@@ -117,21 +117,23 @@ public static void LoadTextures(AtlasData atlasData, string outputDir)
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public static AtlasData ? ReadAtlasDataFromAssets ( string assetPath )
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{
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+ Console . Write ( "Loading assets" ) ;
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AssetStudio . AssetsManager assetManager = AssetStudioUtil . LoadAssetManager ( assetPath ) ;
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if ( assetManager == null )
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{
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Console . WriteLine ( "Error: Could not load game data. Please ensure the input path is for the game's data folder or data.unity3d." ) ;
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return null ;
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}
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-
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+ Console . WriteLine ( " \n Reading game version" ) ;
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var gameVersion = AssetStudioUtil . GetGameVersion ( assetManager . assetsFileList ) ;
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-
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+ Console . WriteLine ( "Enumerating assets" ) ;
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foreach ( var atlas in assetManager . assetsFileList . EnumerateAssets < AssetStudio . SpriteAtlas > ( ) )
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{
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// Limit to just the fiveFretAtlas for now
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if ( atlas . m_Name != "fiveFretAtlas" )
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continue ;
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+ Console . WriteLine ( "Loading sprite data" ) ;
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AtlasData atlasData = new ( gameVersion , assetPath , atlas . m_Name , ( int ) atlas . m_PathID ) ;
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foreach ( var sprite in atlas . EnumerateAtlasSprites ( ) )
@@ -222,12 +224,14 @@ public static void ExtractToFolder(string input, string output)
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if ( atlasData == null )
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return ;
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+ Console . WriteLine ( $ "Slicing sprites") ;
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SliceSprites ( atlasData ) ;
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var outputDir = Path . Combine ( output , atlasData . GameVersion ) ;
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Directory . CreateDirectory ( outputDir ) ;
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Directory . CreateDirectory ( Path . Combine ( outputDir , atlasData . Name ) ) ;
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+ Console . WriteLine ( $ "Saving sprites to: { outputDir } ") ;
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SaveTextures ( atlasData , outputDir ) ;
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byte [ ] ? [ ] filesData = new byte [ ] ? [ atlasData . Sprites . Count ] ;
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@@ -274,7 +278,10 @@ public static void ExtractToFolder(string input, string output)
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{
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Console . WriteLine ( $ "error saving texture: { sprite . Name } -{ sprite . PathID } .png") ;
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}
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+
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}
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+
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+ Console . WriteLine ( $ "Done") ;
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}
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}
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