AssetStudio/Unity Studio/Renderer.cs

55 lines
1.9 KiB
C#

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();
}
}
}
}