Esempio n. 1
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    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);
    }
Esempio n. 2
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    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);
    }