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unitycomponent's Issues

ImportData派生类的AddObject方法IsFormatXXX判断有误

        public void AddObject(AnimationInfo textureInfo) {
            TotalCount = TotalCount + 1;
            TotalMemuse = TotalMemuse + textureInfo.MemSize;
            m_objects.Add(textureInfo);
            if (m_initUnFormatList && IsFormatAnimation(textureInfo)) {
                m_unFortmatObjects.Add(textureInfo);
            }
        }

ImportData派生类的AddObject方法IsFormatXXX判断有误,应为!IsFormatXXX

请求新增unformated asset 用颜色标识

在现有项目使用该工具,除了使用过滤器查看非法格式资源以外,希望在全资源表内引入颜色标识。
我个人在ImportData新增判断

        public bool IsUnformat(object o)
        {
            return m_unFortmatObjects.Contains(o);
        }

分别在TextureViewer, AnimationViewer,ModelViewer新增如下判断

        GUIStyle errorStyle = null;
        GUIStyle GetColor(object obj, GUIStyle c)
        {
            if (m_control.SelectData.IsUnformat(obj))
            {
                if (errorStyle == null)
                {
                    errorStyle = new GUIStyle(c);
                    errorStyle.normal.textColor = Color.red;
                }
                return errorStyle;
            }
            return c;
        }

并于TableView_Impl.cs 插入代码用来检查颜色

 private void DrawLine(int pos, object obj, float width)
    {
        /*...*/
        if (mGetCustomGUIStyle != null)//改变style
            style = mGetCustomGUIStyle(obj,style);
        for (int i = 0; i < m_descArray.Count; i++)
            DrawLineCol(pos, i, width, obj, style, selectionHappens);
    }

请求增加获取所有未被处理资源列表

恩,我们美术有时会错误设置纹理类型(normal map用了UI Sprite之类的)心累,现在工具是没有办法过滤的,因为IsMatch会跳过textureType不同的资源。

提示打包 shader 失败

提示 Empty Shader Bundle Shader_0
[BundleAdapter] BuildShaderBundle Shader_0 Failed.
使用的是 unity 内置的 shader

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