using System.Collections.Generic; using UnityEngine; public class MaterialLoader { readonly static Dictionary> s_MatDict = new Dictionary>(); public static Material LoadClothesMaterial(int id, bool isUI, bool isSuit) { var _modelResConfig = ModelResConfig.Get(id); if (_modelResConfig == null) { return null; } string _assetName = string.Empty; if (isSuit) { if (isUI) { _assetName = _modelResConfig.Material_UI_Suit; } else { _assetName = _modelResConfig.Material_Fight_Suit; } } else { if (isUI) { _assetName = _modelResConfig.Material_UI_Normal; } else { _assetName = _modelResConfig.Material_Fight_Normal; } } if (string.IsNullOrEmpty(_assetName)) { return null; } //Debug.LogFormat("想要加载的材质的名称: {0}", _assetName); ObjectPool _pool = null; if (s_MatDict.TryGetValue(_assetName, out _pool)) { if (_pool.inactivedCount > 0) { //Debug.Log(" |-- 池里有, 从池里取"); return _pool.Get(); } } string _name = _modelResConfig.ResourcesName; int _index = _name.IndexOf('/'); if (_index != -1) { _name = _name.Substring(_index + 1); } var _parentDirName = string.Empty; if (_name.Contains("A_Zs")) { _parentDirName = "A_Zs"; } else if (_name.Contains("A_Fs")) { _parentDirName = "A_Fs"; } Material _mat = null; if (AssetSource.mobFromEditor) { #if UNITY_EDITOR string _resourcePath = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath, "Gmodels/", _parentDirName, "/Materials/", _assetName, ".mat"); _mat = UnityEditor.AssetDatabase.LoadAssetAtPath(_resourcePath); #endif } else { string _bundleName = StringUtility.Contact(ResourcesPath.MOB_FOLDER_NAME, InstanceResourcesLoader.raceSuffix, _name.ToLower()); AssetInfo _assetInfo = new AssetInfo(_bundleName, _assetName); _mat = AssetBundleUtility.Instance.Sync_LoadAsset(_assetInfo) as Material; } if (_mat == null) { DebugEx.LogErrorFormat("MaterialLoader.Load() => 加载不到资源: {0}", _assetName); } return _mat; } public static void Release(Material mat) { if (!mat) { return; } var _name = mat.name.Replace(" (Instance)", ""); //Debug.LogFormat("要释放的材质的名称: {0}, 修改后的名称: {1}", mat.name, _name); ObjectPool _pool = null; if (!s_MatDict.TryGetValue(_name, out _pool)) { _pool = new ObjectPool(null, null); s_MatDict.Add(_name, _pool); } _pool.Add(mat); } }