unity主菜单人物换装切换场景

//主菜单UI类

public class MainMenuUI : MonoBehaviour

{
    [SerializeField]
    private List<Button> btns;

    [SerializeField]
    private List<Mesh> headMeshList;
    private int headIndex; //头的索引
    [SerializeField]
    private SkinnedMeshRenderer headRenderer;

    [SerializeField]
    private List<Mesh> handeshList;

    [SerializeField]
    private List<Mesh> footMeshList;

    private GameObject player;

    private SkinnedMeshRenderer[] renderers;
    private void Awake()
    {
        player = GameObject.FindGameObjectWithTag("Player");
        renderers = player.GetComponentsInChildren<SkinnedMeshRenderer>();
        foreach (Button item in btns)
        {
            //注册点击事件。
            UIEventListener.Get(item.gameObject).onMouseClick += MainMenuUI_onMouseClick;
        }
    }


    private void MainMenuUI_onMouseClick(GameObject go, BaseEventData eventData)
    {
        switch (go.name)
        {
            case "playBtn":
                ///跳转到游戏场景。
                SceneManager.LoadScene("gameScene");
                break;
            case "blueBtn":
                changeColor(Color.blue);
                break;
            case "cyanBtn":
                changeColor(Color.cyan);
                break;
            case "greenBtn":
                changeColor(Color.green);
                break;
            case "purpleBtn":
                changeColor(new Color(124f / 255, 35f / 255, 124f / 255,1));
                break;
            case "redBtn":
                changeColor(Color.red);
                break;

            case "headRight":
                changeHead(1);
                break;
            case "headLeft":
                changeHead(0);
                break;
            default:
                break;
        }
    }

    /// <summary>
    /// 换头的方法
    /// </summary>
    /// <param name="v">0 LEFT   1 RIGHT</param>
    private void changeHead(int leftOrRight)
    {
        if(leftOrRight==0)//左
        {
            headIndex--;
            if(headIndex<0)
            {
                headIndex = headMeshList.Count - 1;
            }
        }
        else
        {
            headIndex++;
            if (headIndex > headMeshList.Count - 1)
            {
                headIndex = 0;
            }
        }
        Mesh mesh = headMeshList[headIndex];
        headRenderer.sharedMesh = mesh;
        G.selectedHeadMesh = mesh;
    }

    private void changeColor(Color color)
    {
        foreach (SkinnedMeshRenderer item in renderers)
        {
            item.material.color = color;
        }

        G.selectedColor = color;
    }

}

***********************************************************************************************

public delegate void MyDel(GameObject go, BaseEventData eventData);
/// <summary>
/// 给UGUI里的UI注册事件的工具类。
/// </summary>
public class UIEventListener : EventTrigger
{
    public event MyDel onMouseClick;  //点击事件
    public event MyDel onMouseDown; //按下事件
    ///.....可以写自己的各种事件
    public static UIEventListener Get(GameObject obj)
    {
        UIEventListener listener = obj.GetComponent<UIEventListener>();
        if (listener == null)
        {
            listener = obj.AddComponent<UIEventListener>();
        }
        return listener;
    }
    public override void OnPointerClick(PointerEventData eventData)
    {
        if (onMouseClick != null)
        {
            onMouseClick(this.gameObject, eventData);
        }
    }

    /// <summary>
    ///  UGUI触发OnPointerDown ,然后调用我们自己的事件,把触发事件的游戏对象传出去。
    ///  
    ///
    /// 按下事件。
    /// </summary>
    /// <param name="eventData"></param>
    public override void OnPointerDown(PointerEventData eventData)
    {
        if (onMouseDown != null)
        {
            onMouseDown(this.gameObject, eventData);
        }
    }


}

***********************************************************************************************

public class G
{
    public static Mesh selectedHeadMesh;
    public static Mesh selectedHandMesh;
    public static Mesh selectedFootMesh;
    public static Color selectedColor = new Color(134/255f,183/255F,52/255F,1);

    public static float AttackRange = 2.0f;

}

*************************************************************************************************

public class PlayerDress : MonoBehaviour
{

    private SkinnedMeshRenderer[] renderers;

    void Start()
    {
        renderers = this.GetComponentsInChildren<SkinnedMeshRenderer>();
        init();
    }

    private void init()
    {
        foreach (SkinnedMeshRenderer item in renderers)
        {
            item.material.color = G.selectedColor;

            if (item.name == "AHead")
            {
                if (G.selectedHeadMesh != null)
                    item.sharedMesh = G.selectedHeadMesh;
            }
            else if (item.name == "DHand")
            {
                if (G.selectedHandMesh != null)
                    item.sharedMesh = G.selectedHandMesh;
            }

            else if (item.name == "EFoot")
            {
                if (G.selectedFootMesh != null)
                    item.sharedMesh = G.selectedFootMesh;
            }

        }
    }


}



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