CombineSkinMesh.cs 6.7 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using UnityEngine.SceneManagement;
  5. public class CombineSkinMesh : MonoBehaviour
  6. {
  7. public SkinnedMeshRenderer Body;
  8. private Transform[] childTransforms = null;
  9. public SkinnedMeshRenderer[] OldClothes = new SkinnedMeshRenderer[3];
  10. public SkinnedMeshRenderer[] Clothes = new SkinnedMeshRenderer[3];
  11. private Dictionary<ClothType, GameObject> BeforeClothDic = new Dictionary<ClothType, GameObject>();
  12. private Dictionary<ClothType, GameObject> EquipClothDic = new Dictionary<ClothType, GameObject>();
  13. void Start()
  14. {
  15. childTransforms = gameObject.GetComponentsInChildren<Transform>(false);
  16. Debug.Log("childTransforms : " + childTransforms.Length);
  17. //Transform shangyi = transform.Find("FE_Top001");
  18. //Transform xiazhuang = transform.Find("FE_BTM001");
  19. //OrginClothDic.Add(ClothType.Shangyi, shangyi.GetComponent<SkinnedMeshRenderer>());
  20. //OrginClothDic.Add(ClothType.Xiazhuang, xiazhuang.GetComponent<SkinnedMeshRenderer>());
  21. }
  22. void Update()
  23. {
  24. }
  25. public void ChangeCloth(ClothType _type, GameObject _skin)
  26. {
  27. if(EquipClothDic.TryGetValue(_type, out var value))
  28. {
  29. BeforeClothDic[_type] = value;
  30. }
  31. else
  32. {
  33. BeforeClothDic[_type] = null;
  34. }
  35. ;
  36. EquipClothDic[_type] = _skin;
  37. CustomRoleUtility.ChangeCloth(BeforeClothDic[_type], EquipClothDic[_type],childTransforms);
  38. //StopAllCoroutines();
  39. //var wrap = _skin.transform.GetChild(0).gameObject.GetOrAddComponent<MegaWrap>();
  40. var wrap = _skin.GetComponentInChildren<SkinnedMeshRenderer>().gameObject.GetOrAddComponent<MegaWrap>();
  41. wrap.target = Body.GetComponent<MegaModifyObject>();
  42. wrap.maxpoints = 1;
  43. wrap.maxdist = 0.5f;
  44. StartCoroutine(WrapModel(wrap));
  45. }
  46. public IEnumerator WrapModel(MegaWrap _wrap)
  47. {
  48. yield return new WaitForSeconds(0.5f);
  49. //_wrap.Attach(_wrap.target);
  50. _wrap.Attach();
  51. }
  52. public void StartCombine()
  53. {
  54. Debug.Log("Combine");
  55. childTransforms = gameObject.GetComponentsInChildren<Transform>(false);
  56. for (int i = 0; i < 3; i++)
  57. {
  58. //CustomRoleUtility.ChangeCloth(OldClothes[i], Clothes[i], childTransforms);
  59. }
  60. }
  61. /// <summary>
  62. /// Only for merge materials.
  63. /// </summary>
  64. private const int COMBINE_TEXTURE_MAX = 512;
  65. private const string COMBINE_DIFFUSE_TEXTURE = "_MainTex";
  66. /// <summary>
  67. /// Combine SkinnedMeshRenderers together and share one skeleton.
  68. /// Merge materials will reduce the drawcalls, but it will increase the size of memory.
  69. /// </summary>
  70. /// <param name="skeleton">combine meshes to this skeleton(a gameobject)</param>
  71. /// <param name="meshes">meshes need to be merged</param>
  72. /// <param name="combine">merge materials or not</param>
  73. public void CombineObject(GameObject skeleton, SkinnedMeshRenderer[] meshes, bool combine = false)
  74. {
  75. // 收集所有关于skeleton的骨骼
  76. List<Transform> transforms = new List<Transform>();
  77. transforms.AddRange(skeleton.GetComponentsInChildren<Transform>(true));
  78. List<Material> materials = new List<Material>();//材质
  79. List<CombineInstance> combineInstances = new List<CombineInstance>();//网格
  80. List<Transform> bones = new List<Transform>();//骨骼
  81. // 下面的信息只用来合并材质(bool combine = true)
  82. List<Vector2[]> oldUV = null;
  83. Material newMaterial = null;
  84. Texture2D newDiffuseTex = null;
  85. // 收集网格部分信息
  86. for (int i = 0; i < meshes.Length; i++)
  87. {
  88. SkinnedMeshRenderer smr = meshes[i];
  89. // 收集材质
  90. materials.AddRange(smr.sharedMaterials);
  91. // 收集网格
  92. for (int sub = 0; sub < smr.sharedMesh.subMeshCount; sub++)
  93. {
  94. CombineInstance ci = new CombineInstance();
  95. ci.mesh = smr.sharedMesh;
  96. ci.subMeshIndex = sub;
  97. combineInstances.Add(ci);
  98. }
  99. // 收集骨骼
  100. for (int j = 0; j < smr.bones.Length; j++)
  101. {
  102. int tBase = 0;
  103. for (tBase = 0; tBase < transforms.Count; tBase++)
  104. {
  105. if (smr.bones[j].name.Equals(transforms[tBase].name))
  106. {
  107. bones.Add(transforms[tBase]);
  108. break;
  109. }
  110. }
  111. }
  112. }
  113. // 合并材质
  114. if (combine)
  115. {
  116. newMaterial = new Material(Shader.Find("Mobile/Diffuse"));
  117. oldUV = new List<Vector2[]>();
  118. // 合并贴图
  119. List<Texture2D> Textures = new List<Texture2D>();
  120. for (int i = 0; i < materials.Count; i++)
  121. {
  122. Textures.Add(materials[i].GetTexture(COMBINE_DIFFUSE_TEXTURE) as Texture2D);
  123. }
  124. newDiffuseTex = new Texture2D(COMBINE_TEXTURE_MAX, COMBINE_TEXTURE_MAX, TextureFormat.RGBA32, true);
  125. Rect[] uvs = newDiffuseTex.PackTextures(Textures.ToArray(), 0);
  126. newMaterial.mainTexture = newDiffuseTex;
  127. // 重置uv贴图
  128. Vector2[] uva, uvb;
  129. for (int j = 0; j < combineInstances.Count; j++)
  130. {
  131. uva = (Vector2[])(combineInstances[j].mesh.uv);
  132. uvb = new Vector2[uva.Length];
  133. for (int k = 0; k < uva.Length; k++)
  134. {
  135. uvb[k] = new Vector2((uva[k].x * uvs[j].width) + uvs[j].x, (uva[k].y * uvs[j].height) + uvs[j].y);
  136. }
  137. oldUV.Add(combineInstances[j].mesh.uv);
  138. combineInstances[j].mesh.uv = uvb;
  139. }
  140. }
  141. // 创建新的SkinnedMeshRenderer
  142. SkinnedMeshRenderer oldSKinned = skeleton.GetComponent<SkinnedMeshRenderer>();
  143. if (oldSKinned != null)
  144. {
  145. GameObject.DestroyImmediate(oldSKinned);
  146. }
  147. SkinnedMeshRenderer r = skeleton.AddComponent<SkinnedMeshRenderer>();
  148. r.sharedMesh = new Mesh();
  149. r.sharedMesh.CombineMeshes(combineInstances.ToArray(), combine, false);// 合并网格
  150. r.sharedMesh.name = "newMesh";
  151. r.bones = bones.ToArray();// 使用新骨骼
  152. if (combine)
  153. {
  154. r.material = newMaterial;
  155. for (int i = 0; i < combineInstances.Count; i++)
  156. {
  157. combineInstances[i].mesh.uv = oldUV[i];
  158. }
  159. }
  160. else
  161. {
  162. r.materials = materials.ToArray();
  163. }
  164. }
  165. }