CustomManager.cs 14 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using GameFramework.Event;
  5. using UnityEngine;
  6. using GameFramework.DataTable;
  7. namespace MetaClient
  8. {
  9. public class CustomManager : MonoBehaviour
  10. {
  11. public static CustomManager Instance;
  12. public RoleCustomData bodyData;
  13. public const float valueFloating = 1f;
  14. public CustomRoleController testPlayer = null;
  15. public Dictionary<string, Transform> bones = new Dictionary<string, Transform>();
  16. private void Awake()
  17. {
  18. Instance = this;
  19. }
  20. public void Init()
  21. {
  22. GameEntry.Event.Subscribe(CustomRoleBodyEventArgs.EventId, UpdateBody);
  23. CreateCustomBodyData();
  24. }
  25. /// <summary>
  26. /// 生成玩家自定义数据信息
  27. /// </summary>
  28. public void CreateCustomBodyData()
  29. {
  30. testPlayer = GameObject.Find("10").GetComponent<CustomRoleController>();
  31. bodyData = new RoleCustomData();
  32. //初始化
  33. IDataTable<DRCustomBody> drCB = GameEntry.DataTable.GetDataTable<DRCustomBody>();
  34. DRCustomBody[] dtCB = drCB.GetAllDataRows();
  35. for (int i = 0; i < dtCB.Length; i++)
  36. {
  37. var partData = new PartData(
  38. dtCB[i].Id,
  39. dtCB[i].BoneName.Split(','),
  40. dtCB[i].ScaleRangeMin,
  41. dtCB[i].ScaleRangeMax,
  42. dtCB[i].ScaleChange,
  43. dtCB[i].PositionChange,
  44. dtCB[i].RotationChange,
  45. dtCB[i].IsBlend,
  46. dtCB[i].BiggerBlendName,
  47. dtCB[i].SmallerBlendName,
  48. dtCB[i].DefaultBlendValue
  49. );
  50. bodyData.bodyList.Add(dtCB[i].Id, partData);
  51. }
  52. bones.Clear();
  53. foreach (var item in bodyData.bodyList)
  54. {
  55. var key = item.Key;
  56. var value = item.Value;
  57. if(!value.useBlend)
  58. {
  59. for (int i = 0; i < value.bones.Length; i++)
  60. {
  61. var transform = CustomRoleUtility.GetChild(testPlayer.transform, value.bones[i]);
  62. if (!transform)
  63. {
  64. continue;
  65. }
  66. if (!bones.ContainsKey(value.bones[i]))
  67. {
  68. bones.Add(value.bones[i], transform);
  69. }
  70. }
  71. }
  72. }
  73. Debug.Log( "一共有"+ bones.Count + "部位的骨骼自定义修改");
  74. //获取自定义骨骼的初始数据
  75. foreach (var item in bones)
  76. {
  77. var key = item.Key;
  78. var value = item.Value;
  79. bodyData.orginLocalScaleList.Add(key, value.localScale);
  80. bodyData.orginChangeScaleList.Add(key, new Vector3(1,1,1));
  81. bodyData.ChangedScaleParamsList.Add(key, new Vector3(1,1,1));
  82. }
  83. }
  84. public void Clear()
  85. {
  86. GameEntry.Event.Unsubscribe(CustomRoleBodyEventArgs.EventId, UpdateBody);
  87. }
  88. private void UpdateBody(object sender, GameEventArgs e)
  89. {
  90. CustomRoleBodyEventArgs crf = (CustomRoleBodyEventArgs)e;
  91. if (crf != null)
  92. {
  93. //更新数据
  94. var partData = bodyData.bodyList[crf.Part];
  95. if(partData == null)
  96. {
  97. Debug.LogError("ID :" + crf.Part + " 无数据");
  98. return;
  99. }
  100. if(partData.useBlend)
  101. {
  102. ChangeBlendShape(partData, crf.ChangeValue);
  103. }
  104. else
  105. {
  106. ChangeBone(partData, crf.ChangeValue);
  107. }
  108. }
  109. }
  110. /// <summary>
  111. /// 变形器改变
  112. /// </summary>
  113. /// <param name="partData"></param>
  114. /// <param name="changeValue"></param>
  115. private void ChangeBlendShape(PartData partData, Vector3 changeValue)
  116. {
  117. partData.floatValue = changeValue.x;
  118. if(partData.oneBlend)
  119. {
  120. RefreshRoleBlendShape(partData.biggerBlendName, partData.floatValue);
  121. return;
  122. }
  123. if(partData.floatValue == 0.5f)
  124. {
  125. RefreshRoleBlendShape(partData.biggerBlendName, 0);
  126. RefreshRoleBlendShape(partData.smallerBlendName, 0);
  127. }
  128. if(partData.floatValue > 0.5f)
  129. {
  130. RefreshRoleBlendShape(partData.biggerBlendName, (partData.floatValue - 0.5f) * 2 * 100);
  131. RefreshRoleBlendShape(partData.smallerBlendName, 0);
  132. }
  133. if(partData.floatValue < 0.5f)
  134. {
  135. RefreshRoleBlendShape(partData.biggerBlendName, 0);
  136. RefreshRoleBlendShape(partData.smallerBlendName, (0.5f - partData.floatValue) * 2 * 100);
  137. }
  138. }
  139. /// <summary>
  140. /// 骨骼改变
  141. /// </summary>
  142. /// <param name="partData"></param>
  143. /// <param name="changeValue"></param>
  144. private void ChangeBone(PartData partData,Vector3 changeValue)
  145. {
  146. if (changeValue.x == 0.5f)
  147. {
  148. partData.floatValue = 1;
  149. }
  150. if (changeValue.x < 0.5f)
  151. {
  152. partData.floatValue = partData.minChangeValue + (1 - partData.minChangeValue) * (changeValue.x / 0.5f);
  153. }
  154. if (changeValue.x > 0.5f)
  155. {
  156. partData.floatValue = 1 + (partData.maxChangeValue - 1) * ((changeValue.x - 0.5f) / 0.5f);
  157. }
  158. Debug.Log(partData.id + " : " + changeValue + " 转换后 :" + partData.floatValue);
  159. if (partData.scaleChange != Vector3.zero)
  160. {
  161. for (int i = 0; i < partData.bones.Length; i++)
  162. {
  163. //var orginBoneScale = bodyData.orginWorldScaleList[partData.bones[i]];
  164. var orginBoneScale = bodyData.orginLocalScaleList[partData.bones[i]];
  165. var changeScale = bodyData.orginChangeScaleList[partData.bones[i]];
  166. var bone = bones[partData.bones[i]];
  167. var nowBone = bones[partData.bones[i]];
  168. //var scale = nowBone.lossyScale;
  169. var scale = nowBone.localScale;
  170. var nowScale = new Vector3(scale.x / orginBoneScale.x, scale.y / orginBoneScale.y, scale.z / orginBoneScale.z);
  171. //var newBoneScale = new Vector3(orginBoneScale.x * (partData.scaleChange.x == 1 ? partData.floatValue : 1) * nowScale.x, orginBoneScale.y * (partData.scaleChange.y == 1 ? partData.floatValue : 1) * nowScale.y, orginBoneScale.z * (partData.scaleChange.z == 1 ? partData.floatValue : 1) * nowScale.y);
  172. var newBoneScale = new Vector3(
  173. partData.scaleChange.x == 1 ? partData.floatValue * orginBoneScale.x * changeScale.x : scale.x,
  174. partData.scaleChange.y == 1 ? partData.floatValue * orginBoneScale.y * changeScale.y : scale.y,
  175. partData.scaleChange.z == 1 ? partData.floatValue * orginBoneScale.z * changeScale.z : scale.z
  176. );
  177. bodyData.changedScaleList[partData.bones[i]] = newBoneScale;
  178. bodyData.ChangedScaleParamsList[partData.bones[i]] = new Vector3(newBoneScale.x/orginBoneScale.x/changeScale.x, newBoneScale.y / orginBoneScale.y / changeScale.y, newBoneScale.z / orginBoneScale.z / changeScale.z);
  179. Debug.Log(partData.bones[i] + " : " + bodyData.ChangedScaleParamsList[partData.bones[i]]);
  180. //子物体
  181. var count = nowBone.childCount;
  182. for (int j = 0; j < count; j++)
  183. {
  184. var childname = nowBone.GetChild(j).name;
  185. if(bones.ContainsKey(childname))
  186. {
  187. var orginChildBoneScale = bodyData.orginLocalScaleList[childname];
  188. var beforeChildScaleParams = bodyData.ChangedScaleParamsList[childname];
  189. bodyData.orginChangeScaleList[childname] = new Vector3(orginBoneScale.x/newBoneScale.x, orginBoneScale.y / newBoneScale.y, orginBoneScale.z / newBoneScale.z);
  190. bodyData.changedScaleList[childname] = new Vector3(
  191. beforeChildScaleParams.x * bodyData.orginChangeScaleList[childname].x * orginChildBoneScale.x,
  192. beforeChildScaleParams.y * bodyData.orginChangeScaleList[childname].y * orginChildBoneScale.y,
  193. beforeChildScaleParams.z * bodyData.orginChangeScaleList[childname].z * orginChildBoneScale.z
  194. );
  195. Debug.Log(childname + " : " + bodyData.ChangedScaleParamsList[childname]);
  196. }
  197. }
  198. }
  199. }
  200. RefreshRoleBone();
  201. }
  202. public float GetBodyBoneValue(int id)
  203. {
  204. var partData = bodyData.bodyList[id];
  205. if(partData.useBlend)
  206. {
  207. return partData.floatValue;
  208. }
  209. Debug.Log(id +": GetBodyBoneValue + " + partData.scaleChange + " " + partData.floatValue);
  210. if (partData.scaleChange.x == 1 || partData.scaleChange.y == 1 || partData.scaleChange.z == 1)
  211. {
  212. if (partData.floatValue == 1)
  213. {
  214. return 0.5f;
  215. }
  216. if (partData.floatValue < 1)
  217. {
  218. return (partData.floatValue - partData.minChangeValue) / (1 - partData.minChangeValue)/2;
  219. }
  220. if (partData.floatValue > 1)
  221. {
  222. return 0.5f + (partData.floatValue - 1) / (partData.maxChangeValue - 1)/2;
  223. }
  224. }
  225. return 0.5f;
  226. }
  227. /// <summary>
  228. /// 重置角色数据
  229. /// </summary>
  230. public void ResetRole()
  231. {
  232. if(testPlayer == null)
  233. {
  234. Debug.LogError("没有模型存在");
  235. return;
  236. }
  237. Debug.Log("重置模型");
  238. foreach (var item in bodyData.bodyList)
  239. {
  240. var key = item.Key;
  241. var value = item.Value;
  242. if(value.useBlend)
  243. {
  244. value.floatValue = 0;
  245. }
  246. else
  247. {
  248. value.floatValue = 1;
  249. }
  250. }
  251. //重置缩放
  252. foreach (var item in bodyData.orginLocalScaleList)
  253. {
  254. var key = item.Key;
  255. var value = item.Value;
  256. testPlayer.SetBoneScale(key, value);
  257. //testPlayer.SetBoneWorldScale(key, value);
  258. if (bodyData.changedScaleList.ContainsKey(key))
  259. {
  260. bodyData.changedScaleList[key] = bodyData.orginLocalScaleList[key];
  261. }
  262. bodyData.orginChangeScaleList[key] = new Vector3(1, 1, 1);
  263. bodyData.ChangedScaleParamsList[key] = new Vector3(1, 1, 1);
  264. }
  265. //重置旋转
  266. foreach (var item in bodyData.orginLocalRotationList)
  267. {
  268. var key = item.Key;
  269. var value = item.Value;
  270. testPlayer.SetBoneRot(key, value);
  271. }
  272. //重置位置
  273. foreach (var item in bodyData.orginLocalPositionList)
  274. {
  275. var key = item.Key;
  276. var value = item.Value;
  277. testPlayer.SetBonePos(key, value);
  278. }
  279. testPlayer.ResetAllBlendShape();
  280. }
  281. public void RefreshRoleBlendShape(string name,float value)
  282. {
  283. if (testPlayer == null)
  284. {
  285. Debug.LogError("没有模型存在");
  286. return;
  287. }
  288. testPlayer.SetBlendShape(name, value);
  289. }
  290. public void RefreshRoleBone()
  291. {
  292. if (testPlayer == null)
  293. {
  294. Debug.LogError("没有模型存在");
  295. return;
  296. }
  297. Debug.Log("刷新模型");
  298. //刷新缩放
  299. //foreach (var item in bodyData.orginLocalScaleList)
  300. //{
  301. // var key = item.Key;
  302. // var value = item.Value;
  303. // if(bodyData.changedScaleList.ContainsKey(key))
  304. // {
  305. // testPlayer.SetBoneScale(key, bodyData.changedScaleList[key]);
  306. // }
  307. // else
  308. // {
  309. // testPlayer.SetBoneScale(key, value);
  310. // }
  311. //}
  312. foreach (var item in bodyData.changedScaleList)
  313. {
  314. var key = item.Key;
  315. var value = item.Value;
  316. //testPlayer.SetBoneWorldScale(key, value, bodyData.orginLocalScaleList[key], bodyData.orginWorldScaleList[key]);
  317. testPlayer.SetBoneScale(key, value);
  318. }
  319. }
  320. /// <summary>
  321. /// 旋转模特
  322. /// </summary>
  323. public void RotateModel(float offset)
  324. {
  325. if (testPlayer == null)
  326. {
  327. Debug.LogError("没有模型存在");
  328. return;
  329. }
  330. testPlayer.RotateSelf(offset);
  331. }
  332. }
  333. }