| | |
| | |
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| | | protected static List<MountPointInfo> m_MountPointInfoList = new List<MountPointInfo>();
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| | |
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| | | public void BuildPrefab(string path, string resName, string suffix, string outName = null)
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| | | public void BuildPrefab(string path, string resName, string suffix, string outName = null, bool isHighMesh = false)
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| | | {
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| | | if (string.IsNullOrEmpty(outName))
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| | | {
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| | |
| | | string _absOriginalePath = string.Format("{0}/ART/Role/{1}/{2}.FBX", Application.dataPath, path, resName);
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| | | string _originalAssetPath = string.Format("Assets/ART/Role/{0}/{1}.FBX", path, resName);
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| | |
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| | | string _absAssetPath = string.Format("{0}Mob/{1}{2}.prefab", ResourcesPath.ResourcesOutPath, suffix, outName);
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| | | string _assetPath = string.Format("{0}Mob/{1}{2}.prefab", ResourcesPath.ResourcesOutAssetPath, suffix, outName);
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| | | string _tempPrefabName = outName;
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| | | if (isHighMesh)
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| | | {
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| | | _tempPrefabName += "_UI";
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| | | }
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| | |
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| | | string _acAbsAssetPath = string.Format("{0}Mob/{1}/{2}{3}.controller", ResourcesPath.ResourcesOutPath, path, AnimatorControllerLoader.controllerSuffix, outName);
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| | | string _acAssetPath = string.Format("{0}Mob/{1}/{2}{3}.controller", ResourcesPath.ResourcesOutAssetPath, path, AnimatorControllerLoader.controllerSuffix, outName);
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| | | string _absAssetPath = string.Format("{0}Mob/{1}{2}.prefab", ResourcesPath.ResourcesOutPath, suffix, _tempPrefabName);
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| | | string _assetPath = string.Format("{0}Mob/{1}{2}.prefab", ResourcesPath.ResourcesOutAssetPath, suffix, _tempPrefabName);
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| | |
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| | | string _acAbsAssetPath = string.Format("{0}Mob/{1}/{2}{3}.controller", ResourcesPath.ResourcesOutPath, path, AnimatorControllerLoader.controllerSuffix, path);
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| | | string _acAssetPath = string.Format("{0}Mob/{1}/{2}{3}.controller", ResourcesPath.ResourcesOutAssetPath, path, AnimatorControllerLoader.controllerSuffix, path);
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| | | if (!outName.Equals(resName))
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| | | {
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| | | _acAbsAssetPath = string.Format("{0}Mob/{1}/{2}{3}.controller", ResourcesPath.ResourcesOutPath, path, AnimatorControllerLoader.controllerSuffix, outName);
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| | | _acAssetPath = string.Format("{0}Mob/{1}/{2}{3}.controller", ResourcesPath.ResourcesOutAssetPath, path, AnimatorControllerLoader.controllerSuffix, outName);
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| | | }
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| | |
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| | | if (string.IsNullOrEmpty(_absOriginalePath))
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| | | {
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| | |
| | | // 指定动画控制器
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| | | if (!File.Exists(_acAbsAssetPath))
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| | | {
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| | | Debug.LogWarningFormat("检测到此prefab资源: {0} 的AnimatorContorller(动画控制器)资源尚未生成, 这里需要注意啊此资源是否需要先生成AnimatorContorller(动画控制器), 再生成prefab资源.", path);
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| | | Debug.LogWarningFormat("检测到此prefab资源: {0} 的AnimatorContorller(动画控制器)资源尚未生成, 这里需要注意啊此资源是否需要先生成AnimatorContorller(动画控制器), 再生成prefab资源.", _acAssetPath);
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| | | }
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| | |
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| | | ColliderInfo _colliderInfo = null;
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