using System.Collections.Generic;
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using UnityEngine;
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public class MaterialLoader
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{
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readonly static Dictionary<string, ObjectPool<Material>> s_MatDict = new Dictionary<string, ObjectPool<Material>>();
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public static Material LoadClothesMaterial(int id, bool isUI, bool isSuit)
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{
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var _modelResConfig = ModelResConfig.Get(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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//Debug.LogFormat("想要加载的材质的名称: {0}", _assetName);
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ObjectPool<Material> _pool = null;
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if (s_MatDict.TryGetValue(_assetName, out _pool))
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{
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if (_pool.inactivedCount > 0)
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{
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//Debug.Log(" |-- 池里有, 从池里取");
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return _pool.Get();
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}
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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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var _parentDirName = string.Empty;
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if (_name.Contains("A_Zs"))
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{
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_parentDirName = "A_Zs";
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}
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else if (_name.Contains("A_Fs"))
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{
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_parentDirName = "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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"Gmodels/",
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_parentDirName,
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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, InstanceResourcesLoader.raceSuffix, _name.ToLower());
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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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public static void Release(Material mat)
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{
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if (!mat)
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{
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return;
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}
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var _name = mat.name.Replace(" (Instance)", "");
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//Debug.LogFormat("要释放的材质的名称: {0}, 修改后的名称: {1}", mat.name, _name);
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ObjectPool<Material> _pool = null;
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if (!s_MatDict.TryGetValue(_name, out _pool))
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{
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_pool = new ObjectPool<Material>(null, null);
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s_MatDict.Add(_name, _pool);
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}
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_pool.Add(mat);
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}
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}
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