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5098 子 【开发】【1.3】新版套装特效显示与配置 / 【前端】【1.3】新版套装特效显示与配置 资源导出
1个文件已修改
23 ■■■■■ 已修改文件
Assets/Editor/Actor/ModelResourcesBuilder.cs 23 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Actor/ModelResourcesBuilder.cs
@@ -87,9 +87,32 @@
            _path = _path.Substring(0, _modelRes.ResourcesName.IndexOf('/'));
        }
        HandleMaterial(_path, _resName, _modelRes.Material_Fight_Normal);
        HandleMaterial(_path, _resName, _modelRes.Material_Fight_Suit);
        HandleMaterial(_path, _resName, _modelRes.Material_UI_Normal);
        HandleMaterial(_path, _resName, _modelRes.Material_UI_Suit);
        BuildPrefab(_path, _resName, suffix, null, isHighMesh);
    }
    public static void HandleMaterial(string path, string bunedleName, string assetName)
    {
        if (string.IsNullOrEmpty(assetName))
        {
            return;
        }
        string _originalePath = string.Format("Assets/ART/Role/{0}/Materials/{1}.mat", path, assetName);
        var _old = AssetDatabase.LoadAssetAtPath<Material>(_originalePath);
        var _material = Object.Instantiate(_old);
        AssetDatabase.CreateAsset(_material, "Assets/ResourcesOut/Mob/" + path + "/" + assetName + ".mat");
        var _importer = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(_material));
        _importer.assetBundleName = ResourcesPath.MOB_FOLDER_NAME
            + (InstanceResourcesLoader.raceSuffix + bunedleName).ToLower();
        EditorUtility.SetDirty(_material);
    }
    public static void BuildAnimationClip(int id)
    {
        if (!IsBuildAnimationClip)