using UnityEngine;
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using System.Collections;
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public class MaterialLoader
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{
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public static Material Load(string modelName, string materialName)
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{
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string _bundleName = StringUtility.Contact(ResourcesPath.MOB_FOLDER_NAME,
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ResourcesPath.MOB_SUFFIX,
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modelName);
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string _assetName = materialName;
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AssetInfo _assetInfo = new AssetInfo(_bundleName, _assetName);
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Material _controller = AssetBundleUtility.Instance.Sync_LoadAsset(_assetInfo) as Material;
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if (_controller == null)
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{
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DebugEx.LogErrorFormat("MaterialLoader.Load() => 加载不到资源: {0}.", _assetName);
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}
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return _controller;
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}
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public static Material LoadClothesMaterial(int id, bool isUI, bool isSuit)
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{
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var _modelResConfig = Config.Instance.Get<TableConfig.ModelResConfig>(id);
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if (_modelResConfig == null)
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{
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return null;
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}
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string _assetName = string.Empty;
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if (isSuit)
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{
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if (isUI)
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{
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_assetName = _modelResConfig.Material_UI_Suit;
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}
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else
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{
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_assetName = _modelResConfig.Material_Fight_Suit;
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}
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}
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else
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{
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if (isUI)
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{
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_assetName = _modelResConfig.Material_UI_Normal;
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}
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else
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{
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_assetName = _modelResConfig.Material_Fight_Normal;
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}
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}
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if (string.IsNullOrEmpty(_assetName))
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{
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return null;
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}
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string _name = _modelResConfig.ResourcesName;
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int _index = _name.IndexOf('/');
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if (_index != -1)
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{
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_name = _name.Substring(_index + 1);
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}
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if (_name.Contains("A_Zs"))
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{
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_name = "A_Zs";
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}
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else if (_name.Contains("A_Fs"))
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{
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_name = "A_Fs";
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}
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Material _mat = null;
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if (AssetSource.mobFromEditor)
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{
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#if UNITY_EDITOR
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string _resourcePath = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath,
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"Mob/",
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_name,
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"/Materials/",
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_assetName,
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".mat");
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_mat = UnityEditor.AssetDatabase.LoadAssetAtPath<Material>(_resourcePath);
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#endif
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}
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else
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{
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string _bundleName = StringUtility.Contact(ResourcesPath.MOB_FOLDER_NAME, _name.ToLower(), "_materials");
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AssetInfo _assetInfo = new AssetInfo(_bundleName, _assetName);
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_mat = AssetBundleUtility.Instance.Sync_LoadAsset(_assetInfo) as Material;
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}
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if (_mat == null)
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{
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DebugEx.LogErrorFormat("MaterialLoader.Load() => 加载不到资源: {0}.", _assetName);
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}
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return _mat;
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}
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}
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