轮转图换装

人物剩余一个Armature其余删除

分别准备对应的身子、腿、头的预制体用以换装

代码

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

public class Change : MonoBehaviour
{
    public List<GameObject> head;
    public List<GameObject> body;
    public List<GameObject> root;
    public int headindex = 0;
    public int bodyindex = 0;
    public int rootindex = 0;
    // Start is called before the first frame update
    void Start()
    {
        Show();
    }
    public void Show()
    {
        GameObject[] prefab = new GameObject[] { head[headindex], body[bodyindex], root[rootindex] };
        Mesh mesh = new Mesh();
        List<CombineInstance> combines = new List<CombineInstance>();
        List<Material> materials = new List<Material>();
        List<Transform> bones = new List<Transform>();
        Transform[] mybones = GetComponentsInChildren<Transform>();
        Dictionary<string, Transform> bonedic = new Dictionary<string, Transform>();
        foreach (var item in mybones)
        {
            bonedic.Add(item.name, item);
        }
        for (int i = 0; i < prefab.Length; i++)
        {
            CombineInstance instance = new CombineInstance();
            instance.mesh = prefab[i].GetComponentInChildren<SkinnedMeshRenderer>().sharedMesh;
            instance.transform = prefab[i].transform.localToWorldMatrix;
            combines.Add(instance);
            materials.Add(prefab[i].GetComponentInChildren<SkinnedMeshRenderer>().sharedMaterial);
            foreach (var item in prefab[i].GetComponentInChildren<SkinnedMeshRenderer>().bones)
            {
                if (bonedic.ContainsKey(item.name))
                {
                    bones.Add(bonedic[item.name]);
                }
            }
        }
        mesh.Clear();
        mesh.CombineMeshes(combines.ToArray(), false, false);
        GetComponent<SkinnedMeshRenderer>().sharedMesh = mesh;
        GetComponent<SkinnedMeshRenderer>().bones = bones.ToArray();
        GetComponent<SkinnedMeshRenderer>().sharedMaterials = materials.ToArray();
    }
    public void ChangeIndex1(int id,int index)
    {
        switch (id)
        {
            case 1:
                headindex = index;
                break;
            case 2:
                bodyindex = index;
                break;
            case 3:
                rootindex = index;
                break;
            default:
                break;
        }
        Show();
    }
    // Update is called once per frame
    void Update()
    {
        
    }
}

轮转图内代码

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;
using UnityEngine.EventSystems;
public class Change3 : MonoBehaviour, IDragHandler, IEndDragHandler
{
    public GameObject prefab;
    public int num;
    public float r;
    float angle;
    float moveangle;
    List<GameObject> cells = new List<GameObject>();
    List<GameObject> lists = new List<GameObject>();
    public GameObject person;
    public void OnDrag(PointerEventData eventData)
    {
        moveangle += eventData.delta.x / r;
        OnMove();
    }

    public void OnEndDrag(PointerEventData eventData)
    {
        DOTween.To((a) =>
        {
            moveangle += a / r;
            OnMove();
        }, eventData.delta.x, 0, 1).OnComplete(()=> {
            int index = cells.IndexOf(lists[num - 1]);
            person.GetComponent<Change>().ChangeIndex1(3, index);
        });
    }

    // Start is called before the first frame update
    void Start()
    {
        angle = 2 * Mathf.PI / num;
        OnMove();
    }
    public void OnMove()
    {
        for (int i = 0; i < num; i++)
        {
            float x = Mathf.Sin(i * angle + moveangle) * r;
            float z = Mathf.Cos(i * angle + moveangle) * r;
            if (cells.Count < num)
            {
                GameObject go = Instantiate(prefab, transform);
                go.transform.GetChild(0).GetComponent<Text>().text = (i + 1).ToString();
                cells.Add(go);
                lists.Add(go);
            }
            cells[i].transform.localPosition = new Vector3(x, 0, 0);
            float scale = (z + r) / (2 * r) * (1 - 0.5f) + 0.5f;
            cells[i].transform.localScale = Vector3.one * scale;
        }
        lists.Sort((a, b) =>
        {
            return (int)(a.transform.localScale.z * 100 - b.transform.localScale.z * 100);
        });
        for (int i = 0; i < lists.Count; i++)
        {
            lists[i].transform.SetSiblingIndex(i);
        }
    }
    // Update is called once per frame
    void Update()
    {

    }
}

根据OnEndDrag中传出的id换装脚本中进行判断从而来决定更换哪个部位的装扮

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