| | |
| | | _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) |