public static BuildDepMaterial ( Material mat, float scaleTexture = 1f ) : string | ||
mat | Material | |
scaleTexture | float | |
Результат | string |
public void Process(Component @object) { var particleCom = (ParticleSystem)@object; var particle = particleCom; if (particle.renderer.sharedMaterial != null) { string matPath = KDepBuild_Material.BuildDepMaterial(particle.renderer.sharedMaterial); //CResourceDependencies.Create(particle, CResourceDependencyType.PARTICLE_SYSTEM, matPath); KAssetDep.Create <KParticleSystemDep>(particle, matPath); particle.renderer.sharedMaterial = null; } else { Logger.LogWarning("没有Material的粒子: {0}", particle.gameObject.name); } }
/// <summary> /// 图集 打包结果缓存起来加速 /// </summary> /// <param name="atlas"></param> /// <returns></returns> public static string BuildUIAtlas(UIAtlas atlas) { CDepCollectInfo result; // 使用缓存,确保Atlas不会重复处理,浪费性能 if (KDepCollectInfoCaching.HasCache(atlas)) { result = KDepCollectInfoCaching.GetCache(atlas); return(result.Path); } var scale = 1f; // TODO: scale read GameObject atlasPrefab = PrefabUtility.FindPrefabRoot(atlas.gameObject) as GameObject; Logger.Assert(atlasPrefab); string path = AssetDatabase.GetAssetPath(atlasPrefab); // prefab只用来获取路径,不打包不挖空 bool needBuild = KAssetVersionControl.TryCheckNeedBuildWithMeta(path); if (needBuild) { KAssetVersionControl.TryMarkBuildVersion(path); } Logger.Assert(path); path = KDependencyBuild.__GetPrefabBuildPath(path); GameObject copyAtlasObj = GameObject.Instantiate(atlasPrefab) as GameObject; UIAtlas copyAtlas = copyAtlasObj.GetComponent <UIAtlas>(); if (BeforeBuildUIAtlasFilter != null) { BeforeBuildUIAtlasFilter(copyAtlas); } Material cacheMat = copyAtlas.spriteMaterial; string matPath = KDepBuild_Material.BuildDepMaterial(cacheMat, scale); // 缩放 // 缩放 copyAtlas.pixelSize = 1 / PictureScale; foreach (var spriteData in copyAtlas.spriteList) { spriteData.x = Mathf.FloorToInt(spriteData.x * PictureScale); spriteData.y = Mathf.FloorToInt(spriteData.y * PictureScale); spriteData.width = Mathf.FloorToInt(spriteData.width * PictureScale); spriteData.height = Mathf.FloorToInt(spriteData.height * PictureScale); spriteData.borderLeft = Mathf.FloorToInt(spriteData.borderLeft * PictureScale); spriteData.borderRight = Mathf.FloorToInt(spriteData.borderRight * PictureScale); spriteData.borderTop = Mathf.FloorToInt(spriteData.borderTop * PictureScale); spriteData.borderBottom = Mathf.FloorToInt(spriteData.borderBottom * PictureScale); // padding 不变, ngui bug spriteData.paddingBottom = Mathf.FloorToInt(spriteData.paddingBottom * PictureScale); spriteData.paddingTop = Mathf.FloorToInt(spriteData.paddingTop * PictureScale); spriteData.paddingLeft = Mathf.FloorToInt(spriteData.paddingLeft * PictureScale); spriteData.paddingRight = Mathf.FloorToInt(spriteData.paddingRight * PictureScale); } KAssetDep.Create <KUIAtlasDep>(copyAtlas, matPath); copyAtlas.spriteMaterial = null; // 挖空atlas result = KDependencyBuild.DoBuildAssetBundle("UIAtlas/UIAtlas_" + path, copyAtlasObj, needBuild); // Build主对象, 被挖空Material了的 if (AfterBuildUIAtlasFilter != null) { AfterBuildUIAtlasFilter(copyAtlas); } GameObject.DestroyImmediate(copyAtlasObj); KDepCollectInfoCaching.SetCache(atlas, result); return(result.Path); }