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换装特效命名规则

guodong 2 年之前
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f141759fd1

+ 0 - 4
GameClient/Assets/Editor/Xasset/Builds/BuildTask.cs

@@ -141,8 +141,6 @@ namespace VEngine.Editor.Builds
             //特效
             //特效
             resPath = ResPathUtil.GetDressUpEffectDirPath(res);
             resPath = ResPathUtil.GetDressUpEffectDirPath(res);
             hideDirPahtList.Add(resPath);
             hideDirPahtList.Add(resPath);
-            resPath = ResPathUtil.GetDressUpEffectDirPath(res, true);
-            hideDirPahtList.Add(resPath);
         }
         }
 
 
         private void HideSuitActionRes(SuitCfg suitCfg, List<string> hideFilePathList, List<string> hideDirPahtList)
         private void HideSuitActionRes(SuitCfg suitCfg, List<string> hideFilePathList, List<string> hideDirPahtList)
@@ -183,8 +181,6 @@ namespace VEngine.Editor.Builds
                 //特效
                 //特效
                 resPath = ResPathUtil.GetDressUpEffectDirPath(suitCfg.aniRes);
                 resPath = ResPathUtil.GetDressUpEffectDirPath(suitCfg.aniRes);
                 hideDirPahtList.Add(resPath);
                 hideDirPahtList.Add(resPath);
-                resPath = ResPathUtil.GetDressUpEffectDirPath(suitCfg.aniRes, true);
-                hideDirPahtList.Add(resPath);
             }
             }
         }
         }
 
 

+ 2 - 2
GameClient/Assets/Game/HotUpdate/DressUp/DressUpUtil.cs

@@ -192,9 +192,9 @@ namespace GFGGame
             TryRemoveObj(parentObj, BODY_SPRITE_NAME);
             TryRemoveObj(parentObj, BODY_SPRITE_NAME);
             if (!string.IsNullOrEmpty(actionRes))
             if (!string.IsNullOrEmpty(actionRes))
             {
             {
-                AddAnimationObj(actionRes, BODY_ANIMATION_NAME, parentObj, 0);
+                var addAniObj = AddAnimationObj(actionRes, BODY_ANIMATION_NAME, parentObj, 0);
                 //特效
                 //特效
-                TryAddEffectObj(actionRes, BODY_EFFECT_OBJ_NAME, parentObj, 0, false);
+                TryAddEffectObj(actionRes, BODY_EFFECT_OBJ_NAME, parentObj, 0, addAniObj != null);
             }
             }
             else
             else
             {
             {

+ 6 - 6
GameClient/Assets/Game/HotUpdate/Utils/ResPathUtil.cs

@@ -126,18 +126,18 @@ namespace GFGGame
             return VEngine.Versions.Contains(resPath);
             return VEngine.Versions.Contains(resPath);
         }
         }
 
 
-        public static string GetDressUpEffectDirPath(string res, bool inAni = false)
+        public static string GetDressUpEffectDirPath(string res)
         {
         {
-            if (inAni)
-            {
-                return $"{EFFECT_DIR_PATH}/DressUpAni/{res}";
-            }
             return $"{EFFECT_DIR_PATH}/DressUp/{res}";
             return $"{EFFECT_DIR_PATH}/DressUp/{res}";
         }
         }
 
 
         public static string GetDressUpEffectPath(string res, bool inAniDir = false, string extName = "prefab")
         public static string GetDressUpEffectPath(string res, bool inAniDir = false, string extName = "prefab")
         {
         {
-            return $"{GetDressUpEffectDirPath(res, inAniDir)}/{res}.{extName}";
+            if(inAniDir)
+            {
+                return $"{GetDressUpEffectDirPath(res)}/{res}2.{extName}";
+            }
+            return $"{GetDressUpEffectDirPath(res)}/{res}.{extName}";
         }
         }
         public static string GetViewEffectPath(string uiName, string resName, string extName = "prefab")
         public static string GetViewEffectPath(string uiName, string resName, string extName = "prefab")
         {
         {