AvatarTool.cs 3.8 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. public static class AvatarTool
  5. {
  6. /// <summary>
  7. /// 应用装备
  8. /// </summary>
  9. /// <param name="targetRole">目标角色物体</param>
  10. /// <param name="targetPart">被改变的部位</param>
  11. /// <param name="partName">装备预制体名称</param>
  12. /// <param name="partSavorRolePrefab">预制体所在的对象预制物体</param>
  13. public static void ChangeAvatar(GameObject targetRole, GameObject targetPart, string partName, GameObject partSavorRolePrefab)
  14. {
  15. //Transform t = partSavorRolePrefab.transform.Find(partName);
  16. Transform t = FindTargetObj(partSavorRolePrefab, partName);
  17. if (t == null) return;
  18. ChangeAvatar(targetRole, targetPart, t.gameObject);
  19. }
  20. /// <summary>
  21. /// 寻找到目标物体
  22. /// </summary>
  23. public static Transform FindTargetObj(GameObject obj, string name)
  24. {
  25. Transform o = null;
  26. Transform[] transforms = obj.transform.GetComponentsInChildren<Transform>();
  27. foreach (Transform t in transforms)
  28. {
  29. if (t.name == name)
  30. {
  31. o = t;
  32. break;
  33. }
  34. }
  35. return o;
  36. }
  37. /// <summary>
  38. /// 根据是否带有SkinnedMeshRenderer决定改变外观的方式
  39. /// </summary>
  40. /// <param name="targetRole"></param>
  41. /// <param name="targetPart"></param>
  42. /// <param name="part"></param>
  43. public static void ChangeAvatar(GameObject targetRole, GameObject targetPart, GameObject part)
  44. {
  45. if (targetPart.GetComponent<SkinnedMeshRenderer>())
  46. {
  47. Transform[] hips = targetRole.GetComponentsInChildren<Transform>();//角色的骨骼物体
  48. ChangeMesh(targetPart, part, hips);
  49. }
  50. else
  51. {
  52. ChangeMesh(targetPart, part);
  53. }
  54. }
  55. /// <summary>
  56. /// 改变mesh,这里主要使用蒙皮骨骼换装
  57. /// </summary>
  58. /// <param name="targetPart">需要被改变的玩家身上的部位,比如:鞋子</param>
  59. /// <param name="part">用于改变的部位,比如:鞋子01</param>
  60. /// <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>
  61. public static void ChangeMesh(GameObject targetPart, GameObject part, Transform[] hips)
  62. {
  63. SkinnedMeshRenderer smr = part.GetComponent<SkinnedMeshRenderer>();//获取预制物体下相关部位的SkinnedMeshRenderer
  64. //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
  65. List<Transform> bones = new List<Transform>();
  66. foreach (Transform bone in smr.bones)
  67. {
  68. foreach (Transform hip in hips)
  69. {
  70. if (hip.name != bone.name)
  71. {
  72. continue;
  73. }
  74. bones.Add(hip);
  75. break;
  76. }
  77. }
  78. targetPart.GetComponent<SkinnedMeshRenderer>().sharedMesh = smr.sharedMesh;//更改mesh
  79. targetPart.GetComponent<SkinnedMeshRenderer>().bones = bones.ToArray();//更换(刷新)骨骼列表
  80. targetPart.GetComponent<SkinnedMeshRenderer>().materials = smr.sharedMaterials;//更换材质
  81. }
  82. /// <summary>
  83. /// 改变Mesh,这里主要使用MeshRenderer
  84. /// </summary>
  85. /// <param name="targetPart">玩家身上的部位</param>
  86. /// <param name="part"></param>
  87. public static void ChangeMesh(GameObject targetPart, GameObject part)
  88. {
  89. targetPart.GetComponent<MeshFilter>().mesh = part.GetComponent<MeshFilter>().sharedMesh;
  90. targetPart.GetComponent<MeshRenderer>().materials = part.GetComponent<MeshRenderer>().sharedMaterials;
  91. }
  92. }