protected override List <string> OnBuildPreloadAssets(List <string> assets = null) { base.OnBuildPreloadAssets(assets); PropItemInfo weaponInfo = ConfigManager.Get <PropItemInfo>(moduleLabyrinth.sneakPlayerDetail.fashion.weapon); LoadStateMachineEffect(assets, weaponInfo.subType, weaponInfo.ID, 0, 1); // @TODO: 尽管现在性别绑定到职业了,但逻辑上必须使用性别 LoadAllBuffAsset(assets); // enermy model var model = ConfigManager.Get <CreatureInfo>(moduleLabyrinth.lastSneakPlayer.GetProto()); if (model) { assets.AddRange(model.models); } //添加装备和时装 assets.AddRange(CharacterEquip.GetEquipAssets(moduleLabyrinth.sneakPlayerDetail.fashion)); assets.AddRange(CharacterEquip.GetAnimatorAssets(moduleLabyrinth.sneakPlayerDetail.fashion)); var pet = moduleLabyrinth.lastSneakPlayer.pet; if (pet != null && pet.itemId > 0) { var petInfo = PetInfo.Create(pet); if (petInfo != null) { Module_Battle.BuildPetPreloadAssets(assets, petInfo); } } assets.AddRange(FillLabyrithBuffAsset()); return(assets); }