feat(Materials): 更新CoreBattleGround材质贴图和缩放参数

更换了CoreBattleGround材质的主纹理,将纹理GUID从73e4d6cf089824c0cadfcefa5b15d306
更新为c6af6f473739fb546ac7775e5c957da1,并调整纹理缩放参数从{x: 3, y: 4}修改为
{x: 1, y: 1},同时移除了多余的_MetallicGlossMap配置项。
```
This commit is contained in:
huadexuan committed 2026-09-28 17:58:15 +08:00
1 parent 9658decd6c
commit c09e15dd0e
369 files changed
+129868 -792

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#if UNITY_EDITOR_OSX || UNITY_EDITOR_WIN
#if UNITY_6000_3_OR_NEWER
using Cn.Tuanjie.Codely.Editor;
using UnityEditor;
using UnityEditor.Toolbars;
using UnityEngine;
namespace UnityTcp.Editor.Windows
{
public static class CodelyToolbarUnity6
{
private const string IconBase = "Packages/cn.tuanjie.codely.bridge/Editor/Bridge/Icons/";
[MainToolbarElement("Tuanjie AI/Tuanjie AI Bridge", defaultDockPosition = MainToolbarDockPosition.Left)]
public static MainToolbarElement CreateButton()
{
var icon = AssetDatabase.LoadAssetAtPath<Texture2D>(
EditorGUIUtility.isProSkin
? IconBase + "toolbar.png"
: IconBase + "toolbar_light_theme.png");
var content = new MainToolbarContent(string.Empty, icon, "AI");
return new MainToolbarButton(content, CodelyWindow.ToggleCodely);
}
}
}
#elif UNITY_2020_1_OR_NEWER
using System.Reflection;
using Cn.Tuanjie.Codely.Editor;
using UnityEditor;
using UnityEditor.UIElements;
using UnityEngine;
using UnityEngine.UIElements;
namespace UnityTcp.Editor.Windows
{
[InitializeOnLoad]
public static class CodelyToolbar
{
private const string ButtonName = "CodelyToolbarBtn";
static CodelyToolbar()
{
EditorApplication.delayCall += AttachToToolbar;
EditorApplication.update += EnsureAttached;
}
private static void EnsureAttached()
{
var toolbarType = typeof(UnityEditor.Editor).Assembly.GetType("UnityEditor.Toolbar");
if (toolbarType == null) return;
var toolbars = Resources.FindObjectsOfTypeAll(toolbarType);
if (toolbars.Length == 0) return;
var rootField = toolbarType.GetField("m_Root", BindingFlags.NonPublic | BindingFlags.Instance);
if (rootField == null) return;
var root = rootField.GetValue(toolbars[0]) as VisualElement;
var leftZone = root?.Q("ToolbarZoneLeftAlign");
if (leftZone == null) return;
if (leftZone.Q(ButtonName) == null)
{
AttachToToolbar();
}
}
private static void AttachToToolbar()
{
var toolbarType = typeof(UnityEditor.Editor).Assembly.GetType("UnityEditor.Toolbar");
if (toolbarType == null) return;
var toolbars = Resources.FindObjectsOfTypeAll(toolbarType);
if (toolbars.Length == 0)
{
EditorApplication.delayCall += AttachToToolbar;
return;
}
var rootField = toolbarType.GetField("m_Root", BindingFlags.NonPublic | BindingFlags.Instance);
if (rootField == null) return;
var root = rootField.GetValue(toolbars[0]) as VisualElement;
if (root == null)
{
EditorApplication.delayCall += AttachToToolbar;
return;
}
var leftZone = root.Q("ToolbarZoneLeftAlign");
if (leftZone == null)
{
EditorApplication.delayCall += AttachToToolbar;
return;
}
if (leftZone.Q(ButtonName) != null) return;
const string iconBase = "Packages/cn.tuanjie.codely.bridge/Editor/Bridge/Icons/";
var icon = AssetDatabase.LoadAssetAtPath<Texture2D>(
EditorGUIUtility.isProSkin
? iconBase + "toolbar.png"
: iconBase + "toolbar_light_theme.png");
var button = new ToolbarButton(CodelyWindow.ToggleCodely)
{
name = ButtonName,
tooltip = "AI"
};
button.style.paddingTop = 2;
button.style.paddingBottom = 2;
button.style.paddingLeft = 6;
button.style.paddingRight = 6;
button.style.marginTop = 0;
button.style.marginBottom = -1;
button.style.alignItems = Align.Center;
button.style.justifyContent = Justify.Center;
button.style.flexDirection = FlexDirection.Row;
if (icon != null)
{
var iconImage = new Image
{
image = icon,
scaleMode = ScaleMode.ScaleToFit,
pickingMode = PickingMode.Ignore,
};
iconImage.style.width = 12;
iconImage.style.height = 12;
button.Add(iconImage);
}
var label = new Label("AI")
{
pickingMode = PickingMode.Ignore,
};
label.style.unityFontStyleAndWeight = FontStyle.Bold;
label.style.marginLeft = icon != null ? 4 : 0;
button.Add(label);
leftZone.Add(button);
leftZone.RegisterCallback<DetachFromPanelEvent>(_ =>
EditorApplication.delayCall += AttachToToolbar);
}
}
}
#endif
#endif