using Games.LogicObj; using Module.Log; /// /// 改变模型材质 /// Effect.txt 表格扩展参数说明 /// Param1 :EffectParam.txt中id值 身体材质相关配置 /// Param2 :EffectParam.txt中id值 右武器材质相关配置 /// Param3 :EffectParam.txt中id值 左武器材质相关配置 /// Param4 :EffectParam.txt中id值 预留参数 /// EffectParam.txt 表格扩展参数说明 /// Param1 : 材质路径 /// Param2 : 材质属性 (对应EffectParam ID),生成ChangeMatPro /// public class Impact_ChangeModelMat : Impact_ChangeModelMaterialBase { public override EffectLogic.EffectType ImpactEffectType { get { return EffectLogic.EffectType.TYPE_CHANGEMODELMAT; } } protected override int AddMod(string assetName, int modelPart) { var material = CommonUtility.LoadSharedMaterial(assetName); if (material == null) LogModule.ErrorLog(string.Format("无法获得名称为{0}的材质!", assetName)); return objCharacter.CreateMaterialMod(material, BodyToModelPart(bodyPart)); } protected override void RemoveMod(int token, int modelPart) { objCharacter.RemoveMaterialMod(token, BodyToModelPart(bodyPart)); } }