using System.Text; namespace Unity_Studio { class Shader { public string m_Name; public byte[] m_Script; public Shader(AssetPreloadData preloadData, bool readSwitch) { var sourceFile = preloadData.sourceFile; var a_Stream = preloadData.sourceFile.a_Stream; a_Stream.Position = preloadData.Offset; preloadData.extension = ".txt"; 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 (readSwitch) { if (sourceFile.version[0] == 5 && sourceFile.version[1] >= 5 || sourceFile.version[0] > 5) { string str; if ((str = preloadData.ViewStruct()) != null) { m_Script = Encoding.UTF8.GetBytes(str); } else m_Script = Encoding.UTF8.GetBytes("Serialized Shader can't be read"); } else { m_Script = a_Stream.ReadBytes(a_Stream.ReadInt32()); } } else { if (m_Name != "") { preloadData.Text = m_Name; } else { preloadData.Text = preloadData.TypeString + " #" + preloadData.uniqueID; } preloadData.SubItems.AddRange(new[] { preloadData.TypeString, preloadData.Size.ToString() }); } } } }