【UI整理】部分Texture路径下资源迁移
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fileFormatVersion: 2
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guid: 8803bcaf1af339b4f89173a7f06281ce
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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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fileFormatVersion: 2
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guid: 62b3927ffa9414441880b704a82bd933
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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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fileFormatVersion: 2
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guid: a87e7ce64401d93409bf1eb2950f2c4a
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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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fileFormatVersion: 2
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guid: e7068ca94353f174daf0e26ce12eb8e6
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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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fileFormatVersion: 2
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guid: 48bd689dc7fe1c94faef03ca4b04af36
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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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@ -207,6 +207,14 @@ MonoBehaviour:
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FilterRuleName: CollectAll
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AssetTags:
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UserData:
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- CollectPath: Assets/Art_Out/UI/Texture
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CollectorGUID: 8803bcaf1af339b4f89173a7f06281ce
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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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- GroupName: Character
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GroupDesc:
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AssetTags:
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@ -49,11 +49,11 @@ namespace Framework
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public const string UI_POSTER_DEFAULT_PATH = "Assets/Art_Out/UI/SplitTexture/Poster/Poster_Default/";
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public const string UI_MORALE_TEX_PATH = "Assets/Art/UI/Texture/UI_Pic_Level/UI_Pic_Battle/Battle_TeamQueue/";
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public const string UI_NUMBER_TEX_PATH = "Assets/Art/UI/Texture/CommonTextures/NumBer/UI_Time_0";
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public const string UI_RETREATE_STATE_MAP = "Assets/Art/UI/Texture/CommonTextures/CharacterStatus/InMap/UI_Battle_State_Retreat_Map.png";
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public const string UI_SUPPRESS_STATE_MAP = "Assets/Art/UI/Texture/CommonTextures/CharacterStatus/InMap/UI_Battle_State_Suppress_Map.png";
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public const string UI_INVEHICLE_STATE = "Assets/Art/UI/Texture/CommonTextures/CharacterStatus/InHead/UI_Battle_State_VehicleParalysis.png";
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public const string UI_RETREATE_STATE = "Assets/Art/UI/Texture/CommonTextures/CharacterStatus/InHead/UI_Battle_State_Retreat.png";
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public const string UI_SUPPRESS_STATE = "Assets/Art/UI/Texture/CommonTextures/CharacterStatus/InHead/UI_Battle_State_Suppress.png";
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public const string UI_RETREATE_STATE_MAP = "Assets/Art_Out/UI/Texture/CommonTextures/CharacterStatus/InMap/UI_Battle_State_Retreat_Map.png";
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public const string UI_SUPPRESS_STATE_MAP = "Assets/Art_Out/UI/Texture/CommonTextures/CharacterStatus/InMap/UI_Battle_State_Suppress_Map.png";
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public const string UI_INVEHICLE_STATE = "Assets/Art_Out/UI/Texture/CommonTextures/CharacterStatus/InHead/UI_Battle_State_VehicleParalysis.png";
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public const string UI_RETREATE_STATE = "Assets/Art_Out/UI/Texture/CommonTextures/CharacterStatus/InHead/UI_Battle_State_Retreat.png";
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public const string UI_SUPPRESS_STATE = "Assets/Art_Out/UI/Texture/CommonTextures/CharacterStatus/InHead/UI_Battle_State_Suppress.png";
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public const string UI_TEAM_UNIT_INDEX_PATH = "Assets/Art/UI/Texture/UI_Pic_Level/SerialNumber/UI_0{0}.png";
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//NPC头像、立绘
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@ -74,37 +74,37 @@ public sealed class UI_DrawPanelRoleInfoController : UIWindow
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case ProvideJob.ProvideJob_Support: // 支援
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{
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textName.text = CommonUtils.GetLocalizeText("job_1");
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imageIcon.sprite = await LoadAssetAsync<Sprite>("Assets/Art/UI/Texture/CharacterCultivate/SimplePanel/UI_icon_Support.png");
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imageIcon.sprite = await LoadAssetAsync<Sprite>("Assets/Art_Out/UI/Texture/CharacterCultivate/SimplePanel/UI_icon_Support.png");
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}
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break;
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case ProvideJob.ProvideJob_Shoot: // 特射
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{
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textName.text = CommonUtils.GetLocalizeText("job_2");
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imageIcon.sprite = await LoadAssetAsync<Sprite>("Assets/Art/UI/Texture/CharacterCultivate/SimplePanel/UI_icon_Sniper.png");
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imageIcon.sprite = await LoadAssetAsync<Sprite>("Assets/Art_Out/UI/Texture/CharacterCultivate/SimplePanel/UI_icon_Sniper.png");
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}
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break;
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case ProvideJob.ProvideJob_Scout: // 侦察
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{
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textName.text = CommonUtils.GetLocalizeText("job_3");
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imageIcon.sprite = await LoadAssetAsync<Sprite>("Assets/Art/UI/Texture/CharacterCultivate/SimplePanel/UI_icon_Detective.png");
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imageIcon.sprite = await LoadAssetAsync<Sprite>("Assets/Art_Out/UI/Texture/CharacterCultivate/SimplePanel/UI_icon_Detective.png");
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}
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break;
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case ProvideJob.ProvideJob_Suppress: // 压制
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{
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textName.text = CommonUtils.GetLocalizeText("job_4");
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imageIcon.sprite = await LoadAssetAsync<Sprite>("Assets/Art/UI/Texture/CharacterCultivate/SimplePanel/UI_icon_Suppress.png");
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imageIcon.sprite = await LoadAssetAsync<Sprite>("Assets/Art_Out/UI/Texture/CharacterCultivate/SimplePanel/UI_icon_Suppress.png");
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}
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break;
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case ProvideJob.ProvideJob_Unlimited: // 无限制
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{
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textName.text = CommonUtils.GetLocalizeText("cultivate_AllJob");
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imageIcon.sprite = await LoadAssetAsync<Sprite>("Assets/Art/UI/Texture/UI_Pic_Main/UI_Pic_CultivateAll/UI_Cultivate_JobIcon/UI_Profession_All.png");
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imageIcon.sprite = await LoadAssetAsync<Sprite>("Assets/Art_Out/UI/Texture/UI_Pic_Main/UI_Pic_CultivateAll/UI_Cultivate_JobIcon/UI_Profession_All.png");
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}
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break;
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case ProvideJob.ProvideJob_Vehicle: // 载具
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{
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textName.text = CommonUtils.GetLocalizeText("uiInterface_vehicle");
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imageIcon.sprite = await LoadAssetAsync<Sprite>("Assets/Art/UI/Texture/UI_Pic_Main/UI_Pic_CultivateAll/UI_Cultivate_JobIcon/UI_Profession_Vehicle.png");
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imageIcon.sprite = await LoadAssetAsync<Sprite>("Assets/Art_Out/UI/Texture/UI_Pic_Main/UI_Pic_CultivateAll/UI_Cultivate_JobIcon/UI_Profession_Vehicle.png");
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}
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break;
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default:
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@ -153,7 +153,7 @@ public class UI_GuideTipController : UIWindow
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foreach (string name in cfg.ListImagePath)
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{
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string imagePath = $"Assets/Art/UI/Texture/ALLBG/Loading/{name}.png";
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string imagePath = $"Assets/Art_Out/UI/Texture/ALLBG/Loading/{name}.png";
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listImagePath.Add(imagePath);
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await AssetManager.Instance.PostPreload<Sprite>(imagePath);
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}
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@ -287,7 +287,7 @@ public class UIPosterAndSkillInfoController : UIWindow
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if (_data is VehicleCultivateData data1)
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{
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var cfg = data1.Cfg;
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var sprite = await LoadAssetAsync<Sprite>("Assets/Art/UI/Texture/CommonTextures/CharacterStatus/InHead/UI_VehicleIcon.png");
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var sprite = await LoadAssetAsync<Sprite>("Assets/Art_Out/UI/Texture/CommonTextures/CharacterStatus/InHead/UI_VehicleIcon.png");
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if (gameObject)
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{
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Image_Profession.sprite = sprite;
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