using System; using System.Collections; using System.Collections.Generic; using System.IO; using System.Text; using UnityEngine; public class ImportCM2 : MonoBehaviour { public static byte[] m_aniTempFile = null; private static Dictionary m_dicCacheMaterial = new Dictionary(); private static Dictionary> m_hashPriorityMaterials; private static byte[] m_matTempFile; private static byte[] m_skinTempFile; private static string[] properties = new string[7] { "m_LocalRotation.x", "m_LocalRotation.y", "m_LocalRotation.z", "m_LocalRotation.w", "m_LocalPosition.x", "m_LocalPosition.y", "m_LocalPosition.z" }; public static GameObject LoadSkinMesh_R(string filename, string[] filename2, string slotname, TBodySkin bodyskin, int layer) { try { using (AFileBase afileBase = GameUty.FileOpen(filename, null)) { if (m_skinTempFile == null) m_skinTempFile = new byte[Math.Max(500000, afileBase.GetSize())]; else if (m_skinTempFile.Length < afileBase.GetSize()) m_skinTempFile = new byte[afileBase.GetSize()]; afileBase.Read(ref m_skinTempFile, afileBase.GetSize()); } } catch (Exception ex) { NDebug.Assert("ファイルが開けませんでした。" + filename + "\n" + ex.Message, false); } var r = new BinaryReader(new MemoryStream(m_skinTempFile), Encoding.UTF8); TBodySkin.OriVert oriVert = bodyskin.m_OriVert; var gameObject1 = Instantiate(Resources.Load("seed")) as GameObject; gameObject1.layer = layer; var gameObject2 = (GameObject) null; var hashtable = new Hashtable(); string str1 = r.ReadString(); if (str1 != "CM3D2_MESH") NDebug.Assert("LoadSkinMesh_R 例外 : ヘッダーファイルが不正です。" + str1, false); int num1 = r.ReadInt32(); string str2 = r.ReadString(); gameObject1.name = "_SM_" + str2; string str3 = r.ReadString(); int num2 = r.ReadInt32(); var gameObjectList = new List(); for (int index = 0; index < num2; ++index) { var gameObject3 = Instantiate(Resources.Load("seed")) as GameObject; gameObject3.layer = layer; gameObject3.name = r.ReadString(); gameObjectList.Add(gameObject3); if (gameObject3.name == str3) gameObject2 = gameObject3; hashtable[gameObject3.name] = gameObject3; if (r.ReadByte() != 0) { var gameObject4 = Instantiate(Resources.Load("seed")) as GameObject; gameObject4.name = gameObject3.name + "_SCL_"; gameObject4.transform.parent = gameObject3.transform; hashtable[gameObject3.name + "&_SCL_"] = gameObject4; } } for (int index1 = 0; index1 < num2; ++index1) { int index2 = r.ReadInt32(); gameObjectList[index1].transform.parent = index2 < 0 ? gameObject1.transform : gameObjectList[index2].transform; } for (int index = 0; index < num2; ++index) { Transform transform = gameObjectList[index].transform; float x1 = r.ReadSingle(); float y1 = r.ReadSingle(); float z1 = r.ReadSingle(); transform.localPosition = new Vector3(x1, y1, z1); float x2 = r.ReadSingle(); float y2 = r.ReadSingle(); float z2 = r.ReadSingle(); float w = r.ReadSingle(); transform.localRotation = new Quaternion(x2, y2, z2, w); if (2001 <= num1 && r.ReadBoolean()) { float x3 = r.ReadSingle(); float y3 = r.ReadSingle(); float z3 = r.ReadSingle(); transform.localScale = new Vector3(x3, y3, z3); } } int length1 = r.ReadInt32(); int length2 = r.ReadInt32(); int length3 = r.ReadInt32(); oriVert.VCount = length1; oriVert.nSubMeshCount = length2; gameObject2.AddComponent(typeof(SkinnedMeshRenderer)); gameObject1.AddComponent(typeof(Animation)); var component = gameObject2.GetComponent() as SkinnedMeshRenderer; component.updateWhenOffscreen = true; var transformArray = new Transform[length3]; for (int index = 0; index < length3; ++index) { string str4 = r.ReadString(); if (hashtable.ContainsKey(str4)) { GameObject gameObject3 = !hashtable.ContainsKey(str4 + "&_SCL_") ? (GameObject) hashtable[str4] : (GameObject) hashtable[str4 + "&_SCL_"]; transformArray[index] = gameObject3.transform; } } component.bones = transformArray; var mesh1 = new Mesh(); component.sharedMesh = mesh1; Mesh mesh2 = mesh1; var matrix4x4Array = new Matrix4x4[length3]; for (int index1 = 0; index1 < length3; ++index1) for (int index2 = 0; index2 < 16; ++index2) matrix4x4Array[index1][index2] = r.ReadSingle(); mesh2.bindposes = matrix4x4Array; var vector3Array1 = new Vector3[length1]; var vector3Array2 = new Vector3[length1]; var vector2Array = new Vector2[length1]; var boneWeightArray = new BoneWeight[length1]; for (int index = 0; index < length1; ++index) { float new_x1 = r.ReadSingle(); float new_y1 = r.ReadSingle(); float new_z1 = r.ReadSingle(); vector3Array1[index].Set(new_x1, new_y1, new_z1); float new_x2 = r.ReadSingle(); float new_y2 = r.ReadSingle(); float new_z2 = r.ReadSingle(); vector3Array2[index].Set(new_x2, new_y2, new_z2); float newX = r.ReadSingle(); float newY = r.ReadSingle(); vector2Array[index].Set(newX, newY); } mesh2.vertices = vector3Array1; mesh2.normals = vector3Array2; mesh2.uv = vector2Array; oriVert.vOriVert = vector3Array1; oriVert.vOriNorm = vector3Array2; int length4 = r.ReadInt32(); if (length4 > 0) { var vector4Array = new Vector4[length4]; for (int index = 0; index < length4; ++index) { float x = r.ReadSingle(); float y = r.ReadSingle(); float z = r.ReadSingle(); float w = r.ReadSingle(); vector4Array[index] = new Vector4(x, y, z, w); } mesh2.tangents = vector4Array; } for (int index = 0; index < length1; ++index) { boneWeightArray[index].boneIndex0 = r.ReadUInt16(); boneWeightArray[index].boneIndex1 = r.ReadUInt16(); boneWeightArray[index].boneIndex2 = r.ReadUInt16(); boneWeightArray[index].boneIndex3 = r.ReadUInt16(); boneWeightArray[index].weight0 = r.ReadSingle(); boneWeightArray[index].weight1 = r.ReadSingle(); boneWeightArray[index].weight2 = r.ReadSingle(); boneWeightArray[index].weight3 = r.ReadSingle(); } mesh2.boneWeights = boneWeightArray; mesh2.subMeshCount = length2; oriVert.bwWeight = boneWeightArray; oriVert.nSubMeshCount = length2; oriVert.nSubMeshOriTri = new int[length2][]; for (int submesh = 0; submesh < length2; ++submesh) { int length5 = r.ReadInt32(); var triangles = new int[length5]; for (int index = 0; index < length5; ++index) triangles[index] = r.ReadUInt16(); oriVert.nSubMeshOriTri[submesh] = triangles; mesh2.SetTriangles(triangles, submesh); } int length6 = r.ReadInt32(); var materialArray = new Material[length6]; for (int index = 0; index < length6; ++index) { Material material = ReadMaterial(r, bodyskin, null, filename2[1 + index]); materialArray[index] = material; } component.materials = materialArray; r.Close(); return gameObject1; } public static Material ReadMaterial(BinaryReader r, TBodySkin bodyskin, Material existmat, string filename) { bodyskin = null; existmat = null; if (m_hashPriorityMaterials == null) { m_hashPriorityMaterials = new Dictionary>(); var list = GameUty.FileSystem.GetList("prioritymaterial", AFileSystemBase.ListType.AllFile); if (list != null && 0 < list.Length) for (int index = 0; index < list.Length; ++index) if (Path.GetExtension(list[index]) == ".pmat") { string fileName = list[index]; using (AFileBase afileBase = GameUty.FileOpen(fileName, null)) { NDebug.Assert(afileBase.IsValid(), fileName + "を開けませんでした"); using (var binaryReader = new BinaryReader(new MemoryStream(afileBase.ReadAll()), Encoding.UTF8)) { NDebug.Assert(binaryReader.ReadString() == "CM3D2_PMATERIAL", "ヘッダーエラー\n" + fileName); binaryReader.ReadInt32(); int key1 = binaryReader.ReadInt32(); string key2 = binaryReader.ReadString(); float num = binaryReader.ReadSingle(); NDebug.Assert(!m_hashPriorityMaterials.ContainsKey(key1), "すでにハッシュが登録されています"); m_hashPriorityMaterials.Add(key1, new KeyValuePair(key2, num)); } } } } string str1 = r.ReadString(); string str2 = r.ReadString(); string path1 = "DefMaterial/" + r.ReadString(); Material material; if (existmat == null) { var original = Resources.Load(path1, typeof(Material)) as Material; if (original == null) return original; material = Instantiate(original); } else { material = existmat; NDebug.Assert(material.shader.name == str2, "マテリアル入れ替えエラー。違うシェーダーに入れようとしました。 " + str2 + " -> " + material.shader.name); } material.name = str1; int hashCode1 = material.name.GetHashCode(); if (m_hashPriorityMaterials != null && m_hashPriorityMaterials.ContainsKey(hashCode1)) { var priorityMaterial = m_hashPriorityMaterials[hashCode1]; if (priorityMaterial.Key == material.name) { material.SetFloat("_SetManualRenderQueue", priorityMaterial.Value); material.renderQueue = (int) priorityMaterial.Value; } } string str3; Vector2 vector2_1; Vector2 vector2_2; string str4; string str5; Color color; Vector4 vector4; while (true) { string str6 = r.ReadString(); if (!(str6 == "end")) { string name = r.ReadString(); if (str6 == "tex") { string str7 = r.ReadString(); if (str7 == "null") { material.SetTexture(name, null); } else if (str7 == "tex2d") { try { string str8 = r.ReadString(); str3 = r.ReadString(); var data = ImportCM.LoadTexture(GameUty.FileSystem, str8 + ".tex", false).data; vector2_1.x = r.ReadSingle(); vector2_1.y = r.ReadSingle(); vector2_2.x = r.ReadSingle(); vector2_2.y = r.ReadSingle(); if (filename == null || !filename.Contains(".mate")) { var texture2D = new Texture2D(1, 1, TextureFormat.RGBA32, false); texture2D.LoadImage(data); texture2D.name = str8; texture2D.wrapMode = TextureWrapMode.Clamp; material.SetTexture(name, texture2D); material.SetTextureOffset(name, vector2_1); material.SetTextureScale(name, vector2_2); } } catch { break; } } else if (str7 == "texRT") { str4 = r.ReadString(); str5 = r.ReadString(); } } else if (str6 == "col") { color.r = r.ReadSingle(); color.g = r.ReadSingle(); color.b = r.ReadSingle(); color.a = r.ReadSingle(); material.SetColor(name, color); } else if (str6 == "vec") { vector4.x = r.ReadSingle(); vector4.y = r.ReadSingle(); vector4.z = r.ReadSingle(); vector4.w = r.ReadSingle(); material.SetVector(name, vector4); } else if (str6 == "f") { float num = r.ReadSingle(); material.SetFloat(name, num); } } else { break; } } if (filename != null && filename.Contains(".mate")) { try { using (AFileBase afileBase = GameUty.FileOpen(filename, null)) { if (m_matTempFile == null) m_matTempFile = new byte[Math.Max(10000, afileBase.GetSize())]; else if (m_matTempFile.Length < afileBase.GetSize()) m_matTempFile = new byte[afileBase.GetSize()]; afileBase.Read(ref m_matTempFile, afileBase.GetSize()); } } catch { } var binaryReader = new BinaryReader(new MemoryStream(m_matTempFile), Encoding.UTF8); string str6 = binaryReader.ReadString(); NDebug.Assert(str6 == "CM3D2_MATERIAL", "ProcScriptBin 例外 : ヘッダーファイルが不正です。" + str6); binaryReader.ReadInt32(); binaryReader.ReadString(); r = binaryReader; string str7 = r.ReadString(); string str8 = r.ReadString(); string path2 = "DefMaterial/" + r.ReadString(); if (existmat == null) { var original = Resources.Load(path2, typeof(Material)) as Material; if (original == null) return original; material = Instantiate(original); } else { material = existmat; NDebug.Assert(material.shader.name == str8, "マテリアル入れ替えエラー。違うシェーダーに入れようとしました。 " + str8 + " -> " + material.shader.name); } material.name = str7; int hashCode2 = material.name.GetHashCode(); if (m_hashPriorityMaterials != null && m_hashPriorityMaterials.ContainsKey(hashCode2)) { var priorityMaterial = m_hashPriorityMaterials[hashCode2]; if (priorityMaterial.Key == material.name) { material.SetFloat("_SetManualRenderQueue", priorityMaterial.Value); material.renderQueue = (int) priorityMaterial.Value; } } while (true) { string str9 = r.ReadString(); if (!(str9 == "end")) { string name = r.ReadString(); if (str9 == "tex") { string str10 = r.ReadString(); if (str10 == "null") { material.SetTexture(name, null); } else if (str10 == "tex2d") { try { string str11 = r.ReadString(); str3 = r.ReadString(); var data = ImportCM.LoadTexture(GameUty.FileSystem, str11 + ".tex", false).data; var texture2D = new Texture2D(1, 1, TextureFormat.RGBA32, false); texture2D.LoadImage(data); texture2D.name = str11; texture2D.wrapMode = TextureWrapMode.Clamp; material.SetTexture(name, texture2D); vector2_1.x = r.ReadSingle(); vector2_1.y = r.ReadSingle(); material.SetTextureOffset(name, vector2_1); vector2_2.x = r.ReadSingle(); vector2_2.y = r.ReadSingle(); material.SetTextureScale(name, vector2_2); } catch { break; } } else if (str10 == "texRT") { str4 = r.ReadString(); str5 = r.ReadString(); } } else if (str9 == "col") { color.r = r.ReadSingle(); color.g = r.ReadSingle(); color.b = r.ReadSingle(); color.a = r.ReadSingle(); material.SetColor(name, color); } else if (str9 == "vec") { vector4.x = r.ReadSingle(); vector4.y = r.ReadSingle(); vector4.z = r.ReadSingle(); vector4.w = r.ReadSingle(); material.SetVector(name, vector4); } else if (str9 == "f") { float num = r.ReadSingle(); material.SetFloat(name, num); } } else { break; } } } return material; } }