From 0791a5bde62a2bf50c2bccdaa905b674837bfc1d Mon Sep 17 00:00:00 2001
From: client_Hale <339726288@qq.com>
Date: 星期三, 28 十一月 2018 17:46:02 +0800
Subject: [PATCH] 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

---
 Assets/Editor/Actor/ModelResourcesBuilder.cs |   23 +++++++++++++++++++++++
 1 files changed, 23 insertions(+), 0 deletions(-)

diff --git a/Assets/Editor/Actor/ModelResourcesBuilder.cs b/Assets/Editor/Actor/ModelResourcesBuilder.cs
index 5527d01..8721d27 100644
--- a/Assets/Editor/Actor/ModelResourcesBuilder.cs
+++ b/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)

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