Copied the 89 uncopied AI*SimulationUtility/extension files defining the AIVirtualCard/AIVirtualField extension methods; the compile loop then auto-closed the revealed type deps (~3049 files total, drift-clean). 10.0k -> 62 errors.
35 lines
1.5 KiB
C#
35 lines
1.5 KiB
C#
using UnityEngine;
|
|
using Wizard;
|
|
|
|
public class UnitCardCreator : CardCreatorBase
|
|
{
|
|
public UnitCardCreator(GameObject rootObject)
|
|
: base(rootObject)
|
|
{
|
|
}
|
|
|
|
public static void SetupUnitCardMaterialToCardMesh(Transform rootCardTransform, CardParameter cardBasePrm, Material normalCardArtMaterial)
|
|
{
|
|
Transform transform = rootCardTransform.Find("Normal");
|
|
UIManager.GetInstance().SetLayerRecursive(transform, 10);
|
|
MeshRenderer component = rootCardTransform.Find("NormalField").GetComponent<MeshRenderer>();
|
|
LOD[] lODs = transform.GetComponent<LODGroup>().GetLODs();
|
|
Material[] sharedMaterials = lODs[0].renderers[0].sharedMaterials;
|
|
Material[] sharedMaterials2 = component.sharedMaterials;
|
|
int rarity = cardBasePrm.Rarity;
|
|
Material handUnitFrame = SBattleLoad.CardFrameMaterialHolder.GetHandUnitFrame(rarity);
|
|
Material inPlayNormalUnitFrame = SBattleLoad.CardFrameMaterialHolder.GetInPlayNormalUnitFrame(rarity);
|
|
sharedMaterials[0] = handUnitFrame;
|
|
sharedMaterials2[0] = inPlayNormalUnitFrame;
|
|
sharedMaterials[1] = (sharedMaterials2[1] = normalCardArtMaterial);
|
|
sharedMaterials[2] = CardCreatorBase.GetSharedClassIconMaterial(cardBasePrm.Clan);
|
|
for (int i = 0; i < lODs.Length; i++)
|
|
{
|
|
lODs[i].renderers[0].sharedMaterials = sharedMaterials;
|
|
}
|
|
component.sharedMaterials = sharedMaterials2;
|
|
component.materials[1].mainTextureScale = cardBasePrm.NormalTilling;
|
|
component.materials[1].mainTextureOffset = cardBasePrm.NormalOffset;
|
|
}
|
|
}
|