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@ -165,8 +165,12 @@ export class AppModel extends Monobehiver {
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// 如果该材质还没有被克隆过,则克隆它
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if (!clonedMaterials.has(originalName)) {
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const clonedMaterial = originalMaterial.clone(`${originalName}_${modelId}`);
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const newName = `${originalName}_${modelId}`;
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const clonedMaterial = originalMaterial.clone(newName);
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clonedMaterials.set(originalName, clonedMaterial);
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console.log(`[cloneMaterials] 克隆材质: ${originalName} -> ${newName}`);
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console.log(`[cloneMaterials] 克隆后的材质名称: ${clonedMaterial.name}`);
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console.log(`[cloneMaterials] 材质是否在场景中:`, scene.materials.includes(clonedMaterial));
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}
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// 应用克隆的材质
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@ -175,6 +179,7 @@ export class AppModel extends Monobehiver {
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});
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console.log(`已为模型 ${modelId} 克隆 ${clonedMaterials.size} 个材质`);
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console.log(`[cloneMaterials] 场景中的所有材质:`, scene.materials.map(m => m.name));
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}
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/** 为网格设置阴影(投射和接收) */
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@ -760,6 +760,10 @@ export class GameManager extends Monobehiver {
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}): void {
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this.updateDictionaries();
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// 调试:打印所有材质名称
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console.log('[applyMaterial] 查找材质:', options.target);
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console.log('[applyMaterial] 当前所有材质:', this.materialDic.Values().map(m => m.name));
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// 查找目标材质(支持精确匹配和前缀匹配)
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const targetMaterials: PBRMaterial[] = [];
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this.materialDic.Values().forEach(material => {
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@ -773,6 +777,8 @@ export class GameManager extends Monobehiver {
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return;
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}
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console.log('[applyMaterial] 找到材质:', targetMaterials.map(m => m.name));
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// 应用材质属性到目标材质
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targetMaterials.forEach(material => {
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// 应用颜色
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