玩家换装——待完善

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CombinePlayer : MonoBehaviour
{
    public GameObject[] heads;
    public GameObject[] bodys;
    public GameObject[] legs;

    public int headId = 0;
    public int bodyId = 0;
    public int legId = 0;

    // Start is called before the first frame update
    void Start()
    {
        Combine(true);
    }
    
    public void Combine(bool subMesh)
    {
        //把3个部位放入一个集合里
        List<SkinnedMeshRenderer> skinneds = new List<SkinnedMeshRenderer>();
        skinneds.Add(heads[headId].GetComponentInChildren<SkinnedMeshRenderer>());
        skinneds.Add(bodys[bodyId].GetComponentInChildren<SkinnedMeshRenderer>());
        skinneds.Add(legs[legId].GetComponentInChildren<SkinnedMeshRenderer>());

        //获取自身所有骨骼
        Transform[] allBone = GetComponentsInChildren<Transform>();
        //把所有骨头放到字典里,只有相同名字的被用到时再取出
        Dictionary<string, Transform> boneDic = new Dictionary<string, Transform>();
        for (int i = 0; i < allBone.Length; i++)
        {
            boneDic.Add(allBone[i].name, allBone[i]);
        }

        //创建一个需要使用的骨头的集合
        List<Transform> bones = new List<Transform>();
        //循环所有部位,找到要用的骨头,取出咱们本身名字相同的
        for (int i = 0; i < skinneds.Count; i++)
        {
            Transform[] patrBones = skinneds[i].bones;
            for (int j = 0; j < patrBones.Length; j++)
            {
                if (boneDic.ContainsKey(patrBones[j].name))
                {
                    bones.Add(boneDic[patrBones[j].name]);
                }
            }
        }
        //把骨头赋值给当前蒙皮网格渲染器
        GetComponent<SkinnedMeshRenderer>().bones = bones.ToArray();

        //老uv坐标集合
        List<Vector2[]> olduvs = new List<Vector2[]>();
        if (subMesh)
        {
            //纹理的集合
            List<Texture2D> textures = new List<Texture2D>();
            //合并图集使用的纹理
            Texture2D texture = new Texture2D(256, 256);

            //取出脸
            Texture face = skinneds[0].sharedMaterial.GetTexture("_MainTex");
            for (int i = 0; i < skinneds.Count; i++)
            {
                textures.Add(skinneds[i].sharedMaterial.GetTexture("_BackTex") as Texture2D);
            }
            Rect[] rects = texture.PackTextures(textures.ToArray(), 0);

            //修改uv坐标
            for (int i = 0; i < skinneds.Count; i++)
            {
                Vector2[] olduv = skinneds[i].sharedMesh.uv;
                olduvs.Add(olduv);
                Vector2[] newuv = new Vector2[olduv.Length];
                for (int j = 0; j < olduv.Length; j++)
                {
                    float uvx = rects[i].x + rects[i].width * olduv[j].x;
                    float uvy = rects[i].y + rects[i].height * olduv[j].y;
                    newuv[j] = new Vector2(uvx, uvy);
                }
                skinneds[i].sharedMesh.uv = newuv;
            }
            Material material = new Material(Shader.Find("Custom/Face"));
            material.SetTexture("_BackTex",texture);
            material.SetTexture("_MainTex", face);
            material.SetFloat("_PosX", texture.width/face.width);
            material.SetFloat("_PosY",texture.height/face.height);
            GetComponent<SkinnedMeshRenderer>().material = material;
        }
        else
        {
            //创建材质球集合
            List<Material> materials = new List<Material>();
            //存材质球
            for (int i = 0; i < skinneds.Count; i++)
            {
                materials.Add(skinneds[i].sharedMaterial);
            }
            GetComponent<SkinnedMeshRenderer>().materials = materials.ToArray();
        }

        //创建合并实例集合
        List<CombineInstance> combines = new List<CombineInstance>();
        for (int i = 0; i < skinneds.Count; i++)
        {
            CombineInstance combine = new CombineInstance();
            combine.mesh = skinneds[i].sharedMesh;
            combine.transform = skinneds[i].transform.localToWorldMatrix;
            combines.Add(combine);
        }
        Mesh mesh = new Mesh();
        mesh.CombineMeshes(combines.ToArray(), subMesh, false);
        GetComponent<SkinnedMeshRenderer>().sharedMesh = mesh;

        if(subMesh)
        {
            //还原网格uv坐标
            for (int i = 0; i < skinneds.Count; i++)
            {
                skinneds[i].sharedMesh.uv = olduvs[i];
            }
        }
    }
}

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