2D轮转图与换装

首先在Canvas下创建一个空对象,在空对象身上挂轮转图的脚本。如图:

 空对象的命名有要求,对应换装的位置。在场景中放一个调式好的模型:

1 做好裸模,绑好骨骼。

2 做出模型需要更换的装备,刷好权重。每个部位需要拆分成单独的模型。比如衣服,头,脚等。

3 导出裸模与装备模型到unity,每种模型都需要包含骨骼,因为换装依赖的组件是SkinnedMeshRenderer,只有包含骨骼的模型,导入到unity中才会生成该组件。不包含骨骼的模型,导入到unity中只会生成Mesh Renderer。

如图:

2D轮转图代码:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using DG.Tweening;
using System;

public class ClcoyGram2D : MonoBehaviour,IDragHandler,IEndDragHandler
{
    public Image prefab;
    public int n;
    public float spacing = 100;
    public float max = 1f;
    public float min = 0.5f;
    float c;
    float r;
    float ang;
    public string path;
    List<Image> list = new List<Image>();
    List<Transform> sortlist = new List<Transform>();
    float moveAng = 0;
    public float cut = 100;
    // Start is called before the first frame update
    void Start()
    {
        c = (prefab.rectTransform.rect.width + spacing) * n;
        r = c / (Mathf.PI * 2);
        ang = (Mathf.PI * 2) / n;
        Move();
    }

    private void Move()
    {
        for (int i = 0; i < n; i++)
        {
            if (list.Count<=i)
            {
                Image icon = Instantiate(prefab, transform);
                icon.sprite = Resources.Load<Sprite>("Ti/" + path + i);
                list.Add(icon);
                list[i].transform.name = i.ToString();
                sortlist.Add(list[i].transform);
            }
            float x = Mathf.Sin(i * ang+moveAng) * r;
            float z = Mathf.Cos(i * ang+moveAng) * r;
            float p = (z + r) / (r * 2);
            float scale = (max - min) * p + min;
            list[i].rectTransform.anchoredPosition = new Vector2(x, 0);
            list[i].transform.localScale = Vector3.one * scale;
        }

        sortlist.Sort((a, b) => {
            if (a.lossyScale.x<b.lossyScale.x)
            {
                return -1;
            }
            else if(a.lossyScale.x == b.lossyScale.x)
            {
                return 0;
            }
            else
            {
                return 1;
            }

        
        });
        for (int i = 0; i < sortlist.Count; i++)
        {
            sortlist[i].SetSiblingIndex(i);
        }


    }

    // Update is called once per frame
    void Update()
    {
        
    }

    public void OnDrag(PointerEventData eventData)
    {
        float dis = eventData.delta.x;
        float dragAng = dis / r;
        moveAng += dragAng;
        Move();
    }

    public void OnEndDrag(PointerEventData eventData)
    {
        float speed = eventData.delta.x;
        float time = Mathf.Abs(speed) / cut;
        DT.To((a) => {
            float dragAng = a / r;
            moveAng += dragAng;
            Move();
        
        },speed,0,time).OnComplete(()=> {
            Align();
        });
    }

    private void Align()
    {
        float AlignAng = Mathf.Asin(sortlist[n - 1].GetComponent<RectTransform>().anchoredPosition.x / r);
        float Aligndis = AlignAng * r;
        float time = Mathf.Abs(Aligndis) / cut;
        DT.To((a) => {
            moveAng = a;
            Move();
        },moveAng,moveAng-AlignAng,time).OnComplete(()=> {
            int num = int.Parse(transform.name);
            Reloading.ins.GetBodys(num, path + int.Parse(sortlist[n - 1].transform.name));
        });

    }
}

通过轮转图里对齐后的回调方法去调用换装里封装好的方法。

 换装代码:

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

public class Reloading : MonoBehaviour
{
    public GameObject[] bodys;
    public static Reloading ins = null;
    private void Awake()
    {
        ins = this;
    }
    // Start is called before the first frame update
    void Start()
    {
        OnPlane(bodys);
    }

    public void GetBodys(int type,string path)
    {
        bodys[type] = Resources.Load<GameObject>("Prefab/" + path);
        OnPlane(bodys);
    }

    private void OnPlane(GameObject[] bodys)
    {
        List<CombineInstance> combines = new List<CombineInstance>();
        List<Material> materials = new List<Material>();
        List<Transform> mybodys = new List<Transform>();
        Transform[] allbodys = GetComponentsInChildren<Transform>();
        Dictionary<string, Transform> BodysDic = new Dictionary<string, Transform>();
        foreach (var item in allbodys)
        {
            BodysDic.Add(item.name, item);
        }

        for (int i = 0; i < bodys.Length; i++)
        {
            CombineInstance combine = new CombineInstance();
            combine.mesh = bodys[i].GetComponentInChildren<SkinnedMeshRenderer>().sharedMesh;
            combines.Add(combine);
            materials.Add(bodys[i].GetComponentInChildren<SkinnedMeshRenderer>().sharedMaterial);
            Transform[] bones = bodys[i].GetComponentInChildren<SkinnedMeshRenderer>().bones;
            for (int j = 0; j < bones.Length; j++)
            {
                if (BodysDic.ContainsKey(bones[j].name))
                {
                    mybodys.Add(BodysDic[bones[j].name]);
                }
            }
        }
        Mesh mesh = new Mesh();
        mesh.CombineMeshes(combines.ToArray(), false, false);
        GetComponent<SkinnedMeshRenderer>().sharedMesh = mesh;
        GetComponent<SkinnedMeshRenderer>().sharedMaterials = materials.ToArray();
        GetComponent<SkinnedMeshRenderer>().bones = mybodys.ToArray();

    }

   
}

从Resources中加载预制体,从预制体身上的SkinnedMeshRenderer中读取骨骼,材质,Mesh(网格)。存贮这些数据,并加载进裸模的SkinnedMeshRenderer中去。

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 1
    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 1
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
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