public OverlayDataAsset GetOverlay() { #region 创建 EditorUmaMaterial uMaterial = EditorUmaMaterialFactory.Creat(Name); IObjectBase texture_diffuse = new ObjectBase(texturePath); (new CharacterTexture(texturePath)).Handle(); Texture2D dif = texture_diffuse.Load <Texture2D>(); OverlayEditor oeditor = new OverlayEditor(Fold, dif, Name, uMaterial); OverlayDataAsset overlay = oeditor.CreatOverlay(); #endregion return(overlay); }
public OverlayDataAsset CreatOverlay() { string fold = string.Format("{0}/{1}/{2}", baseFold, PartName, UMAUtils.Slot); string texturePath = string.Format("{0}/{1}/{2}/{3}_{4}.png", CharacterConst.rootPath, resType.ToString(), gameObject.name, gameObject.name, PartName); string filename = string.Format("{0}_{1}", gameObject.name, PartName); IObjectBase textureObj = new ObjectBase(texturePath); Texture2D t = textureObj.Load <Texture2D>(); (new CharacterTexture(texturePath)).Handle(); OverlayEditor oe = new OverlayEditor(fold, t, filename, uMaterial); OverlayDataAsset oda = oe.CreatOverlay(); return(oda); }