mirror of
https://github.com/BlackMATov/unity-flash-tools.git
synced 2025-12-15 12:29:49 +07:00
remove multiphased import
This commit is contained in:
@@ -85,46 +85,6 @@ NavMeshSettings:
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cellSize: 0.16666667
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manualCellSize: 0
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m_NavMeshData: {fileID: 0}
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--- !u!1 &41841841
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GameObject:
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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serializedVersion: 4
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m_Component:
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- 4: {fileID: 41841843}
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- 114: {fileID: 41841842}
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m_Layer: 0
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m_Name: '[SwfManager]'
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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--- !u!114 &41841842
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_GameObject: {fileID: 41841841}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: f455e092ebcb64c3e94de2e2f2f7a614, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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--- !u!4 &41841843
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Transform:
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_GameObject: {fileID: 41841841}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_Children: []
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m_Father: {fileID: 0}
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m_RootOrder: 1
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--- !u!1 &1173114888
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GameObject:
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m_ObjectHideFlags: 0
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@@ -42,7 +42,6 @@ namespace FTEditor.Editors {
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}
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static void ReconvertAsset(SwfAsset asset) {
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asset.Converting = new SwfAsset.ConvertingState();
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AssetDatabase.ImportAsset(
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AssetDatabase.GetAssetPath(asset));
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}
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@@ -10,6 +10,8 @@ using FTRuntime;
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namespace FTEditor.Postprocessors {
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class SwfAssetPostprocessor : AssetPostprocessor {
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static List<SwfAsset> _assetsForProcess = new List<SwfAsset>();
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static void OnPostprocessAllAssets(
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string[] imported_assets,
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string[] deleted_assets,
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@@ -18,35 +20,38 @@ namespace FTEditor.Postprocessors {
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{
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var asset_paths = imported_assets
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.Where(p => Path.GetExtension(p).ToLower().Equals(".asset"));
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foreach ( var asset_path in asset_paths ) {
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var asset = AssetDatabase.LoadAssetAtPath<SwfAsset>(asset_path);
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if ( asset ) {
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SwfAssetProcess(asset);
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}
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_assetsForProcess = asset_paths
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.Select(p => AssetDatabase.LoadAssetAtPath<SwfAsset>(p))
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.Where(p => !!p)
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.Distinct()
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.ToList();
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if ( _assetsForProcess.Count > 0 ) {
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EditorApplication.update += ProcessAfterImport;
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}
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}
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static void ProcessAfterImport() {
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EditorApplication.update -= ProcessAfterImport;
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var assets = new List<SwfAsset>(_assetsForProcess);
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_assetsForProcess.Clear();
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foreach ( var asset in assets ) {
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SwfAssetProcess(asset);
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}
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AssetDatabase.SaveAssets();
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}
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static void SwfAssetProcess(SwfAsset asset) {
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try {
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if ( asset.Converting.Stage == 0 ) {
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var new_data = ConfigureBitmaps(
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var new_data = ConfigureBitmaps(
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asset,
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SwfEditorUtils.DecompressAsset<SwfAssetData>(asset.Data));
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asset.Data = SwfEditorUtils.CompressAsset(new_data);
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asset.Atlas = LoadAssetAtlas(asset);
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if ( asset.Atlas ) {
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ConfigureAtlas(asset);
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ConfigureClips(
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asset,
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SwfEditorUtils.DecompressAsset<SwfAssetData>(asset.Data));
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asset.Data = SwfEditorUtils.CompressAsset(new_data);
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++asset.Converting.Stage;
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EditorUtility.SetDirty(asset);
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AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(asset));
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} else if ( asset.Converting.Stage == 1 ) {
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asset.Atlas = LoadAssetAtlas(asset);
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if ( asset.Atlas ) {
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ConfigureAtlas(asset);
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ConfigureClips(
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asset,
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SwfEditorUtils.DecompressAsset<SwfAssetData>(asset.Data));
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}
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++asset.Converting.Stage;
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EditorUtility.SetDirty(asset);
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AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(asset));
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}
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} catch ( Exception e ) {
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Debug.LogErrorFormat(
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@@ -82,8 +87,8 @@ namespace FTEditor.Postprocessors {
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static SwfAssetData ConfigureBitmaps(SwfAsset asset, SwfAssetData data) {
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var textures = data.Bitmaps
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.Where (p => p.Redirect == 0)
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.Select (p => new KeyValuePair<ushort, Texture2D>(
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.Where (p => p.Redirect == 0)
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.Select(p => new KeyValuePair<ushort, Texture2D>(
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p.Id,
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LoadTextureFromData(p)))
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.ToList();
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@@ -14,6 +14,8 @@ using FTSwfTools.SwfTypes;
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namespace FTEditor.Postprocessors {
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class SwfPostprocessor : AssetPostprocessor {
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static List<string> _assetsForProcess = new List<string>();
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static void OnPostprocessAllAssets(
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string[] imported_assets,
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string[] deleted_assets,
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@@ -29,12 +31,23 @@ namespace FTEditor.Postprocessors {
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"It means that you can't have more than 5 animation assets in the project.";
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EditorUtility.DisplayDialog(title, message, "Ok");
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} else {
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foreach ( var swf_path in swf_paths ) {
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SwfFileProcess(swf_path);
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_assetsForProcess = swf_paths.ToList();
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if ( _assetsForProcess.Count > 0 ) {
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EditorApplication.update += ProcessAfterImport;
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}
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}
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}
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static void ProcessAfterImport() {
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EditorApplication.update -= ProcessAfterImport;
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var swf_paths = new List<string>(_assetsForProcess);
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_assetsForProcess.Clear();
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foreach ( var swf_path in swf_paths ) {
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SwfFileProcess(swf_path);
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}
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AssetDatabase.SaveAssets();
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}
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static void SwfFileProcess(string swf_path) {
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var swf_asset_path = Path.ChangeExtension(swf_path, ".asset");
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SwfEditorUtils.LoadOrCreateAsset<SwfAsset>(swf_asset_path, (swf_asset, created) => {
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@@ -49,9 +62,8 @@ namespace FTEditor.Postprocessors {
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static bool SafeLoadSwfAsset(string swf_path, SwfAsset swf_asset) {
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try {
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var new_data = LoadSwfAssetData(swf_path);
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swf_asset.Data = SwfEditorUtils.CompressAsset(new_data);
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swf_asset.Converting = new SwfAsset.ConvertingState();
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var new_data = LoadSwfAssetData(swf_path);
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swf_asset.Data = SwfEditorUtils.CompressAsset(new_data);
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return true;
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} catch ( Exception e ) {
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Debug.LogErrorFormat(
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@@ -152,7 +152,6 @@ namespace FTEditor {
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if ( asset ) {
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if ( act(asset, false) ) {
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EditorUtility.SetDirty(asset);
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AssetDatabase.ImportAsset(asset_path);
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}
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} else {
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asset = ScriptableObject.CreateInstance<T>();
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@@ -4,10 +4,6 @@ using System.Collections.Generic;
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namespace FTRuntime {
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public class SwfAsset : ScriptableObject {
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[System.Serializable]
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public struct ConvertingState {
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public int Stage;
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}
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[HideInInspector]
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public byte[] Data;
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[SwfReadOnly]
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@@ -18,8 +14,6 @@ namespace FTRuntime {
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public SwfSettingsData Settings;
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[SwfDisplayName("Settings")]
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public SwfSettingsData Overridden;
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[HideInInspector]
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public ConvertingState Converting;
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void Reset() {
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Data = new byte[0];
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@@ -27,7 +21,6 @@ namespace FTRuntime {
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Clips = new List<SwfClipAsset>();
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Settings = SwfSettingsData.identity;
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Overridden = SwfSettingsData.identity;
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Converting = new ConvertingState();
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}
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}
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}
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