public static List <string> GetEquipAssets(PFashion fashionData) { if (fashionData == null) { return(new List <string>()); } var fashions = GetValidFashionList(fashionData); var list = new List <string>(); foreach (var i in fashions) { if (!i) { continue; } switch (i.itemType) { //武器和枪械的都去weapon表里面获取 case PropType.Weapon: var ws = WeaponInfo.GetSingleWeapons(i.subType, i.ID); foreach (var w in ws) { if (!string.IsNullOrEmpty(w.model)) { list.Add(w.model); } if (!string.IsNullOrEmpty(w.effects)) { var es = Util.ParseString <string>(w.effects); list.AddRange(es); } } break; case PropType.FashionCloth: for (int j = 0; j < i.mesh.Length; j++) { list.Add(i.mesh[j]); } break; } } return(list); }
public static List <string> GetEquipAssets(List <PItem> items) { List <string> list = new List <string>(); for (int i = 0; i < items.Count; i++) { PropItemInfo info = items[i]?.GetPropItem(); if (info == null) { continue; } switch (info.itemType) { //武器和枪械的都去weapon表里面获取 case PropType.Weapon: var ws = WeaponInfo.GetSingleWeapons(info.subType, info.ID); foreach (var w in ws) { if (!string.IsNullOrEmpty(w.model)) { list.Add(w.model); } if (!string.IsNullOrEmpty(w.effects)) { var es = Util.ParseString <string>(w.effects); list.AddRange(es); } } break; case PropType.FashionCloth: for (int j = 0; j < info.mesh.Length; j++) { list.Add(info.mesh[j].ToLower()); } break; } } return(list); }