(client) chore:修改了角色的身体结构的定义方式,现在图片资源统一使用ImageDef加载,使用了更节省资源的初始化方式;fix:修复了定义加载数组时只能初始化数组而不能初始化列表的问题
This commit is contained in:
@ -15,192 +15,265 @@ namespace Managers
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public Dictionary<string, Dictionary<string, Texture2D>> packagesImages = new();
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//包名,图片名
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public Dictionary<string, Dictionary<string, Sprite>> sprites = new();
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//包名,文件路径,身体部件名
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public Dictionary<string, Dictionary<string, Dictionary<string, Sprite>>> bodyTexture = new();
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public void Init()
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{
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if (packagesImages.Count > 0)
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return;
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defaultSprite = Resources.Load<Sprite>("Default/DefaultImage");
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InitImageDef();
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InitDrawOrder();
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}
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public void InitImageDef()
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{
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var textureCache = new Dictionary<string, Texture2D>();
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var imageDef = Managers.DefineManager.Instance.QueryDefinesByType<ImageDef>();
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foreach (var ima in imageDef)
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{
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if (ima.path == null || ima.packID == null)
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continue;
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var pack = Managers.DefineManager.Instance.GetDefinePackage(ima);
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var path = Path.Combine(pack.packRootPath, ima.path);
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var texture = Configs.ConfigProcessor.LoadTextureByIO(path);
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if (!texture)
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if (string.IsNullOrEmpty(ima.path) || string.IsNullOrEmpty(ima.packID))
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continue;
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var packId = ima.packID;
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// 解析路径前缀
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if (!packagesImages.ContainsKey(packId))
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packagesImages[packId] = new Dictionary<string, Texture2D>();
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packagesImages[packId].Add(ima.name, texture);
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SplitTextureIntoSprites(packId, ima.name, texture, ima.hCount, ima.wCount, ima.pixelsPerUnit);
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}
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}
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public void InitDrawOrder()
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{
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try
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{
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// 查询绘制顺序定义
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var drawOrderDef = Managers.DefineManager.Instance.QueryDefinesByType<DrawingOrderDef>();
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if (drawOrderDef == null || drawOrderDef.Length == 0)
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try
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{
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Debug.LogWarning("No DrawingOrderDef found.");
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return;
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}
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// 初始化包路径字典
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Dictionary<string, string> packRootSite = new();
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foreach (var drawOrder in drawOrderDef)
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{
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// 检查必要字段是否为空
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if (string.IsNullOrEmpty(drawOrder.texturePath) || string.IsNullOrEmpty(drawOrder.packID))
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string cacheKey;
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Texture2D texture;
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if (ima.path.StartsWith("res:"))
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{
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Debug.LogWarning(
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$"Skipping invalid drawOrder: texturePath or packID is null or empty. PackID: {drawOrder.packID}");
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continue;
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}
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// 处理Resources路径
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var resPath = ima.path.Substring(4).Replace('\\', '/').TrimStart('/');
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cacheKey = "res://" + resPath.ToLower();
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// 获取包路径
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if (!packRootSite.ContainsKey(drawOrder.packID))
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{
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var packagePath = Managers.DefineManager.Instance.GetPackagePath(drawOrder.packID);
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if (string.IsNullOrEmpty(packagePath))
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// 检查缓存
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if (!textureCache.TryGetValue(cacheKey, out texture))
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{
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Debug.LogError($"Package path not found for packID: {drawOrder.packID}");
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continue;
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// 去掉扩展名
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var cleanPath = Path.ChangeExtension(resPath, null);
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texture = Resources.Load<Texture2D>(cleanPath);
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if (texture)
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textureCache[cacheKey] = texture;
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}
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packRootSite[drawOrder.packID] = packagePath;
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}
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// 判断是否为 Unity 资源路径
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var isUnityResource = drawOrder.texturePath.StartsWith("res:", StringComparison.OrdinalIgnoreCase);
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var rootPath = packRootSite[drawOrder.packID];
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if (isUnityResource)
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else if (ima.path.Contains(':'))
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{
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// 移除 "res:" 前缀并适配 Unity 资源路径规则
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var resourceFolder = drawOrder.texturePath.Substring(4).TrimStart('/').Replace('\\', '/');
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// 处理其他包ID前缀(如 "PackageID:Path")
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var splitIndex = ima.path.IndexOf(':');
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var packageID = ima.path.Substring(0, splitIndex);
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var relativePath = ima.path.Substring(splitIndex + 1);
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// 加载文件夹下的所有纹理资源
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var textures = Resources.LoadAll<Texture2D>(resourceFolder);
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if (textures == null || textures.Length == 0)
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{
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Debug.LogWarning($"No textures found in Unity resource folder: {resourceFolder}");
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// 获取包根路径
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var packageRoot = Managers.DefineManager.Instance.GetPackagePath(packageID);
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if (string.IsNullOrEmpty(packageRoot))
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continue;
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}
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foreach (var image in textures)
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var fullPath = Path.Combine(packageRoot, relativePath).Replace('\\', '/');
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cacheKey = "file://" + fullPath.ToLower();
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// 检查缓存
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if (!textureCache.TryGetValue(cacheKey, out texture))
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{
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if (image == null)
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{
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Debug.LogWarning(
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$"Texture loaded from Unity resource folder: {resourceFolder} is null.");
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continue;
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}
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// 创建精灵
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try
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{
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var spr = Sprite.Create(
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image,
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new Rect(0, 0, image.width, image.height),
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new Vector2(0.5f, 0.5f), // 中心点
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drawOrder.pixelsPerUnit
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);
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var name = image.name;
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// 插入纹理
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InsertBodyTexture(drawOrder.packID, drawOrder.texturePath, name, spr);
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}
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catch (Exception ex)
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{
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Debug.LogError(
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$"Failed to create sprite from Unity resource: {image.name}. Error: {ex.Message}");
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}
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texture = Configs.ConfigProcessor.LoadTextureByIO(fullPath);
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if (texture)
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textureCache[cacheKey] = texture;
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}
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}
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else
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{
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// 文件系统路径处理
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var folderPath = Path.Combine(rootPath, drawOrder.texturePath);
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// 无前缀:使用当前定义所在包的路径
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var pack = Managers.DefineManager.Instance.GetDefinePackage(ima);
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var fullPath = Path.Combine(pack.packRootPath, ima.path).Replace('\\', '/');
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cacheKey = "file://" + fullPath.ToLower();
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// 获取图像文件列表
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try
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// 检查缓存
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if (!textureCache.TryGetValue(cacheKey, out texture))
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{
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var imagePath = Configs.ConfigProcessor.GetFilesByExtensions(folderPath,
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new[] { "jpg", "jpeg", "png", "tga", "tif", "tiff", "psd", "bmp" });
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foreach (var path in imagePath)
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{
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// 加载纹理
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Texture2D image = null;
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try
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{
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image = Configs.ConfigProcessor.LoadTextureByIO(path);
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}
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catch (Exception ex)
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{
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Debug.LogError($"Failed to load texture from path: {path}. Error: {ex.Message}");
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continue;
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}
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if (image == null)
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{
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Debug.LogWarning($"Texture loaded from path: {path} is null.");
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continue;
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}
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// 创建精灵
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try
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{
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var spr = Sprite.Create(
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image,
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new Rect(0, 0, image.width, image.height),
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new Vector2(0.5f, 0.5f), // 中心点
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drawOrder.pixelsPerUnit
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);
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var name = Path.GetFileNameWithoutExtension(path);
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// 插入纹理
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InsertBodyTexture(drawOrder.packID, drawOrder.texturePath, name, spr);
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}
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catch (Exception ex)
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{
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Debug.LogError(
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$"Failed to create sprite from texture: {path}. Error: {ex.Message}");
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}
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}
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}
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catch (Exception ex)
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{
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Debug.LogError($"Failed to retrieve files from folder: {folderPath}. Error: {ex.Message}");
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texture = Configs.ConfigProcessor.LoadTextureByIO(fullPath);
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if (texture)
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textureCache[cacheKey] = texture;
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}
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}
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// 资源加载失败
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if (!texture)
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{
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Debug.LogError($"Failed to load texture: {ima.path} (PackID: {ima.packID}, Name: {ima.name})");
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continue;
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}
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// 存储到包资源字典(使用原始packID,非路径中的包ID)
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var packId = ima.packID;
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if (!packagesImages.ContainsKey(packId))
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packagesImages[packId] = new Dictionary<string, Texture2D>();
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// 避免同一包内重复添加(查重)
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if (!packagesImages[packId].ContainsKey(ima.name))
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packagesImages[packId].Add(ima.name, texture);
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else
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packagesImages[packId][ima.name] = texture; // 覆盖已存在的引用
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// 切分精灵
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SplitTextureIntoSprites(packId, ima.name, texture, ima.hCount, ima.wCount, ima.pixelsPerUnit);
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}
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catch (Exception ex)
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{
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// 捕获异常并打印详细错误信息
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Debug.LogError(
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$"Error processing image definition: {ima.name} (Path: {ima.path}, PackID: {ima.packID}). Exception: {ex.Message}");
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}
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}
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catch (Exception ex)
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{
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Debug.LogError($"An unexpected error occurred in InitDrawOrder: {ex.Message}");
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}
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}
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// public void InitDrawOrder()
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// {
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// try
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// {
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// // 查询绘制顺序定义
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// var drawOrderDef = Managers.DefineManager.Instance.QueryDefinesByType<DrawingOrderDef>();
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// if (drawOrderDef == null || drawOrderDef.Length == 0)
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// {
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// Debug.LogWarning("No DrawingOrderDef found.");
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// return;
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// }
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//
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// // 初始化包路径字典
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// Dictionary<string, string> packRootSite = new();
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//
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// foreach (var drawOrder in drawOrderDef)
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// {
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// // 检查必要字段是否为空
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// if (string.IsNullOrEmpty(drawOrder.texturePath) || string.IsNullOrEmpty(drawOrder.packID))
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// {
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// Debug.LogWarning(
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// $"Skipping invalid drawOrder: texturePath or packID is null or empty. PackID: {drawOrder.packID}");
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// continue;
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// }
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//
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// // 获取包路径
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// if (!packRootSite.ContainsKey(drawOrder.packID))
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// {
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// var packagePath = Managers.DefineManager.Instance.GetPackagePath(drawOrder.packID);
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// if (string.IsNullOrEmpty(packagePath))
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// {
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// Debug.LogError($"Package path not found for packID: {drawOrder.packID}");
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// continue;
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// }
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//
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// packRootSite[drawOrder.packID] = packagePath;
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// }
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//
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// // 判断是否为 Unity 资源路径
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// var isUnityResource = drawOrder.texturePath.StartsWith("res:", StringComparison.OrdinalIgnoreCase);
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// var rootPath = packRootSite[drawOrder.packID];
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//
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// if (isUnityResource)
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// {
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// // 移除 "res:" 前缀并适配 Unity 资源路径规则
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// var resourceFolder = drawOrder.texturePath.Substring(4).TrimStart('/').Replace('\\', '/');
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//
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// // 加载文件夹下的所有纹理资源
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// var textures = Resources.LoadAll<Texture2D>(resourceFolder);
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// if (textures == null || textures.Length == 0)
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// {
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// Debug.LogWarning($"No textures found in Unity resource folder: {resourceFolder}");
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// continue;
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// }
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//
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// foreach (var image in textures)
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// {
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// if (image == null)
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// {
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// Debug.LogWarning(
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// $"Texture loaded from Unity resource folder: {resourceFolder} is null.");
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// continue;
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// }
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//
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// // 创建精灵
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// try
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// {
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// var spr = Sprite.Create(
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// image,
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// new Rect(0, 0, image.width, image.height),
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// new Vector2(0.5f, 0.5f), // 中心点
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// drawOrder.pixelsPerUnit
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// );
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// var name = image.name;
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//
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// // 插入纹理
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// InsertBodyTexture(drawOrder.packID, drawOrder.texturePath, name, spr);
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// }
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// catch (Exception ex)
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// {
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// Debug.LogError(
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// $"Failed to create sprite from Unity resource: {image.name}. Error: {ex.Message}");
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// }
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// }
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// }
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// else
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// {
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// // 文件系统路径处理
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// var folderPath = Path.Combine(rootPath, drawOrder.texturePath);
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//
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// // 获取图像文件列表
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// try
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// {
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// var imagePath = Configs.ConfigProcessor.GetFilesByExtensions(folderPath,
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// new[] { "jpg", "jpeg", "png", "tga", "tif", "tiff", "psd", "bmp" });
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//
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// foreach (var path in imagePath)
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// {
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// // 加载纹理
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// Texture2D image = null;
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// try
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// {
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// image = Configs.ConfigProcessor.LoadTextureByIO(path);
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// }
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// catch (Exception ex)
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// {
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// Debug.LogError($"Failed to load texture from path: {path}. Error: {ex.Message}");
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// continue;
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// }
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//
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// if (image == null)
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// {
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// Debug.LogWarning($"Texture loaded from path: {path} is null.");
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// continue;
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// }
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//
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// // 创建精灵
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// try
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// {
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// var spr = Sprite.Create(
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// image,
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// new Rect(0, 0, image.width, image.height),
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// new Vector2(0.5f, 0.5f), // 中心点
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// drawOrder.pixelsPerUnit
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// );
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//
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// var name = Path.GetFileNameWithoutExtension(path);
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//
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// // 插入纹理
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// InsertBodyTexture(drawOrder.packID, drawOrder.texturePath, name, spr);
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// }
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// catch (Exception ex)
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// {
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// Debug.LogError(
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// $"Failed to create sprite from texture: {path}. Error: {ex.Message}");
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// }
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// }
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// }
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// catch (Exception ex)
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// {
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// Debug.LogError($"Failed to retrieve files from folder: {folderPath}. Error: {ex.Message}");
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// }
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// }
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// }
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// }
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// catch (Exception ex)
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// {
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// Debug.LogError($"An unexpected error occurred in InitDrawOrder: {ex.Message}");
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// }
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// }
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private void SplitTextureIntoSprites(
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string packId,
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@ -210,7 +283,7 @@ namespace Managers
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int cols,
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int pixelsPerUnit)
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{
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if (texture == null)
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if (!texture)
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{
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Debug.LogError("Texture is null.");
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return;
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@ -256,7 +329,7 @@ namespace Managers
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var index = (rows - row - 1) * cols + col;
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var spriteName = $"{baseName}_{index}";
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sprite.name = spriteName;
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sprites[packId][spriteName] = sprite;
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}
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}
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@ -297,96 +370,96 @@ namespace Managers
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var fullName = $"{name}_{index}";
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return GetSprite(packID, fullName);
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}
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/// <summary>
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/// 向 bodyTexture 插入一张 Sprite。
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/// 如果包名、路径或部件名原本不存在,会自动建立对应的 Dictionary。
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/// </summary>
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/// <param name="packageName">包名</param>
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/// <param name="filePath">文件路径</param>
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/// <param name="bodyPartName">身体部件名</param>
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/// <param name="sprite">要插入的 Sprite</param>
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public void InsertBodyTexture(string packageName,
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string filePath,
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string bodyPartName,
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Sprite sprite)
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{
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if (sprite == null)
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{
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Debug.LogWarning("InsertBodyTexture: sprite 为 null,已忽略。");
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return;
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}
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// 1) 处理包名层级
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if (!bodyTexture.TryGetValue(packageName, out var pathDict))
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{
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pathDict = new Dictionary<string, Dictionary<string, Sprite>>();
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bodyTexture[packageName] = pathDict;
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}
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// 2) 处理文件路径层级
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if (!pathDict.TryGetValue(filePath, out var partDict))
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{
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partDict = new Dictionary<string, Sprite>();
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pathDict[filePath] = partDict;
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}
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// 3) 插入或覆盖部件名
|
||||
partDict[bodyPartName] = sprite;
|
||||
}
|
||||
/// <summary>
|
||||
/// 查找身体部件的所有Sprite变体(支持带编号的图片)
|
||||
/// </summary>
|
||||
/// <param name="packageName">包名</param>
|
||||
/// <param name="filePath">文件路径</param>
|
||||
/// <param name="bodyPartName">身体部件名</param>
|
||||
/// <returns>按编号排序的Sprite数组,未找到时返回空数组</returns>
|
||||
public Sprite[] FindBodyTextures(string packageName, string filePath, string bodyPartName)
|
||||
{
|
||||
// 检查包名是否存在
|
||||
if (!bodyTexture.TryGetValue(packageName, out var packageDict))
|
||||
{
|
||||
Debug.LogWarning($"Package '{packageName}' not found.");
|
||||
return new[] { defaultSprite };
|
||||
}
|
||||
|
||||
// 检查文件路径是否存在
|
||||
if (!packageDict.TryGetValue(filePath, out var pathDict))
|
||||
{
|
||||
Debug.LogWarning($"File path '{filePath}' not found in package '{packageName}'.");
|
||||
return new[] { defaultSprite };
|
||||
}
|
||||
|
||||
// 收集所有匹配的Sprite
|
||||
var sprites = new List<(int order, Sprite sprite)>();
|
||||
|
||||
// 查找完全匹配的项(无编号)
|
||||
if (pathDict.TryGetValue(bodyPartName, out var baseSprite))
|
||||
{
|
||||
sprites.Add((0, baseSprite));
|
||||
}
|
||||
|
||||
// 查找带编号的变体
|
||||
var prefix = bodyPartName + "_";
|
||||
foreach (var (key, value) in pathDict)
|
||||
{
|
||||
// 检查是否以部件名+下划线开头
|
||||
if (key.StartsWith(prefix) && key.Length > prefix.Length)
|
||||
{
|
||||
var suffix = key.Substring(prefix.Length);
|
||||
|
||||
// 尝试解析编号
|
||||
if (int.TryParse(suffix, out var number))
|
||||
{
|
||||
sprites.Add((number, value));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 按编号排序(无编号视为0)
|
||||
return sprites
|
||||
.OrderBy(x => x.order)
|
||||
.Select(x => x.sprite)
|
||||
.ToArray();
|
||||
}
|
||||
// /// <summary>
|
||||
// /// 向 bodyTexture 插入一张 Sprite。
|
||||
// /// 如果包名、路径或部件名原本不存在,会自动建立对应的 Dictionary。
|
||||
// /// </summary>
|
||||
// /// <param name="packageName">包名</param>
|
||||
// /// <param name="filePath">文件路径</param>
|
||||
// /// <param name="bodyPartName">身体部件名</param>
|
||||
// /// <param name="sprite">要插入的 Sprite</param>
|
||||
// public void InsertBodyTexture(string packageName,
|
||||
// string filePath,
|
||||
// string bodyPartName,
|
||||
// Sprite sprite)
|
||||
// {
|
||||
// if (sprite == null)
|
||||
// {
|
||||
// Debug.LogWarning("InsertBodyTexture: sprite 为 null,已忽略。");
|
||||
// return;
|
||||
// }
|
||||
//
|
||||
// // 1) 处理包名层级
|
||||
// if (!bodyTexture.TryGetValue(packageName, out var pathDict))
|
||||
// {
|
||||
// pathDict = new Dictionary<string, Dictionary<string, Sprite>>();
|
||||
// bodyTexture[packageName] = pathDict;
|
||||
// }
|
||||
//
|
||||
// // 2) 处理文件路径层级
|
||||
// if (!pathDict.TryGetValue(filePath, out var partDict))
|
||||
// {
|
||||
// partDict = new Dictionary<string, Sprite>();
|
||||
// pathDict[filePath] = partDict;
|
||||
// }
|
||||
//
|
||||
// // 3) 插入或覆盖部件名
|
||||
// partDict[bodyPartName] = sprite;
|
||||
// }
|
||||
// /// <summary>
|
||||
// /// 查找身体部件的所有Sprite变体(支持带编号的图片)
|
||||
// /// </summary>
|
||||
// /// <param name="packageName">包名</param>
|
||||
// /// <param name="filePath">文件路径</param>
|
||||
// /// <param name="bodyPartName">身体部件名</param>
|
||||
// /// <returns>按编号排序的Sprite数组,未找到时返回空数组</returns>
|
||||
// public Sprite[] FindBodyTextures(string packageName, string filePath, string bodyPartName)
|
||||
// {
|
||||
// // 检查包名是否存在
|
||||
// if (!bodyTexture.TryGetValue(packageName, out var packageDict))
|
||||
// {
|
||||
// Debug.LogWarning($"Package '{packageName}' not found.");
|
||||
// return new[] { defaultSprite };
|
||||
// }
|
||||
//
|
||||
// // 检查文件路径是否存在
|
||||
// if (!packageDict.TryGetValue(filePath, out var pathDict))
|
||||
// {
|
||||
// Debug.LogWarning($"File path '{filePath}' not found in package '{packageName}'.");
|
||||
// return new[] { defaultSprite };
|
||||
// }
|
||||
//
|
||||
// // 收集所有匹配的Sprite
|
||||
// var sprites = new List<(int order, Sprite sprite)>();
|
||||
//
|
||||
// // 查找完全匹配的项(无编号)
|
||||
// if (pathDict.TryGetValue(bodyPartName, out var baseSprite))
|
||||
// {
|
||||
// sprites.Add((0, baseSprite));
|
||||
// }
|
||||
//
|
||||
// // 查找带编号的变体
|
||||
// var prefix = bodyPartName + "_";
|
||||
// foreach (var (key, value) in pathDict)
|
||||
// {
|
||||
// // 检查是否以部件名+下划线开头
|
||||
// if (key.StartsWith(prefix) && key.Length > prefix.Length)
|
||||
// {
|
||||
// var suffix = key.Substring(prefix.Length);
|
||||
//
|
||||
// // 尝试解析编号
|
||||
// if (int.TryParse(suffix, out var number))
|
||||
// {
|
||||
// sprites.Add((number, value));
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// // 按编号排序(无编号视为0)
|
||||
// return sprites
|
||||
// .OrderBy(x => x.order)
|
||||
// .Select(x => x.sprite)
|
||||
// .ToArray();
|
||||
// }
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user