2D轮转图实现角色换装

1.轮转图代码,需要用到DoTween
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using DG.Tweening;


public class 轮转图2d : MonoBehaviour, IDragHandler, IEndDragHandler
{
    public List<GameObject> prefabs;
    public int num;
    public float spacing;

    float c;
    float r;
    float ang;
    float dis = 0;
    float max = 1;
    float min = 0.5f;
    float cutSpeed = 100;

    List<GameObject> list = new List<GameObject>();
    List<Transform> sorts = new List<Transform>();
    Reloading1 reloading1;
    void Start()
    {
        reloading1=GameObject.FindFirstObjectByType<Reloading1>();
        c = (prefabs[0].GetComponent<Image>().rectTransform.rect.width + spacing) * num;
        r = c / (2 * Mathf.PI);
        ang = (2 * Mathf.PI) / num;
        Move();
    }
    public void Move()
    {
        float moveang = dis / r;
        for (int i = 0; i < num; i++)
        {
            float x = Mathf.Sin(i * ang + moveang) * r;
            float z = Mathf.Cos(i * ang + moveang) * r;
            float p = (z + r) / (2 * r);
            p = 1 - p;
            float scale = (max - min) * p + min;
            if (list.Count <= i)
            {

                GameObject image = Instantiate(prefabs[i].gameObject, transform);
                image.name = image.name.Split("(Clone)")[0];
                list.Add(image);
                sorts.Add(image.transform);

            }
            list[i].transform.localPosition = Vector3.right * x;
            list[i].transform.localScale = Vector3.one * scale;
        }
        sorts.Sort((a, b) =>
        {
            if (a.localScale.x < b.localScale.x)
            {
                return -1;
            }
            else if (a.localScale.x == b.localScale.x)
            {
                return 0;
            }
            else
            {
                return 1;
            }
        });
        for (int i = 0; i < sorts.Count; i++)
        {
            sorts[i].SetSiblingIndex(i);
        }
    }
    public void OnDrag(PointerEventData eventData)
    {
        dis -= eventData.delta.x;
        Move();
    }
    public void OnEndDrag(PointerEventData eventData)
    {
        float startspeed = eventData.delta.x;
        float endspeed = 0;
        float time = Mathf.Abs(startspeed) / cutSpeed;
        DoTween.To((float a) =>
        {
            dis -= a;
            Move();
        }, startspeed, endspeed, time).OnComplete(() =>
        {
            Align(list.IndexOf(sorts[num - 1].gameObject));
        });
    }
    public void Align(int n)
    {
        int i = list.IndexOf(sorts[num - 1].gameObject);
        int s = i - n;
        int s2 = num - Mathf.Abs(s);
        s2 = s > 0 ? -s2 : s2;
        int s3 = Mathf.Abs(s) < Mathf.Abs(s2) ? s : s2;
        float moveAng = Mathf.Asin(sorts[num - 1].localPosition.x / r) + s3 * ang;
        float moveDis = moveAng * r;
        float time = Mathf.Abs(moveDis) / cutSpeed;
        DoTween.To((float a) =>
        {
            dis = a;
            Move();
        }, dis, dis + moveDis, time).OnComplete(() =>
        {
            //对齐后调用预制体上的函数
            //sorts[num - 1].GetComponent<xx>().xx();
            //先判断后调用换装的Init方法
            if (list[n].name.StartsWith("Tou"))
            {
                reloading1.Init(list[n].name, 0);
            }
            else if (list[n].name.StartsWith("YiFu"))
            {
                reloading1.Init(list[n].name, 1);
            }
            else if(list[n].name.StartsWith("Tui"))
            {
                reloading1.Init(list[n].name, 2);
            }
        });
    }
}
2.人物换装脚本 
using System.Collections.Generic;
using UnityEngine;

public class Reloading1 : MonoBehaviour
{
    SkinnedMeshRenderer sk;
    public GameObject[] bodys;

    //初始角色
    void Start()
    {  
        sk = GetComponent<SkinnedMeshRenderer>();
        Mesh mesh = new Mesh();
        List<CombineInstance> combines = new List<CombineInstance>();
        for (int i = 0; i < bodys.Length; i++)
        {
            CombineInstance combine = new CombineInstance();
            combine.mesh = bodys[i].GetComponentInChildren<SkinnedMeshRenderer>().sharedMesh;
            combines.Add(combine);
        }
        mesh.CombineMeshes(combines.ToArray(), false, false);
        sk.sharedMesh = mesh;

        List<Material> materials = new List<Material>();
        for (int i = 0; i < bodys.Length; i++)
        {
            materials.Add(bodys[i].GetComponentInChildren<SkinnedMeshRenderer>().sharedMaterial);
        }
        sk.materials = materials.ToArray();
        Transform[] mybones = GetComponentsInChildren<Transform>();
        Dictionary<string, Transform> dic = new Dictionary<string, Transform>();
        foreach (var item in mybones)
        {
            dic.Add(item.name, item);
        }
        List<Transform> bones = new List<Transform>();
        for (int i = 0; i < bodys.Length; i++)
        {
            Transform[] bodybone = bodys[i].GetComponentInChildren<SkinnedMeshRenderer>().bones;
            foreach (var item in bodybone)
            {
                if (dic.ContainsKey(item.name))
                {
                    bones.Add(dic[item.name]);
                }
            }
        }
        sk.bones = bones.ToArray();
    }
    //通过2D轮转图的索引换衣服
    public void Init(string name,int type)
    {
        print(name);    
        bodys[type] =Resources.Load<GameObject>("Prefab/" + name);
        Mesh mesh = new Mesh();
        List<CombineInstance> combines = new List<CombineInstance>();
        for (int i = 0; i < bodys.Length; i++)
        {
            CombineInstance combine = new CombineInstance();
            combine.mesh = bodys[i].GetComponentInChildren<SkinnedMeshRenderer>().sharedMesh;
            combines.Add(combine);
        }
        mesh.CombineMeshes(combines.ToArray(), false, false);
        sk.sharedMesh = mesh;

        List<Material> materials = new List<Material>();
        for (int i = 0; i < bodys.Length; i++)
        {
            materials.Add(bodys[i].GetComponentInChildren<SkinnedMeshRenderer>().sharedMaterial);
        }
        sk.materials = materials.ToArray();
        Transform[] mybones = GetComponentsInChildren<Transform>();
        Dictionary<string, Transform> dic = new Dictionary<string, Transform>();
        foreach (var item in mybones)
        {
            dic.Add(item.name, item);
        }
        List<Transform> bones = new List<Transform>();
        for (int i = 0; i < bodys.Length; i++)
        {
            Transform[] bodybone = bodys[i].GetComponentInChildren<SkinnedMeshRenderer>().bones;
            foreach (var item in bodybone)
            {
                if (dic.ContainsKey(item.name))
                {
                    bones.Add(dic[item.name]);
                }
            }
        }
        sk.bones = bones.ToArray();
    }
    // Update is called once per frame
    void Update()
    {

    }
}
 3.效果

  • 12
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 打赏
    打赏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包

打赏作者

抓屁放脚本里

你的鼓励将是我创作的最大动力

¥1 ¥2 ¥4 ¥6 ¥10 ¥20
扫码支付:¥1
获取中
扫码支付

您的余额不足,请更换扫码支付或充值

打赏作者

实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值