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Merge branch 'master' of http://git.xwxgame.com/qianzhuqing/metaClient

# Conflicts:
#	Assets/GameMain/DataTables/CustomBody.bytes
#	Assets/GameMain/Scripts/DataTable/DRAircraft.cs
#	Assets/GameMain/Scripts/DataTable/DRArmor.cs
#	Assets/GameMain/Scripts/DataTable/DRAsteroid.cs
#	Assets/GameMain/Scripts/DataTable/DRCustomBody.cs
#	Assets/GameMain/Scripts/DataTable/DREntity.cs
#	Assets/GameMain/Scripts/DataTable/DRMusic.cs
#	Assets/GameMain/Scripts/DataTable/DRScene.cs
#	Assets/GameMain/Scripts/DataTable/DRSound.cs
#	Assets/GameMain/Scripts/DataTable/DRThruster.cs
#	Assets/GameMain/Scripts/DataTable/DRUIForm.cs
#	Assets/GameMain/Scripts/DataTable/DRUISound.cs
#	Assets/GameMain/Scripts/DataTable/DRWeapon.cs
Jidongchen преди 3 години
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ревизия
4c6dbefe84
променени са 27 файла, в които са добавени 89045 реда и са изтрити 182 реда
  1. BIN
      Assets/GameMain/DataTables/CustomBody.bytes
  2. 54 54
      Assets/GameMain/DataTables/CustomBody.txt
  3. 1 1
      Assets/GameMain/Meshes/Player/Torso.mat
  4. 27 27
      Assets/GameMain/Meshes/Player/baseani.controller
  5. 45392 0
      Assets/GameMain/Meshes/Player/walk 1.anim
  6. 8 0
      Assets/GameMain/Meshes/Player/walk 1.anim.meta
  7. 41875 0
      Assets/GameMain/Meshes/Player/walk.anim
  8. 8 0
      Assets/GameMain/Meshes/Player/walk.anim.meta
  9. BIN
      Assets/GameMain/Meshes/Player/标准女.FBX
  10. 1338 0
      Assets/GameMain/Meshes/Player/标准女.FBX.meta
  11. 208 0
      Assets/GameMain/Scenes/CustomRole.unity
  12. 1 1
      Assets/GameMain/Scripts/DataTable/DRAircraft.cs
  13. 1 1
      Assets/GameMain/Scripts/DataTable/DRArmor.cs
  14. 1 1
      Assets/GameMain/Scripts/DataTable/DRAsteroid.cs
  15. 56 12
      Assets/GameMain/Scripts/DataTable/DRCustomBody.cs
  16. 1 1
      Assets/GameMain/Scripts/DataTable/DREntity.cs
  17. 1 1
      Assets/GameMain/Scripts/DataTable/DRMusic.cs
  18. 1 1
      Assets/GameMain/Scripts/DataTable/DRScene.cs
  19. 1 1
      Assets/GameMain/Scripts/DataTable/DRSound.cs
  20. 1 1
      Assets/GameMain/Scripts/DataTable/DRThruster.cs
  21. 1 1
      Assets/GameMain/Scripts/DataTable/DRUIForm.cs
  22. 1 1
      Assets/GameMain/Scripts/DataTable/DRUISound.cs
  23. 1 1
      Assets/GameMain/Scripts/DataTable/DRWeapon.cs
  24. 37 3
      Assets/GameMain/Scripts/Game/CustomRole/CustomManager.cs
  25. 2 2
      Assets/GameMain/Scripts/Game/CustomRole/CustomRoleController.cs
  26. 26 70
      Assets/GameMain/Scripts/Utility/CustomRoleUtility.cs
  27. 2 2
      Assets/GameMain/UI/UIForms/CustomRoleForm.prefab

BIN
Assets/GameMain/DataTables/CustomBody.bytes


+ 54 - 54
Assets/GameMain/DataTables/CustomBody.txt

@@ -1,54 +1,54 @@
-#	自定义身体															
-#	Id	Name	Cengji	ParentStyple	IsActive	Icon	ButtonStyple	IsSendContent	SendContent	Receive	Part	IsKeepChildrenScale	IsMirror	ScaleRangeMin	ScaleRangeMax	ModifyType
-#	int	string	int	int	int	string	int	int	int	int	int	bool	bool	float	float	int
-#	id	名称	层级	对应的图片类别	是否显示	图片Icon	按钮类型	是否传输内容	传输对应类型	接收到的对应数据	对应身体部位	是否保持子物体缩放	是否左右一样	缩放最小值	缩放最大值	缩放类型
-	1	身高	1	1	1	height	1	0	0	0	6	TRUE	TRUE	0	1	0
-	2	全身缩放	1	1	1	bodysize	1	0	0	0	6	TRUE	TRUE	4	5	3
-	3	头身比	1	1	1	headbody	1	0	0	0	19	TRUE	TRUE	5	6	3
-	4	皮肤	1	1	1	skin	1	0	0	0	6	TRUE	TRUE	6	7	0
-	5	颈部长度	1	1	1	jingbulong	1	0	0	0	7	TRUE	TRUE	7	8	0
-	6	上臂长度	1	1	1	shangbilong	1	0	0	0	0	TRUE	TRUE	0	1	1
-	7	前壁长度	1	1	1	qianbilong	1	0	0	0	1	TRUE	TRUE	0	1	1
-	8	大腿长度	1	1	1	datuilong	1	0	0	0	3	TRUE	TRUE	0	1	1
-	9	小腿长度	1	1	1	xiaotuilong	1	0	0	0	4	TRUE	TRUE	0	1	1
-	10	锁骨高度	1	1	1	suoguhigh	1	0	0	0	8	TRUE	TRUE	0	1	0
-	11	脖子宽度	1	1	1	boziwide	1	0	0	0	7	TRUE	TRUE	0	1	1
-	12	脖子厚度	1	1	1	bozithick	1	0	0	0	7	TRUE	TRUE	0	1	2
-	13	肩峰宽度	1	2	1	jianfengwide	1	0	0	0	20	TRUE	TRUE	0	1	1
-	14	肩膀宽度	1	2	1	jianbangwide	1	0	0	0	9	TRUE	TRUE	0	1	1
-	15	肩膀厚度	1	2	1	jianbangthick	1	0	0	0	9	TRUE	TRUE	0	1	2
-	16	胸部尺寸	1	3	1	xiongbusize	1	0	0	0	10	TRUE	TRUE	0	1	3
-	17	胸部形状	1	3	1	xiongbushape	1	0	0	0	10	TRUE	TRUE	0	1	0
-	18	胸部开合	1	3	1	xiongbuopen	1	0	0	0	10	TRUE	TRUE	0	1	0
-	19	胸部角度	1	3	1	xiongbuangle	1	0	0	0	10	TRUE	TRUE	0	1	4
-	20	胸部上下	1	3	1	xiongbuup	1	0	0	0	10	TRUE	TRUE	0	1	5
-	21	胸部宽度	1	3	1	xiongbuwide	1	0	0	0	10	TRUE	TRUE	0	1	1
-	22	胸部厚度	1	3	1	xiongbuthcik	1	0	0	0	10	TRUE	TRUE	0	1	2
-	23	胸腔下部宽度	1	3	1	xiongxiawide	1	0	0	0	11	TRUE	TRUE	0	1	1
-	24	胸腔下部厚度	1	3	1	xiongxiathick	1	0	0	0	11	TRUE	TRUE	0	1	2
-	25	腹部上下	1	4	1	fubuup	1	0	0	0	12	TRUE	TRUE	0	1	5
-	26	腹部大小	1	4	1	fububig	1	0	0	0	12	TRUE	TRUE	0	1	3
-	27	腰部宽度	1	4	1	yaobuwide	1	0	0	0	21	TRUE	TRUE	0	1	1
-	28	腰部厚度	1	4	1	yaobuthick	1	0	0	0	21	TRUE	TRUE	0	1	2
-	29	上臂上部宽度	1	6	1	shangbishangwide	1	0	0	0	13	TRUE	TRUE	0	1	1
-	30	上臂上部厚度	1	6	1	shangbishangthick	1	0	0	0	13	TRUE	TRUE	0	1	2
-	31	上臂下部宽度	1	6	1	shangbixiawide	1	0	0	0	14	TRUE	TRUE	0	1	1
-	32	上臂下部厚度	1	6	1	shangbixiathick	1	0	0	0	14	TRUE	TRUE	0	1	2
-	33	前臂宽度	1	6	1	qianbiwide	1	0	0	0	1	TRUE	TRUE	0	1	1
-	34	前臂厚度	1	6	1	qianbithick	1	0	0	0	1	TRUE	TRUE	0	1	2
-	35	手腕粗细	1	6	1	handthick	1	0	0	0	22	TRUE	TRUE	0	1	3
-	36	手掌大小	1	6	1	handbig	1	0	0	0	2	TRUE	TRUE	0	1	3
-	37	胯部宽度	1	5	1	kuabuwide	1	0	0	0	23	TRUE	TRUE	0	1	1
-	38	胯部厚度	1	5	1	kuabuthick	1	0	0	0	23	TRUE	TRUE	0	1	2
-	39	臀部尺寸	1	5	1	tunbusize	1	0	0	0	24	TRUE	TRUE	0	1	3
-	40	臀部角度	1	5	1	tunbuangle	1	0	0	0	24	TRUE	TRUE	0	1	4
-	41	大腿上部宽度	1	7	1	datuishangwide	1	0	0	0	15	TRUE	TRUE	0	1	1
-	42	大腿上部厚度	1	7	1	datuishangthick	1	0	0	0	15	TRUE	TRUE	0	1	2
-	43	大腿下部宽度	1	7	1	datuixiawide	1	0	0	0	16	TRUE	TRUE	0	1	1
-	44	大腿下部厚度	1	7	1	datuixiathick	1	0	0	0	16	TRUE	TRUE	0	1	2
-	45	膝盖宽度	1	7	1	xigaiwide	1	0	0	0	25	TRUE	TRUE	0	1	1
-	46	膝盖厚度	1	7	1	xigaithick	1	0	0	0	25	TRUE	TRUE	0	1	2
-	47	小腿粗细	1	7	1	xiaotuiwide	1	0	0	0	4	TRUE	TRUE	0	1	3
-	48	脚腕宽度	1	7	1	jiaowanwide	1	0	0	0	26	TRUE	TRUE	0	1	1
-	49	脚腕厚度	1	7	1	jiaowanthick	1	0	0	0	5	TRUE	TRUE	0	1	2
-	50	脚部大小	1	7	1	jiaobubig	1	0	0	0	5	TRUE	TRUE	0	1	0
+#	自定义身体																			
+#	Id	Name	Cengji	IsActive	Icon	ButtonStyple	IsSendContent	SendContent	Receive	Part	IsKeepChildrenScale	IsMirror	ScaleRangeMin	ScaleRangeMax	ModifyType	ScaleChange	PositionChange	RotationChange	BoneName	ParentStyple
+#	int	string	int	int	string	int	int	int	int	int	bool	bool	float	float	int	vector3	vector3	vector3	string	int
+#	id	名称	层级	是否显示	图片Icon	按钮类型	是否传输内容	传输对应类型	接收到的对应数据	对应身体部位	是否保持子物体缩放	是否左右一样	缩放最小值	缩放最大值	缩放类型	缩放修改	位置修改	角度修改	骨骼名称	对应的图片类别
+	1	身高	1	1	height	0	0	0	0	6	FALSE	TRUE	0.5	1.5	0	"1,0,0"	"0,0,0"	"0,0,0"	Bip_01	1
+	2	全身缩放	1	1	bodysize	1	0	0	0	6	FALSE	TRUE	0.5	1.5	3	"1,1,1"	"0,0,0"	"0,0,0"	Bip_01	1
+	3	头身比	1	1	headbody	1	0	0	0	19	FALSE	TRUE	0.5	0.5	3	"1,1,1"	"0,0,0"	"0,0,0"	Head	1
+	4	皮肤	1	1	skin	1	0	0	0	6	FALSE	TRUE	0.5	1.5	0	"0,0,0"	"0,0,0"	"0,0,0"	Head	1
+	5	颈部长度	1	1	jingbulong	1	0	0	0	7	TRUE	TRUE	0.5	1.5	0	"1,0,0"	"0,0,0"	"0,0,0"	Neck_01	1
+	6	上臂长度	1	1	shangbilong	1	0	0	0	0	FALSE	TRUE	0.5	1.5	1	"1,0,0"	"0,0,0"	"0,0,0"	"UpperArm_L,UpperArm_R"	1
+	7	前壁长度	1	1	qianbilong	1	0	0	0	1	FALSE	TRUE	0.5	1.5	1	"1,0,0"	"0,0,0"	"0,0,0"	"Forearm_L,Forearm_R"	1
+	8	大腿长度	1	1	datuilong	1	0	0	0	3	FALSE	TRUE	0.5	1.5	1	"1,0,0"	"0,0,0"	"0,0,0"	"Thigh_L,Thigh_R"	1
+	9	小腿长度	1	1	xiaotuilong	1	0	0	0	4	FALSE	TRUE	0.5	1.5	1	"1,0,0"	"0,0,0"	"0,0,0"	"Calf_L,Calf_R"	1
+	10	锁骨高度	1	1	suoguhigh	1	0	0	0	8	FALSE	TRUE	-0.35	-0.19	0	"0,0,0"	"1,0,0"	"0,0,0"	collarbone	1
+	11	脖子宽度	1	1	boziwide	1	0	0	0	7	FALSE	TRUE	0.5	1.5	1	"0,0,1"	"0,0,0"	"0,0,0"	Neck_01	1
+	12	脖子厚度	1	1	bozithick	1	0	0	0	7	FALSE	TRUE	0.5	1.5	2	"0,1,0"	"0,0,0"	"0,0,0"	Neck_01	1
+	13	肩峰宽度	1	1	jianfengwide	1	0	0	0	20	FALSE	TRUE	0.2	1	1	"1,1,1"	"0,0,0"	"0,0,0"	"Scapular_L,Scapular_R"	2
+	14	肩膀宽度	1	1	jianbangwide	1	0	0	0	9	FALSE	TRUE	0.7	1.4	1	"1,0,0"	"0,0,0"	"0,0,0"	"Clavicle_L,Clavicle_R"	2
+	15	肩膀厚度	1	1	jianbangthick	1	0	0	0	9	FALSE	TRUE	0	0.8	2	"0,0,1"	"0,0,0"	"0,0,0"	"Clavicle_L,Clavicle_R"	2
+	16	胸部尺寸	1	1	xiongbusize	1	0	0	0	10	FALSE	TRUE	0.3	2	3	"1,1,1"	"0,0,0"	"0,0,0"	"Chest_L,Chest_R"	3
+	17	胸部形状	1	1	xiongbushape	1	0	0	0	10	FALSE	TRUE	-168	-40	0	"0,0,0"	"0,0,0"	"0,1,0"	"Chest_L,Chest_R"	3
+	18	胸部开合	1	1	xiongbuopen	1	0	0	0	10	FALSE	TRUE	-117	-60	0	"0,0,0"	"0,0,0"	"0,0,1"	"Chest_L,Chest_R"	3
+	19	胸部角度	1	1	xiongbuangle	1	0	0	0	10	FALSE	TRUE	-24	0	4	"0,0,0"	"0,0,0"	"1,0,0"	"Chest_L,Chest_R"	3
+	20	胸部上下	1	1	xiongbuup	1	0	0	0	10	FALSE	TRUE	0	1	5	"0,0,0"	"0,0,0"	"0,0,0"	"Chest_L,Chest_R"	3
+	21	胸部宽度	1	1	xiongbuwide	1	0	0	0	10	FALSE	TRUE	0	1	1	"0,0,0"	"0,0,0"	"0,0,0"	"Chest_L,Chest_R"	3
+	22	胸部厚度	1	1	xiongbuthcik	1	0	0	0	10	FALSE	TRUE	0	1	2	"0,0,0"	"0,0,0"	"0,0,0"	"Chest_L,Chest_R"	3
+	23	胸腔下部宽度	1	1	xiongxiawide	1	0	0	0	11	FALSE	TRUE	0.5	1.5	1	"0,0,1"	"0,0,0"	"0,0,0"	Spine_02	3
+	24	胸腔下部厚度	1	1	xiongxiathick	1	0	0	0	11	FALSE	TRUE	0.5	1.5	2	"1,0,0"	"0,0,0"	"0,0,0"	Spine_02	3
+	25	腹部上下	1	1	fubuup	1	0	0	0	12	FALSE	TRUE	-0.2	0	5	"1,0,0"	"0,0,0"	"0,0,0"	Bone023	4
+	26	腹部大小	1	1	fububig	1	0	0	0	12	FALSE	TRUE	0.5	1.5	3	"1,0,0"	"0,0,0"	"0,0,0"	Bone023	4
+	27	腰部宽度	1	1	yaobuwide	1	0	0	0	21	FALSE	TRUE	0.5	1.5	1	"0,0,1"	"0,0,0"	"0,0,0"	Bone023	4
+	28	腰部厚度	1	1	yaobuthick	1	0	0	0	21	FALSE	TRUE	0.5	1.5	2	"0,1,0"	"0,0,0"	"0,0,0"	Bone023	4
+	29	上臂上部宽度	1	1	shangbishangwide	1	0	0	0	13	FALSE	TRUE	0.5	1.5	1	"0,1,0"	"0,0,0"	"0,0,0"	"Bone018,Bone021"	6
+	30	上臂上部厚度	1	1	shangbishangthick	1	0	0	0	13	FALSE	TRUE	0.5	1.5	2	"0,0,1"	"0,0,0"	"0,0,0"	"Bone018,Bone021"	6
+	31	上臂下部宽度	1	1	shangbixiawide	1	0	0	0	14	FALSE	TRUE	0.5	1.5	1	"0,1,0"	"0,0,0"	"0,0,0"	"Bone019,Bone022"	6
+	32	上臂下部厚度	1	1	shangbixiathick	1	0	0	0	14	FALSE	TRUE	0.5	1.5	2	"0,0,1"	"0,0,0"	"0,0,0"	"Bone019,Bone022"	6
+	33	前臂宽度	1	1	qianbiwide	1	0	0	0	1	FALSE	TRUE	0.5	1.5	1	"0,1,0"	"0,0,0"	"0,0,0"	"Forearm_R_U,Forearm_R_U"	6
+	34	前臂厚度	1	1	qianbithick	1	0	0	0	1	FALSE	TRUE	0.5	1.5	2	"0,0,1"	"0,0,0"	"0,0,0"	"Forearm_R_U,Forearm_R_U"	6
+	35	手腕粗细	1	1	handthick	1	0	0	0	22	FALSE	TRUE	0.5	1.5	3	"0,1,1"	"0,0,0"	"0,0,0"	"Forearm_L_D,Forearm_R_D"	6
+	36	手掌大小	1	1	handbig	1	0	0	0	2	FALSE	TRUE	0.5	1.5	3	"1,1,1"	"0,0,0"	"0,0,0"	"Hand_L,Hand_R"	6
+	37	胯部宽度	1	1	kuabuwide	1	0	0	0	23	FALSE	TRUE	0.5	1.5	1	"0,0,1"	"0,0,0"	"0,0,0"	Pelvis	5
+	38	胯部厚度	1	1	kuabuthick	1	0	0	0	23	FALSE	TRUE	0.5	1.5	2	"0,1,0"	"0,0,0"	"0,0,0"	Pelvis	5
+	39	臀部尺寸	1	1	tunbusize	1	0	0	0	24	FALSE	TRUE	0.5	1.5	3	"1,1,1"	"0,0,0"	"0,0,0"	Pelvis_B	5
+	40	臀部角度	1	1	tunbuangle	1	0	0	0	24	FALSE	TRUE	-80	-30	4	"0,0,0"	"0,0,0"	"0,0,1"	Pelvis_B	5
+	41	大腿上部宽度	1	1	datuishangwide	1	0	0	0	15	FALSE	TRUE	0.5	1.5	1	"0,1,0"	"0,0,0"	"0,0,0"	"Thigh_L_U,Thigh_R_U"	7
+	42	大腿上部厚度	1	1	datuishangthick	1	0	0	0	15	FALSE	TRUE	0.5	1.5	2	"0,0,1"	"0,0,0"	"0,0,0"	"Thigh_L_U,Thigh_R_U"	7
+	43	大腿下部宽度	1	1	datuixiawide	1	0	0	0	16	FALSE	TRUE	0.5	1.5	1	"0,1,0"	"0,0,0"	"0,0,0"	"Thigh_L_D,Thigh_R_D"	7
+	44	大腿下部厚度	1	1	datuixiathick	1	0	0	0	16	FALSE	TRUE	0.5	1.5	2	"0,0,1"	"0,0,0"	"0,0,0"	"Thigh_L_D,Thigh_R_D"	7
+	45	膝盖宽度	1	1	xigaiwide	1	0	0	0	25	FALSE	TRUE	0.5	1.5	1	"0,1,0"	"0,0,0"	"0,0,0"	"Calf_L_U,Calf_R_U"	7
+	46	膝盖厚度	1	1	xigaithick	1	0	0	0	25	FALSE	TRUE	0.5	1.5	2	"0,0,1"	"0,0,0"	"0,0,0"	"Calf_L_U,Calf_R_U"	7
+	47	小腿粗细	1	1	xiaotuiwide	1	0	0	0	4	FALSE	TRUE	0.5	1.5	3	"0,1,1"	"0,0,0"	"0,0,0"	"Calf_L_D,Calf_R_D"	7
+	48	脚腕宽度	1	1	jiaowanwide	1	0	0	0	26	FALSE	TRUE	0.5	1.5	1	"0,1,0"	"0,0,0"	"0,0,0"	"Calf_L_D,Calf_R_D"	7
+	49	脚腕厚度	1	1	jiaowanthick	1	0	0	0	5	FALSE	TRUE	0.5	1.5	2	"0,0,1"	"0,0,0"	"0,0,0"	"Calf_L_D,Calf_R_D"	7
+	50	脚部大小	1	1	jiaobubig	1	0	0	0	5	FALSE	TRUE	0.5	1.5	3	"1,1,1,"	"0,0,0"	"0,0,0"	"Foot_L,Foot_R"	7

+ 1 - 1
Assets/GameMain/Meshes/Player/Torso.mat

@@ -73,5 +73,5 @@ Material:
     - _UVSec: 0
     - _ZWrite: 1
     m_Colors:
-    - _Color: {r: 0, g: 0, b: 0, a: 1}
+    - _Color: {r: 0.2264151, g: 0.2264151, b: 0.2264151, a: 1}
     - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}

+ 27 - 27
Assets/GameMain/Meshes/Player/baseani.controller

@@ -1,6 +1,28 @@
 %YAML 1.1
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+--- !u!1102 &3585764400497714350
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@@ -59,8 +59,8 @@ AnimatorStateMachine:
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   m_ChildStateMachines: []
   m_AnyStateTransitions: []
   m_EntryTransitions: []
@@ -70,4 +70,4 @@ AnimatorStateMachine:
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+  m_DefaultState: {fileID: 3585764400497714350}

Файловите разлики са ограничени, защото са твърде много
+ 45392 - 0
Assets/GameMain/Meshes/Player/walk 1.anim


+ 8 - 0
Assets/GameMain/Meshes/Player/walk 1.anim.meta

@@ -0,0 +1,8 @@
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+NativeFormatImporter:
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Файловите разлики са ограничени, защото са твърде много
+ 41875 - 0
Assets/GameMain/Meshes/Player/walk.anim


+ 8 - 0
Assets/GameMain/Meshes/Player/walk.anim.meta

@@ -0,0 +1,8 @@
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+guid: 9d0b445f4a96c9b4caf0e97c2352242b
+NativeFormatImporter:
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+  mainObjectFileID: 7400000
+  userData: 
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+  assetBundleVariant: 

BIN
Assets/GameMain/Meshes/Player/标准女.FBX


Файловите разлики са ограничени, защото са твърде много
+ 1338 - 0
Assets/GameMain/Meshes/Player/标准女.FBX.meta


+ 208 - 0
Assets/GameMain/Scenes/CustomRole.unity

@@ -754,12 +754,215 @@ Transform:
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+  UpperArmDown: []
+  UpperLegUp: []
+  UpperLegDown: []
+  LowerLegUp: []
+  LowerLegDown: []
+--- !u!95 &765798890
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+    - target: {fileID: 919132149155446097, guid: 087ede0f360019a4cbae4000a58f6fb7,
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+        type: 3}
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+        type: 3}
+      propertyPath: m_Materials.Array.data[12]
+      value: 
+      objectReference: {fileID: 2100000, guid: 4dfe6694e670f3e409164e135ac6a6ee, type: 2}
+    - target: {fileID: 7483789912442921702, guid: 087ede0f360019a4cbae4000a58f6fb7,
+        type: 3}
+      propertyPath: m_Materials.Array.data[13]
+      value: 
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+    - target: {fileID: 7483789912442921702, guid: 087ede0f360019a4cbae4000a58f6fb7,
+        type: 3}
+      propertyPath: m_Materials.Array.data[14]
+      value: 
+      objectReference: {fileID: 2100000, guid: 04513c542aa764049959015bf044ce55, type: 2}
+    m_RemovedComponents: []
+  m_SourcePrefab: {fileID: 100100000, guid: 087ede0f360019a4cbae4000a58f6fb7, type: 3}
 --- !u!4 &938409878 stripped
 Transform:
   m_CorrespondingSourceObject: {fileID: 5928295957050342215, guid: a83bf52c2391bc247be837a410a359b3,
@@ -994,6 +1197,11 @@ PrefabInstance:
       propertyPath: m_Name
       value: biaozhunnv
       objectReference: {fileID: 0}
+    - target: {fileID: 919132149155446097, guid: 1af50795f5cfada4f88a13671ba266a1,
+        type: 3}
+      propertyPath: m_IsActive
+      value: 0
+      objectReference: {fileID: 0}
     - target: {fileID: 5866666021909216657, guid: 1af50795f5cfada4f88a13671ba266a1,
         type: 3}
       propertyPath: m_Controller

+ 1 - 1
Assets/GameMain/Scripts/DataTable/DRAircraft.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2022-01-20 19:36:46.616
+// 生成时间:2022-01-20 20:43:45.731
 //------------------------------------------------------------
 
 using GameFramework;

+ 1 - 1
Assets/GameMain/Scripts/DataTable/DRArmor.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2022-01-20 19:36:46.627
+// 生成时间:2022-01-20 20:43:45.745
 //------------------------------------------------------------
 
 using GameFramework;

+ 1 - 1
Assets/GameMain/Scripts/DataTable/DRAsteroid.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2022-01-20 19:36:46.630
+// 生成时间:2022-01-20 20:43:45.749
 //------------------------------------------------------------
 
 using GameFramework;

+ 56 - 12
Assets/GameMain/Scripts/DataTable/DRCustomBody.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2022-01-20 19:36:46.657
+// 生成时间:2022-01-20 20:43:45.778
 //------------------------------------------------------------
 
 using GameFramework;
@@ -55,15 +55,6 @@ namespace MetaClient
         }
 
         /// <summary>
-        /// 获取对应的图片类别。
-        /// </summary>
-        public int ParentStyple
-        {
-            get;
-            private set;
-        }
-
-        /// <summary>
         /// 获取是否显示。
         /// </summary>
         public int IsActive
@@ -171,6 +162,51 @@ namespace MetaClient
             private set;
         }
 
+        /// <summary>
+        /// 获取缩放修改。
+        /// </summary>
+        public Vector3 ScaleChange
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取位置修改。
+        /// </summary>
+        public Vector3 PositionChange
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取角度修改。
+        /// </summary>
+        public Vector3 RotationChange
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取骨骼名称。
+        /// </summary>
+        public string BoneName
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取对应的图片类别。
+        /// </summary>
+        public int ParentStyple
+        {
+            get;
+            private set;
+        }
+
         public override bool ParseDataRow(string dataRowString, object userData)
         {
             string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
@@ -184,7 +220,6 @@ namespace MetaClient
             m_Id = int.Parse(columnStrings[index++]);
             Name = columnStrings[index++];
             Cengji = int.Parse(columnStrings[index++]);
-            ParentStyple = int.Parse(columnStrings[index++]);
             IsActive = int.Parse(columnStrings[index++]);
             Icon = columnStrings[index++];
             ButtonStyple = int.Parse(columnStrings[index++]);
@@ -197,6 +232,11 @@ namespace MetaClient
             ScaleRangeMin = float.Parse(columnStrings[index++]);
             ScaleRangeMax = float.Parse(columnStrings[index++]);
             ModifyType = int.Parse(columnStrings[index++]);
+            ScaleChange = DataTableExtension.ParseVector3(columnStrings[index++]);
+            PositionChange = DataTableExtension.ParseVector3(columnStrings[index++]);
+            RotationChange = DataTableExtension.ParseVector3(columnStrings[index++]);
+            BoneName = columnStrings[index++];
+            ParentStyple = int.Parse(columnStrings[index++]);
 
             GeneratePropertyArray();
             return true;
@@ -211,7 +251,6 @@ namespace MetaClient
                     m_Id = binaryReader.Read7BitEncodedInt32();
                     Name = binaryReader.ReadString();
                     Cengji = binaryReader.Read7BitEncodedInt32();
-                    ParentStyple = binaryReader.Read7BitEncodedInt32();
                     IsActive = binaryReader.Read7BitEncodedInt32();
                     Icon = binaryReader.ReadString();
                     ButtonStyple = binaryReader.Read7BitEncodedInt32();
@@ -224,6 +263,11 @@ namespace MetaClient
                     ScaleRangeMin = binaryReader.ReadSingle();
                     ScaleRangeMax = binaryReader.ReadSingle();
                     ModifyType = binaryReader.Read7BitEncodedInt32();
+                    ScaleChange = binaryReader.ReadVector3();
+                    PositionChange = binaryReader.ReadVector3();
+                    RotationChange = binaryReader.ReadVector3();
+                    BoneName = binaryReader.ReadString();
+                    ParentStyple = binaryReader.Read7BitEncodedInt32();
                 }
             }
 

+ 1 - 1
Assets/GameMain/Scripts/DataTable/DREntity.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2022-01-20 19:36:46.635
+// 生成时间:2022-01-20 20:43:45.754
 //------------------------------------------------------------
 
 using GameFramework;

+ 1 - 1
Assets/GameMain/Scripts/DataTable/DRMusic.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2022-01-20 19:36:46.636
+// 生成时间:2022-01-20 20:43:45.757
 //------------------------------------------------------------
 
 using GameFramework;

+ 1 - 1
Assets/GameMain/Scripts/DataTable/DRScene.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2022-01-20 19:36:46.638
+// 生成时间:2022-01-20 20:43:45.759
 //------------------------------------------------------------
 
 using GameFramework;

+ 1 - 1
Assets/GameMain/Scripts/DataTable/DRSound.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2022-01-20 19:36:46.641
+// 生成时间:2022-01-20 20:43:45.763
 //------------------------------------------------------------
 
 using GameFramework;

+ 1 - 1
Assets/GameMain/Scripts/DataTable/DRThruster.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2022-01-20 19:36:46.643
+// 生成时间:2022-01-20 20:43:45.765
 //------------------------------------------------------------
 
 using GameFramework;

+ 1 - 1
Assets/GameMain/Scripts/DataTable/DRUIForm.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2022-01-20 19:36:46.650
+// 生成时间:2022-01-20 20:43:45.767
 //------------------------------------------------------------
 
 using GameFramework;

+ 1 - 1
Assets/GameMain/Scripts/DataTable/DRUISound.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2022-01-20 19:36:46.651
+// 生成时间:2022-01-20 20:43:45.769
 //------------------------------------------------------------
 
 using GameFramework;

+ 1 - 1
Assets/GameMain/Scripts/DataTable/DRWeapon.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2022-01-20 19:36:46.653
+// 生成时间:2022-01-20 20:43:45.771
 //------------------------------------------------------------
 
 using GameFramework;

+ 37 - 3
Assets/GameMain/Scripts/Game/CustomRole/CustomManager.cs

@@ -25,7 +25,7 @@ namespace MetaClient
         {
             GameEntry.Event.Subscribe(CustomRoleBodyEventArgs.EventId, UpdateBody);
 
-            testPlayer = GameObject.Find("biaozhunnv").GetComponent<CustomRoleController>();
+            testPlayer = GameObject.Find("标准女").GetComponent<CustomRoleController>();
 
             bodyData = new RoleCustomData();
             //初始化
@@ -33,7 +33,7 @@ namespace MetaClient
             DRCustomBody[] dtCB = drCB.GetAllDataRows();
             for (int i = 0; i < dtCB.Length; i++)
             {
-                bodyData.bodyList.Add(i, new PartData(dtCB[i].Id,(EditableBodyPart)dtCB[i].Part, (ModifyType)dtCB[i].ModifyType));
+                bodyData.bodyList.Add(dtCB[i].Id, new PartData(dtCB[i].Id,(EditableBodyPart)dtCB[i].Part, (ModifyType)dtCB[i].ModifyType));
             }
 
             //初始缩放
@@ -61,10 +61,44 @@ namespace MetaClient
             CustomRoleBodyEventArgs crf = (CustomRoleBodyEventArgs)e;
             if (crf != null)
             {
+                //更新数据
+                IDataTable<DRCustomBody> drCB = GameEntry.DataTable.GetDataTable<DRCustomBody>();
+                var formData = drCB.GetDataRow(crf.Part);
+                if(formData == null)
+                {
+                    Debug.LogError(crf.Part + ":  表里不存在此行数据");
+                    return;
+                }
                 bodyData.bodyList[crf.Part].floatValue = 1 + (crf.ChangeValue.x - 0.5f) * valueFloating;
+
+                //通过更新的数据更新骨骼缩放
                 if (testPlayer != null)
                 {
-                    testPlayer.UpdateBoneScale((EditableBodyPart)crf.Part, bodyData.bodyList[crf.Part].floatValue);
+                    switch ((ModifyType)formData.ModifyType)
+                    {
+                        case ModifyType.Length:
+                            testPlayer.UpdateBoneScale((EditableBodyPart)formData.Part, new Vector3(0, 0, 1), formData.IsKeepChildrenScale, bodyData.bodyList[crf.Part].floatValue);
+                            break;
+                        case ModifyType.Width:
+                            testPlayer.UpdateBoneScale((EditableBodyPart)formData.Part, new Vector3(0, 1, 0), formData.IsKeepChildrenScale, bodyData.bodyList[crf.Part].floatValue);
+                            break;
+                        case ModifyType.Thick:
+                            testPlayer.UpdateBoneScale((EditableBodyPart)formData.Part, new Vector3(1, 0, 0), formData.IsKeepChildrenScale, bodyData.bodyList[crf.Part].floatValue);
+                            break;
+                        case ModifyType.LengthWidthThick:
+                            testPlayer.UpdateBoneScale((EditableBodyPart)formData.Part, new Vector3(1, 1, 1), formData.IsKeepChildrenScale, bodyData.bodyList[crf.Part].floatValue);
+                            break;
+                        case ModifyType.Angle:
+                            break;
+                        case ModifyType.UpDown:
+                            break;
+                        case ModifyType.LeftRight:
+                            break;
+                        case ModifyType.ForwardBehind:
+                            break;
+                        default:
+                            break;
+                    }
                 }
             }
         }

+ 2 - 2
Assets/GameMain/Scripts/Game/CustomRole/CustomRoleController.cs

@@ -37,9 +37,9 @@ public class CustomRoleController : MonoBehaviour
         transform.SetPositionY(y * 0.2f + transform.position.y * 0.8f);
     }
 
-    public void UpdateBoneScale(EditableBodyPart part,float value)
+    public void UpdateBoneScale(EditableBodyPart part,Vector3 scale,bool isKeep,float value)
     {
-        CustomRoleUtility.UpdateBoneScale(ani, part, value);
+        CustomRoleUtility.UpdateBoneScale(ani, part,scale, isKeep, value);
     }
 
     public List<Transform> GetBonesTrans()

+ 26 - 70
Assets/GameMain/Scripts/Utility/CustomRoleUtility.cs

@@ -66,86 +66,42 @@ public enum ModifyType
 
 public static class CustomRoleUtility
 {
-    public static void UpdateBoneScale(Animator ani,EditableBodyPart part,float value)
+    public static void UpdateBoneScale(Animator ani,EditableBodyPart part, Vector3 scale,bool keepChildWorldScale, float value)
     {
-        Transform transL = null;
-        Transform transR = null;
+        Transform[] transList = GetRelativeTransform(ani,part);
         Vector3 beforeScale = Vector3.one;
-        List<Transform> childList = new List<Transform>();
-        
-        bool keepChildWorldScale = false;
-        switch (part)
+
+        if(transList == null)
         {
-            case EditableBodyPart.UpperArm:
-                transL = ani.GetBoneTransform(HumanBodyBones.LeftUpperArm);
-                transR = ani.GetBoneTransform(HumanBodyBones.RightUpperArm);
-                break;
-            case EditableBodyPart.LowerArm:
-                transL = ani.GetBoneTransform(HumanBodyBones.LeftLowerArm);
-                transR = ani.GetBoneTransform(HumanBodyBones.RightLowerArm);
-                break;
-            case EditableBodyPart.Hand:
-                transL = ani.GetBoneTransform(HumanBodyBones.LeftHand);
-                transR = ani.GetBoneTransform(HumanBodyBones.RightHand);
-                break;
-            case EditableBodyPart.UpperLeg:
-                transL = ani.GetBoneTransform(HumanBodyBones.LeftUpperLeg);
-                transR = ani.GetBoneTransform(HumanBodyBones.RightUpperLeg);
-                keepChildWorldScale = true;
-                break;
-            case EditableBodyPart.LowerLeg:
-                transL = ani.GetBoneTransform(HumanBodyBones.LeftLowerLeg);
-                transR = ani.GetBoneTransform(HumanBodyBones.RightLowerLeg);
-                break;
-            case EditableBodyPart.Foot:
-                transL = ani.GetBoneTransform(HumanBodyBones.LeftFoot);
-                transR = ani.GetBoneTransform(HumanBodyBones.RightFoot);
-                break;
-            case EditableBodyPart.None:
-                break;
-            default:
-                break;
+            return;
         }
-
-        if(transL != null)
+        for (int i = 0; i < transList.Length; i++)
         {
-            beforeScale = transL.localScale;
-            var world_l = transL.lossyScale;
-            transL.SetLocalScaleX(transL.localScale.x * value / world_l.x);
-            transL.SetLocalScaleY(transL.localScale.y * value / world_l.y);
-            transL.SetLocalScaleZ(transL.localScale.z * value / world_l.z);
-
-            var lcount = transL.childCount;
-            for (int i = 0; i < lcount; i++)
+            var trans = transList[i];
+            if(trans == null)
             {
-                childList.Add(transL.GetChild(i));
+                continue;
             }
-        }
-        if(transR != null)
-        {
-            beforeScale = transR.localScale;
-            var world_r = transR.lossyScale;
-            transR.SetLocalScaleX(transR.localScale.x * value / world_r.x);
-            transR.SetLocalScaleY(transR.localScale.y * value / world_r.y);
-            transR.SetLocalScaleZ(transR.localScale.z * value / world_r.z);
+            beforeScale = trans.localScale;
+            var world_l = trans.lossyScale;
+            if (scale.x == 1) trans.SetLocalScaleX(trans.localScale.x * value / world_l.x);
+            if (scale.y == 1) trans.SetLocalScaleY(trans.localScale.y * value / world_l.y);
+            if (scale.z == 1) trans.SetLocalScaleZ(trans.localScale.z * value / world_l.z);
 
-            var rcount = transR.childCount;
-            for (int i = 0; i < rcount; i++)
+            //修改子物体的缩放
+            if (!keepChildWorldScale)
             {
-                childList.Add(transR.GetChild(i));
+                continue;
+            }
+            var lcount = trans.childCount;
+            for (int j = 0; j < lcount; j++)
+            {
+                var childTrans = trans.GetChild(j);
+                var oldScale = childTrans.localScale;
+                if (scale.x == 1) childTrans.SetLocalScaleX(oldScale.x * beforeScale.x / value);
+                if (scale.y == 1) childTrans.SetLocalScaleY(oldScale.y * beforeScale.y / value);
+                if (scale.z == 1) childTrans.SetLocalScaleZ(oldScale.z * beforeScale.z / value);
             }
-        }
-        if(!keepChildWorldScale)
-        {
-            return;
-        }
-        for (int i = 0; i < childList.Count; i++)
-        {
-            var childTrans = childList[i];
-            var oldScale = childTrans.localScale;
-            childTrans.SetLocalScaleX(oldScale.x * beforeScale.x / value);
-            childTrans.SetLocalScaleY(oldScale.y * beforeScale.y / value);
-            childTrans.SetLocalScaleZ(oldScale.z * beforeScale.z / value);
         }
     }
 

+ 2 - 2
Assets/GameMain/UI/UIForms/CustomRoleForm.prefab

@@ -1006,7 +1006,7 @@ RectTransform:
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0.5, y: 0.5}
   m_AnchorMax: {x: 0.5, y: 0.5}
-  m_AnchoredPosition: {x: 0, y: 489}
+  m_AnchoredPosition: {x: 0, y: 343}
   m_SizeDelta: {x: 200, y: 20}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!114 &6042361211319969144
@@ -1290,7 +1290,7 @@ RectTransform:
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0.5, y: 0.5}
   m_AnchorMax: {x: 0.5, y: 0.5}
-  m_AnchoredPosition: {x: 0, y: 557}
+  m_AnchoredPosition: {x: 0, y: 419}
   m_SizeDelta: {x: 300, y: 50}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!222 &8201164518370244266