少年修仙传客户端基础资源
client_Hale
2018-09-07 d20a12dd4834513131f3d91ebad7dd18e77792a4
3270 【开发】主干:模型生成工具
1个文件已修改
17 ■■■■ 已修改文件
Assets/Editor/Actor/ResourcesBuilder.cs 17 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Actor/ResourcesBuilder.cs
@@ -115,13 +115,17 @@
            outName = resName;
        }
        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 _absOriginalePath = string.Format("{0}/ART/Role/{1}/{2}_Dm.FBX", Application.dataPath, path, resName);
        string _originalAssetPath = string.Format("Assets/ART/Role/{0}/{1}_Dm.FBX", path, resName);
        string _tempPrefabName = outName;
        if (isHighMesh)
        {
            _tempPrefabName += "_UI";
            _absOriginalePath = string.Format("{0}/ART/Role/{1}/{2}.FBX", Application.dataPath, path, resName);
            _originalAssetPath = string.Format("Assets/ART/Role/{0}/{1}.FBX", path, resName);
        }
        string _absAssetPath = string.Format("{0}Mob/{1}{2}.prefab", ResourcesPath.ResourcesOutPath, suffix, _tempPrefabName);
@@ -129,6 +133,7 @@
        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);
@@ -278,8 +283,12 @@
            _collider.radius = _colliderInfo.radius;
            _collider.height = _colliderInfo.height;
        }
        Transform _rendererNode = _prefab.transform.Find(resName);
        string _tempName = outName + "_Dm";
        if (isHighMesh)
        {
            _tempName = outName;
        }
        Transform _rendererNode = _prefab.transform.Find(_tempName);
        if (!_rendererNode)
        {
            _rendererNode = _prefab.transform;