【资源路径】移动 后处理描边 资源
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fileFormatVersion: 2
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guid: cc9032fd93f7993469142dff94ce2c42
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guid: 8f4ae3b3283659246ac3197dc93e4195
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: ee3ad085dad69ae4e8a79c3696878ab8
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -37,14 +37,6 @@ MonoBehaviour:
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FilterRuleName: CollectAll
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AssetTags:
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UserData:
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- CollectPath: Assets/Art/Scene/Outline
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CollectorGUID: cc9032fd93f7993469142dff94ce2c42
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CollectorType: 0
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AddressRuleName: AddressByFileName
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PackRuleName: PackDirectory
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FilterRuleName: CollectAll
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AssetTags:
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UserData:
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- CollectPath: Assets/Scenes/TeamEdit/TeamPreviewNode.prefab
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CollectorGUID: 8b38720b2a034bd47b42be95986ebc2f
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CollectorType: 0
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@ -472,14 +464,6 @@ MonoBehaviour:
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FilterRuleName: CollectAll
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AssetTags:
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UserData:
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- CollectPath: Assets/Level/Prefabs/OutlineManager.prefab
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CollectorGUID: 26b30014e5b109445a7038a9f57d85a6
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CollectorType: 0
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AddressRuleName: AddressByFileName
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PackRuleName: PackDirectory
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FilterRuleName: CollectAll
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AssetTags:
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UserData:
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- CollectPath: Assets/Art_Out/Other
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CollectorGUID: 9ea58be3619743049848efeca23df3a1
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CollectorType: 0
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@ -17,7 +17,6 @@ namespace Framework
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public const string TERRAIN_TYPE_CONFIG_PATH = "Assets/Config/Maps/TerrainTypes.json";
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public const string SKILL_CONFIG_FORMAT_PATH = "Assets/Config/Skills/LogicAssets/logic_{0}.json";
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public const string ANIMATOR_CONFIG_FORMAT_PATH = "Assets/Config/Skills/AnimatorInfos/animator_{0}.json";
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public const string OUTLINE_POSTPROCESS_PATH = "Assets/Level/Prefabs/OutlineManager.prefab";
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public const string MAP_STRUCTURE_PATH_WITHOUT_ASSET = "Art/Character/Prefabs/Structure";
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public const string LEVEL_NPC_PATH_WITHOUT_ASSET = "Art/Character/Prefabs/Enemy";
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@ -45,10 +44,7 @@ namespace Framework
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public const string AI_ASSET_FORMAT_PATH = "Assets/Config/AI/{0}.asset";
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public const string SHADER_FADEOUT_PATH = "Assets/Code/Shaders/Character/NLD_Charactor_Dead.shader";
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public const string SHADER_OUTLINE_PATH1 = "Assets/Art/Scene/Outline/post_outline_mat1.mat";
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public const string SHADER_OUTLINE_PATH1_1 = "Assets/Art/Scene/Outline/post_outline_mat1_1.mat";
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public const string SHADER_OUTLINE_PATH2 = "Assets/Art/Scene/Outline/post_outline_mat2.mat";
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public const string SHADER_OUTLINE_PATH3 = "Assets/Art/Scene/Outline/post_outline_mat3.mat";
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public const string SKILL_GORUND_HIGH_LIGHT = "Assets/Art/Gfx/Prefabs/GfxSelectedGround_white.prefab";
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@ -33,6 +33,17 @@
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{
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public const string SELECT_POINT = "Assets/Art/Other/skill_area_point.prefab";
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}
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public static class Outline
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{
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public const string MAT1 = "Assets/Art_Out/Other/Outline/Mat/post_outline_mat1.mat";
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public const string MAT1_1 = "Assets/Art_Out/Other/Outline/Mat/post_outline_mat1_1.mat";
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public const string MAT2 = "Assets/Art_Out/Other/Outline/Mat/post_outline_mat2.mat";
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public const string MAT3 = "Assets/Art_Out/Other/Outline/Mat/post_outline_mat3.mat";
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public const string MANAGER_PATH = "Assets/Art_Out/Other/Outline/OutlineManager.prefab";
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}
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}
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}
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@ -366,11 +366,11 @@ namespace Gameplay.Level
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private void _UnloadOutlinePost()
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{
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AssetManager.Instance.Unload(Constants.SHADER_OUTLINE_PATH1);
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AssetManager.Instance.Unload(Constants.SHADER_OUTLINE_PATH1_1);
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AssetManager.Instance.Unload(Constants.SHADER_OUTLINE_PATH2);
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AssetManager.Instance.Unload(Constants.SHADER_OUTLINE_PATH3);
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AssetManager.Instance.Unload(Constants.OUTLINE_POSTPROCESS_PATH);
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AssetManager.Instance.Unload(PathDefine.Outline.MAT1);
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AssetManager.Instance.Unload(PathDefine.Outline.MAT1_1);
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AssetManager.Instance.Unload(PathDefine.Outline.MAT2);
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AssetManager.Instance.Unload(PathDefine.Outline.MAT3);
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AssetManager.Instance.Unload(PathDefine.Outline.MANAGER_PATH);
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}
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private void _UnLoadWeather()
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@ -649,21 +649,21 @@ namespace Gameplay.Level
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// todo: 因为逻辑上有使用outlinemanager.instance 所以这里需要先加载
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// if (!PerformanceManager.instance.data.enablePostOutline) return;
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// 加载shader
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AssetManager.Instance.PostPreload(Constants.SHADER_OUTLINE_PATH1);
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AssetManager.Instance.PostPreload(Constants.SHADER_OUTLINE_PATH1_1);
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AssetManager.Instance.PostPreload(Constants.SHADER_OUTLINE_PATH2);
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AssetManager.Instance.PostPreload(Constants.SHADER_OUTLINE_PATH3);
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AssetManager.Instance.PostPreload(PathDefine.Outline.MAT1);
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AssetManager.Instance.PostPreload(PathDefine.Outline.MAT1_1);
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AssetManager.Instance.PostPreload(PathDefine.Outline.MAT2);
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AssetManager.Instance.PostPreload(PathDefine.Outline.MAT3);
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await AssetManager.Instance.WaitAllPreloads();
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var loadObj =
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await AssetManager.Instance.LoadAssetAsync<GameObject>(Constants.OUTLINE_POSTPROCESS_PATH);
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await AssetManager.Instance.LoadAssetAsync<GameObject>(PathDefine.Outline.MANAGER_PATH);
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if (loadObj != null)
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{
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Object.Instantiate(loadObj);
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OutlineManager.instance.mat1 = AssetManager.Instance.GetPreLoadResult<Material>(Constants.SHADER_OUTLINE_PATH1);
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OutlineManager.instance.mat1_1 = AssetManager.Instance.GetPreLoadResult<Material>(Constants.SHADER_OUTLINE_PATH1_1);
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OutlineManager.instance.mat2 = AssetManager.Instance.GetPreLoadResult<Material>(Constants.SHADER_OUTLINE_PATH2);
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OutlineManager.instance.mat3 = AssetManager.Instance.GetPreLoadResult<Material>(Constants.SHADER_OUTLINE_PATH3);
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OutlineManager.instance.mat1 = AssetManager.Instance.GetPreLoadResult<Material>(PathDefine.Outline.MAT1);
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OutlineManager.instance.mat1_1 = AssetManager.Instance.GetPreLoadResult<Material>(PathDefine.Outline.MAT1_1);
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OutlineManager.instance.mat2 = AssetManager.Instance.GetPreLoadResult<Material>(PathDefine.Outline.MAT2);
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OutlineManager.instance.mat3 = AssetManager.Instance.GetPreLoadResult<Material>(PathDefine.Outline.MAT3);
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// 全部instance之后再设置
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OutlineManager.instance.mat1 = new Material(OutlineManager.instance.mat1);
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