少年修仙传客户端基础资源
client_Hale
2018-09-05 976f9266cfae78a36c812b5c3aba4dc664e607f7
Assets/Editor/Actor/ResourcesBuilder.cs
@@ -108,7 +108,7 @@
    protected static List<MountPointInfo> m_MountPointInfoList = new List<MountPointInfo>();
    public void BuildPrefab(string path, string resName, string suffix, string outName = null)
    public void BuildPrefab(string path, string resName, string suffix, string outName = null, bool isHighMesh = false)
    {
        if (string.IsNullOrEmpty(outName))
        {
@@ -118,11 +118,22 @@
        string _absOriginalePath = string.Format("{0}/ART/Role/{1}/{2}.FBX", Application.dataPath, path, resName);
        string _originalAssetPath = string.Format("Assets/ART/Role/{0}/{1}.FBX", path, resName);
        string _absAssetPath = string.Format("{0}Mob/{1}{2}.prefab", ResourcesPath.ResourcesOutPath, suffix, outName);
        string _assetPath = string.Format("{0}Mob/{1}{2}.prefab", ResourcesPath.ResourcesOutAssetPath, suffix, outName);
        string _tempPrefabName = outName;
        if (isHighMesh)
        {
            _tempPrefabName += "_UI";
        }
        string _acAbsAssetPath = string.Format("{0}Mob/{1}/{2}{3}.controller", ResourcesPath.ResourcesOutPath, path, AnimatorControllerLoader.controllerSuffix, outName);
        string _acAssetPath = string.Format("{0}Mob/{1}/{2}{3}.controller", ResourcesPath.ResourcesOutAssetPath, path, AnimatorControllerLoader.controllerSuffix, outName);
        string _absAssetPath = string.Format("{0}Mob/{1}{2}.prefab", ResourcesPath.ResourcesOutPath, suffix, _tempPrefabName);
        string _assetPath = string.Format("{0}Mob/{1}{2}.prefab", ResourcesPath.ResourcesOutAssetPath, suffix, _tempPrefabName);
        string _acAbsAssetPath = string.Format("{0}Mob/{1}/{2}{3}.controller", ResourcesPath.ResourcesOutPath, path, AnimatorControllerLoader.controllerSuffix, path);
        string _acAssetPath = string.Format("{0}Mob/{1}/{2}{3}.controller", ResourcesPath.ResourcesOutAssetPath, path, AnimatorControllerLoader.controllerSuffix, path);
        if (!outName.Equals(resName))
        {
            _acAbsAssetPath = string.Format("{0}Mob/{1}/{2}{3}.controller", ResourcesPath.ResourcesOutPath, path, AnimatorControllerLoader.controllerSuffix, outName);
            _acAssetPath = string.Format("{0}Mob/{1}/{2}{3}.controller", ResourcesPath.ResourcesOutAssetPath, path, AnimatorControllerLoader.controllerSuffix, outName);
        }
        if (string.IsNullOrEmpty(_absOriginalePath))
        {
@@ -132,7 +143,7 @@
        // 指定动画控制器
        if (!File.Exists(_acAbsAssetPath))
        {
            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);
            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);
        }
        ColliderInfo _colliderInfo = null;