136 lines
4.9 KiB
C#
136 lines
4.9 KiB
C#
using Framework;
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namespace Gameplay.Utils
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{
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public static class PathEx
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{
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/// <summary>
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/// 用于获取载具的原始模型路径,用于导出,该路径并不会被addressable打包
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/// </summary>
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/// <param name="prefabName"></param>
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/// <returns></returns>
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public static string GetVehicleSrcModelPath(string prefabName)
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{
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return $"Assets/Art/Character/Prefabs/Vehicle/{prefabName}.prefab";
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}
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/// <summary>
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/// 获取载具游戏中使用的模型路径,用于addressable打包
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/// </summary>
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/// <param name="configId"></param>
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/// <returns></returns>
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public static string GetVehicleGameModelPath(int configId)
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{
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var savePath = string.Format(Constants.VEHICLE_OUTPUT_PATH, configId);
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var prefabPath = $"{savePath}/vehicle_{configId}.prefab";
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return prefabPath;
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}
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/// <summary>
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/// 获取角色构建使用的原始路径,用于导出,该路径并不会被addressable打包
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/// </summary>
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/// <param name="nameId"></param>
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/// <returns></returns>
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public static string GetCharacterSrcModelPath(string nameId)
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{
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return $"Assets/Art/Character/Prefabs/Players/P_{nameId}.prefab";
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}
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/// <summary>
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/// 获取敌人构建使用的原始路径,用于导出,该路径并不会被addressable打包
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/// </summary>
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/// <param name="nameId"></param>
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/// <returns></returns>
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public static string GetEnemySrcModelPath(string nameId)
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{
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return $"Assets/Art/Character/Prefabs/Enemy/P_{nameId}.prefab";
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}
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/// <summary>
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/// 获取NPC构建使用的原始路径,用于导出,该路径并不会被addressable打包
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/// </summary>
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/// <param name="nameId"></param>
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/// <returns></returns>
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public static string GetNPCSrcModelPath(string nameId)
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{
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return $"Assets/Art/Character/Prefabs/Npc/P_{nameId}.prefab";
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}
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/// <summary>
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/// 获取角色游戏中用于展示及剧情的模型路径,用于addressable打包
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/// </summary>
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/// <param name="nameId"></param>
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/// <returns></returns>
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public static string GetCharacterDisplayModelPath(string nameId)
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{
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return $"Assets/Art/Character/Prefabs/Players_S/P_S_{nameId}.prefab";
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}
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/// <summary>
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/// 获取角色游戏中用于战斗的模型路径,用于addressable打包
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/// </summary>
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/// <param name="nameId">角色prefabNameId</param>
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/// <param name="weaponId">武器id</param>
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/// <returns></returns>
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public static string GetCharacterFightModelPath(string nameId, int weaponId)
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{
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return $"Assets/Art_Out/AutoGen/Characters/character_{nameId}_{weaponId}/character_{nameId}.prefab";
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}
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/// <summary>
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/// 获取召唤物游戏中用于战斗的模型路径,用于addressable打包
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/// </summary>
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/// <param name="prefabName"></param>
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/// <returns></returns>
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public static string GetSummonGameModelPath(string prefabName)
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{
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return $"Assets/Art_Out/Manual/Summon/{prefabName}.prefab";
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}
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/// <summary>
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/// 获取NPC游戏中用于展示及剧情的模型路径,用于addressable打包
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/// </summary>
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/// <param name="prefabName"></param>
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/// <returns></returns>
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public static string GetNpcDisplayModelPath(string prefabName)
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{
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return $"Assets/Art/Character/Prefabs/Npc_S/P_S_{prefabName}.prefab";
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}
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public static string GetBatteryModelPath(string batteryName)
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{
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// Assets/Art_Out/AutoGen/Battery/P_R00001_01/P_R00001_01.prefab
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return $"Assets/Art_Out/AutoGen/Battery/{batteryName}/{batteryName}.prefab";
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}
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public static string GetWeatherUIPath(string pngName)
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{
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// Assets/Art_Out/Manual/Weather/UIImg/ScreenEffect_Snow.png
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return $"Assets/Art_Out/Manual/Weather/UIImg/{pngName}.png";
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}
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public static string GetWeatherCameraEffectPath(string prefabName)
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{
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// Assets/Art_Out/Manual/Weather/Camera/Fog.prefab
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return $"Assets/Art_Out/Manual/Weather/Camera/{prefabName}.prefab";
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}
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public static string GetProtectUnitModelPath(string modelName)
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{
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// Assets/Art_Out/Manual/Protect/P_V_50001.prefab
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return $"Assets/Art_Out/Manual/Protect/{modelName}.prefab";
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}
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public static string GetFightBuildingModelPath(uint uid)
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{
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var cfg = TableManager.Instance.Tables.BuildConfig.Get((int)uid);
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if (cfg == null)
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{
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return "";
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}
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return cfg.ModelPath;
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}
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}
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}
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