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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public static class AvatarTool
- {
- /// <summary>
- /// 应用装备
- /// </summary>
- /// <param name="targetRole">目标角色物体</param>
- /// <param name="targetPart">被改变的部位</param>
- /// <param name="partName">装备预制体名称</param>
- /// <param name="partSavorRolePrefab">预制体所在的对象预制物体</param>
- public static void ChangeAvatar(GameObject targetRole, GameObject targetPart, string partName, GameObject partSavorRolePrefab)
- {
- //Transform t = partSavorRolePrefab.transform.Find(partName);
- Transform t = FindTargetObj(partSavorRolePrefab, partName);
- if (t == null) return;
- ChangeAvatar(targetRole, targetPart, t.gameObject);
- }
- /// <summary>
- /// 寻找到目标物体
- /// </summary>
- public static Transform FindTargetObj(GameObject obj, string name)
- {
- Transform o = null;
- Transform[] transforms = obj.transform.GetComponentsInChildren<Transform>();
- foreach (Transform t in transforms)
- {
- if (t.name == name)
- {
- o = t;
- break;
- }
- }
- return o;
- }
- /// <summary>
- /// 根据是否带有SkinnedMeshRenderer决定改变外观的方式
- /// </summary>
- /// <param name="targetRole"></param>
- /// <param name="targetPart"></param>
- /// <param name="part"></param>
- public static void ChangeAvatar(GameObject targetRole, GameObject targetPart, GameObject part)
- {
- if (targetPart.GetComponent<SkinnedMeshRenderer>())
- {
- Transform[] hips = targetRole.GetComponentsInChildren<Transform>();//角色的骨骼物体
- ChangeMesh(targetPart, part, hips);
- }
- else
- {
- ChangeMesh(targetPart, part);
- }
- }
- /// <summary>
- /// 改变mesh,这里主要使用蒙皮骨骼换装
- /// </summary>
- /// <param name="targetPart">需要被改变的玩家身上的部位,比如:鞋子</param>
- /// <param name="part">用于改变的部位,比如:鞋子01</param>
- /// <param name="hips">玩家身上的骨骼,targetPart和part必须在相同的一套或者同名(模型不同,但是骨骼完全一样)的骨骼下</param>
- public static void ChangeMesh(GameObject targetPart, GameObject part, Transform[] hips)
- {
- SkinnedMeshRenderer smr = part.GetComponent<SkinnedMeshRenderer>();//获取预制物体下相关部位的SkinnedMeshRenderer
- //获取角色物体下与预制物体相关更换的Mesh部位下作用于该Mesh,再场景中与其同名的骨骼列表
- List<Transform> bones = new List<Transform>();
- foreach (Transform bone in smr.bones)
- {
- foreach (Transform hip in hips)
- {
- if (hip.name != bone.name)
- {
- continue;
- }
- bones.Add(hip);
- break;
- }
- }
- targetPart.GetComponent<SkinnedMeshRenderer>().sharedMesh = smr.sharedMesh;//更改mesh
- targetPart.GetComponent<SkinnedMeshRenderer>().bones = bones.ToArray();//更换(刷新)骨骼列表
- targetPart.GetComponent<SkinnedMeshRenderer>().materials = smr.sharedMaterials;//更换材质
- }
- /// <summary>
- /// 改变Mesh,这里主要使用MeshRenderer
- /// </summary>
- /// <param name="targetPart">玩家身上的部位</param>
- /// <param name="part"></param>
- public static void ChangeMesh(GameObject targetPart, GameObject part)
- {
- targetPart.GetComponent<MeshFilter>().mesh = part.GetComponent<MeshFilter>().sharedMesh;
- targetPart.GetComponent<MeshRenderer>().materials = part.GetComponent<MeshRenderer>().sharedMaterials;
- }
- }
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