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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