人物换装 Mesh 骨骼 合并


using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;

//添加SkinnedMeshRenderer组件
[RequireComponent(typeof(SkinnedMeshRenderer))]


public class DrawMesh : MonoBehaviour
{
    [SerializeField]
    GameObject[] objs;
    SkinnedMeshRenderer meshRenderer;
    Mesh mesh;
    
    // Start is called before the first frame update
    void Start()
    {
        mesh=new Mesh();
        meshRenderer=GetComponent<SkinnedMeshRenderer>();

        SetSkinned();
    }
    
    //换装调用方法 传需要换的装备名字通过Resources替换集合 调用刷新方法
    public void Reloading(Data data)
    {
        if(data.EquipType== 0)
        {
            objs[1] = Resources.Load<GameObject>(data.prefabs);
        }
        else if(data.EquipType == 1)
        {
            objs[2] = Resources.Load<GameObject>(data.prefabs);
        }
        else if(data.EquipType == 2)
        {
            objs[3] = Resources.Load<GameObject>(data.prefabs);
        }
        SetSkinned();
    }

    

    public void SetSkinned()
    {
        List<CombineInstance> instances = new List<CombineInstance>();
        List<Material> materials = new List<Material>();
        for (int i = 0; i < objs.Length; i++)
        {
            CombineInstance com = new CombineInstance();
            com.mesh = objs[i].GetComponentInChildren<SkinnedMeshRenderer>().sharedMesh;
            instances.Add(com);
            Material mat = objs[i].GetComponentInChildren<SkinnedMeshRenderer>    ().sharedMaterial;
            materials.Add(mat);
        }
        mesh.CombineMeshes(instances.ToArray(),false,false);
        meshRenderer.sharedMesh=mesh;
        meshRenderer.materials=materials.ToArray();

        Transform[] tran = GetComponentsInChildren<Transform>();
        Dictionary<string,Transform> dic= new Dictionary<string,Transform>();

        for (int i = 0; i < tran.Length; i++)
        {
            dic.Add(tran[i].name, tran[i]);
        }

        List<Transform> trans = new List<Transform>();
        for (int i = 0; i < objs.Length; i++)
        {
            Transform[] arr = objs[i].GetComponentInChildren<SkinnedMeshRenderer>().bones;
            foreach (var t in arr)
            {
                if(dic.ContainsKey(t.name))
                {
                    trans.Add(dic[t.name]);
                }
            }
        }
        meshRenderer.bones = trans.ToArray();
    }

}

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