OPS.Assets.Editor
Represents an .assets file.
The header of the assets file.
The version is inside the header.
The metadata of the assets file.
The unity objects inside the assets file.
Read the bundle file data from the _Reader.
Return a list of objects int the asset file of type TObject.
Write the assets file.
Writes the objects in _ObjectData and returns the object infos.
Returns if the writing succeded.
Write the metadata to a stream and return it over _Metadata.
Write the header to a stream and return it over _HeaderData.
Hashcode.
Equals.
Header of the assets file.
Size of the metadata in bytes.
Whole file size in bytes.
The assets file version.
Byte offset for the objects.
The endian of the byte data.
Unkown.
Unkown.
Is from a bundle.
Create a assets file header, by passing the owning _AssetsFile and _Reader, to read data from.
Write the assets file header, belonging to _AssetsFile with _Writer.
Hashcode.
Equals.
Metadata of the assets file.
Version to read and write the metadata.
The unity version of the assets file.
The unity target platform of the assets file.
If type tree is enabled, serialized types map their whole field/properties and dependencies, to allow comptibility between unity versions.
Serialized types.
Info about the serialized objects.
List of objects need to be preloaded.
List over the external file references.
Refeactored serialized types.
User informations that are always empty.
Create a assets file metadata, by passing the owning _AssetsFile and _Reader, to read data from.
Write the assets file metadata, belonging to _AssetsFile with _Writer.
Hashcode.
Equals.
Iterface over a unity object.
All objects have a unique path id in its file.
The guid of the type this object belongs too.
Write the object to a stream.
Represents a unity mono script.
The order of execution while runtime.
The guid.
The class name.
The namespace.
The assembly name.
Create a monoscript by parameter.
Read the objects data from _Reader.
Update the mono scripts type.
Write the object data.
Hashcode.
Equals.
Represents a unity named object.
The objects name.
Create a named object by parameter.
Read the objects data from _Reader.
Write the object data.
Hashcode.
Equals.
Represents an unity editor extension.
The origin prefab object.
A internal unity prefab.
Create an editor extension by parameter.
Read the object data from _Reader.
Write the object data.
A not categorized object. Just reads the data blob.
All objects have a path id (is not unique!).
The guid of the type this object belongs too.
All data of the object.
Read the object data from _Reader.
Write the object data.
Hashcode.
Equals.
Reprensents the unity object.
All objects have a unique path id in its file.
The guid of the type this object belongs too.
Flag over visibilty by camera.
Create an object by parameter.
Read the object data from _Reader.
Write an object to _Writer.
Hashcode.
Equals.
Pointer to another unity object.
The file id.
0: The current read assets file.
1...n: External file id.
The path id. Each object has a unique (in the file) path id.
Is a reference or not.
Read the object pointer data from _Reader.
Write the object pointer.
Writer of an object.
The belonging assets file.
The build target, read form the metafiles.
The object writer needs an endian writer and the assets file.
The object writer needs a stream, endian and the assets file.
Reader of objects.
The belonging assets file.
The belonging object info.
The build target, read form the metafiles.
The object reader needs a endian reader, the assets file and the object info.
The object reader needs a stream, endian, the assets file and the object info.
Unity class id types.
Information about an serialized object.
The serialized version of the type.
All objects have a unique path id in its file.
The byte offsets for the objects data. Does not include the metadata data offset!
The amount of bytes this objects consists of.
The serialized type.
The unity class id of the serialized type.
The unique guid of the serialized type. Because there can be multiple custom serialized types sharing the same class ids (for example being of class MonoBehaviour).
Create a object info directly by data.
Create a object info, by passing the owning _AssetsFile, _AssetsFileMetadata, _Reader, to read data from.
Write a object info belongign to _AssetsFileMetadata.
Hashcode.
Equals.
Maps to a object to be preloaded.
The serialized version of the type.
The file id.
0: The current read assets file.
1...n: External file id.
The path id. Each object has a unique (in the file) path id.
Create a script identifier by parameters.
Create a script identifier, by passing the owning _AssetsFile, _AssetsFileMetadata, _Reader, to read data from.
Write a script identifier.
Hashcode.
Equals.
Identifier to an extern file.
The serialized version of the type.
The buffered path, mostly empty.
The file guid.
The asset type.
The file path.
Create a file identifier by parameter.
Create a file identifier, by passing the owning _AssetsFile, _AssetsFileMetadata, _Reader, to read data from.
Write a file identifier.
Hashcode.
Equals.
Version of a unity file.
Added support for stripped objects.
Refactoring of class id.
Refactoring type data.
Refactoring of shareable type tree data.
Added flags for type trees nodes.
Refactoring of serialized types.
Added storing of type dependencies.
Added support for large files.
Represents a type of the unity objects.
The serialized version of the type.
The type is the newer refactored version.
Unity class id - Can be anything from GameObject, GameObject, MonoBehaviour, MonoScript, ...
Is stripped outside (older unity version I think).
Index to a script type.
A Hash128 Guid. Representing the newer used script guid instead of type guid.
A Hash128 Guid. Representing the type guid.
Create a serialized type by parameter.
Create a serialized type, by passing the owning _AssetsFile, _AssetsFileMetadata, _Reader, to read data from and a flag if it is the newer refactored type.
Write a serialized type belonging to a metadata.
Hashcode.
Equals.
Version of a unity bundle file.
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Represents a unity bundle file.
Read the bundle file data from the _Reader.
Write bundle file.
Represents a version able unity file.
The version format.
The full file path.
The file name.
Read a unity file.
Write a unity file.
A endian binary writer for unity files.
Get the full file path.
Get the file name.
Create a reader by the _FilePath.
Create a reader for _FilePath by _Stream.
A endian binary reader for unity files.
Get the full file path.
Get the file name.
Get the file type.
Create a reader by the _FilePath.
Create a reader for _FilePath by _Stream.
Find the file type and reset stream position.
Find if the file is a assets unity file.
The file type of a unity file.
Extends the BinaryReader to read either BigEndian or LittleEndian.
The EndianType to read.
Simple read 2 byte buffer.
Simple read 4 byte buffer.
Simple read 8 byte buffer.
The BaseStream Position.
The EndianType of the BitConverter.
The endian binary reader needs a stream to read from and the endian.
Unity uses 4 byte blocks. Align the stream if uneven to it.
Align the stream to _Alignment if uneven to it.
Read a Int16 depend on Endian.
Read a UInt16 depend on Endian.
Read a Int32 depend on Endian.
Read a UInt32 depend on Endian.
Read a Int64 depend on Endian.
Read a UInt64 depend on Endian.
Read a Float depend on Endian.
Read a Double depend on Endian.
Read an aligned string.
Read a string until read null byte.
Extends the BinaryWriter to write either BigEndian or LittleEndian.
The EndianType to read.
The BaseStream Position.
The EndianType of the BitConverter.
The endian binary writer needs a stream to write to and the endian.
Unity uses 4 byte blocks. Align the stream if uneven to it.
Align the stream to _Alignment if uneven to it.
Write a Int16 depend on Endian.
Write a UInt16 depend on Endian.
Write a Int32 depend on Endian.
Write a UInt32 depend on Endian.
Write a Int64 depend on Endian.
Write a UInt64 depend on Endian.
Write a float depend on Endian.
Write a double depend on Endian.
Write an aligned string and write the length.
Write a string without writing the length. And add a NULL at the end.
Enumeration over the endian type.
Little endian.
Big endian.
The class is version able.
Current version.