/// <summary> /// 更新部件 /// </summary> /// <param name="name">部件名称</param> /// <param name="assetName">资源名称</param> /// <param name="partitionObj">部件数据对象</param> /// <param name="isLinkObj">是否有部件信息组件</param> void UpdatePartition(string name, string assetName, GameObject partitionObj, bool isLinkObj = false) { if (!m_Partitions.ContainsKey(name)) { EB.Debug.LogError(string.Format("更新部件,发现这个部件不存在部件列表当中,: {0} ,部件的资源名称: {1}!", name, assetName)); } PartitionObject partition = m_Partitions[name]; if (partition == null) { return; } if (!isLinkObj) //现在默认都是没有部件列表的组件了,每次都进去 { partition.ClearMeshObjects(); } //initialize character partition: load skinnedmeshes and set materials CharacterPartition characterPartition = partitionObj.GetComponent <CharacterPartition>(); if (characterPartition != null) { characterPartition.Initialize(); } ColorCustomization customization = partitionObj.GetComponent <ColorCustomization>(); if (customization != null) { customization.ApplyColor(); } bool isChildrenPatition = IsChildrenPartition(name, assetName); //日志 EB.Debug.LogObjectMgrAsset("<color=#00ff00>更新合并部件的骨骼:{0}</color>,,assetName:<color=#00ff00>{1}</color>是否为这个角色的子级:<color=#00ff00>{2}</color>,isLinkObj:<color=#00ff00>{3}</color>" , name, assetName, isChildrenPatition, isLinkObj); // if (isChildrenPatition) { //更新部件,先注掉,因为业务逻辑已经过老了 UpdateChildrenPartition(partition, name, assetName, partitionObj); } else { try { UpdateCombineBonePartition(partition, name, assetName, partitionObj, isLinkObj); } catch (System.NullReferenceException e) { EB.Debug.LogError(e.ToString()); } partition.UnregisterObject(partitionObj); } if (SyncLoad && m_ToLoad.Count == 0) { var iter = m_Partitions.GetEnumerator(); while (iter.MoveNext()) { iter.Current.Value.ShowMeshObjects(); } iter.Dispose(); } CharacterColorScale colorScale = GetComponent <CharacterColorScale>(); if (colorScale != null) { colorScale.ForceUpdateColorScale(); } }