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https://github.com/AssetRipper/AssetRipper.git
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118 lines
3.8 KiB
C#
118 lines
3.8 KiB
C#
namespace AssetRipper.IO.Files.SerializedFiles;
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[Flags]
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public enum TransferInstructionFlags : uint
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{
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NoTransferInstructionFlags = 0x0,
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/// <summary>
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/// Should we convert PPtrs into pathID, fileID using the PerisistentManager or should we just store the memory InstanceID in the fileID?
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/// </summary>
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/// <remarks>
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/// Also called ReadWriteFromSerializedFile
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/// </remarks>
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NeedsInstanceIDRemapping = 0x1,
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/// <summary>
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/// Only serialize data needed for .meta files
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/// </summary>
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AssetMetaDataOnly = 0x2,
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/// <summary>
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/// Also called HandleDrivenProperties
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/// </summary>
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YamlGlobalPPtrReference = 0x4,
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LoadAndUnloadAssetsDuringBuild = 0x8,
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/// <summary>
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/// Should we serialize debug properties (eg. Serialize mono private variables)?
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/// </summary>
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SerializeDebugProperties = 0x10,
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/// <summary>
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/// Should we ignore Debug properties when calculating the TypeTree index?
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/// </summary>
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IgnoreDebugPropertiesForIndex = 0x20,
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/// <summary>
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/// Used by the build player to make materials cull any properties that aren't used anymore.
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/// </summary>
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BuildPlayerOnlySerializeBuildProperties = 0x40,
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/// <summary>
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/// Also called IsCloningObject
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/// </summary>
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Workaround35MeshSerializationFuckup = 0x80,
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/// <summary>
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/// Is this a game or a project file?
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/// </summary>
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SerializeGameRelease = 0x100,
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/// <summary>
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/// Should we swap endianess when reading / writing a file?
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/// </summary>
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SwapEndianess = 0x200,
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/// <summary>
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/// Should global managers be saved when writing the game build?
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/// </summary>
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/// <remarks>
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/// Also called ResolveStreamedResourceSources
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/// </remarks>
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SaveGlobalManagers = 0x400,
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DontReadObjectsFromDiskBeforeWriting = 0x800,
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/// <summary>
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/// Should we backup mono mono variables for an assembly reload?
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/// </summary>
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SerializeMonoReload = 0x1000,
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/// <summary>
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/// Can Unity fast path calculating all meta data? This lets it skip a bunch of code when serializing mono data.
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/// </summary>
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DontRequireAllMetaFlags = 0x2000,
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SerializeForPrefabSystem = 0x4000,
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/// <summary>
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/// Also called SerializeForSlimPlayer
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/// </summary>
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WarnAboutLeakedObjects = 0x8000,
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LoadPrefabAsScene = 0x10000,
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SerializeCopyPasteTransfer = 0x20000,
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/// <summary>
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/// Also called SkipSerializeToTempFile
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/// </summary>
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EditorPlayMode = 0x40000,
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BuildResourceImage = 0x80000,
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DontWriteUnityVersion = 0x100000,
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/// <summary>
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/// Binary scene files in the Editor.
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/// </summary>
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/// <remarks>
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/// Causes PrefabInstance.RootGameObject to not be included in type trees.
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/// Prefab.RootGameObject is unaffected, ie this flag only has an impact on 2018.3+.
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/// </remarks>
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SerializeEditorMinimalScene = 0x200000,
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GenerateBakedPhysixMeshes = 0x400000,
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ThreadedSerialization = 0x800000,
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IsBuiltinResourcesFile = 0x1000000,
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PerformUnloadDependencyTracking = 0x2000000,
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DisableWriteTypeTree = 0x4000000,
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AutoreplaceEditorWindow = 0x8000000,
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DontCreateMonoBehaviourScriptWrapper = 0x10000000,
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SerializeForInspector = 0x20000000,
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/// <summary>
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/// When writing with typetrees disabled, allow later Unity versions an attempt to read SerializedFile.
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/// </summary>
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SerializedAssetBundleVersion = 0x40000000,
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AllowTextSerialization = 0x80000000,
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}
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public static class TransferInstructionFlagsExtensions
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{
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public static bool IsRelease(this TransferInstructionFlags _this)
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{
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return (_this & TransferInstructionFlags.SerializeGameRelease) != 0;
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}
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public static bool IsForPrefab(this TransferInstructionFlags _this)
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{
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return (_this & TransferInstructionFlags.SerializeForPrefabSystem) != 0;
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}
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public static bool IsEditorScene(this TransferInstructionFlags _this)
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{
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return (_this & TransferInstructionFlags.SerializeEditorMinimalScene) != 0;
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}
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public static bool IsBuiltinResources(this TransferInstructionFlags _this)
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{
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return (_this & TransferInstructionFlags.IsBuiltinResourcesFile) != 0;
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}
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}
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