;//azero
m_Version = a_Stream.ReadStringToNull();
platform = a_Stream.ReadInt32();
baseDefinitions = a_Stream.ReadBoolean();
break;
}
default:
{
//MessageBox.Show("Unsupported Unity version!", "Unity Studio Error", MessageBoxButtons.OK, MessageBoxIcon.Error);
return;
}
}
if (platform > 255 || platform < 0)
{
byte[] b32 = BitConverter.GetBytes(platform);
Array.Reverse(b32);
platform = BitConverter.ToInt32(b32, 0);
//endianType = EndianType.LittleEndian;
a_Stream.endian = EndianType.LittleEndian;
}
/*Platform list:
-2: unitypackage
4: OSX
5: PC
6: Web
7: Web_streamed
9: iOS
10: PS3(big)
11: Xbox360(big)
13: Android
16: Google_NaCl
21: WP8
25: Linux
*/
int baseCount = a_Stream.ReadInt32();
for (int i = 0; i < baseCount; i++)
{
if (fileGen < 14)
{
int baseType = a_Stream.ReadInt32();
readBase();
}
else { readBase5(); }
}
if (fileGen >= 7 && fileGen < 14) {a_Stream.Position += 4;}//azero
int assetCount = a_Stream.ReadInt32();
if (fileGen >= 14) { a_Stream.AlignStream(4); }
string assetIDfmt = "D" + assetCount.ToString().Length.ToString(); //format for unique ID
for (int i = 0; i < assetCount; i++)
{
AssetPreloadData asset = new AssetPreloadData();
if (fileGen < 14) { asset.m_PathID = a_Stream.ReadInt32(); }
else { asset.m_PathID = a_Stream.ReadInt64(); }
asset.Offset = a_Stream.ReadInt32();
asset.Offset += dataOffset;
asset.Size = a_Stream.ReadInt32();
asset.Type1 = a_Stream.ReadInt32();
asset.Type2 = a_Stream.ReadUInt16();
a_Stream.Position += 2;
if (fileGen >= 15) { int azero = a_Stream.ReadInt32(); }
asset.TypeString = asset.Type2.ToString();
if (UnityClassID.Names[asset.Type2] != null)
{
asset.TypeString = UnityClassID.Names[asset.Type2];
}
asset.uniqueID = i.ToString(assetIDfmt);
asset.exportSize = asset.Size;
asset.sourceFile = this;
preloadTable.Add(asset.m_PathID, asset);
//this should be among the first nodes in mainData and it contains the version - useful for unity 2.x files
if (asset.Type2 == 141 && fileGen == 6)
{
long nextAsset = a_Stream.Position;
BuildSettings BSettings = new BuildSettings(asset);
m_Version = BSettings.m_Version;
a_Stream.Position = nextAsset;
}
}
buildType = m_Version.Split(new string[] { ".", "0", "1", "2", "3", "4", "5", "6", "7", "8", "9" }, StringSplitOptions.RemoveEmptyEntries);
string[] strver = (m_Version.Split(new string[] { ".", "a", "b", "c", "d", "e", "f", "g", "h", "i", "j", "k", "l", "m", "n", "o", "p", "q", "r", "s", "t", "u", "v", "w", "x", "y", "z", "\n" }, StringSplitOptions.RemoveEmptyEntries));
version = Array.ConvertAll(strver, int.Parse);
if (fileGen >= 14)
{
int someCount = a_Stream.ReadInt32();
a_Stream.Position += someCount * 12;
}
int sharedFileCount = a_Stream.ReadInt32();
for (int i = 0; i < sharedFileCount; i++)
{
UnityShared shared = new UnityShared();
shared.aName = a_Stream.ReadStringToNull();
a_Stream.Position += 20;
string sharedFileName = a_Stream.ReadStringToNull(); //relative path
shared.fileName = sharedFileName.Replace("/", "\\");
sharedAssetsList.Add(shared);
}
}
private void readBase()
{
string baseFormat = a_Stream.ReadStringToNull();
string baseName = a_Stream.ReadStringToNull();
a_Stream.Position += 20;
int childrenCount = a_Stream.ReadInt32();
//Debug.WriteLine(baseFormat + " " + baseName + " " + childrenCount);
for (int i = 0; i < childrenCount; i++) { readBase(); }
}
private void readBase5()
{
int baseType = a_Stream.ReadInt32();
if (baseType < 0) { a_Stream.Position += 16; }
a_Stream.Position += 16;
if (baseDefinitions)
{
#region cmmon string array
string[] baseStrings = new string[1007];
baseStrings[0] = "AABB";
baseStrings[5] = "AnimationClip";
baseStrings[19] = "AnimationCurve";
baseStrings[49] = "Array";
baseStrings[55] = "Base";
baseStrings[60] = "BitField";
baseStrings[76] = "bool";
baseStrings[81] = "char";
baseStrings[86] = "ColorRGBA";
baseStrings[106] = "data";
baseStrings[138] = "FastPropertyName";
baseStrings[155] = "first";
baseStrings[161] = "float";
baseStrings[167] = "Font";
baseStrings[172] = "GameObject";
baseStrings[183] = "Generic Mono";
baseStrings[208] = "GUID";
baseStrings[222] = "int";
baseStrings[241] = "map";
baseStrings[245] = "Matrix4x4f";
baseStrings[262] = "NavMeshSettings";
baseStrings[263] = "MonoBehaviour";
baseStrings[277] = "MonoScript";
baseStrings[299] = "m_Curve";
baseStrings[349] = "m_Enabled";
baseStrings[374] = "m_GameObject";
baseStrings[427] = "m_Name";
baseStrings[490] = "m_Script";
baseStrings[519] = "m_Type";
baseStrings[526] = "m_Version";
baseStrings[543] = "pair";
baseStrings[548] = "PPtr<Component>";
baseStrings[564] = "PPtr<GameObject>";
baseStrings[581] = "PPtr<Material>";
baseStrings[616] = "PPtr<MonoScript>";
baseStrings[633] = "PPtr<Object>";
baseStrings[688] = "PPtr<Texture>";
baseStrings[702] = "PPtr<Texture2D>";
baseStrings[718] = "PPtr<Transform>";
baseStrings[741] = "Quaternionf";
baseStrings[753] = "Rectf";
baseStrings[778] = "second";
baseStrings[795] = "size";
baseStrings[800] = "SInt16";
baseStrings[814] = "int64";
baseStrings[840] = "string";
baseStrings[874] = "Texture2D";
baseStrings[884] = "Transform";
baseStrings[894] = "TypelessData";
baseStrings[907] = "UInt16";
baseStrings[928] = "UInt8";
baseStrings[934] = "unsigned int";
baseStrings[981] = "vector";
baseStrings[988] = "Vector2f";
baseStrings[997] = "Vector3f";
baseStrings[1006] = "Vector4f";
#endregion
int varCount = a_Stream.ReadInt32();
int stringSize = a_Stream.ReadInt32();
a_Stream.Position += varCount * 24;
string varStrings = Encoding.UTF8.GetString(a_Stream.ReadBytes(stringSize));
//can skip this
a_Stream.Position -= varCount * 24 + stringSize;
for (int i = 0; i < varCount; i++)
{
ushort num0 = a_Stream.ReadUInt16();
byte level = a_Stream.ReadByte();
bool isArray = a_Stream.ReadBoolean();
ushort varTypeIndex = a_Stream.ReadUInt16();
ushort test = a_Stream.ReadUInt16();
string varTypeStr;
if (test == 0) //varType is an offset in the string block
{ varTypeStr = varStrings.Substring(varTypeIndex, varStrings.IndexOf('\0', varTypeIndex) - varTypeIndex); }//substringToNull
else //varType is an index in an internal strig array
{ varTypeStr = baseStrings[varTypeIndex] != null ? baseStrings[varTypeIndex] : varTypeIndex.ToString(); }
ushort varNameIndex = a_Stream.ReadUInt16();
test = a_Stream.ReadUInt16();
string varNameStr;
if (test == 0) { varNameStr = varStrings.Substring(varNameIndex, varStrings.IndexOf('\0', varNameIndex) - varNameIndex); }
else { varNameStr = baseStrings[varNameIndex] != null ? baseStrings[varNameIndex] : varNameIndex.ToString(); }
int size = a_Stream.ReadInt32();
int index = a_Stream.ReadInt32();
int num1 = a_Stream.ReadInt32();
for (int t = 0; t < level; t++) { Debug.Write("\t"); }
Debug.WriteLine(varTypeStr + " " + varNameStr + " " + size);
}
a_Stream.Position += stringSize;
}
}
}
}

152
Unity Studio/AudioClip.cs Normal file
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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
namespace Unity_Studio
{
class AudioClip
{
public string m_Name;
public int m_Format = 0;
public int m_Type;
public bool m_3D;
public bool m_UseHardware;
//Unity 5
public int m_LoadType;
public int m_Channels;
public int m_Frequency;
public int m_BitsPerSample;
public float m_Length;
public bool m_IsTrackerFormat;
public int m_SubsoundIndex;
public bool m_PreloadAudioData;
public bool m_LoadInBackground;
public bool m_Legacy3D;
public int m_CompressionFormat;
public string m_Source;
public long m_Offset;
public long m_Size;
public byte[] m_AudioData;
public string extension;
public AudioClip(AssetPreloadData preloadData, bool readSwitch)
{
var sourceFile = preloadData.sourceFile;
var a_Stream = preloadData.sourceFile.a_Stream;
a_Stream.Position = preloadData.Offset;
if (sourceFile.platform == -2)
{
uint m_ObjectHideFlags = a_Stream.ReadUInt32();
PPtr m_PrefabParentObject = sourceFile.ReadPPtr();
PPtr m_PrefabInternal = sourceFile.ReadPPtr();
}
m_Name = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
if (sourceFile.version[0] < 5)
{
m_Format = a_Stream.ReadInt32(); //channels?
m_Type = a_Stream.ReadInt32();
m_3D = a_Stream.ReadBoolean();
m_UseHardware = a_Stream.ReadBoolean();
a_Stream.Position += 2; //4 byte alignment
if (sourceFile.version[0] >= 4 || (sourceFile.version[0] == 3 && sourceFile.version[1] >= 2)) //3.2.0 to 5
{
int m_Stream = a_Stream.ReadInt32();
m_Size = a_Stream.ReadInt32();
if (m_Stream > 1)
{
m_Offset = a_Stream.ReadInt32();
m_Source = sourceFile.filePath + ".resS";
}
}
else { m_Size = a_Stream.ReadInt32(); }
}
else
{
m_LoadType = a_Stream.ReadInt32();
m_Type = m_LoadType;
m_Channels = a_Stream.ReadInt32();
m_Frequency = a_Stream.ReadInt32();
m_BitsPerSample = a_Stream.ReadInt32();
m_Length = a_Stream.ReadSingle();
m_IsTrackerFormat = a_Stream.ReadBoolean();
a_Stream.Position += 3;
m_SubsoundIndex = a_Stream.ReadInt32();
m_PreloadAudioData = a_Stream.ReadBoolean();
m_LoadInBackground = a_Stream.ReadBoolean();
m_Legacy3D = a_Stream.ReadBoolean();
a_Stream.Position += 1;
m_3D = m_Legacy3D;
m_Source = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
//m_Source = Path.GetFileName(m_Source);
m_Source = Path.Combine(Path.GetDirectoryName(sourceFile.filePath), m_Source.Replace("archive:/",""));
m_Offset = a_Stream.ReadInt64();
m_Size = a_Stream.ReadInt64();
m_CompressionFormat = a_Stream.ReadInt32();
}
#region Info Text & extension
preloadData.InfoText = "Format: " + m_Format + "\nType: ";
switch (m_Type)
{
case 1:
extension = ".fsb";
preloadData.InfoText += "FSB";
break;
case 13:
extension = ".mp3";
preloadData.InfoText += "MP3";
break;
case 14:
extension = ".ogg";
preloadData.InfoText += "Ogg Vorbis";
break;
case 20:
extension = ".wav";
preloadData.InfoText += "WAV";
break;
case 22: //xbox encoding
extension = ".wav";
preloadData.InfoText += "Xbox360 WAV";
break;
default:
preloadData.InfoText += "Unknown type " + m_Type;
break;
}
preloadData.InfoText += "\n3D: " + m_3D.ToString();
#endregion
if (readSwitch)
{
m_AudioData = new byte[m_Size];
if (m_Source == null)
{
a_Stream.Read(m_AudioData, 0, (int)m_Size);
}
else if (File.Exists(m_Source))
{
using (BinaryReader reader = new BinaryReader(File.OpenRead(m_Source)))
{
reader.BaseStream.Position = m_Offset;
reader.Read(m_AudioData, 0, (int)m_Size);
reader.Close();
}
}
}
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Unity_Studio
{
public class BuildSettings
{
public string m_Version;
public BuildSettings(AssetPreloadData preloadData)
{
var sourceFile = preloadData.sourceFile;
var a_Stream = preloadData.sourceFile.a_Stream;
a_Stream.Position = preloadData.Offset;
int levels = a_Stream.ReadInt32();
for (int l = 0; l < levels; l++) { string level = a_Stream.ReadAlignedString(a_Stream.ReadInt32()); }
if (sourceFile.version[0] == 5)
{
int preloadedPlugins = a_Stream.ReadInt32();
for (int l = 0; l < preloadedPlugins; l++) { string preloadedPlugin = a_Stream.ReadAlignedString(a_Stream.ReadInt32()); }
}
a_Stream.Position += 4; //bool flags
if (sourceFile.fileGen >= 8) { a_Stream.Position += 4; } //bool flags
if (sourceFile.fileGen >= 9) { a_Stream.Position += 4; } //bool flags
if (sourceFile.version[0] == 5 ||
(sourceFile.version[0] == 4 && (sourceFile.version[1] >= 3 ||
(sourceFile.version[1] == 2 && sourceFile.buildType[0] != "a"))))
{ a_Stream.Position += 4; } //bool flags
m_Version = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
}
}
}

135
Unity Studio/BundleFile.cs Normal file
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using SevenZip;
using Lz4;
namespace Unity_Studio
{
public class BundleFile : IDisposable
{
private EndianStream Stream;
public byte ver1;
public string ver2;
public string ver3;
public List<MemoryAssetsFile> MemoryAssetsFileList = new List<MemoryAssetsFile>();
public class MemoryAssetsFile
{
public string fileName;
public MemoryStream memStream;
}
public BundleFile(string fileName)
{
if (Path.GetExtension(fileName) == ".lz4")
{
byte[] filebuffer;
using (BinaryReader lz4Stream = new BinaryReader(File.OpenRead(fileName)))
{
int version = lz4Stream.ReadInt32();
int uncompressedSize = lz4Stream.ReadInt32();
int compressedSize = lz4Stream.ReadInt32();
int something = lz4Stream.ReadInt32(); //1
byte[] lz4buffer = new byte[compressedSize];
lz4Stream.Read(lz4buffer, 0, compressedSize);
using (var inputStream = new MemoryStream(lz4buffer))
{
var decoder = new Lz4DecoderStream(inputStream);
filebuffer = new byte[uncompressedSize]; //is this ok?
for (;;)
{
int nRead = decoder.Read(filebuffer, 0, uncompressedSize);
if (nRead == 0)
break;
}
}
}
Stream = new EndianStream(new MemoryStream(filebuffer), EndianType.BigEndian);
}
else { Stream = new EndianStream(File.OpenRead(fileName), EndianType.BigEndian); }
long magicHeader = Stream.ReadInt64();
if (magicHeader == -361700864190383366 || magicHeader == 6155973689634940258 || magicHeader == 6155973689634611575)
{
int dummy = Stream.ReadInt32();
ver1 = Stream.ReadByte();
ver2 = Stream.ReadStringToNull();
ver3 = Stream.ReadStringToNull();
int lzmaSize = 0;
int fileSize = Stream.ReadInt32();
short dummy2 = Stream.ReadInt16();
int offset = Stream.ReadInt16();
int dummy3 = Stream.ReadInt32();
int lzmaChunks = Stream.ReadInt32();
for (int i = 0; i < lzmaChunks; i++)
{
lzmaSize = Stream.ReadInt32();
fileSize = Stream.ReadInt32();
}
Stream.Position = offset;
switch (magicHeader)
{
case -361700864190383366: //.bytes
case 6155973689634940258: //UnityWeb
{
byte[] lzmaBuffer = new byte[lzmaSize];
Stream.Read(lzmaBuffer, 0, lzmaSize);
Stream.Close();
Stream.Dispose();
Stream = new EndianStream(SevenZip.Compression.LZMA.SevenZipHelper.StreamDecompress(new MemoryStream(lzmaBuffer)), EndianType.BigEndian);
offset = 0;
break;
}
case 6155973689634611575: //UnityRaw
{
break;
}
}
int fileCount = Stream.ReadInt32();
for (int i = 0; i < fileCount; i++)
{
MemoryAssetsFile memFile = new MemoryAssetsFile();
memFile.fileName = Stream.ReadStringToNull();
int fileOffset = Stream.ReadInt32();
fileOffset += offset;
fileSize = Stream.ReadInt32();
long nextFile = Stream.Position;
Stream.Position = fileOffset;
byte[] buffer = new byte[fileSize];
Stream.Read(buffer, 0, fileSize);
memFile.memStream = new MemoryStream(buffer);
MemoryAssetsFileList.Add(memFile);
Stream.Position = nextFile;
}
}
Stream.Close();
}
~BundleFile()
{
Dispose();
}
public void Dispose()
{
Stream.Dispose();
GC.SuppressFinalize(this);
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Unity_Studio
{
class ClassIDReference
{
public string[] Names = new string[1121];
public ClassIDReference()
{
Names[1] = "GameObject";
Names[2] = "Component";
Names[3] = "LevelGameManager";
Names[4] = "Transform";
Names[5] = "TimeManager";
Names[6] = "GlobalGameManager";
Names[8] = "Behaviour";
Names[9] = "GameManager";
Names[11] = "AudioManager";
Names[12] = "ParticleAnimator";
Names[13] = "InputManager";
Names[15] = "EllipsoidParticleEmitter";
Names[17] = "Pipeline";
Names[18] = "EditorExtension";
Names[19] = "Physics2DSettings";
Names[20] = "Camera";
Names[21] = "Material";
Names[23] = "MeshRenderer";
Names[25] = "Renderer";
Names[26] = "ParticleRenderer";
Names[27] = "Texture";
Names[28] = "Texture2D";
Names[29] = "SceneSettings";
Names[30] = "GraphicsSettings";
Names[33] = "MeshFilter";
Names[41] = "OcclusionPortal";
Names[43] = "Mesh";
Names[45] = "Skybox";
Names[47] = "QualitySettings";
Names[48] = "Shader";
Names[49] = "TextAsset";
Names[50] = "Rigidbody2D";
Names[51] = "Physics2DManager";
Names[53] = "Collider2D";
Names[54] = "Rigidbody";
Names[55] = "PhysicsManager";
Names[56] = "Collider";
Names[57] = "Joint";
Names[58] = "CircleCollider2D";
Names[59] = "HingeJoint";
Names[60] = "PolygonCollider2D";
Names[61] = "BoxCollider2D";
Names[62] = "PhysicsMaterial2D";
Names[64] = "MeshCollider";
Names[65] = "BoxCollider";
Names[66] = "SpriteCollider2D";
Names[68] = "EdgeCollider2D";
Names[72] = "ComputeShader";
Names[74] = "AnimationClip";
Names[75] = "ConstantForce";
Names[76] = "WorldParticleCollider";
Names[78] = "TagManager";
Names[81] = "AudioListener";
Names[82] = "AudioSource";
Names[83] = "AudioClip";
Names[84] = "RenderTexture";
Names[87] = "MeshParticleEmitter";
Names[88] = "ParticleEmitter";
Names[89] = "Cubemap";
Names[90] = "Avatar";
Names[91] = "AnimatorController";
Names[92] = "GUILayer";
Names[93] = "RuntimeAnimatorController";
Names[94] = "ScriptMapper";
Names[95] = "Animator";
Names[96] = "TrailRenderer";
Names[98] = "DelayedCallManager";
Names[102] = "TextMesh";
Names[104] = "RenderSettings";
Names[108] = "Light";
Names[109] = "CGProgram";
Names[110] = "BaseAnimationTrack";
Names[111] = "Animation";
Names[114] = "MonoBehaviour";
Names[115] = "MonoScript";
Names[116] = "MonoManager";
Names[117] = "Texture3D";
Names[118] = "NewAnimationTrack";
Names[119] = "Projector";
Names[120] = "LineRenderer";
Names[121] = "Flare";
Names[122] = "Halo";
Names[123] = "LensFlare";
Names[124] = "FlareLayer";
Names[125] = "HaloLayer";
Names[126] = "NavMeshAreas";
Names[127] = "HaloManager";
Names[128] = "Font";
Names[129] = "PlayerSettings";
Names[130] = "NamedObject";
Names[131] = "GUITexture";
Names[132] = "GUIText";
Names[133] = "GUIElement";
Names[134] = "PhysicMaterial";
Names[135] = "SphereCollider";
Names[136] = "CapsuleCollider";
Names[137] = "SkinnedMeshRenderer";
Names[138] = "FixedJoint";
Names[140] = "RaycastCollider";
Names[141] = "BuildSettings";
Names[142] = "AssetBundle";
Names[143] = "CharacterController";
Names[144] = "CharacterJoint";
Names[145] = "SpringJoint";
Names[146] = "WheelCollider";
Names[147] = "ResourceManager";
Names[148] = "NetworkView";
Names[149] = "NetworkManager";
Names[150] = "PreloadData";
Names[152] = "MovieTexture";
Names[153] = "ConfigurableJoint";
Names[154] = "TerrainCollider";
Names[155] = "MasterServerInterface";
Names[156] = "TerrainData";
Names[157] = "LightmapSettings";
Names[158] = "WebCamTexture";
Names[159] = "EditorSettings";
Names[160] = "InteractiveCloth";
Names[161] = "ClothRenderer";
Names[162] = "EditorUserSettings";
Names[163] = "SkinnedCloth";
Names[164] = "AudioReverbFilter";
Names[165] = "AudioHighPassFilter";
Names[166] = "AudioChorusFilter";
Names[167] = "AudioReverbZone";
Names[168] = "AudioEchoFilter";
Names[169] = "AudioLowPassFilter";
Names[170] = "AudioDistortionFilter";
Names[171] = "SparseTexture";
Names[180] = "AudioBehaviour";
Names[181] = "AudioFilter";
Names[182] = "WindZone";
Names[183] = "Cloth";
Names[184] = "SubstanceArchive";
Names[185] = "ProceduralMaterial";
Names[186] = "ProceduralTexture";
Names[191] = "OffMeshLink";
Names[192] = "OcclusionArea";
Names[193] = "Tree";
Names[194] = "NavMeshObsolete";
Names[195] = "NavMeshAgent";
Names[196] = "NavMeshSettings";
Names[197] = "LightProbesLegacy";
Names[198] = "ParticleSystem";
Names[199] = "ParticleSystemRenderer";
Names[200] = "ShaderVariantCollection";
Names[205] = "LODGroup";
Names[206] = "BlendTree";
Names[207] = "Motion";
Names[208] = "NavMeshObstacle";
Names[210] = "TerrainInstance";
Names[212] = "SpriteRenderer";
Names[213] = "Sprite";
Names[214] = "CachedSpriteAtlas";
Names[215] = "ReflectionProbe";
Names[216] = "ReflectionProbes";
Names[220] = "LightProbeGroup";
Names[221] = "AnimatorOverrideController";
Names[222] = "CanvasRenderer";
Names[223] = "Canvas";
Names[224] = "RectTransform";
Names[225] = "CanvasGroup";
Names[226] = "BillboardAsset";
Names[227] = "BillboardRenderer";
Names[228] = "SpeedTreeWindAsset";
Names[229] = "AnchoredJoint2D";
Names[230] = "Joint2D";
Names[231] = "SpringJoint2D";
Names[232] = "DistanceJoint2D";
Names[233] = "HingeJoint2D";
Names[234] = "SliderJoint2D";
Names[235] = "WheelJoint2D";
Names[238] = "NavMeshData";
Names[240] = "AudioMixer";
Names[241] = "AudioMixerController";
Names[243] = "AudioMixerGroupController";
Names[244] = "AudioMixerEffectController";
Names[245] = "AudioMixerSnapshotController";
Names[246] = "PhysicsUpdateBehaviour2D";
Names[247] = "ConstantForce2D";
Names[248] = "Effector2D";
Names[249] = "AreaEffector2D";
Names[250] = "PointEffector2D";
Names[251] = "PlatformEffector2D";
Names[252] = "SurfaceEffector2D";
Names[258] = "LightProbes";
Names[271] = "SampleClip";
Names[272] = "AudioMixerSnapshot";
Names[273] = "AudioMixerGroup";
Names[290] = "AssetBundleManifest";
Names[1001] = "Prefab";
Names[1002] = "EditorExtensionImpl";
Names[1003] = "AssetImporter";
Names[1004] = "AssetDatabase";
Names[1005] = "Mesh3DSImporter";
Names[1006] = "TextureImporter";
Names[1007] = "ShaderImporter";
Names[1008] = "ComputeShaderImporter";
Names[1011] = "AvatarMask";
Names[1020] = "AudioImporter";
Names[1026] = "HierarchyState";
Names[1027] = "GUIDSerializer";
Names[1028] = "AssetMetaData";
Names[1029] = "DefaultAsset";
Names[1030] = "DefaultImporter";
Names[1031] = "TextScriptImporter";
Names[1032] = "SceneAsset";
Names[1034] = "NativeFormatImporter";
Names[1035] = "MonoImporter";
Names[1037] = "AssetServerCache";
Names[1038] = "LibraryAssetImporter";
Names[1040] = "ModelImporter";
Names[1041] = "FBXImporter";
Names[1042] = "TrueTypeFontImporter";
Names[1044] = "MovieImporter";
Names[1045] = "EditorBuildSettings";
Names[1046] = "DDSImporter";
Names[1048] = "InspectorExpandedState";
Names[1049] = "AnnotationManager";
Names[1050] = "PluginImporter";
Names[1051] = "EditorUserBuildSettings";
Names[1052] = "PVRImporter";
Names[1053] = "ASTCImporter";
Names[1054] = "KTXImporter";
Names[1101] = "AnimatorStateTransition";
Names[1102] = "AnimatorState";
Names[1105] = "HumanTemplate";
Names[1107] = "AnimatorStateMachine";
Names[1108] = "PreviewAssetType";
Names[1109] = "AnimatorTransition";
Names[1110] = "SpeedTreeImporter";
Names[1111] = "AnimatorTransitionBase";
Names[1112] = "SubstanceImporter";
Names[1113] = "LightmapParameters";
Names[1120] = "LightmapSnapshot";
}
}
}

View File

@ -0,0 +1,198 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
namespace Unity_Studio
{
public enum EndianType
{
BigEndian,
LittleEndian
}
public class EndianStream : BinaryReader
{
public EndianType endian;
private byte[] a16 = new byte[2];
private byte[] a32 = new byte[4];
private byte[] a64 = new byte[8];
public EndianStream(Stream stream, EndianType endian) : base(stream) { }
~EndianStream()
{
Dispose();
}
public long Position { get { return base.BaseStream.Position; } set { base.BaseStream.Position = value; } }
public new void Dispose()
{
base.Dispose();
}
public override bool ReadBoolean()
{
return base.ReadBoolean();
}
public override byte ReadByte()
{
try
{
return base.ReadByte();
}
catch
{
return 0;
}
}
public override char ReadChar()
{
return base.ReadChar();
}
public override Int16 ReadInt16()
{
if (endian == EndianType.BigEndian)
{
a16 = base.ReadBytes(2);
Array.Reverse(a16);
return BitConverter.ToInt16(a16, 0);
}
else return base.ReadInt16();
}
public override int ReadInt32()
{
if (endian == EndianType.BigEndian)
{
a32 = base.ReadBytes(4);
Array.Reverse(a32);
return BitConverter.ToInt32(a32, 0);
}
else return base.ReadInt32();
}
public override Int64 ReadInt64()
{
if (endian == EndianType.BigEndian)
{
a64 = base.ReadBytes(8);
Array.Reverse(a64);
return BitConverter.ToInt64(a64, 0);
}
else return base.ReadInt64();
}
public override UInt16 ReadUInt16()
{
if (endian == EndianType.BigEndian)
{
a16 = base.ReadBytes(2);
Array.Reverse(a16);
return BitConverter.ToUInt16(a16, 0);
}
else return base.ReadUInt16();
}
public override UInt32 ReadUInt32()
{
if (endian == EndianType.BigEndian)
{
a32 = base.ReadBytes(4);
Array.Reverse(a32);
return BitConverter.ToUInt32(a32, 0);
}
else return base.ReadUInt32();
}
public override UInt64 ReadUInt64()
{
if (endian == EndianType.BigEndian)
{
a64 = base.ReadBytes(8);
Array.Reverse(a64);
return BitConverter.ToUInt64(a64, 0);
}
else return base.ReadUInt64();
}
public override Single ReadSingle()
{
if (endian == EndianType.BigEndian)
{
a32 = base.ReadBytes(4);
Array.Reverse(a32);
return BitConverter.ToSingle(a32, 0);
}
else return base.ReadSingle();
}
public override Double ReadDouble()
{
if (endian == EndianType.BigEndian)
{
a64 = base.ReadBytes(8);
Array.Reverse(a64);
return BitConverter.ToUInt64(a64, 0);
}
else return base.ReadDouble();
}
public override string ReadString()
{
return base.ReadString();
}
public string ReadASCII(int length)
{
return ASCIIEncoding.ASCII.GetString(base.ReadBytes(length));
}
public void AlignStream(int alignment)
{
long pos = base.BaseStream.Position;
//long padding = alignment - pos + (pos / alignment) * alignment;
//if (padding != alignment) { base.BaseStream.Position += padding; }
if ((pos % alignment) != 0) { base.BaseStream.Position += alignment - (pos % alignment); }
}
public string ReadAlignedString(int length)
{
byte[] stringData = new byte[length];
base.Read(stringData, 0, length);
var result = System.Text.Encoding.UTF8.GetString(stringData); //must verify strange characters in PS3
/*string result = "";
char c;
for (int i = 0; i < length; i++)
{
c = (char)base.ReadByte();
result += c.ToString();
}*/
AlignStream(4);
return result;
}
public string ReadStringToNull()
{
string result = "";
char c;
for (int i = 0; i < base.BaseStream.Length; i++)
{
if ((c = (char)base.ReadByte()) == 0)
{
break;
}
result += c.ToString();
}
return result;
}
}
}

331
Unity Studio/FBXExport.Designer.cs generated Normal file
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@ -0,0 +1,331 @@
namespace Unity_Studio
{
partial class ExportOptions
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.includeBox = new System.Windows.Forms.GroupBox();
this.embedBox = new System.Windows.Forms.CheckBox();
this.lightsBox = new System.Windows.Forms.CheckBox();
this.camerasBox = new System.Windows.Forms.CheckBox();
this.animationBox = new System.Windows.Forms.CheckBox();
this.geometryBox = new System.Windows.Forms.GroupBox();
this.exportColors = new System.Windows.Forms.CheckBox();
this.exportUVs = new System.Windows.Forms.CheckBox();
this.exportTangents = new System.Windows.Forms.CheckBox();
this.exportNormals = new System.Windows.Forms.CheckBox();
this.advancedBox = new System.Windows.Forms.GroupBox();
this.axisLabel = new System.Windows.Forms.Label();
this.upAxis = new System.Windows.Forms.ComboBox();
this.scaleFactor = new System.Windows.Forms.NumericUpDown();
this.scaleLabel = new System.Windows.Forms.Label();
this.fbxOKbutton = new System.Windows.Forms.Button();
this.fbxCancel = new System.Windows.Forms.Button();
this.saveFileDialog1 = new System.Windows.Forms.SaveFileDialog();
this.showExpOpt = new System.Windows.Forms.CheckBox();
this.includeBox.SuspendLayout();
this.geometryBox.SuspendLayout();
this.advancedBox.SuspendLayout();
((System.ComponentModel.ISupportInitialize)(this.scaleFactor)).BeginInit();
this.SuspendLayout();
//
// includeBox
//
this.includeBox.AutoSize = true;
this.includeBox.Controls.Add(this.embedBox);
this.includeBox.Controls.Add(this.lightsBox);
this.includeBox.Controls.Add(this.camerasBox);
this.includeBox.Controls.Add(this.animationBox);
this.includeBox.Controls.Add(this.geometryBox);
this.includeBox.Location = new System.Drawing.Point(13, 13);
this.includeBox.Name = "includeBox";
this.includeBox.Size = new System.Drawing.Size(359, 262);
this.includeBox.TabIndex = 0;
this.includeBox.TabStop = false;
this.includeBox.Text = "Include";
//
// embedBox
//
this.embedBox.AutoSize = true;
this.embedBox.Enabled = false;
this.embedBox.Location = new System.Drawing.Point(14, 226);
this.embedBox.Name = "embedBox";
this.embedBox.Size = new System.Drawing.Size(91, 17);
this.embedBox.TabIndex = 4;
this.embedBox.Text = "Embed Media";
this.embedBox.UseVisualStyleBackColor = true;
//
// lightsBox
//
this.lightsBox.AutoSize = true;
this.lightsBox.Enabled = false;
this.lightsBox.Location = new System.Drawing.Point(14, 202);
this.lightsBox.Name = "lightsBox";
this.lightsBox.Size = new System.Drawing.Size(54, 17);
this.lightsBox.TabIndex = 3;
this.lightsBox.Text = "Lights";
this.lightsBox.UseVisualStyleBackColor = true;
//
// camerasBox
//
this.camerasBox.AutoSize = true;
this.camerasBox.Enabled = false;
this.camerasBox.Location = new System.Drawing.Point(14, 178);
this.camerasBox.Name = "camerasBox";
this.camerasBox.Size = new System.Drawing.Size(67, 17);
this.camerasBox.TabIndex = 2;
this.camerasBox.Text = "Cameras";
this.camerasBox.UseVisualStyleBackColor = true;
//
// animationBox
//
this.animationBox.AutoSize = true;
this.animationBox.Enabled = false;
this.animationBox.Location = new System.Drawing.Point(14, 154);
this.animationBox.Name = "animationBox";
this.animationBox.Size = new System.Drawing.Size(72, 17);
this.animationBox.TabIndex = 1;
this.animationBox.Text = "Animation";
this.animationBox.UseVisualStyleBackColor = true;
//
// geometryBox
//
this.geometryBox.AutoSize = true;
this.geometryBox.Controls.Add(this.exportColors);
this.geometryBox.Controls.Add(this.exportUVs);
this.geometryBox.Controls.Add(this.exportTangents);
this.geometryBox.Controls.Add(this.exportNormals);
this.geometryBox.Location = new System.Drawing.Point(7, 20);
this.geometryBox.Name = "geometryBox";
this.geometryBox.Size = new System.Drawing.Size(346, 128);
this.geometryBox.TabIndex = 0;
this.geometryBox.TabStop = false;
this.geometryBox.Text = "Geometry";
//
// exportColors
//
this.exportColors.AutoSize = true;
this.exportColors.Checked = true;
this.exportColors.CheckState = System.Windows.Forms.CheckState.Checked;
this.exportColors.Location = new System.Drawing.Point(7, 92);
this.exportColors.Name = "exportColors";
this.exportColors.Size = new System.Drawing.Size(88, 17);
this.exportColors.TabIndex = 3;
this.exportColors.Text = "Vertex Colors";
this.exportColors.UseVisualStyleBackColor = true;
this.exportColors.CheckedChanged += new System.EventHandler(this.exportOpnions_CheckedChanged);
//
// exportUVs
//
this.exportUVs.AutoSize = true;
this.exportUVs.Checked = true;
this.exportUVs.CheckState = System.Windows.Forms.CheckState.Checked;
this.exportUVs.Location = new System.Drawing.Point(7, 68);
this.exportUVs.Name = "exportUVs";
this.exportUVs.Size = new System.Drawing.Size(100, 17);
this.exportUVs.TabIndex = 2;
this.exportUVs.Text = "UV Coordinates";
this.exportUVs.UseVisualStyleBackColor = true;
this.exportUVs.CheckedChanged += new System.EventHandler(this.exportOpnions_CheckedChanged);
//
// exportTangents
//
this.exportTangents.AutoSize = true;
this.exportTangents.Enabled = false;
this.exportTangents.Location = new System.Drawing.Point(7, 44);
this.exportTangents.Name = "exportTangents";
this.exportTangents.Size = new System.Drawing.Size(71, 17);
this.exportTangents.TabIndex = 1;
this.exportTangents.Text = "Tangents";
this.exportTangents.UseVisualStyleBackColor = true;
this.exportTangents.CheckedChanged += new System.EventHandler(this.exportOpnions_CheckedChanged);
//
// exportNormals
//
this.exportNormals.AutoSize = true;
this.exportNormals.Checked = true;
this.exportNormals.CheckState = System.Windows.Forms.CheckState.Checked;
this.exportNormals.Location = new System.Drawing.Point(7, 20);
this.exportNormals.Name = "exportNormals";
this.exportNormals.Size = new System.Drawing.Size(64, 17);
this.exportNormals.TabIndex = 0;
this.exportNormals.Text = "Normals";
this.exportNormals.UseVisualStyleBackColor = true;
this.exportNormals.CheckedChanged += new System.EventHandler(this.exportOpnions_CheckedChanged);
//
// advancedBox
//
this.advancedBox.AutoSize = true;
this.advancedBox.Controls.Add(this.axisLabel);
this.advancedBox.Controls.Add(this.upAxis);
this.advancedBox.Controls.Add(this.scaleFactor);
this.advancedBox.Controls.Add(this.scaleLabel);
this.advancedBox.Location = new System.Drawing.Point(12, 281);
this.advancedBox.Name = "advancedBox";
this.advancedBox.Size = new System.Drawing.Size(360, 80);
this.advancedBox.TabIndex = 5;
this.advancedBox.TabStop = false;
this.advancedBox.Text = "Advanced Options";
//
// axisLabel
//
this.axisLabel.AutoSize = true;
this.axisLabel.Location = new System.Drawing.Point(6, 43);
this.axisLabel.Name = "axisLabel";
this.axisLabel.Size = new System.Drawing.Size(46, 13);
this.axisLabel.TabIndex = 3;
this.axisLabel.Text = "Up Axis:";
//
// upAxis
//
this.upAxis.FormattingEnabled = true;
this.upAxis.Items.AddRange(new object[] {
"Y-up"});
this.upAxis.Location = new System.Drawing.Point(58, 40);
this.upAxis.MaxDropDownItems = 2;
this.upAxis.Name = "upAxis";
this.upAxis.Size = new System.Drawing.Size(70, 21);
this.upAxis.TabIndex = 2;
//
// scaleFactor
//
this.scaleFactor.DecimalPlaces = 2;
this.scaleFactor.Increment = new decimal(new int[] {
1,
0,
0,
131072});
this.scaleFactor.Location = new System.Drawing.Point(82, 14);
this.scaleFactor.Name = "scaleFactor";
this.scaleFactor.Size = new System.Drawing.Size(46, 20);
this.scaleFactor.TabIndex = 1;
this.scaleFactor.Value = new decimal(new int[] {
254,
0,
0,
131072});
//
// scaleLabel
//
this.scaleLabel.AutoSize = true;
this.scaleLabel.Location = new System.Drawing.Point(6, 16);
this.scaleLabel.Name = "scaleLabel";
this.scaleLabel.Size = new System.Drawing.Size(70, 13);
this.scaleLabel.TabIndex = 0;
this.scaleLabel.Text = "Scale Factor:";
//
// fbxOKbutton
//
this.fbxOKbutton.Location = new System.Drawing.Point(216, 367);
this.fbxOKbutton.Name = "fbxOKbutton";
this.fbxOKbutton.Size = new System.Drawing.Size(75, 23);
this.fbxOKbutton.TabIndex = 6;
this.fbxOKbutton.Text = "OK";
this.fbxOKbutton.UseVisualStyleBackColor = true;
this.fbxOKbutton.Click += new System.EventHandler(this.fbxOKbutton_Click);
//
// fbxCancel
//
this.fbxCancel.DialogResult = System.Windows.Forms.DialogResult.Cancel;
this.fbxCancel.Location = new System.Drawing.Point(297, 367);
this.fbxCancel.Name = "fbxCancel";
this.fbxCancel.Size = new System.Drawing.Size(75, 23);
this.fbxCancel.TabIndex = 7;
this.fbxCancel.Text = "Cancel";
this.fbxCancel.UseVisualStyleBackColor = true;
this.fbxCancel.Click += new System.EventHandler(this.fbxCancel_Click);
//
// saveFileDialog1
//
this.saveFileDialog1.Filter = "FBX file|*.fbx|Collada|*.dae";
this.saveFileDialog1.RestoreDirectory = true;
//
// showExpOpt
//
this.showExpOpt.AutoSize = true;
this.showExpOpt.Location = new System.Drawing.Point(12, 371);
this.showExpOpt.Name = "showExpOpt";
this.showExpOpt.Size = new System.Drawing.Size(127, 17);
this.showExpOpt.TabIndex = 8;
this.showExpOpt.Text = "Show for each export";
this.showExpOpt.UseVisualStyleBackColor = true;
//
// ExportOptions
//
this.AcceptButton = this.fbxOKbutton;
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.CancelButton = this.fbxCancel;
this.ClientSize = new System.Drawing.Size(384, 401);
this.Controls.Add(this.showExpOpt);
this.Controls.Add(this.fbxCancel);
this.Controls.Add(this.fbxOKbutton);
this.Controls.Add(this.advancedBox);
this.Controls.Add(this.includeBox);
this.HelpButton = true;
this.MaximizeBox = false;
this.MinimizeBox = false;
this.Name = "ExportOptions";
this.ShowIcon = false;
this.ShowInTaskbar = false;
this.Text = "Export options";
this.TopMost = true;
this.includeBox.ResumeLayout(false);
this.includeBox.PerformLayout();
this.geometryBox.ResumeLayout(false);
this.geometryBox.PerformLayout();
this.advancedBox.ResumeLayout(false);
this.advancedBox.PerformLayout();
((System.ComponentModel.ISupportInitialize)(this.scaleFactor)).EndInit();
this.ResumeLayout(false);
this.PerformLayout();
}
#endregion
private System.Windows.Forms.GroupBox includeBox;
private System.Windows.Forms.GroupBox advancedBox;
private System.Windows.Forms.NumericUpDown scaleFactor;
private System.Windows.Forms.Label scaleLabel;
private System.Windows.Forms.CheckBox embedBox;
private System.Windows.Forms.CheckBox lightsBox;
private System.Windows.Forms.CheckBox camerasBox;
private System.Windows.Forms.CheckBox animationBox;
private System.Windows.Forms.GroupBox geometryBox;
private System.Windows.Forms.CheckBox exportColors;
private System.Windows.Forms.CheckBox exportUVs;
private System.Windows.Forms.CheckBox exportTangents;
private System.Windows.Forms.CheckBox exportNormals;
private System.Windows.Forms.Label axisLabel;
private System.Windows.Forms.ComboBox upAxis;
private System.Windows.Forms.Button fbxOKbutton;
private System.Windows.Forms.Button fbxCancel;
private System.Windows.Forms.SaveFileDialog saveFileDialog1;
private System.Windows.Forms.CheckBox showExpOpt;
}
}

53
Unity Studio/FBXExport.cs Normal file
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using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.IO;
using System.Linq;
using System.Text;
using System.Windows.Forms;
namespace Unity_Studio
{
public partial class ExportOptions : Form
{
public string selectedPath = "";
public ExportOptions()
{
InitializeComponent();
exportNormals.Checked = (bool)Properties.Settings.Default["exportNormals"];
exportTangents.Checked = (bool)Properties.Settings.Default["exportTangents"];
exportUVs.Checked = (bool)Properties.Settings.Default["exportUVs"];
exportColors.Checked = (bool)Properties.Settings.Default["exportColors"];
scaleFactor.Value = (decimal)Properties.Settings.Default["scaleFactor"];
upAxis.SelectedIndex = (int)Properties.Settings.Default["upAxis"];
showExpOpt.Checked = (bool)Properties.Settings.Default["showExpOpt"];
}
private void exportOpnions_CheckedChanged(object sender, EventArgs e)
{
Properties.Settings.Default[((CheckBox)sender).Name] = ((CheckBox)sender).Checked;
Properties.Settings.Default.Save();
}
private void fbxOKbutton_Click(object sender, EventArgs e)
{
Properties.Settings.Default["exportNormals"] = exportNormals.Checked;
Properties.Settings.Default["exportTangents"] = exportTangents.Checked;
Properties.Settings.Default["exportUVs"] = exportUVs.Checked;
Properties.Settings.Default["exportColors"] = exportColors.Checked;
Properties.Settings.Default["scaleFactor"] = scaleFactor.Value;
Properties.Settings.Default["upAxis"] = upAxis.SelectedIndex;
this.DialogResult = DialogResult.OK;
this.Close();
}
private void fbxCancel_Click(object sender, EventArgs e)
{
this.DialogResult = DialogResult.Cancel;
this.Close();
}
}
}

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Unity Studio/FBXExport.resx Normal file
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<?xml version="1.0" encoding="utf-8"?>
<root>
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Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
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<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<metadata name="saveFileDialog1.TrayLocation" type="System.Drawing.Point, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a">
<value>17, 17</value>
</metadata>
</root>

5510
Unity Studio/FMOD/fmod.cs Normal file

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/*$ preserve start $*/
/* ========================================================================================== */
/* FMOD Ex - DSP header file. Copyright (c), Firelight Technologies Pty, Ltd. 2004-2014. */
/* */
/* Use this header if you are interested in delving deeper into the FMOD software mixing / */
/* DSP engine. In this header you can find parameter structures for FMOD system reigstered */
/* DSP effects and generators. */
/* */
/* ========================================================================================== */
using System;
using System.Text;
using System.Runtime.InteropServices;
namespace FMOD
{
/*$ preserve end $*/
/*
DSP callbacks
*/
public delegate RESULT DSP_CREATECALLBACK (ref DSP_STATE dsp_state);
public delegate RESULT DSP_RELEASECALLBACK (ref DSP_STATE dsp_state);
public delegate RESULT DSP_RESETCALLBACK (ref DSP_STATE dsp_state);
public delegate RESULT DSP_READCALLBACK (ref DSP_STATE dsp_state, IntPtr inbuffer, IntPtr outbuffer, uint length, int inchannels, int outchannels);
public delegate RESULT DSP_SETPOSITIONCALLBACK (ref DSP_STATE dsp_state, uint seeklen);
public delegate RESULT DSP_SETPARAMCALLBACK (ref DSP_STATE dsp_state, int index, float val);
public delegate RESULT DSP_GETPARAMCALLBACK (ref DSP_STATE dsp_state, int index, ref float val, StringBuilder valuestr);
public delegate RESULT DSP_DIALOGCALLBACK (ref DSP_STATE dsp_state, IntPtr hwnd, bool show);
/*
[ENUM]
[
[DESCRIPTION]
These definitions can be used for creating FMOD defined special effects or DSP units.
[REMARKS]
To get them to be active, first create the unit, then add it somewhere into the DSP network, either at the front of the network near the soundcard unit to affect the global output (by using System::getDSPHead), or on a single channel (using Channel::getDSPHead).
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
System::createDSPByType
]
*/
public enum DSP_TYPE :int
{
UNKNOWN, /* This unit was created via a non FMOD plugin so has an unknown purpose */
MIXER, /* This unit does nothing but take inputs and mix them together then feed the result to the soundcard unit. */
OSCILLATOR, /* This unit generates sine/square/saw/triangle or noise tones. */
LOWPASS, /* This unit filters sound using a high quality, resonant lowpass filter algorithm but consumes more CPU time. */
ITLOWPASS, /* This unit filters sound using a resonant lowpass filter algorithm that is used in Impulse Tracker, but with limited cutoff range (0 to 8060hz). */
HIGHPASS, /* This unit filters sound using a resonant highpass filter algorithm. */
ECHO, /* This unit produces an echo on the sound and fades out at the desired rate. */
FLANGE, /* This unit produces a flange effect on the sound. */
DISTORTION, /* This unit distorts the sound. */
NORMALIZE, /* This unit normalizes or amplifies the sound to a certain level. */
PARAMEQ, /* This unit attenuates or amplifies a selected frequency range. */
PITCHSHIFT, /* This unit bends the pitch of a sound without changing the speed of playback. */
CHORUS, /* This unit produces a chorus effect on the sound. */
VSTPLUGIN, /* This unit allows the use of Steinberg VST plugins */
WINAMPPLUGIN, /* This unit allows the use of Nullsoft Winamp plugins */
ITECHO, /* This unit produces an echo on the sound and fades out at the desired rate as is used in Impulse Tracker. */
COMPRESSOR, /* This unit implements dynamic compression (linked multichannel, wideband) */
SFXREVERB, /* This unit implements SFX reverb */
LOWPASS_SIMPLE, /* This unit filters sound using a simple lowpass with no resonance, but has flexible cutoff and is fast. */
DELAY, /* This unit produces different delays on individual channels of the sound. */
TREMOLO, /* This unit produces a tremolo / chopper effect on the sound. */
LADSPAPLUGIN, /* This unit allows the use of LADSPA standard plugins. */
}
/*
[STRUCTURE]
[
[DESCRIPTION]
[REMARKS]
Members marked with [in] mean the user sets the value before passing it to the function.<br>
Members marked with [out] mean FMOD sets the value to be used after the function exits.<br>
<br>
The step parameter tells the gui or application that the parameter has a certain granularity.<br>
For example in the example of cutoff frequency with a range from 100.0 to 22050.0 you might only want the selection to be in 10hz increments. For this you would simply use 10.0 as the step value.<br>
For a boolean, you can use min = 0.0, max = 1.0, step = 1.0. This way the only possible values are 0.0 and 1.0.<br>
Some applications may detect min = 0.0, max = 1.0, step = 1.0 and replace a graphical slider bar with a checkbox instead.<br>
A step value of 1.0 would simulate integer values only.<br>
A step value of 0.0 would mean the full floating point range is accessable.<br>
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
System::createDSP
System::getDSP
]
*/
public struct DSP_PARAMETERDESC
{
public float min; /* [in] Minimum value of the parameter (ie 100.0). */
public float max; /* [in] Maximum value of the parameter (ie 22050.0). */
public float defaultval; /* [in] Default value of parameter. */
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 16)]
public char[] name; /* [in] Name of the parameter to be displayed (ie "Cutoff frequency"). */
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 16)]
public char[] label; /* [in] Short string to be put next to value to denote the unit type (ie "hz"). */
public string description; /* [in] Description of the parameter to be displayed as a help item / tooltip for this parameter. */
}
/*
[STRUCTURE]
[
[DESCRIPTION]
Strcture to define the parameters for a DSP unit.
[REMARKS]
Members marked with [in] mean the user sets the value before passing it to the function.<br>
Members marked with [out] mean FMOD sets the value to be used after the function exits.<br>
<br>
There are 2 different ways to change a parameter in this architecture.<br>
One is to use DSP::setParameter / DSP::getParameter. This is platform independant and is dynamic, so new unknown plugins can have their parameters enumerated and used.<br>
The other is to use DSP::showConfigDialog. This is platform specific and requires a GUI, and will display a dialog box to configure the plugin.<br>
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
System::createDSP
System::getDSP
]
*/
public struct DSP_DESCRIPTION
{
[MarshalAs(UnmanagedType.ByValArray,SizeConst=32)]
public char[] name; /* [in] Name of the unit to be displayed in the network. */
public uint version; /* [in] Plugin writer's version number. */
public int channels; /* [in] Number of channels. Use 0 to process whatever number of channels is currently in the network. >0 would be mostly used if the unit is a unit that only generates sound. */
public DSP_CREATECALLBACK create; /* [in] Create callback. This is called when DSP unit is created. Can be null. */
public DSP_RELEASECALLBACK release; /* [in] Release callback. This is called just before the unit is freed so the user can do any cleanup needed for the unit. Can be null. */
public DSP_RESETCALLBACK reset; /* [in] Reset callback. This is called by the user to reset any history buffers that may need resetting for a filter, when it is to be used or re-used for the first time to its initial clean state. Use to avoid clicks or artifacts. */
public DSP_READCALLBACK read; /* [in] Read callback. Processing is done here. Can be null. */
public DSP_SETPOSITIONCALLBACK setposition; /* [in] Setposition callback. This is called if the unit wants to update its position info but not process data. Can be null. */
public int numparameters; /* [in] Number of parameters used in this filter. The user finds this with DSP::getNumParameters */
public DSP_PARAMETERDESC[] paramdesc; /* [in] Variable number of parameter structures. */
public DSP_SETPARAMCALLBACK setparameter; /* [in] This is called when the user calls DSP::setParameter. Can be null. */
public DSP_GETPARAMCALLBACK getparameter; /* [in] This is called when the user calls DSP::getParameter. Can be null. */
public DSP_DIALOGCALLBACK config; /* [in] This is called when the user calls DSP::showConfigDialog. Can be used to display a dialog to configure the filter. Can be null. */
public int configwidth; /* [in] Width of config dialog graphic if there is one. 0 otherwise.*/
public int configheight; /* [in] Height of config dialog graphic if there is one. 0 otherwise.*/
public IntPtr userdata; /* [in] Optional. Specify 0 to ignore. This is user data to be attached to the DSP unit during creation. Access via DSP::getUserData. */
}
/*
[STRUCTURE]
[
[DESCRIPTION]
DSP plugin structure that is passed into each callback.
[REMARKS]
Members marked with [in] mean the variable can be written to. The user can set the value.<br>
Members marked with [out] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.<br>
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3
[SEE_ALSO]
FMOD_DSP_DESCRIPTION
]
*/
public struct DSP_STATE
{
public IntPtr instance; /* [out] Handle to the DSP hand the user created. Not to be modified. C++ users cast to FMOD::DSP to use. */
public IntPtr plugindata; /* [in] Plugin writer created data the output author wants to attach to this object. */
public ushort speakermask; /* Specifies which speakers the DSP effect is active on */
};
/*
==============================================================================================================
FMOD built in effect parameters.
Use DSP::setParameter with these enums for the 'index' parameter.
==============================================================================================================
*/
/*
[ENUM]
[
[DESCRIPTION]
Parameter types for the FMOD_DSP_TYPE_OSCILLATOR filter.
[REMARKS]
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
DSP::setParameter
DSP::getParameter
FMOD_DSP_TYPE
]
*/
public enum DSP_OSCILLATOR
{
TYPE, /* Waveform type. 0 = sine. 1 = square. 2 = sawup. 3 = sawdown. 4 = triangle. 5 = noise. */
RATE /* Frequency of the sinewave in hz. 1.0 to 22000.0. Default = 220.0. */
}
/*
[ENUM]
[
[DESCRIPTION]
Parameter types for the FMOD_DSP_TYPE_LOWPASS filter.
[REMARKS]
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
DSP::setParameter
DSP::getParameter
FMOD_DSP_TYPE
]
*/
public enum DSP_LOWPASS
{
CUTOFF, /* Lowpass cutoff frequency in hz. 1.0 to 22000.0. Default = 5000.0. */
RESONANCE /* Lowpass resonance Q value. 1.0 to 10.0. Default = 1.0. */
}
/*
[ENUM]
[
[DESCRIPTION]
Parameter types for the FMOD_DSP_TYPE_ITLOWPASS filter.
This is different to the default FMOD_DSP_TYPE_ITLOWPASS filter in that it uses a different quality algorithm and is
the filter used to produce the correct sounding playback in .IT files.<br>
FMOD Ex's .IT playback uses this filter.<br>
[REMARKS]
Note! This filter actually has a limited cutoff frequency below the specified maximum, due to its limited design,
so for a more open range filter use FMOD_DSP_LOWPASS or if you don't mind not having resonance,
FMOD_DSP_LOWPASS_SIMPLE.<br>
The effective maximum cutoff is about 8060hz.
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
DSP::setParameter
DSP::getParameter
FMOD_DSP_TYPE
]
*/
public enum DSP_ITLOWPASS
{
CUTOFF, /* Lowpass cutoff frequency in hz. 1.0 to 22000.0. Default = 5000.0/ */
RESONANCE /* Lowpass resonance Q value. 0.0 to 127.0. Default = 1.0. */
}
/*
[ENUM]
[
[DESCRIPTION]
Parameter types for the FMOD_DSP_TYPE_HIGHPASS filter.
[REMARKS]
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
DSP::setParameter
DSP::getParameter
FMOD_DSP_TYPE
]
*/
public enum DSP_HIGHPASS
{
CUTOFF, /* Highpass cutoff frequency in hz. 10.0 to output 22000.0. Default = 5000.0. */
RESONANCE /* Highpass resonance Q value. 1.0 to 10.0. Default = 1.0. */
}
/*
[ENUM]
[
[DESCRIPTION]
Parameter types for the FMOD_DSP_TYPE_ECHO filter.
[REMARKS]
Note. Every time the delay is changed, the plugin re-allocates the echo buffer. This means the echo will dissapear at that time while it refills its new buffer.<br>
Larger echo delays result in larger amounts of memory allocated.<br>
<br>
'<i>maxchannels</i>' also dictates the amount of memory allocated. By default, the maxchannels value is 0. If FMOD is set to stereo, the echo unit will allocate enough memory for 2 channels. If it is 5.1, it will allocate enough memory for a 6 channel echo, etc.<br>
If the echo effect is only ever applied to the global mix (ie it was added with System::addDSP), then 0 is the value to set as it will be enough to handle all speaker modes.<br>
When the echo is added to a channel (ie Channel::addDSP) then the channel count that comes in could be anything from 1 to 8 possibly. It is only in this case where you might want to increase the channel count above the output's channel count.<br>
If a channel echo is set to a lower number than the sound's channel count that is coming in, it will not echo the sound.<br>
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
DSP::setParameter
DSP::getParameter
FMOD_DSP_TYPE
]
*/
public enum DSP_ECHO
{
DELAY, /* Echo delay in ms. 10 to 5000. Default = 500. */
DECAYRATIO, /* Echo decay per delay. 0 to 1. 1.0 = No decay, 0.0 = total decay. Default = 0.5. */
MAXCHANNELS, /* Maximum channels supported. 0 to 16. 0 = same as fmod's default output polyphony, 1 = mono, 2 = stereo etc. See remarks for more. Default = 0. It is suggested to leave at 0! */
DRYMIX, /* Volume of original signal to pass to output. 0.0 to 1.0. Default = 1.0. */
WETMIX /* Volume of echo signal to pass to output. 0.0 to 1.0. Default = 1.0. */
}
/*
[ENUM]
[
[DESCRIPTION]
Parameter types for the FMOD_DSP_TYPE_DELAY filter.
[REMARKS]
Note. Every time MaxDelay is changed, the plugin re-allocates the delay buffer. This means the delay will dissapear at that time while it refills its new buffer.<br>
A larger MaxDelay results in larger amounts of memory allocated.<br>
Channel delays above MaxDelay will be clipped to MaxDelay and the delay buffer will not be resized.<br>
<br>
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
DSP::setParameter
DSP::getParameter
FMOD_DSP_TYPE
]
*/
public enum DSP_DELAY
{
CH0, /* Channel #0 Delay in ms. 0 to 10000. Default = 0. */
CH1, /* Channel #1 Delay in ms. 0 to 10000. Default = 0. */
CH2, /* Channel #2 Delay in ms. 0 to 10000. Default = 0. */
CH3, /* Channel #3 Delay in ms. 0 to 10000. Default = 0. */
CH4, /* Channel #4 Delay in ms. 0 to 10000. Default = 0. */
CH5, /* Channel #5 Delay in ms. 0 to 10000. Default = 0. */
CH6, /* Channel #6 Delay in ms. 0 to 10000. Default = 0. */
CH7, /* Channel #7 Delay in ms. 0 to 10000. Default = 0. */
CH8, /* Channel #8 Delay in ms. 0 to 10000. Default = 0. */
CH9, /* Channel #9 Delay in ms. 0 to 10000. Default = 0. */
CH10, /* Channel #10 Delay in ms. 0 to 10000. Default = 0. */
CH11, /* Channel #11 Delay in ms. 0 to 10000. Default = 0. */
CH12, /* Channel #12 Delay in ms. 0 to 10000. Default = 0. */
CH13, /* Channel #13 Delay in ms. 0 to 10000. Default = 0. */
CH14, /* Channel #14 Delay in ms. 0 to 10000. Default = 0. */
CH15, /* Channel #15 Delay in ms. 0 to 10000. Default = 0. */
MAXDELAY, /* Maximum delay in ms. 0 to 1000. Default = 10. */
}
/*
[ENUM]
[
[DESCRIPTION]
Parameter types for the FMOD_DSP_TYPE_FLANGE filter.
[REMARKS]
Flange is an effect where the signal is played twice at the same time, and one copy slides back and forth creating a whooshing or flanging effect.<br>
As there are 2 copies of the same signal, by default each signal is given 50% mix, so that the total is not louder than the original unaffected signal.<br>
<br>
Flange depth is a percentage of a 10ms shift from the original signal. Anything above 10ms is not considered flange because to the ear it begins to 'echo' so 10ms is the highest value possible.<br>
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
DSP::setParameter
DSP::getParameter
FMOD_DSP_TYPE
]
*/
public enum DSP_FLANGE
{
DRYMIX, /* Volume of original signal to pass to output. 0.0 to 1.0. Default = 0.45. */
WETMIX, /* Volume of flange signal to pass to output. 0.0 to 1.0. Default = 0.55. */
DEPTH, /* Flange depth. 0.01 to 1.0. Default = 1.0. */
RATE /* Flange speed in hz. 0.0 to 20.0. Default = 0.1. */
}
/*
[ENUM]
[
[DESCRIPTION]
Parameter types for the FMOD_DSP_TYPE_TREMOLO filter.
[REMARKS]
The tremolo effect varies the amplitude of a sound. Depending on the settings, this unit can produce a tremolo, chopper or auto-pan effect.<br>
<br>
The shape of the LFO (low freq. oscillator) can morphed between sine, triangle and sawtooth waves using the FMOD_DSP_TREMOLO_SHAPE and FMOD_DSP_TREMOLO_SKEW parameters.<br>
FMOD_DSP_TREMOLO_DUTY and FMOD_DSP_TREMOLO_SQUARE are useful for a chopper-type effect where the first controls the on-time duration and second controls the flatness of the envelope.<br>
FMOD_DSP_TREMOLO_SPREAD varies the LFO phase between channels to get an auto-pan effect. This works best with a sine shape LFO.<br>
The LFO can be synchronized using the FMOD_DSP_TREMOLO_PHASE parameter which sets its instantaneous phase.<br>
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
DSP::setParameter
DSP::getParameter
FMOD_DSP_TYPE
]
*/
public enum DSP_TREMOLO
{
FREQUENCY, /* LFO frequency in Hz. 0.1 to 20. Default = 4. */
DEPTH, /* Tremolo depth. 0 to 1. Default = 0. */
SHAPE, /* LFO shape morph between triangle and sine. 0 to 1. Default = 0. */
SKEW, /* Time-skewing of LFO cycle. -1 to 1. Default = 0. */
DUTY, /* LFO on-time. 0 to 1. Default = 0.5. */
SQUARE, /* Flatness of the LFO shape. 0 to 1. Default = 0. */
PHASE, /* Instantaneous LFO phase. 0 to 1. Default = 0. */
SPREAD /* Rotation / auto-pan effect. -1 to 1. Default = 0. */
}
/*
[ENUM]
[
[DESCRIPTION]
Parameter types for the FMOD_DSP_TYPE_DISTORTION filter.
[REMARKS]
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
DSP::setParameter
DSP::getParameter
FMOD_DSP_TYPE
]
*/
public enum DSP_DISTORTION
{
LEVEL /* Distortion value. 0.0 to 1.0. Default = 0.5. */
}
/*
[ENUM]
[
[DESCRIPTION]
Parameter types for the FMOD_DSP_TYPE_NORMALIZE filter.
[REMARKS]
Normalize amplifies the sound based on the maximum peaks within the signal.<br>
For example if the maximum peaks in the signal were 50% of the bandwidth, it would scale the whole sound by 2.<br>
The lower threshold value makes the normalizer ignores peaks below a certain point, to avoid over-amplification if a loud signal suddenly came in, and also to avoid amplifying to maximum things like background hiss.<br>
<br>
Because FMOD is a realtime audio processor, it doesn't have the luxury of knowing the peak for the whole sound (ie it can't see into the future), so it has to process data as it comes in.<br>
To avoid very sudden changes in volume level based on small samples of new data, fmod fades towards the desired amplification which makes for smooth gain control. The fadetime parameter can control this.<br>
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
DSP::setParameter
DSP::getParameter
FMOD_DSP_TYPE
]
*/
public enum DSP_NORMALIZE
{
FADETIME, /* Time to ramp the silence to full in ms. 0.0 to 20000.0. Default = 5000.0. */
THRESHHOLD, /* Lower volume range threshold to ignore. 0.0 to 1.0. Default = 0.1. Raise higher to stop amplification of very quiet signals. */
MAXAMP /* Maximum amplification allowed. 1.0 to 100000.0. Default = 20.0. 1.0 = no amplifaction, higher values allow more boost. */
}
/*
[ENUM]
[
[DESCRIPTION]
Parameter types for the FMOD_DSP_TYPE_PARAMEQ filter.
[REMARKS]
Parametric EQ is a bandpass filter that attenuates or amplifies a selected frequency and its neighbouring frequencies.<br>
<br>
To create a multi-band EQ create multiple FMOD_DSP_TYPE_PARAMEQ units and set each unit to different frequencies, for example 1000hz, 2000hz, 4000hz, 8000hz, 16000hz with a range of 1 octave each.<br>
<br>
When a frequency has its gain set to 1.0, the sound will be unaffected and represents the original signal exactly.<br>
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
DSP::setParameter
DSP::getParameter
FMOD_DSP_TYPE
]
*/
public enum DSP_PARAMEQ
{
CENTER, /* Frequency center. 20.0 to 22000.0. Default = 8000.0. */
BANDWIDTH, /* Octave range around the center frequency to filter. 0.2 to 5.0. Default = 1.0. */
GAIN /* Frequency Gain. 0.05 to 3.0. Default = 1.0. */
}
/*
[ENUM]
[
[DESCRIPTION]
Parameter types for the FMOD_DSP_TYPE_PITCHSHIFT filter.
[REMARKS]
This pitch shifting unit can be used to change the pitch of a sound without speeding it up or slowing it down.<br>
It can also be used for time stretching or scaling, for example if the pitch was doubled, and the frequency of the sound was halved, the pitch of the sound would sound correct but it would be twice as slow.<br>
<br>
<b>Warning!</b> This filter is very computationally expensive! Similar to a vocoder, it requires several overlapping FFT and IFFT's to produce smooth output, and can require around 440mhz for 1 stereo 48khz signal using the default settings.<br>
Reducing the signal to mono will half the cpu usage, as will the overlap count.<br>
Reducing this will lower audio quality, but what settings to use are largely dependant on the sound being played. A noisy polyphonic signal will need higher overlap and fft size compared to a speaking voice for example.<br>
<br>
This pitch shifter is based on the pitch shifter code at http://www.dspdimension.com, written by Stephan M. Bernsee.<br>
The original code is COPYRIGHT 1999-2003 Stephan M. Bernsee <smb@dspdimension.com>.<br>
<br>
'<i>maxchannels</i>' dictates the amount of memory allocated. By default, the maxchannels value is 0. If FMOD is set to stereo, the pitch shift unit will allocate enough memory for 2 channels. If it is 5.1, it will allocate enough memory for a 6 channel pitch shift, etc.<br>
If the pitch shift effect is only ever applied to the global mix (ie it was added with System::addDSP), then 0 is the value to set as it will be enough to handle all speaker modes.<br>
When the pitch shift is added to a channel (ie Channel::addDSP) then the channel count that comes in could be anything from 1 to 8 possibly. It is only in this case where you might want to increase the channel count above the output's channel count.<br>
If a channel pitch shift is set to a lower number than the sound's channel count that is coming in, it will not pitch shift the sound.<br>
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
DSP::setParameter
DSP::getParameter
FMOD_DSP_TYPE
]
*/
public enum DSP_PITCHSHIFT
{
PITCH, /* Pitch value. 0.5 to 2.0. Default = 1.0. 0.5 = one octave down, 2.0 = one octave up. 1.0 does not change the pitch. */
FFTSIZE, /* FFT window size. 256, 512, 1024, 2048, 4096. Default = 1024. Increase this to reduce 'smearing'. This effect is a warbling sound similar to when an mp3 is encoded at very low bitrates. */
OVERLAP, /* Window overlap. 1 to 32. Default = 4. Increase this to reduce 'tremolo' effect. Increasing it by a factor of 2 doubles the CPU usage. */
MAXCHANNELS /* Maximum channels supported. 0 to 16. 0 = same as fmod's default output polyphony, 1 = mono, 2 = stereo etc. See remarks for more. Default = 0. It is suggested to leave at 0! */
}
/*
[ENUM]
[
[DESCRIPTION]
Parameter types for the FMOD_DSP_TYPE_CHORUS filter.
[REMARKS]
Chrous is an effect where the sound is more 'spacious' due to 1 to 3 versions of the sound being played along side the original signal but with the pitch of each copy modulating on a sine wave.<br>
This is a highly configurable chorus unit. It supports 3 taps, small and large delay times and also feedback.<br>
This unit also could be used to do a simple echo, or a flange effect.
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
DSP::setParameter
DSP::getParameter
FMOD_DSP_TYPE
]
*/
public enum DSP_CHORUS
{
DRYMIX, /* Volume of original signal to pass to output. 0.0 to 1.0. Default = 0.5. */
WETMIX1, /* Volume of 1st chorus tap. 0.0 to 1.0. Default = 0.5. */
WETMIX2, /* Volume of 2nd chorus tap. This tap is 90 degrees out of phase of the first tap. 0.0 to 1.0. Default = 0.5. */
WETMIX3, /* Volume of 3rd chorus tap. This tap is 90 degrees out of phase of the second tap. 0.0 to 1.0. Default = 0.5. */
DELAY, /* Chorus delay in ms. 0.1 to 100.0. Default = 40.0 ms. */
RATE, /* Chorus modulation rate in hz. 0.0 to 20.0. Default = 0.8 hz. */
DEPTH, /* Chorus modulation depth. 0.0 to 1.0. Default = 0.03. */
FEEDBACK /* Chorus feedback. Controls how much of the wet signal gets fed back into the chorus buffer. 0.0 to 1.0. Default = 0.0. */
}
/*
[ENUM]
[
[DESCRIPTION]
Parameter types for the FMOD_DSP_TYPE_ITECHO filter.<br>
This is effectively a software based echo filter that emulates the DirectX DMO echo effect. Impulse tracker files can support this, and FMOD will produce the effect on ANY platform, not just those that support DirectX effects!<br>
[REMARKS]
Note. Every time the delay is changed, the plugin re-allocates the echo buffer. This means the echo will dissapear at that time while it refills its new buffer.<br>
Larger echo delays result in larger amounts of memory allocated.<br>
<br>
For stereo signals only! This will not work on mono or multichannel signals. This is fine for .IT format purposes, and also if you use System::addDSP with a standard stereo output.<br>
[PLATFORMS]
Win32, Win64, Linux, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable
[SEE_ALSO]
DSP::setParameter
DSP::getParameter
FMOD_DSP_TYPE
System::addDSP
]
*/
public enum DSP_ITECHO
{
WETDRYMIX, /* Ratio of wet (processed) signal to dry (unprocessed) signal. Must be in the range from 0.0 through 100.0 (all wet). The default value is 50. */
FEEDBACK, /* Percentage of output fed back into input, in the range from 0.0 through 100.0. The default value is 50. */
LEFTDELAY, /* Delay for left channel, in milliseconds, in the range from 1.0 through 2000.0. The default value is 500 ms. */
RIGHTDELAY, /* Delay for right channel, in milliseconds, in the range from 1.0 through 2000.0. The default value is 500 ms. */
PANDELAY /* Value that specifies whether to swap left and right delays with each successive echo. The default value is zero, meaning no swap. Possible values are defined as 0.0 (equivalent to FALSE) and 1.0 (equivalent to TRUE). */
}
/*
[ENUM]
[
[DESCRIPTION]
Parameter types for the FMOD_DSP_TYPE_COMPRESSOR unit.<br>
This is a simple linked multichannel software limiter that is uniform across the whole spectrum.<br>
[REMARKS]
The parameters are as follows:
Threshold: [-60dB to 0dB, default 0dB]
Attack Time: [10ms to 200ms, default 50ms]
Release Time: [20ms to 1000ms, default 50ms]
Gain Make Up: [0dB to +30dB, default 0dB]
<br>
The limiter is not guaranteed to catch every peak above the threshold level,
because it cannot apply gain reduction instantaneously - the time delay is
determined by the attack time. However setting the attack time too short will
distort the sound, so it is a compromise. High level peaks can be avoided by
using a short attack time - but not too short, and setting the threshold a few
decibels below the critical level.
<br>
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3
[SEE_ALSO]
DSP::SetParameter
DSP::GetParameter
FMOD_DSP_TYPE
System::addDSP
]
*/
public enum DSP_COMPRESSOR
{
THRESHOLD, /* Threshold level (dB)in the range from -60 through 0. The default value is 50. */
ATTACK, /* Gain reduction attack time (milliseconds), in the range from 10 through 200. The default value is 50. */
RELEASE, /* Gain reduction release time (milliseconds), in the range from 20 through 1000. The default value is 50. */
GAINMAKEUP /* Make-up gain applied after limiting, in the range from 0.0 through 100.0. The default value is 50. */
}
/*
[ENUM]
[
[DESCRIPTION]
Parameter types for the FMOD_DSP_TYPE_SFXREVERB unit.<br>
[REMARKS]
This is a high quality I3DL2 based reverb which improves greatly on FMOD_DSP_REVERB.<br>
On top of the I3DL2 property set, "Dry Level" is also included to allow the dry mix to be changed.<br>
<br>
Currently FMOD_DSP_SFXREVERB_REFLECTIONSLEVEL, FMOD_DSP_SFXREVERB_REFLECTIONSDELAY and FMOD_DSP_SFXREVERB_REVERBDELAY are not enabled but will come in future versions.<br>
<br>
These properties can be set with presets in FMOD_REVERB_PRESETS.
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3
[SEE_ALSO]
DSP::SetParameter
DSP::GetParameter
FMOD_DSP_TYPE
System::addDSP
FMOD_REVERB_PRESETS
]
*/
public enum DSP_SFXREVERB
{
DRYLEVEL, /* Dry Level : Mix level of dry signal in output in mB. Ranges from -10000.0 to 0.0. Default is 0.0. */
ROOM, /* Room : Room effect level at low frequencies in mB. Ranges from -10000.0 to 0.0. Default is 0.0. */
ROOMHF, /* Room HF : Room effect high-frequency level re. low frequency level in mB. Ranges from -10000.0 to 0.0. Default is 0.0. */
ROOMROLLOFFFACTOR, /* Room Rolloff : Like DS3D flRolloffFactor but for room effect. Ranges from 0.0 to 10.0. Default is 10.0 */
DECAYTIME, /* Decay Time : Reverberation decay time at low-frequencies in seconds. Ranges from 0.1 to 20.0. Default is 1.0. */
DECAYHFRATIO, /* Decay HF Ratio : High-frequency to low-frequency decay time ratio. Ranges from 0.1 to 2.0. Default is 0.5. */
REFLECTIONSLEVEL, /* Reflections : Early reflections level relative to room effect in mB. Ranges from -10000.0 to 1000.0. Default is -10000.0. */
REFLECTIONSDELAY, /* Reflect Delay : Delay time of first reflection in seconds. Ranges from 0.0 to 0.3. Default is 0.02. */
REVERBLEVEL, /* Reverb : Late reverberation level relative to room effect in mB. Ranges from -10000.0 to 2000.0. Default is 0.0. */
REVERBDELAY, /* Reverb Delay : Late reverberation delay time relative to first reflection in seconds. Ranges from 0.0 to 0.1. Default is 0.04. */
DIFFUSION, /* Diffusion : Reverberation diffusion (echo density) in percent. Ranges from 0.0 to 100.0. Default is 100.0. */
DENSITY, /* Density : Reverberation density (modal density) in percent. Ranges from 0.0 to 100.0. Default is 100.0. */
HFREFERENCE, /* HF Reference : Reference high frequency in Hz. Ranges from 20.0 to 20000.0. Default is 5000.0. */
ROOMLF, /* Room LF : Room effect low-frequency level in mB. Ranges from -10000.0 to 0.0. Default is 0.0. */
LFREFERENCE /* LF Reference : Reference low-frequency in Hz. Ranges from 20.0 to 1000.0. Default is 250.0. */
}
/*
[ENUM]
[
[DESCRIPTION]
Parameter types for the FMOD_DSP_TYPE_LOWPASS_SIMPLE filter.<br>
This is a very simple low pass filter, based on two single-pole RC time-constant modules.
The emphasis is on speed rather than accuracy, so this should not be used for task requiring critical filtering.<br>
[REMARKS]
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
DSP::setParameter
DSP::getParameter
FMOD_DSP_TYPE
]
*/
public enum DSP_LOWPASS_SIMPLE
{
CUTOFF /* Lowpass cutoff frequency in hz. 10.0 to 22000.0. Default = 5000.0 */
}
/*$ preserve start $*/
}
/*$ preserve end $*/

View File

@ -0,0 +1,120 @@
/* ============================================================================================= = */
/* FMOD Ex - Error string header file. Copyright (c), Firelight Technologies Pty, Ltd. 2004-2014. */
/* */
/* Use this header if you want to store or display a string version / english explanation of */
/* the FMOD error codes. */
/* */
/* =============================================================================================== */
namespace FMOD
{
public class Error
{
public static string String(FMOD.RESULT errcode)
{
switch (errcode)
{
case FMOD.RESULT.OK: return "No errors.";
case FMOD.RESULT.ERR_ALREADYLOCKED: return "Tried to call lock a second time before unlock was called. ";
case FMOD.RESULT.ERR_BADCOMMAND: return "Tried to call a function on a data type that does not allow this type of functionality (ie calling Sound::lock on a streaming sound). ";
case FMOD.RESULT.ERR_CDDA_DRIVERS: return "Neither NTSCSI nor ASPI could be initialised. ";
case FMOD.RESULT.ERR_CDDA_INIT: return "An error occurred while initialising the CDDA subsystem. ";
case FMOD.RESULT.ERR_CDDA_INVALID_DEVICE: return "Couldn't find the specified device. ";
case FMOD.RESULT.ERR_CDDA_NOAUDIO: return "No audio tracks on the specified disc. ";
case FMOD.RESULT.ERR_CDDA_NODEVICES: return "No CD/DVD devices were found. ";
case FMOD.RESULT.ERR_CDDA_NODISC: return "No disc present in the specified drive. ";
case FMOD.RESULT.ERR_CDDA_READ: return "A CDDA read error occurred. ";
case FMOD.RESULT.ERR_CHANNEL_ALLOC: return "Error trying to allocate a channel. ";
case FMOD.RESULT.ERR_CHANNEL_STOLEN: return "The specified channel has been reused to play another sound. ";
case FMOD.RESULT.ERR_COM: return "A Win32 COM related error occured. COM failed to initialize or a QueryInterface failed meaning a Windows codec or driver was not installed properly. ";
case FMOD.RESULT.ERR_DMA: return "DMA Failure. See debug output for more information. ";
case FMOD.RESULT.ERR_DSP_CONNECTION: return "DSP connection error. Connection possibly caused a cyclic dependancy. ";
case FMOD.RESULT.ERR_DSP_FORMAT: return "DSP Format error. A DSP unit may have attempted to connect to this network with the wrong format. ";
case FMOD.RESULT.ERR_DSP_NOTFOUND: return "DSP connection error. Couldn't find the DSP unit specified. ";
case FMOD.RESULT.ERR_DSP_RUNNING: return "DSP error. Cannot perform this operation while the network is in the middle of running. This will most likely happen if a connection or disconnection is attempted in a DSP callback. ";
case FMOD.RESULT.ERR_DSP_TOOMANYCONNECTIONS: return "DSP connection error. The unit being connected to or disconnected should only have 1 input or output. ";
case FMOD.RESULT.ERR_FILE_BAD: return "Error loading file. ";
case FMOD.RESULT.ERR_FILE_COULDNOTSEEK: return "Couldn't perform seek operation. This is a limitation of the medium (ie netstreams) or the file format. ";
case FMOD.RESULT.ERR_FILE_DISKEJECTED: return "Media was ejected while reading. ";
case FMOD.RESULT.ERR_FILE_EOF: return "End of file unexpectedly reached while trying to read essential data (truncated data?). ";
case FMOD.RESULT.ERR_FILE_NOTFOUND: return "File not found. ";
case FMOD.RESULT.ERR_FILE_UNWANTED: return "Unwanted file access occured. ";
case FMOD.RESULT.ERR_FORMAT: return "Unsupported file or audio format. ";
case FMOD.RESULT.ERR_HTTP: return "A HTTP error occurred. This is a catch-all for HTTP errors not listed elsewhere. ";
case FMOD.RESULT.ERR_HTTP_ACCESS: return "The specified resource requires authentication or is forbidden. ";
case FMOD.RESULT.ERR_HTTP_PROXY_AUTH: return "Proxy authentication is required to access the specified resource. ";
case FMOD.RESULT.ERR_HTTP_SERVER_ERROR: return "A HTTP server error occurred. ";
case FMOD.RESULT.ERR_HTTP_TIMEOUT: return "The HTTP request timed out. ";
case FMOD.RESULT.ERR_INITIALIZATION: return "FMOD was not initialized correctly to support this function. ";
case FMOD.RESULT.ERR_INITIALIZED: return "Cannot call this command after System::init. ";
case FMOD.RESULT.ERR_INTERNAL: return "An error occured that wasn't supposed to. Contact support. ";
case FMOD.RESULT.ERR_INVALID_ADDRESS: return "On Xbox 360, this memory address passed to FMOD must be physical, (ie allocated with XPhysicalAlloc.) ";
case FMOD.RESULT.ERR_INVALID_FLOAT: return "Value passed in was a NaN, Inf or denormalized float. ";
case FMOD.RESULT.ERR_INVALID_HANDLE: return "An invalid object handle was used. ";
case FMOD.RESULT.ERR_INVALID_PARAM: return "An invalid parameter was passed to this function. ";
case FMOD.RESULT.ERR_INVALID_POSITION: return "An invalid seek position was passed to this function. ";
case FMOD.RESULT.ERR_INVALID_SPEAKER: return "An invalid speaker was passed to this function based on the current speaker mode. ";
case FMOD.RESULT.ERR_INVALID_SYNCPOINT: return "The syncpoint did not come from this sound handle.";
case FMOD.RESULT.ERR_INVALID_VECTOR: return "The vectors passed in are not unit length, or perpendicular. ";
case FMOD.RESULT.ERR_MAXAUDIBLE: return "Reached maximum audible playback count for this sound's soundgroup. ";
case FMOD.RESULT.ERR_MEMORY: return "Not enough memory or resources. ";
case FMOD.RESULT.ERR_MEMORY_CANTPOINT: return "Can't use FMOD_OPENMEMORY_POINT on non PCM source data, or non mp3/xma/adpcm data if FMOD_CREATECOMPRESSEDSAMPLE was used. ";
case FMOD.RESULT.ERR_MEMORY_SRAM: return "Not enough memory or resources on console sound ram. ";
case FMOD.RESULT.ERR_NEEDS2D: return "Tried to call a command on a 3d sound when the command was meant for 2d sound. ";
case FMOD.RESULT.ERR_NEEDS3D: return "Tried to call a command on a 2d sound when the command was meant for 3d sound. ";
case FMOD.RESULT.ERR_NEEDSHARDWARE: return "Tried to use a feature that requires hardware support. (ie trying to play a VAG compressed sound in software on PS2). ";
case FMOD.RESULT.ERR_NEEDSSOFTWARE: return "Tried to use a feature that requires the software engine. Software engine has either been turned off, or command was executed on a hardware channel which does not support this feature. ";
case FMOD.RESULT.ERR_NET_CONNECT: return "Couldn't connect to the specified host. ";
case FMOD.RESULT.ERR_NET_SOCKET_ERROR: return "A socket error occurred. This is a catch-all for socket-related errors not listed elsewhere. ";
case FMOD.RESULT.ERR_NET_URL: return "The specified URL couldn't be resolved. ";
case FMOD.RESULT.ERR_NET_WOULD_BLOCK: return "Operation on a non-blocking socket could not complete immediately. ";
case FMOD.RESULT.ERR_NOTREADY: return "Operation could not be performed because specified sound is not ready. ";
case FMOD.RESULT.ERR_OUTPUT_ALLOCATED: return "Error initializing output device, but more specifically, the output device is already in use and cannot be reused. ";
case FMOD.RESULT.ERR_OUTPUT_CREATEBUFFER: return "Error creating hardware sound buffer. ";
case FMOD.RESULT.ERR_OUTPUT_DRIVERCALL: return "A call to a standard soundcard driver failed, which could possibly mean a bug in the driver or resources were missing or exhausted. ";
case FMOD.RESULT.ERR_OUTPUT_ENUMERATION: return "Error enumerating the available driver list. List may be inconsistent due to a recent device addition or removal.";
case FMOD.RESULT.ERR_OUTPUT_FORMAT: return "Soundcard does not support the minimum features needed for this soundsystem (16bit stereo output). ";
case FMOD.RESULT.ERR_OUTPUT_INIT: return "Error initializing output device. ";
case FMOD.RESULT.ERR_OUTPUT_NOHARDWARE: return "FMOD_HARDWARE was specified but the sound card does not have the resources nescessary to play it. ";
case FMOD.RESULT.ERR_OUTPUT_NOSOFTWARE: return "Attempted to create a software sound but no software channels were specified in System::init. ";
case FMOD.RESULT.ERR_PAN: return "Panning only works with mono or stereo sound sources. ";
case FMOD.RESULT.ERR_PLUGIN: return "An unspecified error has been returned from a 3rd party plugin. ";
case FMOD.RESULT.ERR_PLUGIN_INSTANCES: return "The number of allowed instances of a plugin has been exceeded ";
case FMOD.RESULT.ERR_PLUGIN_MISSING: return "A requested output, dsp unit type or codec was not available. ";
case FMOD.RESULT.ERR_PLUGIN_RESOURCE: return "A resource that the plugin requires cannot be found. (ie the DLS file for MIDI playback) ";
case FMOD.RESULT.ERR_PRELOADED: return "The specified sound is still in use by the event system, call EventSystem::unloadFSB before trying to release it. ";
case FMOD.RESULT.ERR_PROGRAMMERSOUND: return "The specified sound is still in use by the event system, wait for the event which is using it finish with it. ";
case FMOD.RESULT.ERR_RECORD: return "An error occured trying to initialize the recording device. ";
case FMOD.RESULT.ERR_REVERB_INSTANCE: return "Specified Instance in FMOD_REVERB_PROPERTIES couldn't be set. Most likely because another application has locked the EAX4 FX slot. ";
case FMOD.RESULT.ERR_SUBSOUND_ALLOCATED: return "This subsound is already being used by another sound, you cannot have more than one parent to a sound. Null out the other parent's entry first. ";
case FMOD.RESULT.ERR_SUBSOUND_CANTMOVE: return "Shared subsounds cannot be replaced or moved from their parent stream, such as when the parent stream is an FSB file.";
case FMOD.RESULT.ERR_SUBSOUND_MODE: return "The subsound's mode bits do not match with the parent sound's mode bits. See documentation for function that it was called with.";
case FMOD.RESULT.ERR_SUBSOUNDS: return "The error occured because the sound referenced contains subsounds. (ie you cannot play the parent sound as a static sample, only its subsounds.) ";
case FMOD.RESULT.ERR_TAGNOTFOUND: return "The specified tag could not be found or there are no tags. ";
case FMOD.RESULT.ERR_TOOMANYCHANNELS: return "The sound created exceeds the allowable input channel count. This can be increased using the maxinputchannels parameter in System::setSoftwareFormat. ";
case FMOD.RESULT.ERR_UNIMPLEMENTED: return "Something in FMOD hasn't been implemented when it should be! contact support! ";
case FMOD.RESULT.ERR_UNINITIALIZED: return "This command failed because System::init or System::setDriver was not called. ";
case FMOD.RESULT.ERR_UNSUPPORTED: return "A command issued was not supported by this object. Possibly a plugin without certain callbacks specified. ";
case FMOD.RESULT.ERR_UPDATE: return "An error caused by System::update occured. ";
case FMOD.RESULT.ERR_VERSION: return "The version number of this file format is not supported. ";
case FMOD.RESULT.ERR_EVENT_FAILED: return "An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior. ";
case FMOD.RESULT.ERR_EVENT_GUIDCONFLICT: return "An event with the same GUID already exists. ";
case FMOD.RESULT.ERR_EVENT_INFOONLY: return "Can't execute this command on an EVENT_INFOONLY event. ";
case FMOD.RESULT.ERR_EVENT_INTERNAL: return "An error occured that wasn't supposed to. See debug log for reason. ";
case FMOD.RESULT.ERR_EVENT_MAXSTREAMS: return "Event failed because 'Max streams' was hit when FMOD_INIT_FAIL_ON_MAXSTREAMS was specified. ";
case FMOD.RESULT.ERR_EVENT_MISMATCH: return "FSB mis-matches the FEV it was compiled with. ";
case FMOD.RESULT.ERR_EVENT_NAMECONFLICT: return "A category with the same name already exists. ";
case FMOD.RESULT.ERR_EVENT_NEEDSSIMPLE: return "Tried to call a function on a complex event that's only supported by simple events. ";
case FMOD.RESULT.ERR_EVENT_NOTFOUND: return "The requested event, event group, event category or event property could not be found. ";
case FMOD.RESULT.ERR_EVENT_ALREADY_LOADED: return "The specified project has already been loaded. Having multiple copies of the same project loaded simultaneously is forbidden. ";
case FMOD.RESULT.ERR_MUSIC_NOCALLBACK: return "The music callback is required, but it has not been set. ";
case FMOD.RESULT.ERR_MUSIC_UNINITIALIZED: return "Music system is not initialized probably because no music data is loaded. ";
case FMOD.RESULT.ERR_MUSIC_NOTFOUND: return "The requested music entity could not be found.";
default : return "Unknown error.";
}
}
}
}

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/* ============================================================================================= */
/* FMOD Ex - Memory info header file. Copyright (c), Firelight Technologies Pty, Ltd. 2009-2014. */
/* */
/* Use this header if you are interested in getting detailed information on FMOD's memory */
/* usage. See the documentation for more details. */
/* */
/* ============================================================================================= */
using System.Runtime.InteropServices;
namespace FMOD
{
/*
[STRUCTURE]
[
[DESCRIPTION]
Structure to be filled with detailed memory usage information of an FMOD object
[REMARKS]
Every public FMOD class has a getMemoryInfo function which can be used to get detailed information on what memory resources are associated with the object in question.
On return from getMemoryInfo, each member of this structure will hold the amount of memory used for its type in bytes.<br>
<br>
Members marked with [in] mean the user sets the value before passing it to the function.<br>
Members marked with [out] mean FMOD sets the value to be used after the function exits.<br>
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3
[SEE_ALSO]
System::getMemoryInfo
EventSystem::getMemoryInfo
FMOD_MEMBITS
FMOD_EVENT_MEMBITS
]
*/
[StructLayout(LayoutKind.Sequential)]
public struct MEMORY_USAGE_DETAILS
{
public uint other; /* [out] Memory not accounted for by other types */
public uint stringdata; /* [out] String data */
public uint system; /* [out] System object and various internals */
public uint plugins; /* [out] Plugin objects and internals */
public uint output; /* [out] Output module object and internals */
public uint channel; /* [out] Channel related memory */
public uint channelgroup; /* [out] ChannelGroup objects and internals */
public uint codec; /* [out] Codecs allocated for streaming */
public uint file; /* [out] File buffers and structures */
public uint sound; /* [out] Sound objects and internals */
public uint secondaryram; /* [out] Sound data stored in secondary RAM */
public uint soundgroup; /* [out] SoundGroup objects and internals */
public uint streambuffer; /* [out] Stream buffer memory */
public uint dspconnection; /* [out] DSPConnection objects and internals */
public uint dsp; /* [out] DSP implementation objects */
public uint dspcodec; /* [out] Realtime file format decoding DSP objects */
public uint profile; /* [out] Profiler memory footprint. */
public uint recordbuffer; /* [out] Buffer used to store recorded data from microphone */
public uint reverb; /* [out] Reverb implementation objects */
public uint reverbchannelprops; /* [out] Reverb channel properties structs */
public uint geometry; /* [out] Geometry objects and internals */
public uint syncpoint; /* [out] Sync point memory. */
public uint eventsystem; /* [out] EventSystem and various internals */
public uint musicsystem; /* [out] MusicSystem and various internals */
public uint fev; /* [out] Definition of objects contained in all loaded projects e.g. events, groups, categories */
public uint memoryfsb; /* [out] Data loaded with registerMemoryFSB */
public uint eventproject; /* [out] EventProject objects and internals */
public uint eventgroupi; /* [out] EventGroup objects and internals */
public uint soundbankclass; /* [out] Objects used to manage wave banks */
public uint soundbanklist; /* [out] Data used to manage lists of wave bank usage */
public uint streaminstance; /* [out] Stream objects and internals */
public uint sounddefclass; /* [out] Sound definition objects */
public uint sounddefdefclass; /* [out] Sound definition static data objects */
public uint sounddefpool; /* [out] Sound definition pool data */
public uint reverbdef; /* [out] Reverb definition objects */
public uint eventreverb; /* [out] Reverb objects */
public uint userproperty; /* [out] User property objects */
public uint eventinstance; /* [out] Event instance base objects */
public uint eventinstance_complex; /* [out] Complex event instance objects */
public uint eventinstance_simple; /* [out] Simple event instance objects */
public uint eventinstance_layer; /* [out] Event layer instance objects */
public uint eventinstance_sound; /* [out] Event sound instance objects */
public uint eventenvelope; /* [out] Event envelope objects */
public uint eventenvelopedef; /* [out] Event envelope definition objects */
public uint eventparameter; /* [out] Event parameter objects */
public uint eventcategory; /* [out] Event category objects */
public uint eventenvelopepoint; /* [out] Event envelope point objects */
public uint eventinstancepool; /* [out] Event instance pool memory */
}
/*
[DEFINE]
[
[NAME]
FMOD_MEMBITS
[DESCRIPTION]
Bitfield used to request specific memory usage information from the getMemoryInfo function of every public FMOD Ex class.<br>
Use with the "memorybits" parameter of getMemoryInfo to get information on FMOD Ex memory usage.
[REMARKS]
Every public FMOD class has a getMemoryInfo function which can be used to get detailed information on what memory resources are associated with the object in question.
The FMOD_MEMBITS defines can be OR'd together to specify precisely what memory usage you'd like to get information on. See System::getMemoryInfo for an example.
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii, Solaris
[SEE_ALSO]
FMOD_EVENT_MEMBITS
EventSystem::getMemoryInfo
]
*/
public enum MEMBITS :uint
{
OTHER = 0x00000001, /* Memory not accounted for by other types */
STRING = 0x00000002, /* String data */
SYSTEM = 0x00000004, /* System object and various internals */
PLUGINS = 0x00000008, /* Plugin objects and internals */
OUTPUT = 0x00000010, /* Output module object and internals */
CHANNEL = 0x00000020, /* Channel related memory */
CHANNELGROUP = 0x00000040, /* ChannelGroup objects and internals */
CODEC = 0x00000080, /* Codecs allocated for streaming */
FILE = 0x00000100, /* Codecs allocated for streaming */
SOUND = 0x00000200, /* Sound objects and internals */
SOUND_SECONDARYRAM = 0x00000400, /* Sound data stored in secondary RAM */
SOUNDGROUP = 0x00000800, /* SoundGroup objects and internals */
STREAMBUFFER = 0x00001000, /* Stream buffer memory */
DSPCONNECTION = 0x00002000, /* DSPConnection objects and internals */
DSP = 0x00004000, /* DSP implementation objects */
DSPCODEC = 0x00008000, /* Realtime file format decoding DSP objects */
PROFILE = 0x00010000, /* Profiler memory footprint. */
RECORDBUFFER = 0x00020000, /* Buffer used to store recorded data from microphone */
REVERB = 0x00040000, /* Reverb implementation objects */
REVERBCHANNELPROPS = 0x00080000, /* Reverb channel properties structs */
GEOMETRY = 0x00100000, /* Geometry objects and internals */
SYNCPOINT = 0x00200000, /* Sync point memory. */
ALL = 0xffffffff /* All memory used by FMOD Ex */
}
/*
[DEFINE]
[
[NAME]
FMOD_EVENT_MEMBITS
[DESCRIPTION]
Bitfield used to request specific memory usage information from the getMemoryInfo function of every public FMOD Event System class.<br>
Use with the "event_memorybits" parameter of getMemoryInfo to get information on FMOD Event System memory usage.
[REMARKS]
Every public FMOD Event System class has a getMemoryInfo function which can be used to get detailed information on what memory resources are associated with the object in question.
The FMOD_EVENT_MEMBITS defines can be OR'd together to specify precisely what memory usage you'd like to get information on. See EventSystem::getMemoryInfo for an example.
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii, Solaris
[SEE_ALSO]
FMOD_MEMBITS
System::getMemoryInfo
]
*/
public enum EVENT_MEMBITS :uint
{
EVENTSYSTEM = 0x00000001, /* EventSystem and various internals */
MUSICSYSTEM = 0x00000002, /* MusicSystem and various internals */
FEV = 0x00000004, /* Definition of objects contained in all loaded projects e.g. events, groups, categories */
MEMORYFSB = 0x00000008, /* Data loaded with registerMemoryFSB */
EVENTPROJECT = 0x00000010, /* EventProject objects and internals */
EVENTGROUPI = 0x00000020, /* EventGroup objects and internals */
SOUNDBANKCLASS = 0x00000040, /* Objects used to manage wave banks */
SOUNDBANKLIST = 0x00000080, /* Data used to manage lists of wave bank usage */
STREAMINSTANCE = 0x00000100, /* Stream objects and internals */
SOUNDDEFCLASS = 0x00000200, /* Sound definition objects */
SOUNDDEFDEFCLASS = 0x00000400, /* Sound definition static data objects */
SOUNDDEFPOOL = 0x00000800, /* Sound definition pool data */
REVERBDEF = 0x00001000, /* Reverb definition objects */
EVENTREVERB = 0x00002000, /* Reverb objects */
USERPROPERTY = 0x00004000, /* User property objects */
EVENTINSTANCE = 0x00008000, /* Event instance base objects */
EVENTINSTANCE_COMPLEX = 0x00010000, /* Complex event instance objects */
EVENTINSTANCE_SIMPLE = 0x00020000, /* Simple event instance objects */
EVENTINSTANCE_LAYER = 0x00040000, /* Event layer instance objects */
EVENTINSTANCE_SOUND = 0x00080000, /* Event sound instance objects */
EVENTENVELOPE = 0x00100000, /* Event envelope objects */
EVENTENVELOPEDEF = 0x00200000, /* Event envelope definition objects */
EVENTPARAMETER = 0x00400000, /* Event parameter objects */
EVENTCATEGORY = 0x00800000, /* Event category objects */
EVENTENVELOPEPOINT = 0x01000000, /* Event envelope point objects */
EVENTINSTANCEPOOL = 0x02000000, /* Event instance pool data */
ALL = 0xffffffff, /* All memory used by FMOD Event System */
/* All event instance memory */
EVENTINSTANCE_GROUP = (EVENTINSTANCE | EVENTINSTANCE_COMPLEX | EVENTINSTANCE_SIMPLE | EVENTINSTANCE_LAYER | EVENTINSTANCE_SOUND),
/* All sound definition memory */
SOUNDDEF_GROUP = (SOUNDDEFCLASS | SOUNDDEFDEFCLASS | SOUNDDEFPOOL)
}
}

132
Unity Studio/Font.cs Normal file
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Unity_Studio
{
class unityFont
{
public string m_Name;
public byte[] m_FontData;
public string extension;
public unityFont(AssetPreloadData preloadData)
{
var sourceFile = preloadData.sourceFile;
var a_Stream = preloadData.sourceFile.a_Stream;
a_Stream.Position = preloadData.Offset;
if (sourceFile.platform == -2)
{
uint m_ObjectHideFlags = a_Stream.ReadUInt32();
PPtr m_PrefabParentObject = sourceFile.ReadPPtr();
PPtr m_PrefabInternal = sourceFile.ReadPPtr();
}
m_Name = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
int m_AsciiStartOffset = a_Stream.ReadInt32();
if (sourceFile.version[0] <= 3)
{
int m_FontCountX = a_Stream.ReadInt32();
int m_FontCountY = a_Stream.ReadInt32();
}
float m_Kerning = a_Stream.ReadSingle();
float m_LineSpacing = a_Stream.ReadSingle();
if (sourceFile.version[0] <= 3)
{
int m_PerCharacterKerning_size = a_Stream.ReadInt32();
for (int i = 0; i < m_PerCharacterKerning_size; i++)
{
int first = a_Stream.ReadInt32();
float second = a_Stream.ReadSingle();
}
}
else
{
int m_CharacterSpacing = a_Stream.ReadInt32();
int m_CharacterPadding = a_Stream.ReadInt32();
}
int m_ConvertCase = a_Stream.ReadInt32();
PPtr m_DefaultMaterial = sourceFile.ReadPPtr();
int m_CharacterRects_size = a_Stream.ReadInt32();
for (int i = 0; i < m_CharacterRects_size; i++)
{
int index = a_Stream.ReadInt32();
//Rectf uv
float uvx = a_Stream.ReadSingle();
float uvy = a_Stream.ReadSingle();
float uvwidth = a_Stream.ReadSingle();
float uvheight = a_Stream.ReadSingle();
//Rectf vert
float vertx = a_Stream.ReadSingle();
float verty = a_Stream.ReadSingle();
float vertwidth = a_Stream.ReadSingle();
float vertheight = a_Stream.ReadSingle();
float width = a_Stream.ReadSingle();
if (sourceFile.version[0] >= 4)
{
bool flipped = a_Stream.ReadBoolean();
a_Stream.Position += 3;
}
}
PPtr m_Texture = sourceFile.ReadPPtr();
int m_KerningValues_size = a_Stream.ReadInt32();
for (int i = 0; i < m_KerningValues_size; i++)
{
int pairfirst = a_Stream.ReadInt16();
int pairsecond = a_Stream.ReadInt16();
float second = a_Stream.ReadSingle();
}
if (sourceFile.version[0] <= 3)
{
bool m_GridFont = a_Stream.ReadBoolean();
a_Stream.Position += 3; //4 byte alignment
}
else { float m_PixelScale = a_Stream.ReadSingle(); }
int m_FontData_size = a_Stream.ReadInt32();
if (m_FontData_size > 0)
{
m_FontData = new byte[m_FontData_size];
a_Stream.Read(m_FontData, 0, m_FontData_size);
if (m_FontData[0] == 79 && m_FontData[1] == 84 && m_FontData[2] == 84 && m_FontData[3] == 79)
{ extension = ".otf"; }
else { extension = ".ttf"; }
}
float m_FontSize = a_Stream.ReadSingle();//problem here in minifootball
float m_Ascent = a_Stream.ReadSingle();
uint m_DefaultStyle = a_Stream.ReadUInt32();
int m_FontNames = a_Stream.ReadInt32();
for (int i = 0; i < m_FontNames; i++)
{
string m_FontName = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
}
if (sourceFile.version[0] >= 4)
{
int m_FallbackFonts = a_Stream.ReadInt32();
for (int i = 0; i < m_FallbackFonts; i++)
{
PPtr m_FallbackFont = sourceFile.ReadPPtr();
}
int m_FontRenderingMode = a_Stream.ReadInt32();
}
}
}
}

View File

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows.Forms;
namespace Unity_Studio
{
public class GOHierarchy : TreeView
{
protected override void WndProc(ref Message m)
{
// Filter WM_LBUTTONDBLCLK
if (m.Msg != 0x203) base.WndProc(ref m);
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows.Forms;
namespace Unity_Studio
{
public class GameObject : TreeNode
{
public PPtr m_Transform;
public PPtr m_Renderer;
public PPtr m_MeshFilter;
public PPtr m_SkinnedMeshRenderer;
public int m_Layer;
public string m_Name;
public ushort m_Tag;
public bool m_IsActive;
public string uniqueID = "0";//this way file and folder TreeNodes will be treated as FBX scene
public GameObject(AssetPreloadData preloadData)
{
if (preloadData != null)
{
var sourceFile = preloadData.sourceFile;
var a_Stream = preloadData.sourceFile.a_Stream;
a_Stream.Position = preloadData.Offset;
uniqueID = preloadData.uniqueID;
if (sourceFile.platform == -2)
{
uint m_ObjectHideFlags = a_Stream.ReadUInt32();
PPtr m_PrefabParentObject = sourceFile.ReadPPtr();
PPtr m_PrefabInternal = sourceFile.ReadPPtr();
}
int m_Component_size = a_Stream.ReadInt32();
for (int j = 0; j < m_Component_size; j++)
{
int m_Component_type = a_Stream.ReadInt32();
switch (m_Component_type)
{
case 4:
m_Transform = sourceFile.ReadPPtr();
break;
case 23:
m_Renderer = sourceFile.ReadPPtr();
break;
case 33:
m_MeshFilter = sourceFile.ReadPPtr();
break;
case 137:
m_SkinnedMeshRenderer = sourceFile.ReadPPtr();
break;
default:
PPtr m_Component = sourceFile.ReadPPtr();
break;
}
}
m_Layer = a_Stream.ReadInt32();
int namesize = a_Stream.ReadInt32();
m_Name = a_Stream.ReadAlignedString(namesize);
if (m_Name == "") { m_Name = "GameObject #" + uniqueID; }
m_Tag = a_Stream.ReadUInt16();
m_IsActive = a_Stream.ReadBoolean();
base.Text = m_Name;
//name should be unique
base.Name = uniqueID;
}
}
}
}

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#define CHECK_ARGS
#define CHECK_EOF
//#define LOCAL_SHADOW
using System;
using System.IO;
namespace Lz4
{
public class Lz4DecoderStream : Stream
{
public Lz4DecoderStream()
{
}
public Lz4DecoderStream( Stream input, long inputLength = long.MaxValue )
{
Reset( input, inputLength );
}
public void Reset( Stream input, long inputLength = long.MaxValue )
{
this.inputLength = inputLength;
this.input = input;
phase = DecodePhase.ReadToken;
decodeBufferPos = 0;
litLen = 0;
matLen = 0;
matDst = 0;
inBufPos = DecBufLen;
inBufEnd = DecBufLen;
}
public override void Close()
{
this.input = null;
}
private long inputLength;
private Stream input;
//because we might not be able to match back across invocations,
//we have to keep the last window's worth of bytes around for reuse
//we use a circular buffer for this - every time we write into this
//buffer, we also write the same into our output buffer
private const int DecBufLen = 0x10000;
private const int DecBufMask = 0xFFFF;
private const int InBufLen = 128;
private byte[] decodeBuffer = new byte[DecBufLen + InBufLen];
private int decodeBufferPos, inBufPos, inBufEnd;
//we keep track of which phase we're in so that we can jump right back
//into the correct part of decoding
private DecodePhase phase;
private enum DecodePhase
{
ReadToken,
ReadExLiteralLength,
CopyLiteral,
ReadOffset,
ReadExMatchLength,
CopyMatch,
}
//state within interruptable phases and across phase boundaries is
//kept here - again, so that we can punt out and restart freely
private int litLen, matLen, matDst;
public override int Read( byte[] buffer, int offset, int count )
{
#if CHECK_ARGS
if( buffer == null )
throw new ArgumentNullException( "buffer" );
if( offset < 0 || count < 0 || buffer.Length - count < offset )
throw new ArgumentOutOfRangeException();
if( input == null )
throw new InvalidOperationException();
#endif
int nRead, nToRead = count;
var decBuf = decodeBuffer;
//the stringy gotos are obnoxious, but their purpose is to
//make it *blindingly* obvious how the state machine transitions
//back and forth as it reads - remember, we can yield out of
//this routine in several places, and we must be able to re-enter
//and pick up where we left off!
#if LOCAL_SHADOW
var phase = this.phase;
var inBufPos = this.inBufPos;
var inBufEnd = this.inBufEnd;
#endif
switch( phase )
{
case DecodePhase.ReadToken:
goto readToken;
case DecodePhase.ReadExLiteralLength:
goto readExLiteralLength;
case DecodePhase.CopyLiteral:
goto copyLiteral;
case DecodePhase.ReadOffset:
goto readOffset;
case DecodePhase.ReadExMatchLength:
goto readExMatchLength;
case DecodePhase.CopyMatch:
goto copyMatch;
}
readToken:
int tok;
if( inBufPos < inBufEnd )
{
tok = decBuf[inBufPos++];
}
else
{
#if LOCAL_SHADOW
this.inBufPos = inBufPos;
#endif
tok = ReadByteCore();
#if LOCAL_SHADOW
inBufPos = this.inBufPos;
inBufEnd = this.inBufEnd;
#endif
#if CHECK_EOF
if( tok == -1 )
goto finish;
#endif
}
litLen = tok >> 4;
matLen = (tok & 0xF) + 4;
switch( litLen )
{
case 0:
phase = DecodePhase.ReadOffset;
goto readOffset;
case 0xF:
phase = DecodePhase.ReadExLiteralLength;
goto readExLiteralLength;
default:
phase = DecodePhase.CopyLiteral;
goto copyLiteral;
}
readExLiteralLength:
int exLitLen;
if( inBufPos < inBufEnd )
{
exLitLen = decBuf[inBufPos++];
}
else
{
#if LOCAL_SHADOW
this.inBufPos = inBufPos;
#endif
exLitLen = ReadByteCore();
#if LOCAL_SHADOW
inBufPos = this.inBufPos;
inBufEnd = this.inBufEnd;
#endif
#if CHECK_EOF
if( exLitLen == -1 )
goto finish;
#endif
}
litLen += exLitLen;
if( exLitLen == 255 )
goto readExLiteralLength;
phase = DecodePhase.CopyLiteral;
goto copyLiteral;
copyLiteral:
int nReadLit = litLen < nToRead ? litLen : nToRead;
if( nReadLit != 0 )
{
if( inBufPos + nReadLit <= inBufEnd )
{
int ofs = offset;
for( int c = nReadLit; c-- != 0; )
buffer[ofs++] = decBuf[inBufPos++];
nRead = nReadLit;
}
else
{
#if LOCAL_SHADOW
this.inBufPos = inBufPos;
#endif
nRead = ReadCore( buffer, offset, nReadLit );
#if LOCAL_SHADOW
inBufPos = this.inBufPos;
inBufEnd = this.inBufEnd;
#endif
#if CHECK_EOF
if( nRead == 0 )
goto finish;
#endif
}
offset += nRead;
nToRead -= nRead;
litLen -= nRead;
if( litLen != 0 )
goto copyLiteral;
}
if( nToRead == 0 )
goto finish;
phase = DecodePhase.ReadOffset;
goto readOffset;
readOffset:
if( inBufPos + 1 < inBufEnd )
{
matDst = (decBuf[inBufPos + 1] << 8) | decBuf[inBufPos];
inBufPos += 2;
}
else
{
#if LOCAL_SHADOW
this.inBufPos = inBufPos;
#endif
matDst = ReadOffsetCore();
#if LOCAL_SHADOW
inBufPos = this.inBufPos;
inBufEnd = this.inBufEnd;
#endif
#if CHECK_EOF
if( matDst == -1 )
goto finish;
#endif
}
if( matLen == 15 + 4 )
{
phase = DecodePhase.ReadExMatchLength;
goto readExMatchLength;
}
else
{
phase = DecodePhase.CopyMatch;
goto copyMatch;
}
readExMatchLength:
int exMatLen;
if( inBufPos < inBufEnd )
{
exMatLen = decBuf[inBufPos++];
}
else
{
#if LOCAL_SHADOW
this.inBufPos = inBufPos;
#endif
exMatLen = ReadByteCore();
#if LOCAL_SHADOW
inBufPos = this.inBufPos;
inBufEnd = this.inBufEnd;
#endif
#if CHECK_EOF
if( exMatLen == -1 )
goto finish;
#endif
}
matLen += exMatLen;
if( exMatLen == 255 )
goto readExMatchLength;
phase = DecodePhase.CopyMatch;
goto copyMatch;
copyMatch:
int nCpyMat = matLen < nToRead ? matLen : nToRead;
if( nCpyMat != 0 )
{
nRead = count - nToRead;
int bufDst = matDst - nRead;
if( bufDst > 0 )
{
//offset is fairly far back, we need to pull from the buffer
int bufSrc = decodeBufferPos - bufDst;
if( bufSrc < 0 )
bufSrc += DecBufLen;
int bufCnt = bufDst < nCpyMat ? bufDst : nCpyMat;
for( int c = bufCnt; c-- != 0; )
buffer[offset++] = decBuf[bufSrc++ & DecBufMask];
}
else
{
bufDst = 0;
}
int sOfs = offset - matDst;
for( int i = bufDst; i < nCpyMat; i++ )
buffer[offset++] = buffer[sOfs++];
nToRead -= nCpyMat;
matLen -= nCpyMat;
}
if( nToRead == 0 )
goto finish;
phase = DecodePhase.ReadToken;
goto readToken;
finish:
nRead = count - nToRead;
int nToBuf = nRead < DecBufLen ? nRead : DecBufLen;
int repPos = offset - nToBuf;
if( nToBuf == DecBufLen )
{
Buffer.BlockCopy( buffer, repPos, decBuf, 0, DecBufLen );
decodeBufferPos = 0;
}
else
{
int decPos = decodeBufferPos;
while( nToBuf-- != 0 )
decBuf[decPos++ & DecBufMask] = buffer[repPos++];
decodeBufferPos = decPos & DecBufMask;
}
#if LOCAL_SHADOW
this.phase = phase;
this.inBufPos = inBufPos;
#endif
return nRead;
}
private int ReadByteCore()
{
var buf = decodeBuffer;
if( inBufPos == inBufEnd )
{
int nRead = input.Read( buf, DecBufLen,
InBufLen < inputLength ? InBufLen : (int)inputLength );
#if CHECK_EOF
if( nRead == 0 )
return -1;
#endif
inputLength -= nRead;
inBufPos = DecBufLen;
inBufEnd = DecBufLen + nRead;
}
return buf[inBufPos++];
}
private int ReadOffsetCore()
{
var buf = decodeBuffer;
if( inBufPos == inBufEnd )
{
int nRead = input.Read( buf, DecBufLen,
InBufLen < inputLength ? InBufLen : (int)inputLength );
#if CHECK_EOF
if( nRead == 0 )
return -1;
#endif
inputLength -= nRead;
inBufPos = DecBufLen;
inBufEnd = DecBufLen + nRead;
}
if( inBufEnd - inBufPos == 1 )
{
buf[DecBufLen] = buf[inBufPos];
int nRead = input.Read( buf, DecBufLen + 1,
InBufLen - 1 < inputLength ? InBufLen - 1 : (int)inputLength );
#if CHECK_EOF
if( nRead == 0 )
{
inBufPos = DecBufLen;
inBufEnd = DecBufLen + 1;
return -1;
}
#endif
inputLength -= nRead;
inBufPos = DecBufLen;
inBufEnd = DecBufLen + nRead + 1;
}
int ret = (buf[inBufPos + 1] << 8) | buf[inBufPos];
inBufPos += 2;
return ret;
}
private int ReadCore( byte[] buffer, int offset, int count )
{
int nToRead = count;
var buf = decodeBuffer;
int inBufLen = inBufEnd - inBufPos;
int fromBuf = nToRead < inBufLen ? nToRead : inBufLen;
if( fromBuf != 0 )
{
var bufPos = inBufPos;
for( int c = fromBuf; c-- != 0; )
buffer[offset++] = buf[bufPos++];
inBufPos = bufPos;
nToRead -= fromBuf;
}
if( nToRead != 0 )
{
int nRead;
if( nToRead >= InBufLen )
{
nRead = input.Read( buffer, offset,
nToRead < inputLength ? nToRead : (int)inputLength );
nToRead -= nRead;
}
else
{
nRead = input.Read( buf, DecBufLen,
InBufLen < inputLength ? InBufLen : (int)inputLength );
inBufPos = DecBufLen;
inBufEnd = DecBufLen + nRead;
fromBuf = nToRead < nRead ? nToRead : nRead;
var bufPos = inBufPos;
for( int c = fromBuf; c-- != 0; )
buffer[offset++] = buf[bufPos++];
inBufPos = bufPos;
nToRead -= fromBuf;
}
inputLength -= nRead;
}
return count - nToRead;
}
#region Stream internals
public override bool CanRead
{
get { return true; }
}
public override bool CanSeek
{
get { return false; }
}
public override bool CanWrite
{
get { return false; }
}
public override void Flush()
{
}
public override long Length
{
get { throw new NotSupportedException(); }
}
public override long Position
{
get { throw new NotSupportedException(); }
set { throw new NotSupportedException(); }
}
public override long Seek( long offset, SeekOrigin origin )
{
throw new NotSupportedException();
}
public override void SetLength( long value )
{
throw new NotSupportedException();
}
public override void Write( byte[] buffer, int offset, int count )
{
throw new NotSupportedException();
}
#endregion
}
}

88
Unity Studio/Material.cs Normal file
View File

@ -0,0 +1,88 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Unity_Studio
{
class Material
{
public string m_Name;
public PPtr m_Shader;
public string[] m_ShaderKeywords;
public int m_CustomRenderQueue;
public TexEnv[] m_TexEnvs;
public strFloatPair[] m_Floats;
public strColorPair[] m_Colors;
public Material(AssetPreloadData preloadData)
{
var sourceFile = preloadData.sourceFile;
var a_Stream = preloadData.sourceFile.a_Stream;
a_Stream.Position = preloadData.Offset;
if (sourceFile.platform == -2)
{
uint m_ObjectHideFlags = a_Stream.ReadUInt32();
PPtr m_PrefabParentObject = sourceFile.ReadPPtr();
PPtr m_PrefabInternal = sourceFile.ReadPPtr();
}
m_Name = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
m_Shader = sourceFile.ReadPPtr();
if (sourceFile.version[0] == 4 && (sourceFile.version[1] >= 2 || (sourceFile.version[1] == 1 && sourceFile.buildType[0] != "a")))
{
m_ShaderKeywords = new string[a_Stream.ReadInt32()];
for (int i = 0; i < m_ShaderKeywords.Length; i++)
{
m_ShaderKeywords[i] = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
}
}
else if (sourceFile.version[0] == 5)
{
m_ShaderKeywords = new string[1] { a_Stream.ReadAlignedString(a_Stream.ReadInt32()) };
uint m_LightmapFlags = a_Stream.ReadUInt32();
}
if (sourceFile.version[0] > 4 || (sourceFile.version[0] == 4 && sourceFile.version[1] >= 3)) { m_CustomRenderQueue = a_Stream.ReadInt32(); }
//m_SavedProperties
m_TexEnvs = new TexEnv[a_Stream.ReadInt32()];
for (int i = 0; i < m_TexEnvs.Length; i++)
{
TexEnv m_TexEnv = new TexEnv()
{
name = a_Stream.ReadAlignedString(a_Stream.ReadInt32()),
m_Texture = sourceFile.ReadPPtr(),
m_Scale = new float[2] { a_Stream.ReadSingle(), a_Stream.ReadSingle() },
m_Offset = new float[2] { a_Stream.ReadSingle(), a_Stream.ReadSingle() }
};
m_TexEnvs[i] = m_TexEnv;
}
m_Floats = new strFloatPair[a_Stream.ReadInt32()];
for (int i = 0; i < m_Floats.Length; i++)
{
strFloatPair m_Float = new strFloatPair()
{
first = a_Stream.ReadAlignedString(a_Stream.ReadInt32()),
second = a_Stream.ReadSingle()
};
m_Floats[i] = m_Float;
}
m_Colors = new strColorPair[a_Stream.ReadInt32()];
for (int i = 0; i < m_Colors.Length; i++)
{
strColorPair m_Color = new strColorPair()
{
first = a_Stream.ReadAlignedString(a_Stream.ReadInt32()),
second = new float[4] { a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() }
};
m_Colors[i] = m_Color;
}
}
}
}

1040
Unity Studio/Mesh.cs Normal file

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,31 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Unity_Studio
{
public class MeshFilter
{
public long preloadIndex;
public PPtr m_GameObject = new PPtr();
public PPtr m_Mesh = new PPtr();
public MeshFilter(AssetPreloadData preloadData)
{
var sourceFile = preloadData.sourceFile;
var a_Stream = preloadData.sourceFile.a_Stream;
a_Stream.Position = preloadData.Offset;
if (sourceFile.platform == -2)
{
uint m_ObjectHideFlags = a_Stream.ReadUInt32();
PPtr m_PrefabParentObject = sourceFile.ReadPPtr();
PPtr m_PrefabInternal = sourceFile.ReadPPtr();
}
m_GameObject = sourceFile.ReadPPtr();
m_Mesh = sourceFile.ReadPPtr();
}
}
}

View File

@ -0,0 +1,40 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Unity_Studio
{
public class PlayerSettings
{
public string companyName = "";
public string productName = "";
public PlayerSettings(AssetPreloadData preloadData)
{
var sourceFile = preloadData.sourceFile;
var a_Stream = preloadData.sourceFile.a_Stream;
a_Stream.Position = preloadData.Offset;
if (sourceFile.version[0] >= 3)
{
if (sourceFile.version[0] == 3 && sourceFile.version[1] <2) { string AndroidLicensePublicKey = a_Stream.ReadAlignedString(a_Stream.ReadInt32()); }
else { bool AndroidProfiler = a_Stream.ReadBoolean(); a_Stream.AlignStream(4); }
int defaultScreenOrientation = a_Stream.ReadInt32();
int targetDevice = a_Stream.ReadInt32();
int targetGlesGraphics = a_Stream.ReadInt32();
if (sourceFile.version[0] == 5 || (sourceFile.version[0] == 4 && sourceFile.version[1] == 6 && sourceFile.version[2] >= 3))
{ int targetIOSGraphics = a_Stream.ReadInt32(); }
int targetResolution = a_Stream.ReadInt32();
if (sourceFile.version[0] == 3 && sourceFile.version[1] <= 1) { bool OverrideIPodMusic = a_Stream.ReadBoolean(); a_Stream.AlignStream(4); }
else if (sourceFile.version[0] == 3 && sourceFile.version[1] <= 4) { }
else { int accelerometerFrequency = a_Stream.ReadInt32(); }//3.5.0 and up
}
companyName = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
productName = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
}
}
}

21
Unity Studio/Program.cs Normal file
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@ -0,0 +1,21 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Windows.Forms;
namespace Unity_Studio
{
static class Program
{
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
Application.Run(new UnityStudioForm());
}
}
}

View File

@ -0,0 +1,36 @@
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("Unity Studio")]
[assembly: AssemblyDescription("- Compatible with all Unity versions from 2.5.0 to 4.6.9\r\n- Compatible with Web, PC, iOS, Android, PS3, Xbox 360, OSX and Linux games/apps\r\n- Automatically merges .split\r\n- 3D objets exported to FBX\r\n- Able to load audio streams from .resS files\r\n- Real-time preview window and export function for textures, audio clips, shaders and fonts\r\n - Textures: DDS (Alpha8bpp, ARGB16bpp, RGB24bpp, ARGB32bpp, BGRA32bpp, RGB565, DXT1, DXT5, RGBA16bpp)\r\n PVR (PVRTC_RGB2, PVRTC_RGBA2, PVRTC_RGBA4, PVRTC_RGB4, ETC_RGB4)\r\n - Audio clips: mp3, ogg, wav, xbox wav\r\n - Shader files are exported in plain-text\r\n - Fonts: ttf, otf")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("Unity Studio")]
[assembly: AssemblyCopyright("Copyright © 2014 Chipicao")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("05c04c20-dd89-4895-9f06-33d5cfbfe925")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("0.4.6.9")]
[assembly: AssemblyFileVersion("0.4.6.9")]

View File

@ -0,0 +1,73 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.42000
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace Unity_Studio.Properties {
using System;
/// <summary>
/// A strongly-typed resource class, for looking up localized strings, etc.
/// </summary>
// This class was auto-generated by the StronglyTypedResourceBuilder
// class via a tool like ResGen or Visual Studio.
// To add or remove a member, edit your .ResX file then rerun ResGen
// with the /str option, or rebuild your VS project.
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
internal class Resources {
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal Resources() {
}
/// <summary>
/// Returns the cached ResourceManager instance used by this class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Resources.ResourceManager ResourceManager {
get {
if (object.ReferenceEquals(resourceMan, null)) {
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("Unity_Studio.Properties.Resources", typeof(Resources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// Overrides the current thread's CurrentUICulture property for all
/// resource lookups using this strongly typed resource class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Globalization.CultureInfo Culture {
get {
return resourceCulture;
}
set {
resourceCulture = value;
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap preview {
get {
object obj = ResourceManager.GetObject("preview", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
}
}

View File

@ -0,0 +1,124 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<assembly alias="System.Windows.Forms" name="System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" />
<data name="preview" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\preview.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
</root>

View File

@ -0,0 +1,170 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.42000
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace Unity_Studio.Properties {
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "14.0.0.0")]
internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase {
private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings())));
public static Settings Default {
get {
return defaultInstance;
}
}
[global::System.Configuration.UserScopedSettingAttribute()]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Configuration.DefaultSettingValueAttribute("True")]
public bool uniqueNames {
get {
return ((bool)(this["uniqueNames"]));
}
set {
this["uniqueNames"] = value;
}
}
[global::System.Configuration.UserScopedSettingAttribute()]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Configuration.DefaultSettingValueAttribute("True")]
public bool enablePreview {
get {
return ((bool)(this["enablePreview"]));
}
set {
this["enablePreview"] = value;
}
}
[global::System.Configuration.UserScopedSettingAttribute()]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Configuration.DefaultSettingValueAttribute("True")]
public bool displayInfo {
get {
return ((bool)(this["displayInfo"]));
}
set {
this["displayInfo"] = value;
}
}
[global::System.Configuration.UserScopedSettingAttribute()]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Configuration.DefaultSettingValueAttribute("True")]
public bool openAfterExport {
get {
return ((bool)(this["openAfterExport"]));
}
set {
this["openAfterExport"] = value;
}
}
[global::System.Configuration.UserScopedSettingAttribute()]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Configuration.DefaultSettingValueAttribute("0")]
public int assetGroupOption {
get {
return ((int)(this["assetGroupOption"]));
}
set {
this["assetGroupOption"] = value;
}
}
[global::System.Configuration.UserScopedSettingAttribute()]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Configuration.DefaultSettingValueAttribute("True")]
public bool exportNormals {
get {
return ((bool)(this["exportNormals"]));
}
set {
this["exportNormals"] = value;
}
}
[global::System.Configuration.UserScopedSettingAttribute()]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Configuration.DefaultSettingValueAttribute("False")]
public bool exportTangents {
get {
return ((bool)(this["exportTangents"]));
}
set {
this["exportTangents"] = value;
}
}
[global::System.Configuration.UserScopedSettingAttribute()]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Configuration.DefaultSettingValueAttribute("True")]
public bool exportUVs {
get {
return ((bool)(this["exportUVs"]));
}
set {
this["exportUVs"] = value;
}
}
[global::System.Configuration.UserScopedSettingAttribute()]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Configuration.DefaultSettingValueAttribute("True")]
public bool exportColors {
get {
return ((bool)(this["exportColors"]));
}
set {
this["exportColors"] = value;
}
}
[global::System.Configuration.UserScopedSettingAttribute()]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Configuration.DefaultSettingValueAttribute("2.54")]
public decimal scaleFactor {
get {
return ((decimal)(this["scaleFactor"]));
}
set {
this["scaleFactor"] = value;
}
}
[global::System.Configuration.UserScopedSettingAttribute()]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Configuration.DefaultSettingValueAttribute("0")]
public int upAxis {
get {
return ((int)(this["upAxis"]));
}
set {
this["upAxis"] = value;
}
}
[global::System.Configuration.UserScopedSettingAttribute()]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Configuration.DefaultSettingValueAttribute("False")]
public bool showExpOpt {
get {
return ((bool)(this["showExpOpt"]));
}
set {
this["showExpOpt"] = value;
}
}
}
}

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<?xml version='1.0' encoding='utf-8'?>
<SettingsFile xmlns="http://schemas.microsoft.com/VisualStudio/2004/01/settings" CurrentProfile="(Default)" GeneratedClassNamespace="Unity_Studio.Properties" GeneratedClassName="Settings">
<Profiles />
<Settings>
<Setting Name="uniqueNames" Type="System.Boolean" Scope="User">
<Value Profile="(Default)">True</Value>
</Setting>
<Setting Name="enablePreview" Type="System.Boolean" Scope="User">
<Value Profile="(Default)">True</Value>
</Setting>
<Setting Name="displayInfo" Type="System.Boolean" Scope="User">
<Value Profile="(Default)">True</Value>
</Setting>
<Setting Name="openAfterExport" Type="System.Boolean" Scope="User">
<Value Profile="(Default)">True</Value>
</Setting>
<Setting Name="assetGroupOption" Type="System.Int32" Scope="User">
<Value Profile="(Default)">0</Value>
</Setting>
<Setting Name="exportNormals" Type="System.Boolean" Scope="User">
<Value Profile="(Default)">True</Value>
</Setting>
<Setting Name="exportTangents" Type="System.Boolean" Scope="User">
<Value Profile="(Default)">False</Value>
</Setting>
<Setting Name="exportUVs" Type="System.Boolean" Scope="User">
<Value Profile="(Default)">True</Value>
</Setting>
<Setting Name="exportColors" Type="System.Boolean" Scope="User">
<Value Profile="(Default)">True</Value>
</Setting>
<Setting Name="scaleFactor" Type="System.Decimal" Scope="User">
<Value Profile="(Default)">2.54</Value>
</Setting>
<Setting Name="upAxis" Type="System.Int32" Scope="User">
<Value Profile="(Default)">0</Value>
</Setting>
<Setting Name="showExpOpt" Type="System.Boolean" Scope="User">
<Value Profile="(Default)">False</Value>
</Setting>
</Settings>
</SettingsFile>

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Unity_Studio
{
public class RectTransform
{
public Transform m_Transform;
public RectTransform(AssetPreloadData preloadData)
{
m_Transform = new Transform(preloadData);
//var sourceFile = preloadData.sourceFile;
//var a_Stream = preloadData.sourceFile.a_Stream;
/*
float[2] AnchorsMin
float[2] AnchorsMax
float[2] Pivod
float Width
float Height
float[2] ?
*/
}
}
}

54
Unity Studio/Renderer.cs Normal file
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Unity_Studio
{
class Renderer
{
public PPtr m_GameObject;
public bool m_Enabled;
public byte m_CastShadows; //bool prior to Unity 5
public bool m_ReceiveShadows;
public ushort m_LightmapIndex;
public ushort m_LightmapIndexDynamic;
public PPtr[] m_Materials;
public Renderer(AssetPreloadData preloadData)
{
var sourceFile = preloadData.sourceFile;
var a_Stream = preloadData.sourceFile.a_Stream;
a_Stream.Position = preloadData.Offset;
if (sourceFile.platform == -2)
{
uint m_ObjectHideFlags = a_Stream.ReadUInt32();
PPtr m_PrefabParentObject = sourceFile.ReadPPtr();
PPtr m_PrefabInternal = sourceFile.ReadPPtr();
}
m_GameObject = sourceFile.ReadPPtr();
m_Enabled = a_Stream.ReadBoolean();
m_CastShadows = a_Stream.ReadByte();
m_ReceiveShadows = a_Stream.ReadBoolean();
if (sourceFile.version[0] < 5) { m_LightmapIndex = a_Stream.ReadByte(); }
else
{
a_Stream.Position += 5; //suspicious alignment, could be 2 alignments between bools
m_LightmapIndex = a_Stream.ReadUInt16();
m_LightmapIndexDynamic = a_Stream.ReadUInt16();
}
if (sourceFile.version[0] >= 3) { a_Stream.Position += 16; } //Vector4f m_LightmapTilingOffset
if (sourceFile.version[0] >= 5) { a_Stream.Position += 16; } //Vector4f m_LightmapTilingOffsetDynamic
m_Materials = new PPtr[a_Stream.ReadInt32()];
for (int m = 0; m < m_Materials.Length; m++)
{
m_Materials[m] = sourceFile.ReadPPtr();
}
}
}
}

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After

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Unity_Studio
{
public class SkinnedMeshRenderer
{
public PPtr m_GameObject;
public bool m_Enabled;
public bool m_CastShadows;
public bool m_ReceiveShadows;
public ushort m_LightmapIndex;
public ushort m_LightmapIndexDynamic;
public PPtr[] m_Materials;
public PPtr m_Mesh;
public SkinnedMeshRenderer(AssetPreloadData preloadData)
{
var sourceFile = preloadData.sourceFile;
var version = preloadData.sourceFile.version;
var a_Stream = preloadData.sourceFile.a_Stream;
a_Stream.Position = preloadData.Offset;
if (sourceFile.platform == -2)
{
uint m_ObjectHideFlags = a_Stream.ReadUInt32();
PPtr m_PrefabParentObject = sourceFile.ReadPPtr();
PPtr m_PrefabInternal = sourceFile.ReadPPtr();
}
m_GameObject = sourceFile.ReadPPtr();
m_Enabled = a_Stream.ReadBoolean();
m_CastShadows = a_Stream.ReadBoolean();
m_ReceiveShadows = a_Stream.ReadBoolean();
if (sourceFile.version[0] < 5) { m_LightmapIndex = a_Stream.ReadByte(); }
else
{
a_Stream.Position += 5; //suspicious alignment, could be 2 alignments between bools
m_LightmapIndex = a_Stream.ReadUInt16();
m_LightmapIndexDynamic = a_Stream.ReadUInt16();
}
if (version[0] >= 3) { a_Stream.Position += 16; } //m_LightmapTilingOffset vector4d
m_Materials = new PPtr[a_Stream.ReadInt32()];
for (int m = 0; m < m_Materials.Length; m++)
{
m_Materials[m] = sourceFile.ReadPPtr();
}
if (version[0] < 3) { a_Stream.Position += 16; } //m_LightmapTilingOffset vector4d
else
{
int m_SubsetIndices_size = a_Stream.ReadInt32();
a_Stream.Position += m_SubsetIndices_size * 4;
PPtr m_StaticBatchRoot = sourceFile.ReadPPtr();
if ((version[0] == 3 && version[1] >= 5) || version[0] >= 4)
{
bool m_UseLightProbes = a_Stream.ReadBoolean();
a_Stream.Position += 3; //alignment
if (version[0] == 5) { int m_ReflectionProbeUsage = a_Stream.ReadInt32(); }
//did I ever check if the anchor is conditioned by the bool?
PPtr m_LightProbeAnchor = sourceFile.ReadPPtr();
}
if (version[0] >= 4 && version[1] >= 3)
{
if (version[1] >= 5) { int m_SortingLayer = a_Stream.ReadInt32(); }
else { int m_SortingLayer = a_Stream.ReadInt16(); }
int m_SortingOrder = a_Stream.ReadInt16();
a_Stream.AlignStream(4);
}
}
int m_Quality = a_Stream.ReadInt32();
bool m_UpdateWhenOffscreen = a_Stream.ReadBoolean();
bool m_SkinNormals = a_Stream.ReadBoolean(); //3.1.0 and below
a_Stream.Position += 2;
if (version[0] == 2 && version[1] < 6)
{
//this would be the only error if mainVersion is not read in time for a unity 2.x game
PPtr m_DisableAnimationWhenOffscreen = sourceFile.ReadPPtr();
}
m_Mesh = sourceFile.ReadPPtr();
int m_Bones_size = a_Stream.ReadInt32();
for (int b = 0; b < m_Bones_size; b++)
{
PPtr aBone = sourceFile.ReadPPtr();
}
if (version[0] < 3)
{
int m_BindPose_size = a_Stream.ReadInt32();
a_Stream.Position += m_BindPose_size * 16 * 4;//Matrix4x4f
}
else if (version[0] >= 3 && version[1] >= 4)
{
if (version[1] >= 5)
{
PPtr m_RootBone = sourceFile.ReadPPtr();
}
//AABB
float[] m_Center = new float[] { a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() };
float[] m_Extent = new float[] { a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() };
bool m_DirtyAABB = a_Stream.ReadBoolean();
}
}
}
}

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Unity Studio/TextAsset.cs Normal file
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Unity_Studio
{
class TextAsset
{
public string m_Name;
public byte[] m_Script;
public string m_PathName;
public int exportSize;
public string extension = ".txt";
public TextAsset(AssetPreloadData preloadData, bool readSwitch)
{
var sourceFile = preloadData.sourceFile;
var a_Stream = preloadData.sourceFile.a_Stream;
a_Stream.Position = preloadData.Offset;
if (sourceFile.platform == -2)
{
uint m_ObjectHideFlags = a_Stream.ReadUInt32();
PPtr m_PrefabParentObject = sourceFile.ReadPPtr();
PPtr m_PrefabInternal = sourceFile.ReadPPtr();
}
m_Name = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
int m_Script_size = a_Stream.ReadInt32();
if (readSwitch) //asset is read for preview or export
{
m_Script = new byte[m_Script_size];
a_Stream.Read(m_Script, 0, m_Script_size);
if (m_Script[0] == 93) { m_Script = SevenZip.Compression.LZMA.SevenZipHelper.Decompress(m_Script); }
if (m_Script[0] == 60 || (m_Script[0] == 239 && m_Script[1] == 187 && m_Script[2] == 191 && m_Script[3] == 60)) { extension = ".xml"; }
}
else
{
byte lzmaTest = a_Stream.ReadByte();
if (lzmaTest == 93)
{
a_Stream.Position += 4;
exportSize = a_Stream.ReadInt32(); //actualy int64
a_Stream.Position -= 8;
}
else { exportSize = m_Script_size; }
a_Stream.Position += m_Script_size - 1;
}
a_Stream.AlignStream(4);
m_PathName = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
}
}
}

328
Unity Studio/Texture2D.cs Normal file
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Unity_Studio
{
class Texture2D
{
public string m_Name;
public int m_Width;
public int m_Height;
public int m_CompleteImageSize;
public int m_TextureFormat;
public bool m_MipMap;
public bool m_IsReadable;
public bool m_ReadAllowed;
public int m_ImageCount;
public int m_TextureDimension;
//m_TextureSettings
public int m_FilterMode;
public int m_Aniso;
public float m_MipBias;
public int m_WrapMode;
public int m_LightmapFormat;
public int m_ColorSpace;
public byte[] image_data;
public int dwFlags = 0x1 + 0x2 + 0x4 + 0x1000;
//public int dwHeight;
//public int dwWidth;
public int dwPitchOrLinearSize = 0x0;
public int dwMipMapCount = 0x1;
public int dwSize = 0x20;
public int dwFlags2;
public int dwFourCC = 0x0;
public int dwRGBBitCount;
public int dwRBitMask;
public int dwGBitMask;
public int dwBBitMask;
public int dwABitMask;
public int dwCaps = 0x1000;
public int dwCaps2 = 0x0;
public int pvrVersion = 0x03525650;
public int pvrFlags = 0x0;
public long pvrPixelFormat;
public int pvrColourSpace = 0x0;
public int pvrChannelType = 0x0;
//public int pvrHeight;
//public int pvrWidth;
public int pvrDepth = 0x1;
public int pvrNumSurfaces = 0x1; //For texture arrays
public int pvrNumFaces = 0x1; //For cube maps
//public int pvrMIPMapCount;
public int pvrMetaDataSize = 0x0;
public int image_data_size;
string extension;
public Texture2D(AssetPreloadData preloadData, bool readSwitch)
{
var sourceFile = preloadData.sourceFile;
var a_Stream = preloadData.sourceFile.a_Stream;
a_Stream.Position = preloadData.Offset;
if (sourceFile.platform == -2)
{
uint m_ObjectHideFlags = a_Stream.ReadUInt32();
PPtr m_PrefabParentObject = sourceFile.ReadPPtr();
PPtr m_PrefabInternal = sourceFile.ReadPPtr();
}
m_Name = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
m_Width = a_Stream.ReadInt32();
m_Height = a_Stream.ReadInt32();
m_CompleteImageSize = a_Stream.ReadInt32();
m_TextureFormat = a_Stream.ReadInt32();
if (m_TextureFormat < 30) { extension = ".dds"; }
else if (m_TextureFormat < 35) { extension = ".pvr"; }
else { extension = "_" + m_Width.ToString() + "x" + m_Height.ToString() + "." + m_TextureFormat.ToString() + ".tex"; }
m_MipMap = a_Stream.ReadBoolean();
m_IsReadable = a_Stream.ReadBoolean(); //2.6.0 and up
m_ReadAllowed = a_Stream.ReadBoolean(); //3.0.0 and up
a_Stream.Position += 1; //4 byte alignment
m_ImageCount = a_Stream.ReadInt32();
m_TextureDimension = a_Stream.ReadInt32();
//m_TextureSettings
m_FilterMode = a_Stream.ReadInt32();
m_Aniso = a_Stream.ReadInt32();
m_MipBias = a_Stream.ReadSingle();
m_WrapMode = a_Stream.ReadInt32();
if (sourceFile.version[0] >= 3)
{
m_LightmapFormat = a_Stream.ReadInt32();
if (sourceFile.version[0] >= 4 || sourceFile.version[1] >= 5) { m_ColorSpace = a_Stream.ReadInt32(); } //3.5.0 and up
}
image_data_size = a_Stream.ReadInt32();
if (m_MipMap)
{
dwFlags += 0x20000;
dwMipMapCount = Convert.ToInt32(Math.Log(Math.Max(m_Width, m_Height)) / Math.Log(2));
dwCaps += 0x400008;
}
if (readSwitch)
{
image_data = new byte[image_data_size];
a_Stream.Read(image_data, 0, image_data_size);
switch (m_TextureFormat)
{
case 1: //Alpha8
{
dwFlags2 = 0x2;
dwRGBBitCount = 0x8;
dwRBitMask = 0x0;
dwGBitMask = 0x0;
dwBBitMask = 0x0;
dwABitMask = 0xFF;
break;
}
case 2: //A4R4G4B4
{
if (sourceFile.platform == 11) //swap bytes for Xbox confirmed, PS3 not encountered
{
for (int i = 0; i < (image_data_size / 2); i++)
{
byte b0 = image_data[i * 2];
image_data[i * 2] = image_data[i * 2 + 1];
image_data[i * 2 + 1] = b0;
}
}
else if (sourceFile.platform == 13) //swap bits for android
{
for (int i = 0; i < (image_data_size / 2); i++)
{
byte[] argb = BitConverter.GetBytes((BitConverter.ToInt32((new byte[4] { image_data[i * 2], image_data[i * 2 + 1], image_data[i * 2], image_data[i * 2 + 1] }), 0)) >> 4);
image_data[i * 2] = argb[0];
image_data[i * 2 + 1] = argb[1];
}
}
dwFlags2 = 0x41;
dwRGBBitCount = 0x10;
dwRBitMask = 0xF00;
dwGBitMask = 0xF0;
dwBBitMask = 0xF;
dwABitMask = 0xF000;
break;
}
case 3: //B8G8R8 //confirmed on X360, iOS //PS3 unsure
{
for (int i = 0; i < (image_data_size / 3); i++)
{
byte b0 = image_data[i * 3];
image_data[i * 3] = image_data[i * 3 + 2];
//image_data[i * 3 + 1] stays the same
image_data[i * 3 + 2] = b0;
}
dwFlags2 = 0x40;
dwRGBBitCount = 0x18;
dwRBitMask = 0xFF0000;
dwGBitMask = 0xFF00;
dwBBitMask = 0xFF;
dwABitMask = 0x0;
break;
}
case 4: //G8R8A8B8 //confirmed on X360, iOS
{
for (int i = 0; i < (image_data_size / 4); i++)
{
byte b0 = image_data[i * 4];
image_data[i * 4] = image_data[i * 4 + 2];
//image_data[i * 4 + 1] stays the same
image_data[i * 4 + 2] = b0;
//image_data[i * 4 + 3] stays the same
}
dwFlags2 = 0x41;
dwRGBBitCount = 0x20;
dwRBitMask = 0xFF0000;
dwGBitMask = 0xFF00;
dwBBitMask = 0xFF;
dwABitMask = -16777216;
break;
}
case 5: //B8G8R8A8 //confirmed on X360, PS3, Web, iOS
{
for (int i = 0; i < (image_data_size / 4); i++)
{
byte b0 = image_data[i * 4];
byte b1 = image_data[i * 4 + 1];
image_data[i * 4] = image_data[i * 4 + 3];
image_data[i * 4 + 1] = image_data[i * 4 + 2];
image_data[i * 4 + 2] = b1;
image_data[i * 4 + 3] = b0;
}
dwFlags2 = 0x41;
dwRGBBitCount = 0x20;
dwRBitMask = 0xFF0000;
dwGBitMask = 0xFF00;
dwBBitMask = 0xFF;
dwABitMask = -16777216;
break;
}
case 7: //R5G6B5 //confirmed switched on X360; confirmed on iOS
{
if (sourceFile.platform == 11)
{
for (int i = 0; i < (image_data_size / 2); i++)
{
byte b0 = image_data[i * 2];
image_data[i * 2] = image_data[i * 2 + 1];
image_data[i * 2 + 1] = b0;
}
}
dwFlags2 = 0x40;
dwRGBBitCount = 0x10;
dwRBitMask = 0xF800;
dwGBitMask = 0x7E0;
dwBBitMask = 0x1F;
dwABitMask = 0x0;
break;
}
case 10: //DXT1
{
if (sourceFile.platform == 11) //X360 only, PS3 not
{
for (int i = 0; i < (image_data_size / 2); i++)
{
byte b0 = image_data[i * 2];
image_data[i * 2] = image_data[i * 2 + 1];
image_data[i * 2 + 1] = b0;
}
}
if (m_MipMap) { dwPitchOrLinearSize = m_Height * m_Width / 2; }
dwFlags2 = 0x4;
dwFourCC = 0x31545844;
dwRGBBitCount = 0x0;
dwRBitMask = 0x0;
dwGBitMask = 0x0;
dwBBitMask = 0x0;
dwABitMask = 0x0;
break;
}
case 12: //DXT5
{
if (sourceFile.platform == 11) //X360, PS3 not
{
for (int i = 0; i < (image_data_size / 2); i++)
{
byte b0 = image_data[i * 2];
image_data[i * 2] = image_data[i * 2 + 1];
image_data[i * 2 + 1] = b0;
}
}
if (m_MipMap) { dwPitchOrLinearSize = m_Height * m_Width / 2; }
dwFlags2 = 0x4;
dwFourCC = 0x35545844;
dwRGBBitCount = 0x0;
dwRBitMask = 0x0;
dwGBitMask = 0x0;
dwBBitMask = 0x0;
dwABitMask = 0x0;
break;
}
case 13: //R4G4B4A4, iOS (only?)
{
for (int i = 0; i < (image_data_size / 2); i++)
{
byte[] argb = BitConverter.GetBytes((BitConverter.ToInt32((new byte[4] { image_data[i * 2], image_data[i * 2 + 1], image_data[i * 2], image_data[i * 2 + 1] }), 0)) >> 4);
image_data[i * 2] = argb[0];
image_data[i * 2 + 1] = argb[1];
}
dwFlags2 = 0x41;
dwRGBBitCount = 0x10;
dwRBitMask = 0xF00;
dwGBitMask = 0xF0;
dwBBitMask = 0xF;
dwABitMask = 0xF000;
break;
}
case 30: //PVRTC_RGB2
{
pvrPixelFormat = 0x0;
break;
}
case 31: //PVRTC_RGBA2
{
pvrPixelFormat = 0x1;
break;
}
case 32: //PVRTC_RGB4
{
pvrPixelFormat = 0x2;
break;
}
case 33: //PVRTC_RGBA4
{
pvrPixelFormat = 0x3;
break;
}
case 34: //ETC_RGB4
{
pvrPixelFormat = 0x16;
break;
}
}
}
}
}
}

42
Unity Studio/Transform.cs Normal file
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Unity_Studio
{
public class Transform
{
public PPtr m_GameObject = new PPtr();
public float[] m_LocalRotation;
public float[] m_LocalPosition;
public float[] m_LocalScale;
public List<PPtr> m_Children = new List<PPtr>();
public PPtr m_Father = new PPtr();//can be transform or type 224 (as seen in Minions)
public Transform(AssetPreloadData preloadData)
{
var sourceFile = preloadData.sourceFile;
var a_Stream = preloadData.sourceFile.a_Stream;
a_Stream.Position = preloadData.Offset;
if (sourceFile.platform == -2)
{
uint m_ObjectHideFlags = a_Stream.ReadUInt32();
PPtr m_PrefabParentObject = sourceFile.ReadPPtr();
PPtr m_PrefabInternal = sourceFile.ReadPPtr();
}
m_GameObject = sourceFile.ReadPPtr();
m_LocalRotation = new float[] { a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() };
m_LocalPosition = new float[] { a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() };
m_LocalScale = new float[] { a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() };
int m_ChildrenCount = a_Stream.ReadInt32();
for (int j = 0; j < m_ChildrenCount; j++)
{
m_Children.Add(sourceFile.ReadPPtr());
}
m_Father = sourceFile.ReadPPtr();
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
<ProductVersion>8.0.30703</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{24551E2D-E9B6-4CD6-8F2A-D9F4A13E7853}</ProjectGuid>
<OutputType>WinExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>Unity_Studio</RootNamespace>
<AssemblyName>Unity Studio</AssemblyName>
<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
<TargetFrameworkProfile>
</TargetFrameworkProfile>
<FileAlignment>512</FileAlignment>
<PublishUrl>publish\</PublishUrl>
<Install>true</Install>
<InstallFrom>Disk</InstallFrom>
<UpdateEnabled>false</UpdateEnabled>
<UpdateMode>Foreground</UpdateMode>
<UpdateInterval>7</UpdateInterval>
<UpdateIntervalUnits>Days</UpdateIntervalUnits>
<UpdatePeriodically>false</UpdatePeriodically>
<UpdateRequired>false</UpdateRequired>
<MapFileExtensions>true</MapFileExtensions>
<ApplicationRevision>0</ApplicationRevision>
<ApplicationVersion>1.0.0.%2a</ApplicationVersion>
<IsWebBootstrapper>false</IsWebBootstrapper>
<UseApplicationTrust>false</UseApplicationTrust>
<BootstrapperEnabled>true</BootstrapperEnabled>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
<PlatformTarget>x86</PlatformTarget>
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
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<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
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<PlatformTarget>x86</PlatformTarget>
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup>
<ApplicationIcon>unity.ico</ApplicationIcon>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Half">
<HintPath>..\..\..\..\..\Tools\LIBRARIES\csharp-half-code-2\System.Half\bin\Release\System.Half.dll</HintPath>
</Reference>
<Reference Include="System.Web.Extensions" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Deployment" />
<Reference Include="System.Drawing" />
<Reference Include="System.Windows.Forms" />
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</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="7zip\Common\CommandLineParser.cs">
<SubType>Code</SubType>
</Compile>
<Compile Include="7zip\Common\CRC.cs">
<SubType>Code</SubType>
</Compile>
<Compile Include="7zip\Common\InBuffer.cs">
<SubType>Code</SubType>
</Compile>
<Compile Include="7zip\Common\OutBuffer.cs">
<SubType>Code</SubType>
</Compile>
<Compile Include="7zip\Compress\LZMA\LzmaBase.cs">
<SubType>Code</SubType>
</Compile>
<Compile Include="7zip\Compress\LZMA\LzmaDecoder.cs">
<SubType>Code</SubType>
</Compile>
<Compile Include="7zip\Compress\LZMA\LzmaEncoder.cs">
<SubType>Code</SubType>
</Compile>
<Compile Include="7zip\Compress\LZ\IMatchFinder.cs">
<SubType>Code</SubType>
</Compile>
<Compile Include="7zip\Compress\LZ\LzBinTree.cs">
<SubType>Code</SubType>
</Compile>
<Compile Include="7zip\Compress\LZ\LzInWindow.cs">
<SubType>Code</SubType>
</Compile>
<Compile Include="7zip\Compress\LZ\LzOutWindow.cs">
<SubType>Code</SubType>
</Compile>
<Compile Include="7zip\Compress\RangeCoder\RangeCoder.cs">
<SubType>Code</SubType>
</Compile>
<Compile Include="7zip\Compress\RangeCoder\RangeCoderBit.cs">
<SubType>Code</SubType>
</Compile>
<Compile Include="7zip\Compress\RangeCoder\RangeCoderBitTree.cs">
<SubType>Code</SubType>
</Compile>
<Compile Include="7zip\ICoder.cs">
<SubType>Code</SubType>
</Compile>
<Compile Include="7zip\SevenZipHelper.cs">
<SubType>Code</SubType>
</Compile>
<Compile Include="AboutBox.cs">
<SubType>Form</SubType>
</Compile>
<Compile Include="AboutBox.Designer.cs">
<DependentUpon>AboutBox.cs</DependentUpon>
</Compile>
<Compile Include="AssetPreloadData.cs" />
<Compile Include="AudioClip.cs" />
<Compile Include="BuildSettings.cs" />
<Compile Include="BundleFile.cs" />
<Compile Include="ClassIDReference.cs" />
<Compile Include="EndianStream.cs" />
<Compile Include="FBXExport.cs">
<SubType>Form</SubType>
</Compile>
<Compile Include="FBXExport.Designer.cs">
<DependentUpon>FBXExport.cs</DependentUpon>
</Compile>
<Compile Include="Font.cs" />
<Compile Include="GOHierarchy.cs">
<SubType>Component</SubType>
</Compile>
<Compile Include="Lz4DecoderStream.cs" />
<Compile Include="Material.cs" />
<Compile Include="Mesh.cs" />
<Compile Include="FMOD\fmod.cs" />
<Compile Include="FMOD\fmod_dsp.cs" />
<Compile Include="FMOD\fmod_errors.cs" />
<Compile Include="FMOD\fmod_memoryinfo.cs" />
<Compile Include="GameObject.cs" />
<Compile Include="helpers.cs" />
<Compile Include="PlayerSettings.cs" />
<Compile Include="RectTransform.cs" />
<Compile Include="Renderer.cs" />
<Compile Include="SkinnedMeshRenderer.cs" />
<Compile Include="MeshFilter.cs" />
<Compile Include="TextAsset.cs" />
<Compile Include="Texture2D.cs" />
<Compile Include="Transform.cs" />
<Compile Include="UnityStudioForm.cs">
<SubType>Form</SubType>
</Compile>
<Compile Include="UnityStudioForm.Designer.cs">
<DependentUpon>UnityStudioForm.cs</DependentUpon>
</Compile>
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="AssetsFile.cs" />
<EmbeddedResource Include="AboutBox.resx">
<DependentUpon>AboutBox.cs</DependentUpon>
<SubType>Designer</SubType>
</EmbeddedResource>
<EmbeddedResource Include="FBXExport.resx">
<DependentUpon>FBXExport.cs</DependentUpon>
</EmbeddedResource>
<EmbeddedResource Include="UnityStudioForm.resx">
<DependentUpon>UnityStudioForm.cs</DependentUpon>
<SubType>Designer</SubType>
</EmbeddedResource>
<EmbeddedResource Include="Properties\Resources.resx">
<Generator>ResXFileCodeGenerator</Generator>
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
<SubType>Designer</SubType>
</EmbeddedResource>
<Compile Include="Properties\Resources.Designer.cs">
<AutoGen>True</AutoGen>
<DependentUpon>Resources.resx</DependentUpon>
<DesignTime>True</DesignTime>
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<None Include="app.config" />
<None Include="Properties\Settings.settings">
<Generator>SettingsSingleFileGenerator</Generator>
<LastGenOutput>Settings.Designer.cs</LastGenOutput>
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<Compile Include="Properties\Settings.Designer.cs">
<AutoGen>True</AutoGen>
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<DesignTimeSharedInput>True</DesignTimeSharedInput>
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<None Include="Resources\preview.png" />
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<ItemGroup>
<BootstrapperPackage Include=".NETFramework,Version=v4.0,Profile=Client">
<Visible>False</Visible>
<ProductName>Microsoft .NET Framework 4 Client Profile %28x86 and x64%29</ProductName>
<Install>true</Install>
</BootstrapperPackage>
<BootstrapperPackage Include="Microsoft.Net.Framework.3.5.SP1">
<Visible>False</Visible>
<ProductName>.NET Framework 3.5 SP1</ProductName>
<Install>false</Install>
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<BootstrapperPackage Include="Microsoft.Windows.Installer.4.5">
<Visible>False</Visible>
<ProductName>Windows Installer 4.5</ProductName>
<Install>true</Install>
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</ItemGroup>
<ItemGroup>
<Content Include="unity.ico" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
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</Project>

782
Unity Studio/UnityStudioForm.Designer.cs generated Normal file
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@ -0,0 +1,782 @@
namespace Unity_Studio
{
partial class UnityStudioForm
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.components = new System.ComponentModel.Container();
System.ComponentModel.ComponentResourceManager resources = new System.ComponentModel.ComponentResourceManager(typeof(UnityStudioForm));
this.menuStrip1 = new System.Windows.Forms.MenuStrip();
this.fileToolStripMenuItem = new System.Windows.Forms.ToolStripMenuItem();
this.loadFileToolStripMenuItem = new System.Windows.Forms.ToolStripMenuItem();
this.loadFolderToolStripMenuItem = new System.Windows.Forms.ToolStripMenuItem();
this.toolStripMenuItem1 = new System.Windows.Forms.ToolStripSeparator();
this.extractBundleToolStripMenuItem = new System.Windows.Forms.ToolStripMenuItem();
this.extractFolderToolStripMenuItem = new System.Windows.Forms.ToolStripMenuItem();
this.optionsToolStripMenuItem = new System.Windows.Forms.ToolStripMenuItem();
this.uniqueNames = new System.Windows.Forms.ToolStripMenuItem();
this.enablePreview = new System.Windows.Forms.ToolStripMenuItem();
this.displayInfo = new System.Windows.Forms.ToolStripMenuItem();
this.openAfterExport = new System.Windows.Forms.ToolStripMenuItem();
this.assetGroupOptions = new System.Windows.Forms.ToolStripComboBox();
this.showExpOpt = new System.Windows.Forms.ToolStripMenuItem();
this.exportToolStripMenuItem = new System.Windows.Forms.ToolStripMenuItem();
this.exportAll3DMenuItem = new System.Windows.Forms.ToolStripMenuItem();
this.exportSelected3DMenuItem = new System.Windows.Forms.ToolStripMenuItem();
this.toolStripSeparator1 = new System.Windows.Forms.ToolStripSeparator();
this.exportAllAssetsMenuItem = new System.Windows.Forms.ToolStripMenuItem();
this.exportSelectedAssetsMenuItem = new System.Windows.Forms.ToolStripMenuItem();
this.exportFilteredAssetsMenuItem = new System.Windows.Forms.ToolStripMenuItem();
this.helpToolStripMenuItem = new System.Windows.Forms.ToolStripMenuItem();
this.aboutToolStripMenuItem = new System.Windows.Forms.ToolStripMenuItem();
this.splitContainer1 = new System.Windows.Forms.SplitContainer();
this.tabControl1 = new System.Windows.Forms.TabControl();
this.tabPage1 = new System.Windows.Forms.TabPage();
this.treeSearch = new System.Windows.Forms.TextBox();
this.tabPage2 = new System.Windows.Forms.TabPage();
this.assetListView = new System.Windows.Forms.ListView();
this.columnHeaderName = ((System.Windows.Forms.ColumnHeader)(new System.Windows.Forms.ColumnHeader()));
this.columnHeaderType = ((System.Windows.Forms.ColumnHeader)(new System.Windows.Forms.ColumnHeader()));
this.columnHeaderSize = ((System.Windows.Forms.ColumnHeader)(new System.Windows.Forms.ColumnHeader()));
this.listSearch = new System.Windows.Forms.TextBox();
this.progressbarPanel = new System.Windows.Forms.Panel();
this.progressBar1 = new System.Windows.Forms.ProgressBar();
this.previewPanel = new System.Windows.Forms.Panel();
this.assetInfoLabel = new System.Windows.Forms.Label();
this.FMODpanel = new System.Windows.Forms.Panel();
this.FMODinfoLabel = new System.Windows.Forms.Label();
this.FMODtimerLabel = new System.Windows.Forms.Label();
this.FMODstatusLabel = new System.Windows.Forms.Label();
this.FMODprogressBar = new System.Windows.Forms.TrackBar();
this.FMODvolumeBar = new System.Windows.Forms.TrackBar();
this.FMODloopButton = new System.Windows.Forms.CheckBox();
this.FMODstopButton = new System.Windows.Forms.Button();
this.FMODpauseButton = new System.Windows.Forms.Button();
this.FMODplayButton = new System.Windows.Forms.Button();
this.fontPreviewBox = new System.Windows.Forms.RichTextBox();
this.textPreviewBox = new System.Windows.Forms.TextBox();
this.statusStrip1 = new System.Windows.Forms.StatusStrip();
this.toolStripStatusLabel1 = new System.Windows.Forms.ToolStripStatusLabel();
this.timer = new System.Windows.Forms.Timer(this.components);
this.openFileDialog1 = new System.Windows.Forms.OpenFileDialog();
this.openFolderDialog1 = new System.Windows.Forms.OpenFileDialog();
this.saveFileDialog1 = new System.Windows.Forms.SaveFileDialog();
this.saveFolderDialog1 = new System.Windows.Forms.SaveFileDialog();
this.treeTip = new System.Windows.Forms.ToolTip(this.components);
this.sceneTreeView = new Unity_Studio.GOHierarchy();
this.menuStrip1.SuspendLayout();
((System.ComponentModel.ISupportInitialize)(this.splitContainer1)).BeginInit();
this.splitContainer1.Panel1.SuspendLayout();
this.splitContainer1.Panel2.SuspendLayout();
this.splitContainer1.SuspendLayout();
this.tabControl1.SuspendLayout();
this.tabPage1.SuspendLayout();
this.tabPage2.SuspendLayout();
this.progressbarPanel.SuspendLayout();
this.previewPanel.SuspendLayout();
this.FMODpanel.SuspendLayout();
((System.ComponentModel.ISupportInitialize)(this.FMODprogressBar)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.FMODvolumeBar)).BeginInit();
this.statusStrip1.SuspendLayout();
this.SuspendLayout();
//
// menuStrip1
//
this.menuStrip1.Items.AddRange(new System.Windows.Forms.ToolStripItem[] {
this.fileToolStripMenuItem,
this.optionsToolStripMenuItem,
this.exportToolStripMenuItem,
this.helpToolStripMenuItem});
this.menuStrip1.Location = new System.Drawing.Point(0, 0);
this.menuStrip1.Name = "menuStrip1";
this.menuStrip1.Size = new System.Drawing.Size(1264, 24);
this.menuStrip1.TabIndex = 0;
this.menuStrip1.Text = "menuStrip1";
//
// fileToolStripMenuItem
//
this.fileToolStripMenuItem.DropDownItems.AddRange(new System.Windows.Forms.ToolStripItem[] {
this.loadFileToolStripMenuItem,
this.loadFolderToolStripMenuItem,
this.toolStripMenuItem1,
this.extractBundleToolStripMenuItem,
this.extractFolderToolStripMenuItem});
this.fileToolStripMenuItem.Name = "fileToolStripMenuItem";
this.fileToolStripMenuItem.Size = new System.Drawing.Size(37, 20);
this.fileToolStripMenuItem.Text = "File";
//
// loadFileToolStripMenuItem
//
this.loadFileToolStripMenuItem.Name = "loadFileToolStripMenuItem";
this.loadFileToolStripMenuItem.Size = new System.Drawing.Size(158, 22);
this.loadFileToolStripMenuItem.Text = "Load file...";
this.loadFileToolStripMenuItem.Click += new System.EventHandler(this.loadFile_Click);
//
// loadFolderToolStripMenuItem
//
this.loadFolderToolStripMenuItem.Name = "loadFolderToolStripMenuItem";
this.loadFolderToolStripMenuItem.Size = new System.Drawing.Size(158, 22);
this.loadFolderToolStripMenuItem.Text = "Load folder...";
this.loadFolderToolStripMenuItem.Click += new System.EventHandler(this.loadFolder_Click);
//
// toolStripMenuItem1
//
this.toolStripMenuItem1.Name = "toolStripMenuItem1";
this.toolStripMenuItem1.Size = new System.Drawing.Size(155, 6);
//
// extractBundleToolStripMenuItem
//
this.extractBundleToolStripMenuItem.Name = "extractBundleToolStripMenuItem";
this.extractBundleToolStripMenuItem.Size = new System.Drawing.Size(158, 22);
this.extractBundleToolStripMenuItem.Text = "Extract bundle...";
this.extractBundleToolStripMenuItem.Click += new System.EventHandler(this.extractBundleToolStripMenuItem_Click);
//
// extractFolderToolStripMenuItem
//
this.extractFolderToolStripMenuItem.Name = "extractFolderToolStripMenuItem";
this.extractFolderToolStripMenuItem.Size = new System.Drawing.Size(158, 22);
this.extractFolderToolStripMenuItem.Text = "Extract folder...";
this.extractFolderToolStripMenuItem.Click += new System.EventHandler(this.extractFolderToolStripMenuItem_Click);
//
// optionsToolStripMenuItem
//
this.optionsToolStripMenuItem.DropDownItems.AddRange(new System.Windows.Forms.ToolStripItem[] {
this.uniqueNames,
this.enablePreview,
this.displayInfo,
this.openAfterExport,
this.assetGroupOptions,
this.showExpOpt});
this.optionsToolStripMenuItem.Name = "optionsToolStripMenuItem";
this.optionsToolStripMenuItem.Size = new System.Drawing.Size(61, 20);
this.optionsToolStripMenuItem.Text = "Options";
//
// uniqueNames
//
this.uniqueNames.Checked = true;
this.uniqueNames.CheckOnClick = true;
this.uniqueNames.CheckState = System.Windows.Forms.CheckState.Checked;
this.uniqueNames.Name = "uniqueNames";
this.uniqueNames.Size = new System.Drawing.Size(252, 22);
this.uniqueNames.Text = "Unique exported filenames";
this.uniqueNames.ToolTipText = resources.GetString("uniqueNames.ToolTipText");
this.uniqueNames.CheckedChanged += new System.EventHandler(this.MenuItem_CheckedChanged);
//
// enablePreview
//
this.enablePreview.Checked = true;
this.enablePreview.CheckOnClick = true;
this.enablePreview.CheckState = System.Windows.Forms.CheckState.Checked;
this.enablePreview.Name = "enablePreview";
this.enablePreview.Size = new System.Drawing.Size(252, 22);
this.enablePreview.Text = "Enable preview";
this.enablePreview.ToolTipText = "Toggle the loading and preview of readable assets, such as images, sounds, text, " +
"etc.\r\nDisable preview if you have performance or compatibility issues.";
this.enablePreview.CheckedChanged += new System.EventHandler(this.enablePreview_Check);
//
// displayInfo
//
this.displayInfo.Checked = true;
this.displayInfo.CheckOnClick = true;
this.displayInfo.CheckState = System.Windows.Forms.CheckState.Checked;
this.displayInfo.Name = "displayInfo";
this.displayInfo.Size = new System.Drawing.Size(252, 22);
this.displayInfo.Text = "Display asset infromation";
this.displayInfo.ToolTipText = "Toggle the overlay that shows information about each asset, eg. image size, forma" +
"t, audio bitrate, etc.";
this.displayInfo.CheckedChanged += new System.EventHandler(this.displayAssetInfo_Check);
//
// openAfterExport
//
this.openAfterExport.Checked = true;
this.openAfterExport.CheckOnClick = true;
this.openAfterExport.CheckState = System.Windows.Forms.CheckState.Checked;
this.openAfterExport.Name = "openAfterExport";
this.openAfterExport.Size = new System.Drawing.Size(252, 22);
this.openAfterExport.Text = "Open file/folder after export";
this.openAfterExport.CheckedChanged += new System.EventHandler(this.MenuItem_CheckedChanged);
//
// assetGroupOptions
//
this.assetGroupOptions.Items.AddRange(new object[] {
"Group exported assets by type",
"Group exported assets by source file",
"Do not group exported assets"});
this.assetGroupOptions.Name = "assetGroupOptions";
this.assetGroupOptions.Size = new System.Drawing.Size(192, 23);
this.assetGroupOptions.SelectedIndexChanged += new System.EventHandler(this.assetGroupOptions_SelectedIndexChanged);
//
// showExpOpt
//
this.showExpOpt.Name = "showExpOpt";
this.showExpOpt.Size = new System.Drawing.Size(252, 22);
this.showExpOpt.Text = "Export options...";
this.showExpOpt.Click += new System.EventHandler(this.showExpOpt_Click);
//
// exportToolStripMenuItem
//
this.exportToolStripMenuItem.DropDownItems.AddRange(new System.Windows.Forms.ToolStripItem[] {
this.exportAll3DMenuItem,
this.exportSelected3DMenuItem,
this.toolStripSeparator1,
this.exportAllAssetsMenuItem,
this.exportSelectedAssetsMenuItem,
this.exportFilteredAssetsMenuItem});
this.exportToolStripMenuItem.Name = "exportToolStripMenuItem";
this.exportToolStripMenuItem.Size = new System.Drawing.Size(52, 20);
this.exportToolStripMenuItem.Text = "Export";
//
// exportAll3DMenuItem
//
this.exportAll3DMenuItem.Name = "exportAll3DMenuItem";
this.exportAll3DMenuItem.Size = new System.Drawing.Size(176, 22);
this.exportAll3DMenuItem.Text = "All 3D objects";
this.exportAll3DMenuItem.Click += new System.EventHandler(this.Export3DObjects_Click);
//
// exportSelected3DMenuItem
//
this.exportSelected3DMenuItem.Name = "exportSelected3DMenuItem";
this.exportSelected3DMenuItem.Size = new System.Drawing.Size(176, 22);
this.exportSelected3DMenuItem.Text = "Selected 3D objects";
this.exportSelected3DMenuItem.Click += new System.EventHandler(this.Export3DObjects_Click);
//
// toolStripSeparator1
//
this.toolStripSeparator1.Name = "toolStripSeparator1";
this.toolStripSeparator1.Size = new System.Drawing.Size(173, 6);
//
// exportAllAssetsMenuItem
//
this.exportAllAssetsMenuItem.Name = "exportAllAssetsMenuItem";
this.exportAllAssetsMenuItem.Size = new System.Drawing.Size(176, 22);
this.exportAllAssetsMenuItem.Text = "All assets";
this.exportAllAssetsMenuItem.Click += new System.EventHandler(this.ExportAssets_Click);
//
// exportSelectedAssetsMenuItem
//
this.exportSelectedAssetsMenuItem.Name = "exportSelectedAssetsMenuItem";
this.exportSelectedAssetsMenuItem.Size = new System.Drawing.Size(176, 22);
this.exportSelectedAssetsMenuItem.Text = "Selected assets";
this.exportSelectedAssetsMenuItem.Click += new System.EventHandler(this.ExportAssets_Click);
//
// exportFilteredAssetsMenuItem
//
this.exportFilteredAssetsMenuItem.Name = "exportFilteredAssetsMenuItem";
this.exportFilteredAssetsMenuItem.Size = new System.Drawing.Size(176, 22);
this.exportFilteredAssetsMenuItem.Text = "Filtered assets";
this.exportFilteredAssetsMenuItem.Click += new System.EventHandler(this.ExportAssets_Click);
//
// helpToolStripMenuItem
//
this.helpToolStripMenuItem.DropDownItems.AddRange(new System.Windows.Forms.ToolStripItem[] {
this.aboutToolStripMenuItem});
this.helpToolStripMenuItem.Name = "helpToolStripMenuItem";
this.helpToolStripMenuItem.Size = new System.Drawing.Size(44, 20);
this.helpToolStripMenuItem.Text = "Help";
//
// aboutToolStripMenuItem
//
this.aboutToolStripMenuItem.Name = "aboutToolStripMenuItem";
this.aboutToolStripMenuItem.Size = new System.Drawing.Size(107, 22);
this.aboutToolStripMenuItem.Text = "About";
this.aboutToolStripMenuItem.Click += new System.EventHandler(this.aboutToolStripMenuItem_Click);
//
// splitContainer1
//
this.splitContainer1.BorderStyle = System.Windows.Forms.BorderStyle.FixedSingle;
this.splitContainer1.Dock = System.Windows.Forms.DockStyle.Fill;
this.splitContainer1.Location = new System.Drawing.Point(0, 24);
this.splitContainer1.Name = "splitContainer1";
//
// splitContainer1.Panel1
//
this.splitContainer1.Panel1.Controls.Add(this.tabControl1);
this.splitContainer1.Panel1.Controls.Add(this.progressbarPanel);
this.splitContainer1.Panel1MinSize = 200;
//
// splitContainer1.Panel2
//
this.splitContainer1.Panel2.Controls.Add(this.previewPanel);
this.splitContainer1.Panel2.Controls.Add(this.statusStrip1);
this.splitContainer1.Panel2MinSize = 400;
this.splitContainer1.Size = new System.Drawing.Size(1264, 658);
this.splitContainer1.SplitterDistance = 420;
this.splitContainer1.TabIndex = 2;
this.splitContainer1.TabStop = false;
this.splitContainer1.SplitterMoved += new System.Windows.Forms.SplitterEventHandler(this.splitContainer1_SplitterMoved);
this.splitContainer1.Resize += new System.EventHandler(this.splitContainer1_Resize);
//
// tabControl1
//
this.tabControl1.Controls.Add(this.tabPage1);
this.tabControl1.Controls.Add(this.tabPage2);
this.tabControl1.Dock = System.Windows.Forms.DockStyle.Fill;
this.tabControl1.Location = new System.Drawing.Point(0, 0);
this.tabControl1.Name = "tabControl1";
this.tabControl1.Padding = new System.Drawing.Point(17, 3);
this.tabControl1.SelectedIndex = 0;
this.tabControl1.Size = new System.Drawing.Size(418, 634);
this.tabControl1.SizeMode = System.Windows.Forms.TabSizeMode.Fixed;
this.tabControl1.TabIndex = 0;
this.tabControl1.Selected += new System.Windows.Forms.TabControlEventHandler(this.tabPageSelected);
//
// tabPage1
//
this.tabPage1.Controls.Add(this.sceneTreeView);
this.tabPage1.Controls.Add(this.treeSearch);
this.tabPage1.Location = new System.Drawing.Point(4, 22);
this.tabPage1.Name = "tabPage1";
this.tabPage1.Size = new System.Drawing.Size(410, 608);
this.tabPage1.TabIndex = 0;
this.tabPage1.Text = "Scene Hierarchy";
this.tabPage1.UseVisualStyleBackColor = true;
//
// treeSearch
//
this.treeSearch.Dock = System.Windows.Forms.DockStyle.Top;
this.treeSearch.ForeColor = System.Drawing.SystemColors.GrayText;
this.treeSearch.Location = new System.Drawing.Point(0, 0);
this.treeSearch.Name = "treeSearch";
this.treeSearch.Size = new System.Drawing.Size(410, 20);
this.treeSearch.TabIndex = 0;
this.treeSearch.Text = " Search ";
this.treeSearch.Enter += new System.EventHandler(this.treeSearch_Enter);
this.treeSearch.KeyDown += new System.Windows.Forms.KeyEventHandler(this.treeSearch_KeyDown);
this.treeSearch.Leave += new System.EventHandler(this.treeSearch_Leave);
this.treeSearch.MouseEnter += new System.EventHandler(this.treeSearch_MouseEnter);
//
// tabPage2
//
this.tabPage2.Controls.Add(this.assetListView);
this.tabPage2.Controls.Add(this.listSearch);
this.tabPage2.Location = new System.Drawing.Point(4, 22);
this.tabPage2.Name = "tabPage2";
this.tabPage2.Size = new System.Drawing.Size(410, 608);
this.tabPage2.TabIndex = 1;
this.tabPage2.Text = "Asset List";
this.tabPage2.UseVisualStyleBackColor = true;
//
// assetListView
//
this.assetListView.Columns.AddRange(new System.Windows.Forms.ColumnHeader[] {
this.columnHeaderName,
this.columnHeaderType,
this.columnHeaderSize});
this.assetListView.Dock = System.Windows.Forms.DockStyle.Fill;
this.assetListView.FullRowSelect = true;
this.assetListView.GridLines = true;
this.assetListView.HideSelection = false;
this.assetListView.LabelEdit = true;
this.assetListView.Location = new System.Drawing.Point(0, 20);
this.assetListView.Name = "assetListView";
this.assetListView.Size = new System.Drawing.Size(410, 588);
this.assetListView.TabIndex = 1;
this.assetListView.UseCompatibleStateImageBehavior = false;
this.assetListView.View = System.Windows.Forms.View.Details;
this.assetListView.VirtualMode = true;
this.assetListView.ColumnClick += new System.Windows.Forms.ColumnClickEventHandler(this.assetListView_ColumnClick);
this.assetListView.ItemSelectionChanged += new System.Windows.Forms.ListViewItemSelectionChangedEventHandler(this.selectAsset);
this.assetListView.RetrieveVirtualItem += new System.Windows.Forms.RetrieveVirtualItemEventHandler(this.assetListView_RetrieveVirtualItem);
//
// columnHeaderName
//
this.columnHeaderName.Text = "Name";
this.columnHeaderName.Width = 240;
//
// columnHeaderType
//
this.columnHeaderType.Text = "Type";
this.columnHeaderType.Width = 88;
//
// columnHeaderSize
//
this.columnHeaderSize.Text = "Size";
//
// listSearch
//
this.listSearch.Dock = System.Windows.Forms.DockStyle.Top;
this.listSearch.ForeColor = System.Drawing.SystemColors.GrayText;
this.listSearch.Location = new System.Drawing.Point(0, 0);
this.listSearch.Name = "listSearch";
this.listSearch.Size = new System.Drawing.Size(410, 20);
this.listSearch.TabIndex = 0;
this.listSearch.Text = " Filter ";
this.listSearch.TextChanged += new System.EventHandler(this.ListSearchTextChanged);
this.listSearch.Enter += new System.EventHandler(this.listSearch_Enter);
this.listSearch.Leave += new System.EventHandler(this.listSearch_Leave);
//
// progressbarPanel
//
this.progressbarPanel.Controls.Add(this.progressBar1);
this.progressbarPanel.Dock = System.Windows.Forms.DockStyle.Bottom;
this.progressbarPanel.Location = new System.Drawing.Point(0, 634);
this.progressbarPanel.Name = "progressbarPanel";
this.progressbarPanel.Padding = new System.Windows.Forms.Padding(1, 3, 1, 1);
this.progressbarPanel.Size = new System.Drawing.Size(418, 22);
this.progressbarPanel.TabIndex = 2;
//
// progressBar1
//
this.progressBar1.Dock = System.Windows.Forms.DockStyle.Fill;
this.progressBar1.Location = new System.Drawing.Point(1, 3);
this.progressBar1.Name = "progressBar1";
this.progressBar1.Size = new System.Drawing.Size(416, 18);
this.progressBar1.Step = 1;
this.progressBar1.TabIndex = 1;
//
// previewPanel
//
this.previewPanel.BackColor = System.Drawing.SystemColors.ControlDark;
this.previewPanel.BackgroundImage = ((System.Drawing.Image)(resources.GetObject("previewPanel.BackgroundImage")));
this.previewPanel.BackgroundImageLayout = System.Windows.Forms.ImageLayout.Center;
this.previewPanel.Controls.Add(this.assetInfoLabel);
this.previewPanel.Controls.Add(this.FMODpanel);
this.previewPanel.Controls.Add(this.fontPreviewBox);
this.previewPanel.Controls.Add(this.textPreviewBox);
this.previewPanel.Dock = System.Windows.Forms.DockStyle.Fill;
this.previewPanel.Location = new System.Drawing.Point(0, 0);
this.previewPanel.Name = "previewPanel";
this.previewPanel.Size = new System.Drawing.Size(838, 634);
this.previewPanel.TabIndex = 1;
//
// assetInfoLabel
//
this.assetInfoLabel.AutoSize = true;
this.assetInfoLabel.BackColor = System.Drawing.Color.Transparent;
this.assetInfoLabel.ForeColor = System.Drawing.SystemColors.ControlLightLight;
this.assetInfoLabel.Location = new System.Drawing.Point(4, 8);
this.assetInfoLabel.Name = "assetInfoLabel";
this.assetInfoLabel.Size = new System.Drawing.Size(0, 13);
this.assetInfoLabel.TabIndex = 0;
//
// FMODpanel
//
this.FMODpanel.Anchor = System.Windows.Forms.AnchorStyles.None;
this.FMODpanel.BackColor = System.Drawing.SystemColors.ControlDark;
this.FMODpanel.Controls.Add(this.FMODinfoLabel);
this.FMODpanel.Controls.Add(this.FMODtimerLabel);
this.FMODpanel.Controls.Add(this.FMODstatusLabel);
this.FMODpanel.Controls.Add(this.FMODprogressBar);
this.FMODpanel.Controls.Add(this.FMODvolumeBar);
this.FMODpanel.Controls.Add(this.FMODloopButton);
this.FMODpanel.Controls.Add(this.FMODstopButton);
this.FMODpanel.Controls.Add(this.FMODpauseButton);
this.FMODpanel.Controls.Add(this.FMODplayButton);
this.FMODpanel.Location = new System.Drawing.Point(220, 209);
this.FMODpanel.Name = "FMODpanel";
this.FMODpanel.Size = new System.Drawing.Size(400, 200);
this.FMODpanel.TabIndex = 2;
this.FMODpanel.Visible = false;
//
// FMODinfoLabel
//
this.FMODinfoLabel.ForeColor = System.Drawing.SystemColors.ControlLightLight;
this.FMODinfoLabel.Location = new System.Drawing.Point(82, 54);
this.FMODinfoLabel.Name = "FMODinfoLabel";
this.FMODinfoLabel.Size = new System.Drawing.Size(176, 13);
this.FMODinfoLabel.TabIndex = 8;
//
// FMODtimerLabel
//
this.FMODtimerLabel.ForeColor = System.Drawing.SystemColors.ControlLightLight;
this.FMODtimerLabel.Location = new System.Drawing.Point(264, 54);
this.FMODtimerLabel.Name = "FMODtimerLabel";
this.FMODtimerLabel.Size = new System.Drawing.Size(99, 13);
this.FMODtimerLabel.TabIndex = 7;
this.FMODtimerLabel.Text = "0:00.0 / 0:00.0";
this.FMODtimerLabel.TextAlign = System.Drawing.ContentAlignment.TopRight;
//
// FMODstatusLabel
//
this.FMODstatusLabel.ForeColor = System.Drawing.SystemColors.ControlLightLight;
this.FMODstatusLabel.Location = new System.Drawing.Point(26, 54);
this.FMODstatusLabel.Name = "FMODstatusLabel";
this.FMODstatusLabel.Size = new System.Drawing.Size(50, 13);
this.FMODstatusLabel.TabIndex = 6;
this.FMODstatusLabel.Text = "Stopped";
//
// FMODprogressBar
//
this.FMODprogressBar.AutoSize = false;
this.FMODprogressBar.Location = new System.Drawing.Point(29, 73);
this.FMODprogressBar.Maximum = 1000;
this.FMODprogressBar.Name = "FMODprogressBar";
this.FMODprogressBar.Size = new System.Drawing.Size(348, 24);
this.FMODprogressBar.TabIndex = 5;
this.FMODprogressBar.TickStyle = System.Windows.Forms.TickStyle.None;
this.FMODprogressBar.Scroll += new System.EventHandler(this.FMODprogressBar_Scroll);
this.FMODprogressBar.MouseDown += new System.Windows.Forms.MouseEventHandler(this.FMODprogressBar_MouseDown);
this.FMODprogressBar.MouseUp += new System.Windows.Forms.MouseEventHandler(this.FMODprogressBar_MouseUp);
//
// FMODvolumeBar
//
this.FMODvolumeBar.LargeChange = 2;
this.FMODvolumeBar.Location = new System.Drawing.Point(273, 103);
this.FMODvolumeBar.Name = "FMODvolumeBar";
this.FMODvolumeBar.Size = new System.Drawing.Size(104, 45);
this.FMODvolumeBar.TabIndex = 4;
this.FMODvolumeBar.TickStyle = System.Windows.Forms.TickStyle.Both;
this.FMODvolumeBar.Value = 8;
this.FMODvolumeBar.ValueChanged += new System.EventHandler(this.FMODvolumeBar_ValueChanged);
//
// FMODloopButton
//
this.FMODloopButton.Appearance = System.Windows.Forms.Appearance.Button;
this.FMODloopButton.Location = new System.Drawing.Point(212, 103);
this.FMODloopButton.Name = "FMODloopButton";
this.FMODloopButton.Size = new System.Drawing.Size(55, 45);
this.FMODloopButton.TabIndex = 3;
this.FMODloopButton.Text = "Loop";
this.FMODloopButton.TextAlign = System.Drawing.ContentAlignment.MiddleCenter;
this.FMODloopButton.UseVisualStyleBackColor = true;
this.FMODloopButton.CheckedChanged += new System.EventHandler(this.FMODloopButton_CheckedChanged);
//
// FMODstopButton
//
this.FMODstopButton.Location = new System.Drawing.Point(151, 103);
this.FMODstopButton.Name = "FMODstopButton";
this.FMODstopButton.Size = new System.Drawing.Size(55, 45);
this.FMODstopButton.TabIndex = 2;
this.FMODstopButton.Text = "Stop";
this.FMODstopButton.UseVisualStyleBackColor = true;
this.FMODstopButton.Click += new System.EventHandler(this.FMODstopButton_Click);
//
// FMODpauseButton
//
this.FMODpauseButton.Location = new System.Drawing.Point(90, 103);
this.FMODpauseButton.Name = "FMODpauseButton";
this.FMODpauseButton.Size = new System.Drawing.Size(55, 45);
this.FMODpauseButton.TabIndex = 1;
this.FMODpauseButton.Text = "Pause";
this.FMODpauseButton.UseVisualStyleBackColor = true;
this.FMODpauseButton.Click += new System.EventHandler(this.FMODpauseButton_Click);
//
// FMODplayButton
//
this.FMODplayButton.Location = new System.Drawing.Point(29, 103);
this.FMODplayButton.Name = "FMODplayButton";
this.FMODplayButton.Size = new System.Drawing.Size(55, 45);
this.FMODplayButton.TabIndex = 0;
this.FMODplayButton.Text = "Play";
this.FMODplayButton.UseVisualStyleBackColor = true;
this.FMODplayButton.Click += new System.EventHandler(this.FMODplayButton_Click);
//
// fontPreviewBox
//
this.fontPreviewBox.BackColor = System.Drawing.SystemColors.ControlLightLight;
this.fontPreviewBox.Dock = System.Windows.Forms.DockStyle.Fill;
this.fontPreviewBox.Location = new System.Drawing.Point(0, 0);
this.fontPreviewBox.Name = "fontPreviewBox";
this.fontPreviewBox.ReadOnly = true;
this.fontPreviewBox.ScrollBars = System.Windows.Forms.RichTextBoxScrollBars.Vertical;
this.fontPreviewBox.Size = new System.Drawing.Size(838, 634);
this.fontPreviewBox.TabIndex = 0;
this.fontPreviewBox.Text = resources.GetString("fontPreviewBox.Text");
this.fontPreviewBox.Visible = false;
this.fontPreviewBox.WordWrap = false;
//
// textPreviewBox
//
this.textPreviewBox.Dock = System.Windows.Forms.DockStyle.Fill;
this.textPreviewBox.Font = new System.Drawing.Font("Consolas", 9.75F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0)));
this.textPreviewBox.Location = new System.Drawing.Point(0, 0);
this.textPreviewBox.Multiline = true;
this.textPreviewBox.Name = "textPreviewBox";
this.textPreviewBox.ReadOnly = true;
this.textPreviewBox.ScrollBars = System.Windows.Forms.ScrollBars.Both;
this.textPreviewBox.Size = new System.Drawing.Size(838, 634);
this.textPreviewBox.TabIndex = 2;
this.textPreviewBox.Visible = false;
this.textPreviewBox.WordWrap = false;
//
// statusStrip1
//
this.statusStrip1.Items.AddRange(new System.Windows.Forms.ToolStripItem[] {
this.toolStripStatusLabel1});
this.statusStrip1.Location = new System.Drawing.Point(0, 634);
this.statusStrip1.Name = "statusStrip1";
this.statusStrip1.Size = new System.Drawing.Size(838, 22);
this.statusStrip1.TabIndex = 2;
this.statusStrip1.Text = "statusStrip1";
//
// toolStripStatusLabel1
//
this.toolStripStatusLabel1.DisplayStyle = System.Windows.Forms.ToolStripItemDisplayStyle.Text;
this.toolStripStatusLabel1.Name = "toolStripStatusLabel1";
this.toolStripStatusLabel1.Size = new System.Drawing.Size(823, 17);
this.toolStripStatusLabel1.Spring = true;
this.toolStripStatusLabel1.Text = "Ready to go";
this.toolStripStatusLabel1.TextAlign = System.Drawing.ContentAlignment.MiddleLeft;
//
// timer
//
this.timer.Interval = 10;
this.timer.Tick += new System.EventHandler(this.timer_Tick);
//
// openFileDialog1
//
this.openFileDialog1.Filter = "Unity asset files|level*; mainData; CustomAssetBundle-*; CAB-*; BuildPlayer-*; *." +
"assets; *.sharedAssets|Unity bundle files|*.unity3d; *.unity3d.lz4; *.assetbundle; *.bundle; *." +
"bytes";
this.openFileDialog1.Multiselect = true;
this.openFileDialog1.RestoreDirectory = true;
//
// openFolderDialog1
//
this.openFolderDialog1.AddExtension = false;
this.openFolderDialog1.CheckFileExists = false;
this.openFolderDialog1.FileName = "Select folder";
this.openFolderDialog1.Filter = "Folders|*.";
this.openFolderDialog1.RestoreDirectory = true;
this.openFolderDialog1.Title = "Browse for folder";
//
// saveFileDialog1
//
this.saveFileDialog1.Filter = "FBX file|*.fbx|Collada|*.dae";
this.saveFileDialog1.RestoreDirectory = true;
//
// saveFolderDialog1
//
this.saveFolderDialog1.AddExtension = false;
this.saveFolderDialog1.FileName = "Select folder or write folder name to create";
this.saveFolderDialog1.Filter = "Folders|*.";
this.saveFolderDialog1.RestoreDirectory = true;
this.saveFolderDialog1.Title = "Browse for folder";
//
// sceneTreeView
//
this.sceneTreeView.CheckBoxes = true;
this.sceneTreeView.Dock = System.Windows.Forms.DockStyle.Fill;
this.sceneTreeView.HideSelection = false;
this.sceneTreeView.Location = new System.Drawing.Point(0, 20);
this.sceneTreeView.Name = "sceneTreeView";
this.sceneTreeView.Size = new System.Drawing.Size(410, 588);
this.sceneTreeView.TabIndex = 1;
this.sceneTreeView.AfterCheck += new System.Windows.Forms.TreeViewEventHandler(this.sceneTreeView_AfterCheck);
//
// UnityStudioForm
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(1264, 682);
this.Controls.Add(this.splitContainer1);
this.Controls.Add(this.menuStrip1);
this.Icon = ((System.Drawing.Icon)(resources.GetObject("$this.Icon")));
this.MainMenuStrip = this.menuStrip1;
this.MinimumSize = new System.Drawing.Size(620, 400);
this.Name = "UnityStudioForm";
this.Text = "Unity Studio";
this.FormClosing += new System.Windows.Forms.FormClosingEventHandler(this.UnityStudioForm_FormClosing);
this.menuStrip1.ResumeLayout(false);
this.menuStrip1.PerformLayout();
this.splitContainer1.Panel1.ResumeLayout(false);
this.splitContainer1.Panel2.ResumeLayout(false);
this.splitContainer1.Panel2.PerformLayout();
((System.ComponentModel.ISupportInitialize)(this.splitContainer1)).EndInit();
this.splitContainer1.ResumeLayout(false);
this.tabControl1.ResumeLayout(false);
this.tabPage1.ResumeLayout(false);
this.tabPage1.PerformLayout();
this.tabPage2.ResumeLayout(false);
this.tabPage2.PerformLayout();
this.progressbarPanel.ResumeLayout(false);
this.previewPanel.ResumeLayout(false);
this.previewPanel.PerformLayout();
this.FMODpanel.ResumeLayout(false);
this.FMODpanel.PerformLayout();
((System.ComponentModel.ISupportInitialize)(this.FMODprogressBar)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.FMODvolumeBar)).EndInit();
this.statusStrip1.ResumeLayout(false);
this.statusStrip1.PerformLayout();
this.ResumeLayout(false);
this.PerformLayout();
}
#endregion
private System.Windows.Forms.MenuStrip menuStrip1;
private System.Windows.Forms.ToolStripMenuItem fileToolStripMenuItem;
private System.Windows.Forms.SplitContainer splitContainer1;
private System.Windows.Forms.TabControl tabControl1;
private System.Windows.Forms.TabPage tabPage1;
private System.Windows.Forms.TabPage tabPage2;
private System.Windows.Forms.TextBox treeSearch;
private System.Windows.Forms.TextBox listSearch;
private System.Windows.Forms.ToolStripMenuItem loadFileToolStripMenuItem;
private System.Windows.Forms.ToolStripMenuItem loadFolderToolStripMenuItem;
private System.Windows.Forms.ListView assetListView;
private System.Windows.Forms.ColumnHeader columnHeaderName;
private System.Windows.Forms.ColumnHeader columnHeaderSize;
private System.Windows.Forms.ColumnHeader columnHeaderType;
private System.Windows.Forms.ToolStripMenuItem exportToolStripMenuItem;
private System.Windows.Forms.ToolStripMenuItem exportAllAssetsMenuItem;
private System.Windows.Forms.ToolStripMenuItem exportSelectedAssetsMenuItem;
private System.Windows.Forms.Panel previewPanel;
private System.Windows.Forms.ProgressBar progressBar1;
private System.Windows.Forms.StatusStrip statusStrip1;
private System.Windows.Forms.ToolStripStatusLabel toolStripStatusLabel1;
private System.Windows.Forms.Panel progressbarPanel;
private System.Windows.Forms.ToolStripMenuItem exportFilteredAssetsMenuItem;
private System.Windows.Forms.ToolStripMenuItem helpToolStripMenuItem;
private System.Windows.Forms.Label assetInfoLabel;
private System.Windows.Forms.TextBox textPreviewBox;
private System.Windows.Forms.RichTextBox fontPreviewBox;
private System.Windows.Forms.Panel FMODpanel;
private System.Windows.Forms.TrackBar FMODvolumeBar;
private System.Windows.Forms.CheckBox FMODloopButton;
private System.Windows.Forms.Button FMODstopButton;
private System.Windows.Forms.Button FMODpauseButton;
private System.Windows.Forms.Button FMODplayButton;
private System.Windows.Forms.TrackBar FMODprogressBar;
private System.Windows.Forms.Label FMODstatusLabel;
private System.Windows.Forms.Label FMODtimerLabel;
private System.Windows.Forms.Label FMODinfoLabel;
private System.Windows.Forms.Timer timer;
private System.Windows.Forms.ToolStripMenuItem aboutToolStripMenuItem;
private System.Windows.Forms.ToolStripMenuItem optionsToolStripMenuItem;
private System.Windows.Forms.ToolStripMenuItem uniqueNames;
private System.Windows.Forms.ToolStripMenuItem enablePreview;
private System.Windows.Forms.ToolStripMenuItem displayInfo;
private System.Windows.Forms.ToolStripSeparator toolStripMenuItem1;
private System.Windows.Forms.ToolStripMenuItem extractBundleToolStripMenuItem;
private System.Windows.Forms.ToolStripMenuItem extractFolderToolStripMenuItem;
private System.Windows.Forms.ToolStripMenuItem exportAll3DMenuItem;
private System.Windows.Forms.ToolStripMenuItem exportSelected3DMenuItem;
private System.Windows.Forms.ToolStripSeparator toolStripSeparator1;
private System.Windows.Forms.OpenFileDialog openFileDialog1;
private System.Windows.Forms.OpenFileDialog openFolderDialog1;
private System.Windows.Forms.SaveFileDialog saveFileDialog1;
private System.Windows.Forms.SaveFileDialog saveFolderDialog1;
private System.Windows.Forms.ToolStripComboBox assetGroupOptions;
private System.Windows.Forms.ToolStripMenuItem openAfterExport;
private System.Windows.Forms.ToolStripMenuItem showExpOpt;
private GOHierarchy sceneTreeView;
private System.Windows.Forms.ToolTip treeTip;
}
}

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Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
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: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
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<xsd:element name="resheader">
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<xsd:attribute name="name" type="xsd:string" use="required" />
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<resheader name="resmimetype">
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<resheader name="version">
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<resheader name="reader">
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</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<metadata name="menuStrip1.TrayLocation" type="System.Drawing.Point, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a">
<value>325, 17</value>
</metadata>
<data name="uniqueNames.ToolTipText" xml:space="preserve">
<value>Two or more assets may have the same name, and Unity Studio will never overwrite an existing file.
Check this option to add a unique numeric identifier at the end of each filename, and ensure that all assets are extracted.</value>
</data>
<assembly alias="System.Drawing" name="System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a" />
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</value>
</data>
</root>

48
Unity Studio/app.config Normal file
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<?xml version="1.0" encoding="utf-8"?>
<configuration>
<configSections>
<sectionGroup name="userSettings" type="System.Configuration.UserSettingsGroup, System, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089">
<section name="Unity_Studio.Properties.Settings" type="System.Configuration.ClientSettingsSection, System, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" allowExeDefinition="MachineToLocalUser" requirePermission="false"/>
</sectionGroup>
</configSections>
<userSettings>
<Unity_Studio.Properties.Settings>
<setting name="uniqueNames" serializeAs="String">
<value>True</value>
</setting>
<setting name="enablePreview" serializeAs="String">
<value>True</value>
</setting>
<setting name="displayInfo" serializeAs="String">
<value>True</value>
</setting>
<setting name="openAfterExport" serializeAs="String">
<value>True</value>
</setting>
<setting name="assetGroupOption" serializeAs="String">
<value>0</value>
</setting>
<setting name="exportNormals" serializeAs="String">
<value>True</value>
</setting>
<setting name="exportTangents" serializeAs="String">
<value>False</value>
</setting>
<setting name="exportUVs" serializeAs="String">
<value>True</value>
</setting>
<setting name="exportColors" serializeAs="String">
<value>True</value>
</setting>
<setting name="scaleFactor" serializeAs="String">
<value>2.54</value>
</setting>
<setting name="upAxis" serializeAs="String">
<value>0</value>
</setting>
<setting name="showExpOpt" serializeAs="String">
<value>False</value>
</setting>
</Unity_Studio.Properties.Settings>
</userSettings>
<startup><supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.0"/></startup></configuration>

123
Unity Studio/helpers.cs Normal file
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Text.RegularExpressions;
namespace Unity_Studio
{
public class PPtr
{
//m_FileID 0 means current file
public int m_FileID = -1;
//m_PathID acts more like a hash in some games
public long m_PathID = 0;
}
public static class PPtrHelpers
{
public static PPtr ReadPPtr(this AssetsFile sourceFile)
{
PPtr result = new PPtr();
var a_Stream = sourceFile.a_Stream;
int FileID = a_Stream.ReadInt32();
if (FileID >= 0 && FileID < sourceFile.sharedAssetsList.Count)
{ result.m_FileID = sourceFile.sharedAssetsList[FileID].Index; }
if (sourceFile.fileGen < 14) { result.m_PathID = a_Stream.ReadInt32(); }
else { result.m_PathID = a_Stream.ReadInt64(); }
return result;
}
public static bool TryGetPD(this List<AssetsFile> assetsfileList, PPtr m_elm, out AssetPreloadData result)
{
result = null;
if (m_elm != null && m_elm.m_FileID >= 0 && m_elm.m_FileID < assetsfileList.Count)
{
AssetsFile sourceFile = assetsfileList[m_elm.m_FileID];
//TryGetValue should be safe because m_PathID is 0 when initialized and PathID values range from 1
if (sourceFile.preloadTable.TryGetValue(m_elm.m_PathID, out result))
{
return true;
}
}
return false;
}
public static bool TryGetTransform(this List<AssetsFile> assetsfileList, PPtr m_elm, out Transform m_Transform)
{
m_Transform = null;
AssetPreloadData TransformPD;
if (assetsfileList.TryGetPD(m_elm, out TransformPD))
{
if (TransformPD.specificIndex >= 0 && TransformPD.specificIndex < TransformPD.sourceFile.TransformList.Count)
{
m_Transform = TransformPD.sourceFile.TransformList[TransformPD.specificIndex];
return true;
}
}
return false;
}
public static bool TryGetGameObject(this List<AssetsFile> assetsfileList, PPtr m_elm, out GameObject m_GameObject)
{
m_GameObject = null;
AssetPreloadData GameObjectPD;
if (assetsfileList.TryGetPD(m_elm, out GameObjectPD))
{
if (GameObjectPD.specificIndex >= 0 && GameObjectPD.specificIndex < GameObjectPD.sourceFile.GameObjectList.Count)
{
m_GameObject = GameObjectPD.sourceFile.GameObjectList[GameObjectPD.specificIndex];
return true;
}
}
return false;
}
}
class TexEnv
{
public string name;
public PPtr m_Texture;
public float[] m_Scale;
public float[] m_Offset;
}
class strFloatPair
{
public string first;
public float second;
}
class strColorPair
{
public string first;
public float[] second;
}
public static class StringExtensions
{
/// <summary>
/// Compares the string against a given pattern.
/// </summary>
/// <param name="str">The string.</param>
/// <param name="pattern">The pattern to match, where "*" means any sequence of characters, and "?" means any single character.</param>
/// <returns><c>true</c> if the string matches the given pattern; otherwise <c>false</c>.</returns>
public static bool Like(this string str, string pattern)
{
return new Regex(
"^" + Regex.Escape(pattern).Replace(@"\*", ".*").Replace(@"\?", ".") + "$",
RegexOptions.IgnoreCase | RegexOptions.Singleline
).IsMatch(str);
}
}
}

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