public void setMaterial(RenderMaterialResource pRenderMaterialInfo) { visibleChangedCheck( pRenderMaterialInfo.materialName); sharedMaterial = pRenderMaterialInfo.material; _imageResource.resourceID = pRenderMaterialInfo.materialName; _imageResource.resourceType = pRenderMaterialInfo.resourceType; }
void Awake() { if (singletonInstance) { Debug.LogError("GameSystem.singletonInstance"); } singletonInstance = this; renderMaterialResources = new RenderMaterialResource[renderMaterialInfoList.Length]; for(int i=0;i<renderMaterialInfoList.Length;++i) { var lResource = new RenderMaterialResource(); lResource.resourceType = ResourceType.builtin; lResource.materialName = renderMaterialInfoList[i].name; lResource.material = renderMaterialInfoList[i].material; renderMaterialResources[i] = lResource; nameToRenderMaterial[lResource.materialName] = lResource; } //默认材质 nameToRenderMaterial[""] = renderMaterialResources[0]; //_defaultMaterial = renderMaterialResources[0].material; if (!_defaultMaterial) _defaultMaterial = new Material(Shader.Find("Transparent/Diffuse")); //foreach (var lPrefabInfo in PrefabInfoList) //{ // nameToPrefab[lPrefabInfo.name] = lPrefabInfo.prefab; //} creatNameToPrefab(prefabInfoTree); //nameToPrefab["paintingObject"] = paintingObjectPrefab; }