【UI整理】部分Texture路径下资源迁移

main
chenyuqi 2025-04-02 16:23:53 +08:00
parent ed1e21b8ab
commit 46524b9c0e
102 changed files with 63 additions and 24 deletions

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@ -207,6 +207,14 @@ MonoBehaviour:
FilterRuleName: CollectAll
AssetTags:
UserData:
- CollectPath: Assets/Art_Out/UI/Texture
CollectorGUID: 8803bcaf1af339b4f89173a7f06281ce
CollectorType: 0
AddressRuleName: AddressByFileName
PackRuleName: PackDirectory
FilterRuleName: CollectAll
AssetTags:
UserData:
- GroupName: Character
GroupDesc:
AssetTags:

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@ -49,11 +49,11 @@ namespace Framework
public const string UI_POSTER_DEFAULT_PATH = "Assets/Art_Out/UI/SplitTexture/Poster/Poster_Default/";
public const string UI_MORALE_TEX_PATH = "Assets/Art/UI/Texture/UI_Pic_Level/UI_Pic_Battle/Battle_TeamQueue/";
public const string UI_NUMBER_TEX_PATH = "Assets/Art/UI/Texture/CommonTextures/NumBer/UI_Time_0";
public const string UI_RETREATE_STATE_MAP = "Assets/Art/UI/Texture/CommonTextures/CharacterStatus/InMap/UI_Battle_State_Retreat_Map.png";
public const string UI_SUPPRESS_STATE_MAP = "Assets/Art/UI/Texture/CommonTextures/CharacterStatus/InMap/UI_Battle_State_Suppress_Map.png";
public const string UI_INVEHICLE_STATE = "Assets/Art/UI/Texture/CommonTextures/CharacterStatus/InHead/UI_Battle_State_VehicleParalysis.png";
public const string UI_RETREATE_STATE = "Assets/Art/UI/Texture/CommonTextures/CharacterStatus/InHead/UI_Battle_State_Retreat.png";
public const string UI_SUPPRESS_STATE = "Assets/Art/UI/Texture/CommonTextures/CharacterStatus/InHead/UI_Battle_State_Suppress.png";
public const string UI_RETREATE_STATE_MAP = "Assets/Art_Out/UI/Texture/CommonTextures/CharacterStatus/InMap/UI_Battle_State_Retreat_Map.png";
public const string UI_SUPPRESS_STATE_MAP = "Assets/Art_Out/UI/Texture/CommonTextures/CharacterStatus/InMap/UI_Battle_State_Suppress_Map.png";
public const string UI_INVEHICLE_STATE = "Assets/Art_Out/UI/Texture/CommonTextures/CharacterStatus/InHead/UI_Battle_State_VehicleParalysis.png";
public const string UI_RETREATE_STATE = "Assets/Art_Out/UI/Texture/CommonTextures/CharacterStatus/InHead/UI_Battle_State_Retreat.png";
public const string UI_SUPPRESS_STATE = "Assets/Art_Out/UI/Texture/CommonTextures/CharacterStatus/InHead/UI_Battle_State_Suppress.png";
public const string UI_TEAM_UNIT_INDEX_PATH = "Assets/Art/UI/Texture/UI_Pic_Level/SerialNumber/UI_0{0}.png";
//NPC头像、立绘

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@ -74,37 +74,37 @@ public sealed class UI_DrawPanelRoleInfoController : UIWindow
case ProvideJob.ProvideJob_Support: // 支援
{
textName.text = CommonUtils.GetLocalizeText("job_1");
imageIcon.sprite = await LoadAssetAsync<Sprite>("Assets/Art/UI/Texture/CharacterCultivate/SimplePanel/UI_icon_Support.png");
imageIcon.sprite = await LoadAssetAsync<Sprite>("Assets/Art_Out/UI/Texture/CharacterCultivate/SimplePanel/UI_icon_Support.png");
}
break;
case ProvideJob.ProvideJob_Shoot: // 特射
{
textName.text = CommonUtils.GetLocalizeText("job_2");
imageIcon.sprite = await LoadAssetAsync<Sprite>("Assets/Art/UI/Texture/CharacterCultivate/SimplePanel/UI_icon_Sniper.png");
imageIcon.sprite = await LoadAssetAsync<Sprite>("Assets/Art_Out/UI/Texture/CharacterCultivate/SimplePanel/UI_icon_Sniper.png");
}
break;
case ProvideJob.ProvideJob_Scout: // 侦察
{
textName.text = CommonUtils.GetLocalizeText("job_3");
imageIcon.sprite = await LoadAssetAsync<Sprite>("Assets/Art/UI/Texture/CharacterCultivate/SimplePanel/UI_icon_Detective.png");
imageIcon.sprite = await LoadAssetAsync<Sprite>("Assets/Art_Out/UI/Texture/CharacterCultivate/SimplePanel/UI_icon_Detective.png");
}
break;
case ProvideJob.ProvideJob_Suppress: // 压制
{
textName.text = CommonUtils.GetLocalizeText("job_4");
imageIcon.sprite = await LoadAssetAsync<Sprite>("Assets/Art/UI/Texture/CharacterCultivate/SimplePanel/UI_icon_Suppress.png");
imageIcon.sprite = await LoadAssetAsync<Sprite>("Assets/Art_Out/UI/Texture/CharacterCultivate/SimplePanel/UI_icon_Suppress.png");
}
break;
case ProvideJob.ProvideJob_Unlimited: // 无限制
{
textName.text = CommonUtils.GetLocalizeText("cultivate_AllJob");
imageIcon.sprite = await LoadAssetAsync<Sprite>("Assets/Art/UI/Texture/UI_Pic_Main/UI_Pic_CultivateAll/UI_Cultivate_JobIcon/UI_Profession_All.png");
imageIcon.sprite = await LoadAssetAsync<Sprite>("Assets/Art_Out/UI/Texture/UI_Pic_Main/UI_Pic_CultivateAll/UI_Cultivate_JobIcon/UI_Profession_All.png");
}
break;
case ProvideJob.ProvideJob_Vehicle: // 载具
{
textName.text = CommonUtils.GetLocalizeText("uiInterface_vehicle");
imageIcon.sprite = await LoadAssetAsync<Sprite>("Assets/Art/UI/Texture/UI_Pic_Main/UI_Pic_CultivateAll/UI_Cultivate_JobIcon/UI_Profession_Vehicle.png");
imageIcon.sprite = await LoadAssetAsync<Sprite>("Assets/Art_Out/UI/Texture/UI_Pic_Main/UI_Pic_CultivateAll/UI_Cultivate_JobIcon/UI_Profession_Vehicle.png");
}
break;
default:

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@ -153,7 +153,7 @@ public class UI_GuideTipController : UIWindow
foreach (string name in cfg.ListImagePath)
{
string imagePath = $"Assets/Art/UI/Texture/ALLBG/Loading/{name}.png";
string imagePath = $"Assets/Art_Out/UI/Texture/ALLBG/Loading/{name}.png";
listImagePath.Add(imagePath);
await AssetManager.Instance.PostPreload<Sprite>(imagePath);
}

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@ -287,7 +287,7 @@ public class UIPosterAndSkillInfoController : UIWindow
if (_data is VehicleCultivateData data1)
{
var cfg = data1.Cfg;
var sprite = await LoadAssetAsync<Sprite>("Assets/Art/UI/Texture/CommonTextures/CharacterStatus/InHead/UI_VehicleIcon.png");
var sprite = await LoadAssetAsync<Sprite>("Assets/Art_Out/UI/Texture/CommonTextures/CharacterStatus/InHead/UI_VehicleIcon.png");
if (gameObject)
{
Image_Profession.sprite = sprite;

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