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.../Assets/AssetBundleCollectorSetting.asset | 2 +- .../Code/Scripts/Gameplay/Utils/PathEx.cs | 2 +- .../CharacterBuilder/BaseRoleBuildData.cs | 11 ++--- .../CharacterBuilder/CharacterBuildData.cs | 22 --------- .../CharacterBuilderWindow.cs | 47 ++----------------- 2172 files changed, 87 insertions(+), 133 deletions(-) create mode 100644 ProjectNLD/Assets/Art_Out.meta create mode 100644 ProjectNLD/Assets/Art_Out/AutoGen.meta rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_A00001.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_A00001/_MainTex.png (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_A00001/_MainTex.png.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_A00001/_MaskTex.png (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_A00001/_MaskTex.png.meta (100%) 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Art_Out}/AutoGen/Characters/character_A00013/ov_A00013_g01.overrideController.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_A00014.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_A00014/_MainTex.png (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_A00014/_MainTex.png.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_A00014/_MaskTex.png (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_A00014/_MaskTex.png.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_A00014/character_A00014.prefab (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_A00014/character_A00014.prefab.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_A00014/mat_A00014.mat (100%) rename ProjectNLD/Assets/{Art => 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Art_Out}/AutoGen/Characters/character_A00015/_MaskTex.png.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_A00015/character_A00015.prefab (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_A00015/character_A00015.prefab.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_A00015/mat_A00015.mat (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_A00015/mat_A00015.mat.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_A00015/mesh_A00015.asset (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_A00015/mesh_A00015.asset.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_A00015/ov_A00015_g01.overrideController (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_A00015/ov_A00015_g01.overrideController.meta (100%) rename ProjectNLD/Assets/{Art => 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Art_Out}/AutoGen/Characters/character_A00024/ov_A00024_g08.overrideController (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_A00024/ov_A00024_g08.overrideController.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_A00025.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_A00025/_MainTex.png (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_A00025/_MainTex.png.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_A00025/_MaskTex.png (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_A00025/_MaskTex.png.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_A00025/character_A00025.prefab (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_A00025/character_A00025.prefab.meta (100%) rename ProjectNLD/Assets/{Art => 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rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00019_G00017/mat_E00019_G00017.mat.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00019_G00017/mesh_E00019_G00017.asset (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00019_G00017/mesh_E00019_G00017.asset.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00019_G00017/ov_E00019_G00017_g01.overrideController (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00019_G00017/ov_E00019_G00017_g01.overrideController.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00019_G00018.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00019_G00018/_MainTex.png (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00019_G00018/_MainTex.png.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00019_G00018/_MaskTex.png (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00019_G00018/_MaskTex.png.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00019_G00018/character_E00019_G00018.prefab (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00019_G00018/character_E00019_G00018.prefab.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00019_G00018/mat_E00019_G00018.mat (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00019_G00018/mat_E00019_G00018.mat.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00019_G00018/mesh_E00019_G00018.asset (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00019_G00018/mesh_E00019_G00018.asset.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00019_G00018/ov_E00019_G00018_g05.overrideController (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00019_G00018/ov_E00019_G00018_g05.overrideController.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00020_G00008.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00020_G00008/_MainTex.png (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00020_G00008/_MainTex.png.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00020_G00008/_MaskTex.png (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00020_G00008/_MaskTex.png.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00020_G00008/character_E00020_G00008.prefab (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00020_G00008/character_E00020_G00008.prefab.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00020_G00008/mat_E00020_G00008.mat (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00020_G00008/mat_E00020_G00008.mat.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00020_G00008/mesh_E00020_G00008.asset (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00020_G00008/mesh_E00020_G00008.asset.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00020_G00008/ov_E00020_G00008_g08.overrideController (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00020_G00008/ov_E00020_G00008_g08.overrideController.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00020_G00022.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00020_G00022/_MainTex.png (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00020_G00022/_MainTex.png.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00020_G00022/_MaskTex.png (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00020_G00022/_MaskTex.png.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00020_G00022/character_E00020_G00022.prefab (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00020_G00022/character_E00020_G00022.prefab.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00020_G00022/mat_E00020_G00022.mat (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00020_G00022/mat_E00020_G00022.mat.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00020_G00022/mesh_E00020_G00022.asset (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00020_G00022/mesh_E00020_G00022.asset.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00020_G00022/ov_E00020_G00022_g02.overrideController (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00020_G00022/ov_E00020_G00022_g02.overrideController.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00021_G00021.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00021_G00021/_MainTex.png (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00021_G00021/_MainTex.png.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00021_G00021/_MaskTex.png (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00021_G00021/_MaskTex.png.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00021_G00021/character_E00021_G00021.prefab (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00021_G00021/character_E00021_G00021.prefab.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00021_G00021/mat_E00021_G00021.mat (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00021_G00021/mat_E00021_G00021.mat.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00021_G00021/mesh_E00021_G00021.asset (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00021_G00021/mesh_E00021_G00021.asset.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00021_G00021/ov_E00021_G00021_g01.overrideController (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00021_G00021/ov_E00021_G00021_g01.overrideController.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00021_G00022.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00021_G00022/_MainTex.png (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00021_G00022/_MainTex.png.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00021_G00022/_MaskTex.png (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00021_G00022/_MaskTex.png.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00021_G00022/character_E00021_G00022.prefab (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00021_G00022/character_E00021_G00022.prefab.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00021_G00022/mat_E00021_G00022.mat (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00021_G00022/mat_E00021_G00022.mat.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00021_G00022/mesh_E00021_G00022.asset (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00021_G00022/mesh_E00021_G00022.asset.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00021_G00022/ov_E00021_G00022_g02.overrideController (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00021_G00022/ov_E00021_G00022_g02.overrideController.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00023_G00020.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00023_G00020/_MainTex.png (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00023_G00020/_MainTex.png.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00023_G00020/_MaskTex.png (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00023_G00020/_MaskTex.png.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00023_G00020/character_E00023_G00020.prefab (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00023_G00020/character_E00023_G00020.prefab.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00023_G00020/mat_E00023_G00020.mat (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00023_G00020/mat_E00023_G00020.mat.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00023_G00020/mesh_E00023_G00020.asset (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00023_G00020/mesh_E00023_G00020.asset.meta (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00023_G00020/ov_E00023_G00020_g05.overrideController (100%) rename ProjectNLD/Assets/{Art => Art_Out}/AutoGen/Characters/character_E00023_G00020/ov_E00023_G00020_g05.overrideController.meta (100%) diff --git a/ProjectNLD/Assets/Art/Character/Prefabs/Players/P_A00001.prefab b/ProjectNLD/Assets/Art/Character/Prefabs/Players/P_A00001.prefab index c41353989b1..ca3104d2171 100644 --- a/ProjectNLD/Assets/Art/Character/Prefabs/Players/P_A00001.prefab +++ b/ProjectNLD/Assets/Art/Character/Prefabs/Players/P_A00001.prefab @@ -532,7 +532,7 @@ PrefabInstance: type: 3} propertyPath: m_Controller value: - objectReference: {fileID: 22100000, guid: 583c9642aa9f22c4ca90b1a8ed3282a1, + objectReference: {fileID: 22100000, guid: 0b49c2d1672f6724487f40580aad5b0f, type: 2} - target: {fileID: 5866666021909216657, guid: 905ae54a845bc824da490e04dfaec99e, type: 3} diff --git a/ProjectNLD/Assets/Art/Character/Prefabs/Players/P_A01001.prefab b/ProjectNLD/Assets/Art/Character/Prefabs/Players/P_A01001.prefab index fc08fa2dac0..6dd60de9bfc 100644 --- a/ProjectNLD/Assets/Art/Character/Prefabs/Players/P_A01001.prefab +++ b/ProjectNLD/Assets/Art/Character/Prefabs/Players/P_A01001.prefab @@ -329,7 +329,7 @@ PrefabInstance: type: 3} propertyPath: m_Controller value: - objectReference: {fileID: 22100000, guid: 13d9cdb2f43a43241ac11e782045e449, + objectReference: {fileID: 22100000, guid: a57d8865a12790c45a2b086303092833, type: 2} - target: {fileID: 5866666021909216657, guid: be1b0b5b139d39e48826848f6d198265, type: 3} diff --git a/ProjectNLD/Assets/Art/temp/Editor/Check/ConfigCheck.cs b/ProjectNLD/Assets/Art/temp/Editor/Check/ConfigCheck.cs index 8faac751292..7875dc4289f 100644 --- a/ProjectNLD/Assets/Art/temp/Editor/Check/ConfigCheck.cs +++ b/ProjectNLD/Assets/Art/temp/Editor/Check/ConfigCheck.cs @@ -17,10 +17,10 @@ public class ConfigCheck : EditorWindow List vehicleItems; - [MenuItem("Test/prefab/ɫؾ")] + [MenuItem("Test/prefab工具/角色及载具配置")] public static void ShowEditor() { - var win = GetWindow("ü"); + var win = GetWindow("配置检查"); win.minSize = new Vector2(500, 700); } public void CreateGUI() @@ -69,8 +69,8 @@ public class ConfigCheck : EditorWindow view.Add(playerPane); view.Add(vehiclePane); - // ɫб - Label playerLabe = new Label() { text = "CharacterDefault" }; + // 角色列表 + Label playerLabe = new Label() { text = "CharacterDefault配置" }; playerLabe.style.unityTextAlign = TextAnchor.MiddleCenter; playerLabe.style.fontSize = 20; playerLabe.style.color = Color.green; @@ -90,8 +90,8 @@ public class ConfigCheck : EditorWindow }; playerListView.itemsSource = playerItems; - // ؾб - Label vLabe = new Label() { text = "VehicleConfig" }; + // 载具列表 + Label vLabe = new Label() { text = "VehicleConfig配置" }; vLabe.style.unityTextAlign = TextAnchor.MiddleCenter; vLabe.style.fontSize = 20; vLabe.style.color = Color.green; @@ -164,39 +164,39 @@ public class PlayerItem ani01_isDone = AssetDatabase.LoadAssetAtPath(path1); //skinIsDone = asset.Find("Root/Bip001"); - // + // 查找配置 mainConfigIsDone = buildDataList.Any(a => a.mainConfig.NameID == id); skinsConfigIsDone = buildDataList.Any(a => a.skins[1].NameID == skin01Name); - // ǷAutoGenļ, жǷѹ2Ƥ - string autoDir = $"Assets/Art/AutoGen/Characters/character_{id}/"; - string autoDir1 = $"Assets/Art/AutoGen/Characters/character_{skin01Name}/"; + // 是否存在AutoGen文件夹, 判断是否已构建(2个皮肤) + string autoDir = $"Assets/Art_Out/AutoGen/Characters/character_{id}/"; + string autoDir1 = $"Assets/Art_Out/AutoGen/Characters/character_{skin01Name}/"; - isBuild = AssetDatabase.IsValidFolder(autoDir1); // ֻƤ2 + isBuild = AssetDatabase.IsValidFolder(autoDir1); // 只检查皮肤2 - if (ani00_isDone) // ܶ + if (ani00_isDone) // 技能动画完成 { if (!mainConfigIsDone) { - this.message = " ȱmainConfig"; + this.message = " 缺少mainConfig"; } else { if (isBuild is false) { - this.message = ani01_isDone ? "ҪƤ2" : "ȱټܶ2"; + this.message = ani01_isDone ? "需要构建皮肤2" : "缺少技能动画2"; } } if (!skinsConfigIsDone && ani01_isDone) { - this.message = this.message + $" ȱ{skin01Name}skinConfg"; + this.message = this.message + $" 缺少{skin01Name}skinConfg"; } } else { - this.message = "ȱټܶ1"; + this.message = "缺少技能动画1"; } } } @@ -212,7 +212,7 @@ public class VehicleItem { this.id = vPrefab.name.Split('_')[1]; configIsDone = dataList.Any(a => a.vehicleConfig.ID.ToString() == id); - message = configIsDone ? "Ҫؾ" : "ȱorδ"; + message = configIsDone ? "需要构建载具" : "缺少配置or未解锁"; string path = $"Assets/Art/AutoGen/Vehicle/{id}"; isBuild = AssetDatabase.IsValidFolder(path); } diff --git a/ProjectNLD/Assets/Art/temp/Editor/PlayerBrowser/PlayerInfo.cs b/ProjectNLD/Assets/Art/temp/Editor/PlayerBrowser/PlayerInfo.cs index ba26f76b38b..608d3a86d43 100644 --- a/ProjectNLD/Assets/Art/temp/Editor/PlayerBrowser/PlayerInfo.cs +++ b/ProjectNLD/Assets/Art/temp/Editor/PlayerBrowser/PlayerInfo.cs @@ -86,7 +86,7 @@ namespace PersonBrowser public PlayerInfo(string id) { m_Name = id; - // Player ʼֵAssetsлȡд + // Player 初始值在Assets中获取,可写。 try { string path = $"Assets/Art/Character/Prefabs/Players/P_{m_Name}.prefab"; @@ -97,7 +97,7 @@ namespace PersonBrowser Player = null; } - // Skill ֻAssetsлȡд + // Skill 只在Assets中获取,不可写。 try { string path = $"Assets/Art/Animations/Battle/Skill/ani_{m_Name}_skill01.fbx"; @@ -108,7 +108,7 @@ namespace PersonBrowser Skill = null; } - // Player_S ֻAssetsлȡд + // Player_S 只在Assets中获取,不可写。 try { string path = $"Assets/Art/Character/Prefabs/Players_S/P_S_{m_Name}.prefab"; @@ -119,7 +119,7 @@ namespace PersonBrowser Display = null; } - // Player_S Animator Controller ֻAssetsлȡд + // Player_S Animator Controller 只在Assets中获取,不可写。 try { Display_ac = Display.transform.GetChild(0).GetComponent().runtimeAnimatorController; @@ -129,8 +129,8 @@ namespace PersonBrowser Display_ac = null; } - // AutoGen ֻAssetsлȡд - string directory = $"Assets/Art/AutoGen/Characters/character_{m_Name}/"; + // AutoGen 只在Assets中获取,不可写。 + string directory = $"Assets/Art_Out/AutoGen/Characters/character_{m_Name}/"; if (AssetDatabase.IsValidFolder(directory)) { try @@ -145,7 +145,7 @@ namespace PersonBrowser } try { - string path = $"Assets/Art/AutoGen/Characters/character_{m_Name}/_MainTex.png"; + string path = $"Assets/Art_Out/AutoGen/Characters/character_{m_Name}/_MainTex.png"; MainTex = AssetDatabase.LoadAssetAtPath(path); } catch @@ -155,7 +155,7 @@ namespace PersonBrowser } else { - // Debug.Log($"character_{m_Name} ·, Ҫȹɫ"); + // Debug.Log($"character_{m_Name} 路径不存在, 需要先构建角色"); AutoGen = null; MainTex = null; }; @@ -165,7 +165,7 @@ namespace PersonBrowser AniFile = null; if (!System.IO.Directory.Exists($@"\\192.168.2.222\project_A")) { - Debug.Log(@"޷ӣ\\192.168.2.222\\project_A"); + Debug.Log(@"无法链接:\\192.168.2.222\\project_A"); } else { @@ -176,16 +176,16 @@ namespace PersonBrowser if (m_Name.StartsWith("AA")) { str = m_Name.Remove(3, 1).Insert(3, "0"); - modelPath1 = $@"\\192.168.2.222\project_A\02_ģ\Players\{str.Remove(0, 1)}\{m_Name}\{m_Name}.max"; - modelPath2 = $@"\\192.168.2.222\project_A\02_ģ\Players\{str.Remove(0, 1)}\{m_Name}.max"; - skinPath = $@"\\192.168.2.222\project_A\03_\ɫƤ\\{str}\{m_Name}\{m_Name}_skin.max"; + modelPath1 = $@"\\192.168.2.222\project_A\02_模型\Players\{str.Remove(0, 1)}\{m_Name}\{m_Name}.max"; + modelPath2 = $@"\\192.168.2.222\project_A\02_模型\Players\{str.Remove(0, 1)}\{m_Name}.max"; + skinPath = $@"\\192.168.2.222\project_A\03_动作\角色蒙皮\异格\{str}\{m_Name}\{m_Name}_skin.max"; } else { str = m_Name.Remove(2, 1).Insert(2, "0"); - modelPath1 = $@"\\192.168.2.222\project_A\02_ģ\Players\{str}\{m_Name}\{m_Name}.max"; - modelPath2 = $@"\\192.168.2.222\project_A\02_ģ\Players\{str}\{m_Name}.max"; - skinPath = $@"\\192.168.2.222\project_A\03_\ɫƤ\Player\{str}\{m_Name}\{m_Name}_skin.max"; + modelPath1 = $@"\\192.168.2.222\project_A\02_模型\Players\{str}\{m_Name}\{m_Name}.max"; + modelPath2 = $@"\\192.168.2.222\project_A\02_模型\Players\{str}\{m_Name}.max"; + skinPath = $@"\\192.168.2.222\project_A\03_动作\角色蒙皮\Player\{str}\{m_Name}\{m_Name}_skin.max"; } @@ -200,17 +200,17 @@ namespace PersonBrowser } - string aniPath = $@"\\192.168.2.222\project_A\03_\ɫ\max\{m_Name}_skill01.max"; + string aniPath = $@"\\192.168.2.222\project_A\03_动作\角色技能\max\{m_Name}_skill01.max"; if (System.IO.File.Exists(aniPath)) { AniFile = $"{m_Name}_skill01.max"; } } - // ɫɶû - // ɫȱһ - // ɫȫ - // ɫļȫδɫ + // 灰色:啥都没有 + // 黄色:至少缺一项 + // 绿色:齐全 + // 红色:文件齐全但未构建角色 if (AniFile == null && ModelFile == null && SkinFile == null) { State = Color.gray; diff --git a/ProjectNLD/Assets/Art/temp/Editor/test/ModifyPrefab.cs b/ProjectNLD/Assets/Art/temp/Editor/test/ModifyPrefab.cs index 69232879f05..b3883ca1693 100644 --- a/ProjectNLD/Assets/Art/temp/Editor/test/ModifyPrefab.cs +++ b/ProjectNLD/Assets/Art/temp/Editor/test/ModifyPrefab.cs @@ -12,11 +12,11 @@ public class ModifyPrefab : EditorWindow { private GameObject[] objs; - [MenuItem("Test/tools/޸ prefab")] - public static void ShowWindow() { GetWindow("޸ Prefab"); } + [MenuItem("Test/tools/�޸� prefab")] + public static void ShowWindow() { GetWindow("�޸� Prefab"); } public void CreateGUI() { - Button btn1 = new() { name = "button1", text = "޸ wind zone" }; + Button btn1 = new() { name = "button1", text = "�޸� wind zone" }; rootVisualElement.Add(btn1); btn1.RegisterCallback(ModifyPlayers); @@ -24,19 +24,19 @@ public class ModifyPrefab : EditorWindow rootVisualElement.Add(btn3); btn3.RegisterCallback(GetObjs); - Button btn2 = new() { name = "button2", text = "޸ auto gen prefab" }; + Button btn2 = new() { name = "button2", text = "�޸� auto gen prefab" }; rootVisualElement.Add(btn2); btn2.RegisterCallback(ModifyAutoGen); - Button btn4 = new() { name = "button4", text = "޸ ɫ scale" }; + Button btn4 = new() { name = "button4", text = "�޸� ��ɫ scale" }; rootVisualElement.Add(btn4); btn4.RegisterCallback(ModifyScale); - Button btn5 = new() { name = "button5", text = "Ƴposؼ֡" }; + Button btn5 = new() { name = "button5", text = "�Ƴ�pos�ؼ�֡" }; rootVisualElement.Add(btn5); btn5.RegisterCallback(AnimOptimize); - Button btn6 = new() { name = "button6", text = "޸̨" }; + Button btn6 = new() { name = "button6", text = "�޸���̨����" }; rootVisualElement.Add(btn6); btn6.RegisterCallback(ModifyBattery); } @@ -47,7 +47,7 @@ public class ModifyPrefab : EditorWindow GameObject[] objectArray = Selection.gameObjects; foreach (GameObject obj in objectArray) { - // ʵֱ޸ԴҪ Ctrl+S ֶ + // ��ʵ������ֱ���޸���Դ����Ҫ Ctrl+S �ֶ����� var ins = obj.transform.GetChild(0); try { @@ -67,7 +67,7 @@ public class ModifyPrefab : EditorWindow GameObject[] objectArray = Selection.gameObjects; foreach (GameObject obj in objectArray) { - // ʵֱ޸ԴҪ Ctrl+S ֶ + // ��ʵ������ֱ���޸���Դ����Ҫ Ctrl+S �ֶ����� obj.transform.GetChild(0).localScale = new Vector3(1.0f, 1.0f, 1.0f); } } @@ -79,7 +79,7 @@ public class ModifyPrefab : EditorWindow void GetObjs(ClickEvent ent) { - string[] subFloders = AssetDatabase.GetSubFolders("Assets/Art/AutoGen/Characters"); + string[] subFloders = AssetDatabase.GetSubFolders("Assets/Art_Out/AutoGen/Characters"); string[] guids = AssetDatabase.FindAssets("character_A", subFloders); List list = new List(); foreach (string guid in guids) @@ -135,13 +135,13 @@ public class ModifyPrefab : EditorWindow Debug.Log(clip.name); - // ɾPOS֡ + // ɾ��POS������֡ EditorCurveBinding[] curveBingdings = AnimationUtility.GetCurveBindings(clip); foreach (var curveBingding in curveBingdings) { string name = curveBingding.propertyName.ToLower(); string bonePath = curveBingding.path; - // ɾPOSҪųģҵ + // ɾ��POS��Ҫ�ų����ģ������ҵ� string[] fliter = new string[]{ "Root/Bip001", "Root/Bip001/Bip001 Spine/Bip001 Spine1/Bip001 R Clavicle/Bip001 R UpperArm/Bip001 R Forearm/Bip001 R Hand/Grip_point01", @@ -157,7 +157,7 @@ public class ModifyPrefab : EditorWindow } } - // 㾫ѹ + // ���㾫��ѹ�� AnimationClipCurveData[] curves = null; curves = AnimationUtility.GetAllCurves(clip); Keyframe key; @@ -182,7 +182,7 @@ public class ModifyPrefab : EditorWindow clip.SetCurve(curveDate.path, curveDate.type, curveDate.propertyName, curveDate.curve); } - // ȡanimļ + // ��ȡanim�ļ� AnimationClip newClip = new AnimationClip(); EditorUtility.CopySerialized(clip, newClip); string newAnimPath = ""; diff --git a/ProjectNLD/Assets/Art/temp/Editor/test/ShowAniTest.cs b/ProjectNLD/Assets/Art/temp/Editor/test/ShowAniTest.cs index c99f4170234..d63ea3fde93 100644 --- a/ProjectNLD/Assets/Art/temp/Editor/test/ShowAniTest.cs +++ b/ProjectNLD/Assets/Art/temp/Editor/test/ShowAniTest.cs @@ -23,7 +23,7 @@ public class ShowAniTest : EditorWindow public void CreateGUI() { - startIdField = new TextField() { label = "ʼprefab id:0000101001" }; + startIdField = new TextField() { label = "起始prefab id:00001或01001" }; rootVisualElement.Add(startIdField); Button btn1 = new() { name = "button1", text = "add prefab to point" }; @@ -50,7 +50,7 @@ public class ShowAniTest : EditorWindow prefabList = new(); if (startIdField.value.Length != 5) { - Debug.Log("ȷid"); + Debug.Log("请输入正确id"); return; } int id = Convert.ToInt32(startIdField.value); @@ -60,7 +60,7 @@ public class ShowAniTest : EditorWindow Transform point = points.transform.Find($"Point{n}"); n++; string idName = i.ToString().PadLeft(5, '0'); - string[] guids = AssetDatabase.FindAssets($"t:GameObject", new string[] { $"Assets/Art/AutoGen/Characters/character_A{idName}/" }); + string[] guids = AssetDatabase.FindAssets($"t:GameObject", new string[] { $"Assets/Art_Out/AutoGen/Characters/character_A{idName}/" }); if (guids.Length != 0) { string path = AssetDatabase.GUIDToAssetPath(guids[0]); @@ -80,14 +80,14 @@ public class ShowAniTest : EditorWindow public void ChangAni(ClickEvent evt) { stateCount = (stateCount + 1) % stateNames.Length; - Debug.Log($"л{stateCount}"); + Debug.Log($"切换动作:{stateCount}"); string nextStateName = stateNames[stateCount]; foreach (GameObject item in prefabList) { Transform assetTransform = item.transform.GetChild(0); Animator animator = assetTransform.GetComponent(); - // ѯģ + // 查询动作模组 string assetName = ""; assetName = assetTransform.name.Remove(2, 1); assetName = assetName.Insert(2, "0"); @@ -108,12 +108,12 @@ public class ShowAniTest : EditorWindow Transform assetTransform = item.transform.GetChild(0); Animator animator = assetTransform.GetComponent(); - // ѯģ + // 查询动作模组 string assetName = ""; assetName = assetTransform.name.Remove(2, 1); assetName = assetName.Insert(2, "0"); string aniSet = persons.First(item => item.id == assetName).aniSet; - string acPath = $"Assets/Art/AutoGen/Characters/character_{assetName}/ov_{assetName}_{aniSet}.overrideController"; + string acPath = $"Assets/Art_Out/AutoGen/Characters/character_{assetName}/ov_{assetName}_{aniSet}.overrideController"; // config animator controller var rac = AssetDatabase.LoadAssetAtPath(acPath); diff --git a/ProjectNLD/Assets/Art_Out.meta b/ProjectNLD/Assets/Art_Out.meta new file mode 100644 index 00000000000..ee91e8ed51b --- /dev/null +++ b/ProjectNLD/Assets/Art_Out.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 94bead32ec828f649994d85eafa76585 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ProjectNLD/Assets/Art_Out/AutoGen.meta b/ProjectNLD/Assets/Art_Out/AutoGen.meta new file mode 100644 index 00000000000..d39bba0ff60 --- /dev/null +++ b/ProjectNLD/Assets/Art_Out/AutoGen.meta @@ 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ProjectNLD/Assets/Art/AutoGen/Characters/character_A00001/_MainTex.png rename to ProjectNLD/Assets/Art_Out/AutoGen/Characters/character_A00001/_MainTex.png diff --git a/ProjectNLD/Assets/Art/AutoGen/Characters/character_A00001/_MainTex.png.meta b/ProjectNLD/Assets/Art_Out/AutoGen/Characters/character_A00001/_MainTex.png.meta similarity index 100% rename from ProjectNLD/Assets/Art/AutoGen/Characters/character_A00001/_MainTex.png.meta rename to ProjectNLD/Assets/Art_Out/AutoGen/Characters/character_A00001/_MainTex.png.meta diff --git a/ProjectNLD/Assets/Art/AutoGen/Characters/character_A00001/_MaskTex.png b/ProjectNLD/Assets/Art_Out/AutoGen/Characters/character_A00001/_MaskTex.png similarity index 100% rename from ProjectNLD/Assets/Art/AutoGen/Characters/character_A00001/_MaskTex.png rename to ProjectNLD/Assets/Art_Out/AutoGen/Characters/character_A00001/_MaskTex.png diff --git a/ProjectNLD/Assets/Art/AutoGen/Characters/character_A00001/_MaskTex.png.meta 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b/ProjectNLD/Assets/Art_Out/AutoGen/Characters/character_E00023_G00020/_MainTex.png similarity index 100% rename from ProjectNLD/Assets/Art/AutoGen/Characters/character_E00023_G00020/_MainTex.png rename to ProjectNLD/Assets/Art_Out/AutoGen/Characters/character_E00023_G00020/_MainTex.png diff --git a/ProjectNLD/Assets/Art/AutoGen/Characters/character_E00023_G00020/_MainTex.png.meta b/ProjectNLD/Assets/Art_Out/AutoGen/Characters/character_E00023_G00020/_MainTex.png.meta similarity index 100% rename from ProjectNLD/Assets/Art/AutoGen/Characters/character_E00023_G00020/_MainTex.png.meta rename to ProjectNLD/Assets/Art_Out/AutoGen/Characters/character_E00023_G00020/_MainTex.png.meta diff --git a/ProjectNLD/Assets/Art/AutoGen/Characters/character_E00023_G00020/_MaskTex.png b/ProjectNLD/Assets/Art_Out/AutoGen/Characters/character_E00023_G00020/_MaskTex.png similarity index 100% rename from ProjectNLD/Assets/Art/AutoGen/Characters/character_E00023_G00020/_MaskTex.png rename to ProjectNLD/Assets/Art_Out/AutoGen/Characters/character_E00023_G00020/_MaskTex.png diff --git a/ProjectNLD/Assets/Art/AutoGen/Characters/character_E00023_G00020/_MaskTex.png.meta b/ProjectNLD/Assets/Art_Out/AutoGen/Characters/character_E00023_G00020/_MaskTex.png.meta similarity index 100% rename from ProjectNLD/Assets/Art/AutoGen/Characters/character_E00023_G00020/_MaskTex.png.meta rename to ProjectNLD/Assets/Art_Out/AutoGen/Characters/character_E00023_G00020/_MaskTex.png.meta diff --git a/ProjectNLD/Assets/Art/AutoGen/Characters/character_E00023_G00020/character_E00023_G00020.prefab b/ProjectNLD/Assets/Art_Out/AutoGen/Characters/character_E00023_G00020/character_E00023_G00020.prefab similarity index 100% rename from ProjectNLD/Assets/Art/AutoGen/Characters/character_E00023_G00020/character_E00023_G00020.prefab rename to ProjectNLD/Assets/Art_Out/AutoGen/Characters/character_E00023_G00020/character_E00023_G00020.prefab diff --git a/ProjectNLD/Assets/Art/AutoGen/Characters/character_E00023_G00020/character_E00023_G00020.prefab.meta b/ProjectNLD/Assets/Art_Out/AutoGen/Characters/character_E00023_G00020/character_E00023_G00020.prefab.meta similarity index 100% rename from ProjectNLD/Assets/Art/AutoGen/Characters/character_E00023_G00020/character_E00023_G00020.prefab.meta rename to ProjectNLD/Assets/Art_Out/AutoGen/Characters/character_E00023_G00020/character_E00023_G00020.prefab.meta diff --git a/ProjectNLD/Assets/Art/AutoGen/Characters/character_E00023_G00020/mat_E00023_G00020.mat b/ProjectNLD/Assets/Art_Out/AutoGen/Characters/character_E00023_G00020/mat_E00023_G00020.mat similarity index 100% rename from ProjectNLD/Assets/Art/AutoGen/Characters/character_E00023_G00020/mat_E00023_G00020.mat rename to ProjectNLD/Assets/Art_Out/AutoGen/Characters/character_E00023_G00020/mat_E00023_G00020.mat diff --git a/ProjectNLD/Assets/Art/AutoGen/Characters/character_E00023_G00020/mat_E00023_G00020.mat.meta b/ProjectNLD/Assets/Art_Out/AutoGen/Characters/character_E00023_G00020/mat_E00023_G00020.mat.meta similarity index 100% rename from ProjectNLD/Assets/Art/AutoGen/Characters/character_E00023_G00020/mat_E00023_G00020.mat.meta rename to ProjectNLD/Assets/Art_Out/AutoGen/Characters/character_E00023_G00020/mat_E00023_G00020.mat.meta diff --git a/ProjectNLD/Assets/Art/AutoGen/Characters/character_E00023_G00020/mesh_E00023_G00020.asset b/ProjectNLD/Assets/Art_Out/AutoGen/Characters/character_E00023_G00020/mesh_E00023_G00020.asset similarity index 100% rename from ProjectNLD/Assets/Art/AutoGen/Characters/character_E00023_G00020/mesh_E00023_G00020.asset rename to ProjectNLD/Assets/Art_Out/AutoGen/Characters/character_E00023_G00020/mesh_E00023_G00020.asset diff --git a/ProjectNLD/Assets/Art/AutoGen/Characters/character_E00023_G00020/mesh_E00023_G00020.asset.meta b/ProjectNLD/Assets/Art_Out/AutoGen/Characters/character_E00023_G00020/mesh_E00023_G00020.asset.meta similarity index 100% rename from ProjectNLD/Assets/Art/AutoGen/Characters/character_E00023_G00020/mesh_E00023_G00020.asset.meta rename to ProjectNLD/Assets/Art_Out/AutoGen/Characters/character_E00023_G00020/mesh_E00023_G00020.asset.meta diff --git a/ProjectNLD/Assets/Art/AutoGen/Characters/character_E00023_G00020/ov_E00023_G00020_g05.overrideController b/ProjectNLD/Assets/Art_Out/AutoGen/Characters/character_E00023_G00020/ov_E00023_G00020_g05.overrideController similarity index 100% rename from ProjectNLD/Assets/Art/AutoGen/Characters/character_E00023_G00020/ov_E00023_G00020_g05.overrideController rename to ProjectNLD/Assets/Art_Out/AutoGen/Characters/character_E00023_G00020/ov_E00023_G00020_g05.overrideController diff --git a/ProjectNLD/Assets/Art/AutoGen/Characters/character_E00023_G00020/ov_E00023_G00020_g05.overrideController.meta b/ProjectNLD/Assets/Art_Out/AutoGen/Characters/character_E00023_G00020/ov_E00023_G00020_g05.overrideController.meta similarity index 100% rename from ProjectNLD/Assets/Art/AutoGen/Characters/character_E00023_G00020/ov_E00023_G00020_g05.overrideController.meta rename to ProjectNLD/Assets/Art_Out/AutoGen/Characters/character_E00023_G00020/ov_E00023_G00020_g05.overrideController.meta diff --git a/ProjectNLD/Assets/AssetBundleCollectorSetting.asset b/ProjectNLD/Assets/AssetBundleCollectorSetting.asset index d3de8f4580d..179e6322322 100644 --- a/ProjectNLD/Assets/AssetBundleCollectorSetting.asset +++ b/ProjectNLD/Assets/AssetBundleCollectorSetting.asset @@ -344,7 +344,7 @@ MonoBehaviour: AssetTags: ActiveRuleName: EnableGroup Collectors: - - CollectPath: Assets/Art/AutoGen/Characters + - CollectPath: Assets/Art_Out/AutoGen/Characters CollectorGUID: 144b187410f39fb46af5538da1148b13 CollectorType: 0 AddressRuleName: AddressByFileName diff --git a/ProjectNLD/Assets/Code/Scripts/Gameplay/Utils/PathEx.cs b/ProjectNLD/Assets/Code/Scripts/Gameplay/Utils/PathEx.cs index 99c64899c0a..dd7f9720936 100644 --- a/ProjectNLD/Assets/Code/Scripts/Gameplay/Utils/PathEx.cs +++ b/ProjectNLD/Assets/Code/Scripts/Gameplay/Utils/PathEx.cs @@ -63,7 +63,7 @@ namespace Gameplay.Utils /// public static string GetCharacterFightModelPath(string nameId) { - return $"Assets/Art/AutoGen/Characters/character_{nameId}/character_{nameId}.prefab"; + return $"Assets/Art_Out/AutoGen/Characters/character_{nameId}/character_{nameId}.prefab"; } /// diff --git a/ProjectNLD/Assets/Editor/CharacterBuilder/BaseRoleBuildData.cs b/ProjectNLD/Assets/Editor/CharacterBuilder/BaseRoleBuildData.cs index cd672086403..e57052eb0c8 100644 --- a/ProjectNLD/Assets/Editor/CharacterBuilder/BaseRoleBuildData.cs +++ b/ProjectNLD/Assets/Editor/CharacterBuilder/BaseRoleBuildData.cs @@ -1,17 +1,14 @@ using System.Collections.Generic; using System.IO; -using cfg.EmojCfg; using cfg.WeaponCfg; -using Framework; using Gameplay.Character; -using Gameplay.Performance.Cmp; using Gameplay.Utils; using PhxhSDK.Phxh.AutoCombine; using SkillEditor; -using Tools; using UnityEditor; using UnityEditor.Animations; using UnityEngine; + namespace CharacterBuilder { public abstract class BaseRoleBuildData @@ -322,8 +319,8 @@ namespace CharacterBuilder animator.enabled = true; var overrideController = _AutoBuildAnimator(clipDict, nameId); - // Assets/Art/AutoGen/Characters/character_{id} - var parentPath = $"Assets/Art/AutoGen/Characters/character_{nameId}"; + // Assets/Art_Out/AutoGen/Characters/character_{id} + var parentPath = $"Assets/Art_Out/AutoGen/Characters/character_{nameId}"; if (Directory.Exists(parentPath)) { Directory.Delete(parentPath, true); @@ -380,7 +377,7 @@ namespace CharacterBuilder private string _CombineSkins(string prefabPath, string nameId) { - var parentPath = $"Assets/Art/AutoGen/Characters/character_{nameId}"; + var parentPath = $"Assets/Art_Out/AutoGen/Characters/character_{nameId}"; var loadPrefab = AssetDatabase.LoadAssetAtPath(prefabPath); var instPrefab = Object.Instantiate(loadPrefab); diff --git a/ProjectNLD/Assets/Editor/CharacterBuilder/CharacterBuildData.cs b/ProjectNLD/Assets/Editor/CharacterBuilder/CharacterBuildData.cs index e7ce6df79e9..1cffda212f7 100644 --- a/ProjectNLD/Assets/Editor/CharacterBuilder/CharacterBuildData.cs +++ b/ProjectNLD/Assets/Editor/CharacterBuilder/CharacterBuildData.cs @@ -90,30 +90,8 @@ namespace CharacterBuilder EditorUtility.SetDirty(displayObj); // 保存 AssetDatabase.SaveAssets(); - _AddToAddressables(displayPath); } } - private void _AddToAddressables(string assetPath) - { - #if USE_ADDRESSABLES - // 获取 AddressableAssetSettings - var settings = AddressableAssetSettingsDefaultObject.Settings; - - // 获取或创建一个资源组 - var group = settings.FindGroup("SplitCharacter"); - if (group == null) - { - Debug.LogError("找不到资源组:SplitCharacter"); - return; - } - // 创建或移动条目 - var guid = AssetDatabase.AssetPathToGUID(assetPath); - settings.CreateOrMoveEntry(guid, group); - #endif - } - - - } } diff --git a/ProjectNLD/Assets/Editor/CharacterBuilder/CharacterBuilderWindow.cs b/ProjectNLD/Assets/Editor/CharacterBuilder/CharacterBuilderWindow.cs index 92475bb52bd..a5777f69480 100644 --- a/ProjectNLD/Assets/Editor/CharacterBuilder/CharacterBuilderWindow.cs +++ b/ProjectNLD/Assets/Editor/CharacterBuilder/CharacterBuilderWindow.cs @@ -185,6 +185,11 @@ namespace CharacterBuilder _BuildDatas(); } + if (_characterBuildDataList == null) + { + return; + } + GUILayout.BeginHorizontal(); GUILayout.Label($"当前共有角色配置:{_characterBuildDataList.Count} 个, 敌人配置:{_npcBuildDataList.Count} 个"); if (GUILayout.Button("刷新")) @@ -365,50 +370,8 @@ namespace CharacterBuilder buildData.RebuildAll(_animclipMap); } - _AddAllSotryUsedAssets(); - AssetDatabase.Refresh(); } - private void _AddAllSotryUsedAssets() - { - var storyPlayerMapper = EditorTableManager.instance.tables.PlayerMapperConfig.DataList; - for (int i = 0; i < storyPlayerMapper.Count; i++) - { - var config = storyPlayerMapper[i]; - var prefabPath = config.ModelPath; - if (string.IsNullOrEmpty(prefabPath)) - { - continue; - } - // 判断资源是否存在 - var loadPrefab = AssetDatabase.LoadAssetAtPath(prefabPath); - if (loadPrefab == null) - { - continue; - } - _AddToAddressables(prefabPath); - } - } - - private void _AddToAddressables(string assetPath) - { - #if USE_ADDRESSABLES - // 获取 AddressableAssetSettings - var settings = AddressableAssetSettingsDefaultObject.Settings; - - // 获取或创建一个资源组 - var group = settings.FindGroup("SplitCharacter"); - if (group == null) - { - Debug.LogError("找不到资源组:SplitCharacter"); - return; - } - // 创建或移动条目 - var guid = AssetDatabase.AssetPathToGUID(assetPath); - settings.CreateOrMoveEntry(guid, group); - #endif - } - } }