using AssetStudio; using System; using System.Collections.Generic; using System.Diagnostics; using System.Globalization; using System.IO; using System.Linq; using System.Threading; using System.Windows.Forms; using System.Xml.Linq; using static AssetStudioGUI.Exporter; using Object = AssetStudio.Object; namespace AssetStudioGUI { internal enum ExportType { Convert, Raw, Dump } internal enum ExportFilter { All, Selected, Filtered } internal enum AssetGroupOption { ByType, ByContainer, BySource, None } internal enum ExportListType { XML } internal static class Studio { public static AssetsManager assetsManager = new AssetsManager(); public static AssemblyLoader assemblyLoader = new AssemblyLoader(); public static List exportableAssets = new List(); public static List visibleAssets = new List(); internal static Action StatusStripUpdate = x => { }; public static Game Game; public static int ExtractFolder(string path, string savePath) { int extractedCount = 0; Progress.Reset(); var files = Directory.GetFiles(path, "*.*", SearchOption.AllDirectories); for (int i = 0; i < files.Length; i++) { var file = files[i]; var fileOriPath = Path.GetDirectoryName(file); var fileSavePath = fileOriPath.Replace(path, savePath); extractedCount += ExtractFile(file, fileSavePath); Progress.Report(i + 1, files.Length); } return extractedCount; } public static int ExtractFile(string[] fileNames, string savePath) { int extractedCount = 0; Progress.Reset(); for (var i = 0; i < fileNames.Length; i++) { var fileName = fileNames[i]; extractedCount += ExtractFile(fileName, savePath); Progress.Report(i + 1, fileNames.Length); } return extractedCount; } public static int ExtractFile(string fileName, string savePath) { int extractedCount = 0; var reader = new FileReader(fileName, Game); if (reader.FileType == FileType.BundleFile) extractedCount += ExtractBundleFile(reader, savePath); else if (reader.FileType == FileType.WebFile) extractedCount += ExtractWebDataFile(reader, savePath); else if (reader.FileType == FileType.GameFile) extractedCount += ExtractGameFile(reader, savePath); else reader.Dispose(); return extractedCount; } private static int ExtractBundleFile(FileReader reader, string savePath) { StatusStripUpdate($"Decompressing {reader.FileName} ..."); var bundleFile = new BundleFile(reader); reader.Dispose(); if (bundleFile.FileList.Length > 0) { var extractPath = Path.Combine(savePath, reader.FileName + "_unpacked"); return ExtractStreamFile(extractPath, bundleFile.FileList); } return 0; } private static int ExtractWebDataFile(FileReader reader, string savePath) { StatusStripUpdate($"Decompressing {reader.FileName} ..."); var webFile = new WebFile(reader); reader.Dispose(); if (webFile.fileList.Length > 0) { var extractPath = Path.Combine(savePath, reader.FileName + "_unpacked"); return ExtractStreamFile(extractPath, webFile.fileList); } return 0; } private static int ExtractGameFile(FileReader reader, string savePath) { StatusStripUpdate($"Decompressing {reader.FileName}..."); var gameFile = new GameFile(reader); reader.Dispose(); var fileList = gameFile.Bundles.SelectMany(x => x.Value).ToList(); if (fileList.Count > 0) { var extractPath = Path.Combine(savePath, Path.GetFileNameWithoutExtension(reader.FileName)); return ExtractStreamFile(extractPath, fileList.ToArray()); } return 0; } private static int ExtractStreamFile(string extractPath, StreamFile[] fileList) { int extractedCount = 0; foreach (var file in fileList) { var filePath = Path.Combine(extractPath, file.path); var fileDirectory = Path.GetDirectoryName(filePath); if (!Directory.Exists(fileDirectory)) { Directory.CreateDirectory(fileDirectory); } if (!File.Exists(filePath)) { using (var fileStream = File.Create(filePath)) { file.stream.CopyTo(fileStream); } extractedCount += 1; } file.stream.Dispose(); } return extractedCount; } public static List BuildAssetMap(List files) { var assets = new List(); for (int i = 0; i < files.Count; i++) { var file = files[i]; var reader = new FileReader(file, Game); var gameFile = new GameFile(reader); reader.Dispose(); foreach (var bundle in gameFile.Bundles) { foreach (var cab in bundle.Value) { var dummyPath = Path.Combine(Path.GetDirectoryName(file), cab.fileName); using (var cabReader = new FileReader(dummyPath, cab.stream, Game)) { if (cabReader.FileType == FileType.AssetsFile) { var assetsFile = new SerializedFile(cabReader, assetsManager, file); assetsManager.assetsFileList.Add(assetsFile); assetsFile.m_Objects = assetsFile.m_Objects.Where(x => x.HasExportableType()).ToList(); IndexObject indexObject = null; var containers = new List<(PPtr, string)>(assetsFile.m_Objects.Count); var animators = new List<(PPtr, AssetEntry)>(assetsFile.m_Objects.Count); var objectAssetItemDic = new Dictionary(assetsFile.m_Objects.Count); foreach (var objInfo in assetsFile.m_Objects) { var objectReader = new ObjectReader(assetsFile.reader, assetsFile, objInfo); var obj = new Object(objectReader); var asset = new AssetEntry() { Source = file, PathID = objectReader.m_PathID, Type = objectReader.type, Container = "" }; var exportable = true; switch (objectReader.type) { case ClassIDType.AssetBundle: var assetBundle = new AssetBundle(objectReader); foreach (var m_Container in assetBundle.Container) { var preloadIndex = m_Container.Value.preloadIndex; var preloadSize = m_Container.Value.preloadSize; var preloadEnd = preloadIndex + preloadSize; for (int k = preloadIndex; k < preloadEnd; k++) { if (Game.Name == "GI" || Game.Name == "GI_CB2" || Game.Name == "GI_CB3") { if (long.TryParse(m_Container.Key, out var containerValue)) { var last = unchecked((uint)containerValue); var path = ResourceIndex.GetBundlePath(last); if (!string.IsNullOrEmpty(path)) { containers.Add((assetBundle.PreloadTable[k], path)); continue; } } } containers.Add((assetBundle.PreloadTable[k], m_Container.Key)); } } obj = null; asset.Name = assetBundle.m_Name; exportable = AssetBundle.Exportable; break; case ClassIDType.GameObject: var gameObject = new GameObject(objectReader); obj = gameObject; asset.Name = gameObject.m_Name; exportable = false; break; case ClassIDType.Shader: asset.Name = objectReader.ReadAlignedString(); if (string.IsNullOrEmpty(asset.Name)) { var m_parsedForm = new SerializedShader(objectReader); asset.Name = m_parsedForm.m_Name; } break; case ClassIDType.Animator: var component = new PPtr(objectReader); animators.Add((component, asset)); break; case ClassIDType.MiHoYoBinData: if (indexObject.Names.TryGetValue(objectReader.m_PathID, out var binName)) { var path = ResourceIndex.GetContainerFromBinName(binName); asset.Container = path; asset.Name = !string.IsNullOrEmpty(path) ? Path.GetFileName(path) : binName; } exportable = IndexObject.Exportable; break; case ClassIDType.IndexObject: indexObject = new IndexObject(objectReader); obj = null; asset.Name = "IndexObject"; exportable = IndexObject.Exportable; break; default: asset.Name = objectReader.ReadAlignedString(); break; } if (obj != null) { objectAssetItemDic.Add(obj, asset); assetsFile.AddObject(obj); } if (exportable) { assets.Add(asset); } } foreach (var pair in animators) { if (pair.Item1.TryGet(out var gameObject)) { pair.Item2.Name = gameObject.m_Name; } else { Logger.Warning($"Unable to find GameObject with PathID {pair.Item1.m_PathID}, removing..."); assets.Remove(pair.Item2); } } foreach ((var pptr, var container) in containers) { if (pptr.TryGet(out var obj)) { objectAssetItemDic[obj].Container = container; } } assetsManager.assetsFileList.Clear(); } } } } Logger.Info($"[{i + 1}/{files.Count}] Processed {Path.GetFileName(file)}"); Progress.Report(i + 1, files.Count); } return assets; } public static (string, List) BuildAssetData() { StatusStripUpdate("Building asset list..."); string productName = null; var objectCount = assetsManager.assetsFileList.Sum(x => x.Objects.Count); var objectAssetItemDic = new Dictionary(objectCount); var containers = new List<(PPtr, string)>(); int i = 0; Progress.Reset(); foreach (var assetsFile in assetsManager.assetsFileList) { foreach (var asset in assetsFile.Objects) { var assetItem = new AssetItem(asset); objectAssetItemDic.Add(asset, assetItem); assetItem.UniqueID = "#" + i; var exportable = false; switch (asset) { case GameObject m_GameObject: assetItem.Text = m_GameObject.m_Name; break; case Texture2D m_Texture2D: if (!string.IsNullOrEmpty(m_Texture2D.m_StreamData?.path)) assetItem.FullSize = asset.byteSize + m_Texture2D.m_StreamData.size; assetItem.Text = m_Texture2D.m_Name; exportable = true; break; case AudioClip m_AudioClip: if (!string.IsNullOrEmpty(m_AudioClip.m_Source)) assetItem.FullSize = asset.byteSize + m_AudioClip.m_Size; assetItem.Text = m_AudioClip.m_Name; exportable = true; break; case VideoClip m_VideoClip: if (!string.IsNullOrEmpty(m_VideoClip.m_OriginalPath)) assetItem.FullSize = asset.byteSize + (long)m_VideoClip.m_ExternalResources.m_Size; assetItem.Text = m_VideoClip.m_Name; exportable = true; break; case Shader m_Shader: assetItem.Text = m_Shader.m_ParsedForm?.m_Name ?? m_Shader.m_Name; exportable = true; break; case Mesh _: case TextAsset _: case AnimationClip _: case Font _: case MovieTexture _: case Sprite _: case Material _: assetItem.Text = ((NamedObject)asset).m_Name; exportable = true; break; case Animator m_Animator: if (m_Animator.m_GameObject.TryGet(out var gameObject)) { assetItem.Text = gameObject.m_Name; } exportable = true; break; case MonoBehaviour m_MonoBehaviour: if (m_MonoBehaviour.m_Name == "" && m_MonoBehaviour.m_Script.TryGet(out var m_Script)) { assetItem.Text = m_Script.m_ClassName; } else { assetItem.Text = m_MonoBehaviour.m_Name; } exportable = true; break; case PlayerSettings m_PlayerSettings: productName = m_PlayerSettings.productName; break; case AssetBundle m_AssetBundle: foreach (var m_Container in m_AssetBundle.Container) { var preloadIndex = m_Container.Value.preloadIndex; var preloadSize = m_Container.Value.preloadSize; var preloadEnd = preloadIndex + preloadSize; for (int k = preloadIndex; k < preloadEnd; k++) { if (Game.Name == "GI" || Game.Name == "GI_CB2" || Game.Name == "GI_CB3") { if (long.TryParse(m_Container.Key, out var containerValue)) { var last = unchecked((uint)containerValue); var path = ResourceIndex.GetBundlePath(last); if (!string.IsNullOrEmpty(path)) { containers.Add((m_AssetBundle.PreloadTable[k], path)); continue; } } } containers.Add((m_AssetBundle.PreloadTable[k], m_Container.Key)); } } assetItem.Text = m_AssetBundle.m_Name; exportable = AssetBundle.Exportable; break; case IndexObject m_IndexObject: assetItem.Text = "IndexObject"; exportable = IndexObject.Exportable; break; case ResourceManager m_ResourceManager: foreach (var m_Container in m_ResourceManager.m_Container) { containers.Add((m_Container.Value, m_Container.Key)); } break; case MiHoYoBinData m_MiHoYoBinData: if (m_MiHoYoBinData.assetsFile.ObjectsDic.TryGetValue(2, out var obj) && obj is IndexObject indexObject) { if (indexObject.Names.TryGetValue(m_MiHoYoBinData.m_PathID, out var binName)) { string path = ""; var game = GameManager.GetGame("GI"); if (Path.GetExtension(assetsFile.originalPath) == game.Extension) { path = ResourceIndex.GetContainerFromBinName(binName); } else { var last = Convert.ToUInt32(binName, 16); path = ResourceIndex.GetBundlePath(last) ?? ""; } assetItem.Container = path; assetItem.Text = !string.IsNullOrEmpty(path) ? Path.GetFileName(path) : binName; } } else assetItem.Text = string.Format("BinFile #{0}", assetItem.m_PathID); exportable = true; break; case NamedObject m_NamedObject: assetItem.Text = m_NamedObject.m_Name; break; } if (assetItem.Text == "") { assetItem.Text = assetItem.TypeString + assetItem.UniqueID; } if (Properties.Settings.Default.displayAll || exportable) { exportableAssets.Add(assetItem); } Progress.Report(++i, objectCount); } } StatusStripUpdate("Building container list..."); i = 0; Progress.Reset(); var containersCount = containers.Count; foreach ((var pptr, var container) in containers) { if (pptr.TryGet(out var obj)) { objectAssetItemDic[obj].Container = container; } Progress.Report(++i, containersCount); } foreach (var tmp in exportableAssets) { tmp.SetSubItems(); } containers.Clear(); visibleAssets = exportableAssets; StatusStripUpdate("Building tree structure..."); var treeNodeCollection = new List(); var treeNodeDictionary = new Dictionary(); var assetsFileCount = assetsManager.assetsFileList.Count; int j = 0; Progress.Reset(); foreach (var assetsFile in assetsManager.assetsFileList) { var fileNode = new TreeNode(assetsFile.fileName); //RootNode foreach (var obj in assetsFile.Objects) { if (obj is GameObject m_GameObject) { if (!treeNodeDictionary.TryGetValue(m_GameObject, out var currentNode)) { currentNode = new GameObjectTreeNode(m_GameObject); treeNodeDictionary.Add(m_GameObject, currentNode); } foreach (var pptr in m_GameObject.m_Components) { if (pptr.TryGet(out var m_Component)) { objectAssetItemDic[m_Component].TreeNode = currentNode; if (m_Component is MeshFilter m_MeshFilter) { if (m_MeshFilter.m_Mesh.TryGet(out var m_Mesh)) { objectAssetItemDic[m_Mesh].TreeNode = currentNode; } } else if (m_Component is SkinnedMeshRenderer m_SkinnedMeshRenderer) { if (m_SkinnedMeshRenderer.m_Mesh.TryGet(out var m_Mesh)) { objectAssetItemDic[m_Mesh].TreeNode = currentNode; } } } } var parentNode = fileNode; if (m_GameObject.m_Transform != null) { if (m_GameObject.m_Transform.m_Father.TryGet(out var m_Father)) { if (m_Father.m_GameObject.TryGet(out var parentGameObject)) { if (!treeNodeDictionary.TryGetValue(parentGameObject, out var parentGameObjectNode)) { parentGameObjectNode = new GameObjectTreeNode(parentGameObject); treeNodeDictionary.Add(parentGameObject, parentGameObjectNode); } parentNode = parentGameObjectNode; } } } parentNode.Nodes.Add(currentNode); } } if (fileNode.Nodes.Count > 0) { treeNodeCollection.Add(fileNode); } Progress.Report(++j, assetsFileCount); } treeNodeDictionary.Clear(); objectAssetItemDic.Clear(); return (productName, treeNodeCollection); } public static Dictionary> BuildClassStructure() { var typeMap = new Dictionary>(); foreach (var assetsFile in assetsManager.assetsFileList) { if (typeMap.TryGetValue(assetsFile.unityVersion, out var curVer)) { foreach (var type in assetsFile.m_Types.Where(x => x.m_Type != null)) { var key = type.classID; if (type.m_ScriptTypeIndex >= 0) { key = -1 - type.m_ScriptTypeIndex; } curVer[key] = new TypeTreeItem(key, type.m_Type); } } else { var items = new SortedDictionary(); foreach (var type in assetsFile.m_Types.Where(x => x.m_Type != null)) { var key = type.classID; if (type.m_ScriptTypeIndex >= 0) { key = -1 - type.m_ScriptTypeIndex; } items[key] = new TypeTreeItem(key, type.m_Type); } typeMap.Add(assetsFile.unityVersion, items); } } return typeMap; } public static void ExportAssets(string savePath, List toExportAssets, ExportType exportType) { ThreadPool.QueueUserWorkItem(state => { Thread.CurrentThread.CurrentCulture = new CultureInfo("en-US"); int toExportCount = toExportAssets.Count; int exportedCount = 0; int i = 0; Progress.Reset(); foreach (var asset in toExportAssets) { string exportPath; switch ((AssetGroupOption)Properties.Settings.Default.assetGroupOption) { case AssetGroupOption.ByType: //type name exportPath = Path.Combine(savePath, asset.TypeString); break; case AssetGroupOption.ByContainer: //container path if (!string.IsNullOrEmpty(asset.Container)) { exportPath = Path.HasExtension(asset.Container) ? Path.Combine(savePath, Path.GetDirectoryName(asset.Container)) : Path.Combine(savePath, asset.Container); } else { exportPath = Path.Combine(savePath, asset.TypeString); } break; case AssetGroupOption.BySource: //source file if (string.IsNullOrEmpty(asset.SourceFile.originalPath)) { exportPath = Path.Combine(savePath, asset.SourceFile.fileName + "_export"); } else { exportPath = Path.Combine(savePath, Path.GetFileName(asset.SourceFile.originalPath) + "_export", asset.SourceFile.fileName); } break; default: exportPath = savePath; break; } exportPath += Path.DirectorySeparatorChar; StatusStripUpdate($"[{exportedCount}/{toExportCount}] Exporting {asset.TypeString}: {asset.Text}"); try { switch (exportType) { case ExportType.Raw: if (ExportRawFile(asset, exportPath)) { exportedCount++; } break; case ExportType.Dump: if (ExportDumpFile(asset, exportPath)) { exportedCount++; } break; case ExportType.Convert: if (ExportConvertFile(asset, exportPath)) { exportedCount++; } break; } } catch (Exception ex) { MessageBox.Show($"Export {asset.Type}:{asset.Text} error\r\n{ex.Message}\r\n{ex.StackTrace}"); } Progress.Report(++i, toExportCount); } var statusText = exportedCount == 0 ? "Nothing exported." : $"Finished exporting {exportedCount} assets."; if (toExportCount > exportedCount) { statusText += $" {toExportCount - exportedCount} assets skipped (not extractable or files already exist)"; } StatusStripUpdate(statusText); if (Properties.Settings.Default.openAfterExport && exportedCount > 0) { OpenFolderInExplorer(savePath); } }); } public static void ExportAssetsMap(string savePath, List toExportAssets, ExportListType exportListType) { ThreadPool.QueueUserWorkItem(state => { Thread.CurrentThread.CurrentCulture = new CultureInfo("en-US"); Progress.Reset(); string filename; switch (exportListType) { case ExportListType.XML: filename = Path.Combine(savePath, $"assets_map_{Game.Name}.xml"); var doc = new XDocument( new XElement("Assets", new XAttribute("filename", filename), new XAttribute("createdAt", DateTime.UtcNow.ToString("s")), toExportAssets.Select( asset => new XElement("Asset", new XElement("Name", asset.Name), new XElement("Container", asset.Container), new XElement("Type", new XAttribute("id", (int)asset.Type), asset.Type.ToString()), new XElement("PathID", asset.PathID), new XElement("Source", asset.Source) ) ) ) ); doc.Save(filename); break; } var statusText = $"Finished exporting asset list with {toExportAssets.Count()} items."; StatusStripUpdate(statusText); Logger.Info($"AssetMap build successfully !!"); if (Properties.Settings.Default.openAfterExport && toExportAssets.Count() > 0) { OpenFolderInExplorer(savePath); } }); } public static void ExportAssetsList(string savePath, List toExportAssets, ExportListType exportListType) { ThreadPool.QueueUserWorkItem(state => { Thread.CurrentThread.CurrentCulture = new CultureInfo("en-US"); Progress.Reset(); switch (exportListType) { case ExportListType.XML: var filename = Path.Combine(savePath, "assets.xml"); var doc = new XDocument( new XElement("Assets", new XAttribute("filename", filename), new XAttribute("createdAt", DateTime.UtcNow.ToString("s")), toExportAssets.Select( asset => new XElement("Asset", new XElement("Name", asset.Text), new XElement("Container", asset.Container), new XElement("Type", new XAttribute("id", (int)asset.Type), asset.TypeString), new XElement("PathID", asset.m_PathID), new XElement("Source", asset.SourceFile.fullName), new XElement("OriginalPath", asset.SourceFile.originalPath), new XElement("Size", asset.FullSize) ) ) ) ); doc.Save(filename); break; } var statusText = $"Finished exporting asset list with {toExportAssets.Count()} items."; StatusStripUpdate(statusText); if (Properties.Settings.Default.openAfterExport && toExportAssets.Count() > 0) { OpenFolderInExplorer(savePath); } }); } public static void ExportSplitObjects(string savePath, TreeNodeCollection nodes) { ThreadPool.QueueUserWorkItem(state => { var count = nodes.Cast().Sum(x => x.Nodes.Count); int k = 0; Progress.Reset(); foreach (TreeNode node in nodes) { //遍历一级子节点 foreach (GameObjectTreeNode j in node.Nodes) { //收集所有子节点 var gameObjects = new List(); CollectNode(j, gameObjects); //跳过一些不需要导出的object if (gameObjects.All(x => x.m_SkinnedMeshRenderer == null && x.m_MeshFilter == null)) { Progress.Report(++k, count); continue; } //处理非法文件名 var filename = FixFileName(j.Text); //每个文件存放在单独的文件夹 var targetPath = $"{savePath}{filename}{Path.DirectorySeparatorChar}"; //重名文件处理 for (int i = 1; ; i++) { if (Directory.Exists(targetPath)) { targetPath = $"{savePath}{filename} ({i}){Path.DirectorySeparatorChar}"; } else { break; } } Directory.CreateDirectory(targetPath); //导出FBX StatusStripUpdate($"Exporting {filename}.fbx"); try { ExportGameObject(j.gameObject, targetPath); } catch (Exception ex) { MessageBox.Show($"Export GameObject:{j.Text} error\r\n{ex.Message}\r\n{ex.StackTrace}"); } Progress.Report(++k, count); StatusStripUpdate($"Finished exporting {filename}.fbx"); } } if (Properties.Settings.Default.openAfterExport) { OpenFolderInExplorer(savePath); } StatusStripUpdate("Finished"); }); } private static void CollectNode(GameObjectTreeNode node, List gameObjects) { gameObjects.Add(node.gameObject); foreach (GameObjectTreeNode i in node.Nodes) { CollectNode(i, gameObjects); } } public static void ExportAnimatorWithAnimationClip(AssetItem animator, List animationList, string exportPath) { ThreadPool.QueueUserWorkItem(state => { Progress.Reset(); StatusStripUpdate($"Exporting {animator.Text}"); try { ExportAnimator(animator, exportPath, animationList); if (Properties.Settings.Default.openAfterExport) { OpenFolderInExplorer(exportPath); } Progress.Report(1, 1); StatusStripUpdate($"Finished exporting {animator.Text}"); } catch (Exception ex) { MessageBox.Show($"Export Animator:{animator.Text} error\r\n{ex.Message}\r\n{ex.StackTrace}"); StatusStripUpdate("Error in export"); } }); } public static void ExportObjectsWithAnimationClip(string exportPath, TreeNodeCollection nodes, List animationList = null) { ThreadPool.QueueUserWorkItem(state => { var gameObjects = new List(); GetSelectedParentNode(nodes, gameObjects); if (gameObjects.Count > 0) { var count = gameObjects.Count; int i = 0; Progress.Reset(); foreach (var gameObject in gameObjects) { StatusStripUpdate($"Exporting {gameObject.m_Name}"); try { var subExportPath = Path.Combine(exportPath, gameObject.m_Name) + Path.DirectorySeparatorChar; ExportGameObject(gameObject, subExportPath, animationList); StatusStripUpdate($"Finished exporting {gameObject.m_Name}"); } catch (Exception ex) { MessageBox.Show($"Export GameObject:{gameObject.m_Name} error\r\n{ex.Message}\r\n{ex.StackTrace}"); StatusStripUpdate("Error in export"); } Progress.Report(++i, count); } if (Properties.Settings.Default.openAfterExport) { OpenFolderInExplorer(exportPath); } } else { StatusStripUpdate("No Object selected for export."); } }); } public static void ExportObjectsMergeWithAnimationClip(string exportPath, List gameObjects, List animationList = null) { ThreadPool.QueueUserWorkItem(state => { var name = Path.GetFileName(exportPath); Progress.Reset(); StatusStripUpdate($"Exporting {name}"); try { ExportGameObjectMerge(gameObjects, exportPath, animationList); Progress.Report(1, 1); StatusStripUpdate($"Finished exporting {name}"); } catch (Exception ex) { MessageBox.Show($"Export Model:{name} error\r\n{ex.Message}\r\n{ex.StackTrace}"); StatusStripUpdate("Error in export"); } if (Properties.Settings.Default.openAfterExport) { OpenFolderInExplorer(Path.GetDirectoryName(exportPath)); } }); } public static void GetSelectedParentNode(TreeNodeCollection nodes, List gameObjects) { foreach (TreeNode i in nodes) { if (i is GameObjectTreeNode gameObjectTreeNode && i.Checked) { gameObjects.Add(gameObjectTreeNode.gameObject); } else { GetSelectedParentNode(i.Nodes, gameObjects); } } } public static TypeTree MonoBehaviourToTypeTree(MonoBehaviour m_MonoBehaviour) { if (!assemblyLoader.Loaded) { var openFolderDialog = new OpenFolderDialog(); openFolderDialog.Title = "Select Assembly Folder"; if (openFolderDialog.ShowDialog() == DialogResult.OK) { assemblyLoader.Load(openFolderDialog.Folder); } else { assemblyLoader.Loaded = true; } } return m_MonoBehaviour.ConvertToTypeTree(assemblyLoader); } public static string DumpAsset(Object obj) { var str = obj.Dump(); if (str == null && obj is MonoBehaviour m_MonoBehaviour) { var type = MonoBehaviourToTypeTree(m_MonoBehaviour); str = m_MonoBehaviour.Dump(type); } return str; } public static void OpenFolderInExplorer(string path) { var info = new ProcessStartInfo(path); info.UseShellExecute = true; Process.Start(info); } } }