CustomRoleController.cs 6.1 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. using DG.Tweening;
  6. public class CustomRoleController : MonoBehaviour
  7. {
  8. private Animator ani;
  9. private SkinnedMeshRenderer body;
  10. public Transform[] Chest;
  11. public Transform[] UpperArmUp;
  12. public Transform[] UpperArmDown;
  13. public Transform[] UpperLegUp;
  14. public Transform[] UpperLegDown;
  15. public Transform[] LowerLegUp;
  16. public Transform[] LowerLegDown;
  17. private void Start()
  18. {
  19. ani = GetComponent<Animator>();
  20. body = GetComponentInChildren<SkinnedMeshRenderer>();
  21. var t1 = ani.GetBoneTransform(HumanBodyBones.LeftHand);
  22. var t2 = ani.GetBoneTransform(HumanBodyBones.LeftFoot);
  23. }
  24. private void Update()
  25. {
  26. UpdatePos();
  27. }
  28. private void UpdatePos()
  29. {
  30. var t = body.bounds.min;
  31. var offset = t.y - (-1.36f);
  32. var y = transform.position.y - offset;
  33. transform.SetPositionY(y * 0.2f + transform.position.y * 0.8f);
  34. }
  35. public void UpdateBoneScale(EditableBodyPart part,Vector3 scale,bool isKeep,float value)
  36. {
  37. CustomRoleUtility.UpdateBoneScale(ani, part,scale, isKeep, value);
  38. }
  39. public List<Transform> GetBonesTrans()
  40. {
  41. var bonesTrans = new List<Transform>();
  42. for (int i = 0; i < Enum.GetValues(typeof(HumanBodyBones)).Length - 1; i++)
  43. {
  44. var trans = ani.GetBoneTransform((HumanBodyBones)i);
  45. if (trans)
  46. {
  47. bonesTrans.Add(trans);
  48. }
  49. }
  50. return bonesTrans;
  51. }
  52. public void GetNormalAniBonesScale(ref Dictionary<string, Vector3> boneDic)
  53. {
  54. CustomRoleUtility.GetNormalAniBonesScale(ani,ref boneDic);
  55. }
  56. private Transform[] GetExtraAniBonesTrans(EditableBodyPart extraPart)
  57. {
  58. Transform[] targetTrans = null;
  59. switch (extraPart)
  60. {
  61. case EditableBodyPart.Chest:
  62. targetTrans = Chest;
  63. break;
  64. case EditableBodyPart.UpperArmUp:
  65. targetTrans = UpperArmUp;
  66. break;
  67. case EditableBodyPart.UpperArmDown:
  68. targetTrans = UpperArmDown;
  69. break;
  70. case EditableBodyPart.UpperLegUp:
  71. targetTrans = UpperLegUp;
  72. break;
  73. case EditableBodyPart.UpperLegDown:
  74. targetTrans = UpperLegDown;
  75. break;
  76. case EditableBodyPart.LowerLegUp:
  77. targetTrans = LowerLegUp;
  78. break;
  79. case EditableBodyPart.LowerLegDown:
  80. targetTrans = LowerLegDown;
  81. break;
  82. default:
  83. break;
  84. }
  85. return targetTrans;
  86. }
  87. public void GetExtraAniBonesScale(ref Dictionary<string, Vector3> boneDic,EditableBodyPart extraPart)
  88. {
  89. Transform[] targetTrans = GetExtraAniBonesTrans(extraPart);
  90. if(targetTrans != null)
  91. {
  92. for (int i = 0; i < targetTrans.Length; i++)
  93. {
  94. boneDic.Add(targetTrans[i].name, targetTrans[i].lossyScale);
  95. }
  96. }
  97. }
  98. public void GetExtraAniBonesRotate(ref Dictionary<string, Quaternion> boneDic, EditableBodyPart extraPart)
  99. {
  100. Transform[] targetTrans = GetExtraAniBonesTrans(extraPart);
  101. if (targetTrans != null)
  102. {
  103. for (int i = 0; i < targetTrans.Length; i++)
  104. {
  105. boneDic.Add(targetTrans[i].name, targetTrans[i].localRotation);
  106. }
  107. }
  108. }
  109. public void GetExtraAniBonesPosition(ref Dictionary<string, Vector3> boneDic, EditableBodyPart extraPart)
  110. {
  111. Transform[] targetTrans = GetExtraAniBonesTrans(extraPart);
  112. if (targetTrans != null)
  113. {
  114. for (int i = 0; i < targetTrans.Length; i++)
  115. {
  116. boneDic.Add(targetTrans[i].name, targetTrans[i].localPosition);
  117. }
  118. }
  119. }
  120. public void SetBonePos(string name,Vector3 value)
  121. {
  122. var bone = CustomRoleUtility.GetChild(transform,name);
  123. if(bone)
  124. {
  125. bone.transform.localPosition = value;
  126. }
  127. }
  128. public void SetBoneRot(string name, Quaternion value)
  129. {
  130. var bone = CustomRoleUtility.GetChild(transform, name);
  131. if (bone)
  132. {
  133. bone.transform.localRotation = value;
  134. }
  135. }
  136. public void SetBoneScale(string name, Vector3 value)
  137. {
  138. var bone = CustomRoleUtility.GetChild(transform, name);
  139. if (bone)
  140. {
  141. bone.transform.localScale = value;
  142. }
  143. }
  144. public void SetBoneWorldScale(string name, Vector3 value)
  145. {
  146. var bone = CustomRoleUtility.GetChild(transform, name);
  147. if(bone == null)
  148. {
  149. Debug.Log("不存在此骨骼 : " + name);
  150. return;
  151. }
  152. bone.DOScale(value, 0);
  153. }
  154. public void SetBlendShape(string name,float value)
  155. {
  156. if (!body)
  157. {
  158. Debug.LogError(name + "不存在 SkinnedMeshRenderer");
  159. return;
  160. }
  161. if(name == "no")
  162. {
  163. Debug.LogError("表里还没配,快去改表吧!");
  164. return;
  165. }
  166. var index = body.sharedMesh.GetBlendShapeIndex(name);
  167. if(index < 0)
  168. {
  169. Debug.LogError(name + "不存在名称为 " + name + "变形器");
  170. return;
  171. }
  172. SetBlendShape(index, value);
  173. }
  174. public void SetBlendShape(int index,float value)
  175. {
  176. if(!body)
  177. {
  178. Debug.LogError(name + "不存在 SkinnedMeshRenderer");
  179. return;
  180. }
  181. body.SetBlendShapeWeight(index, value);
  182. }
  183. /// <summary>
  184. /// 重置所有变形器
  185. /// </summary>
  186. public void ResetAllBlendShape()
  187. {
  188. if (!body)
  189. {
  190. Debug.LogError(name + "不存在 SkinnedMeshRenderer");
  191. return;
  192. }
  193. var count = body.sharedMesh.blendShapeCount;
  194. for (int i = 0; i < count; i++)
  195. {
  196. SetBlendShape(i, 0);
  197. }
  198. }
  199. public void RotateSelf(float offset)
  200. {
  201. }
  202. }