少年修仙传客户端基础资源
client_Hale
2018-09-12 e4f9b046979ef347371cea94655f45c8ebae5433
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
@@ -118,9 +118,15 @@
        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);
        if (!suffix.Equals(InstanceResourcesLoader.raceSuffix))
        {
            _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 _tempPrefabName = outName;
        if (isHighMesh)
        if (isHighMesh && suffix.Equals(InstanceResourcesLoader.raceSuffix))
        {
            _tempPrefabName += "_UI";
@@ -283,11 +289,14 @@
            _collider.radius = _colliderInfo.radius;
            _collider.height = _colliderInfo.height;
        }
        string _tempName = outName + "_Dm";
        if (isHighMesh)
        string _tempName = resName;
        if (suffix.Equals(InstanceResourcesLoader.raceSuffix) && !isHighMesh)
        {
            _tempName = outName;
            _tempName += "_Dm";
        }
        Transform _rendererNode = _prefab.transform.Find(_tempName);
        if (!_rendererNode)
        {