using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[RequireComponent(typeof(SkinnedMeshRenderer))]
public class GeneraterAvatar : MonoBehaviour
{
private enum GeneraterType
{
ALL,
EYE,
FACE,
HAIR,
PANT,
SHOES,
BODY
}
//可以供选择的对象列表
public List<GameObject> eyeList = new List<GameObject>();
public List<GameObject> faceList = new List<GameObject>();
public List<GameObject> hairList = new List<GameObject>();
public List<GameObject> pantList = new List<GameObject>();
public List<GameObject> shoesList = new List<GameObject>();
public List<GameObject> bodyList = new List<GameObject>();
//角色的SkinMeshRenderer组件上的材质列表
private List<Material> materialList = new List<Material>();
//角色的SkinMeshRenderer组件上的骨骼列表
private List<Transform> boneList = new List<Transform>();
//角色的子网格,对这些子网格进行拼接后形成角色的完整网格
private List<CombineInstance> ciList = new List<CombineInstance>();
//角色的网格
private Mesh mesh;
//角色的骨骼节点
private Transform[] allBones;
//组件
private SkinnedMeshRenderer smr;
// Use this for initialization
void Start ()
{
//获取蒙皮组件
smr = this.GetComponent<SkinnedMeshRenderer>();
//随机种子
Random.seed = (int)Time.time;
//获取各个骨骼节点
allBones = this.GetComponentsInChildren<Transform>();
//生成
GeneraterSkin(GeneraterType.ALL);
}
// Update is called once per frame
void Update ()
{
if (Input.GetKeyDown(KeyCode.Space))
{
GeneraterSkin(GeneraterType.ALL);
}
}
private void Reset()
{
ciList.Clear();
materialList.Clear();
boneList.Clear();
}
/// <summary>
/// 生成蒙皮
/// </summary>
private void GeneraterSkin(GeneraterType type)
{
Reset();
GetNextSkin(eyeList);
GetNextSkin(faceList);
GetNextSkin(hairList);
GetNextSkin(pantList);
GetNextSkin(shoesList);
GetNextSkin(bodyList);
mesh = new Mesh();
mesh.CombineMeshes(ciList.ToArray(),false,false);
smr.sharedMesh = mesh;
smr.materials = materialList.ToArray();
smr.bones = boneList.ToArray();
}
/// <summary>
/// 随机获得蒙皮
/// </summary>
private void GetNextSkin(List<GameObject> list)
{
if (list.Count > 0)
{
GameObject go = list[Random.Range(0, list.Count)];
SkinnedMeshRenderer goSMR = go.GetComponent<SkinnedMeshRenderer>();
if (goSMR)
{
CombineInstance ci = new CombineInstance();
ci.mesh = goSMR.sharedMesh;
ciList.Add(ci);
materialList.AddRange(goSMR.materials);
//遍历角色所有的骨骼节点来找到相对应得骨骼
GetBone(goSMR.bones);
}
}
}
/// <summary>
/// 遍历角色所有的骨骼节点来找到相对应得骨骼
/// </summary>
/// <returns></returns>
private void GetBone(Transform[] t)
{
foreach (Transform x in t)
{
foreach (Transform y in allBones)
{
if (y.name.Equals(x.name))
{
boneList.Add(y);
break;
}
}
}
}
}