很多小游戏中都有给角色的换装,包括穿脱装备等一系列,都是需要将人物的骨骼绑到一起然后换人物的子对象
首先这是前一篇贴子中的2D轮转图
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using TMPro;
using DG.Tweening;
public class Cyclogram2D : MonoBehaviour, IDragHandler, IEndDragHandler
{
public TMP_InputField field;
public Button button;
public int num = 14; //个数
public float space;
public Image prefab; //预制体
float l; //周长
float r; //半径
float ang; //每个角的弧度
float allang; //移动的总弧度
public float max = 1; //最大值
public float min = 0.5f; //最小值
public float dec = 10; //减速度
List<GameObject> list = new List<GameObject>();
List<Transform> sort = new List<Transform>();
void Start()
{
l = num * (prefab.rectTransform.sizeDelta.x+space);
r = l / (2 * Mathf.PI);
ang = 2 * Mathf.PI / num;
Move();
}
public void Move()
{
for (int i = 0; i < num; i++)
{
if (list.Count <= i)
{
list.Add(Instantiate(prefab.gameObject, transform));
sort.Add(list[i].transform);
list[i].GetComponentInChildren<TextMeshProUGUI>().text = i.ToString();
}
float x = Mathf.Sin(i * ang + allang) * r;
float z = Mathf.Cos(i * ang + allang) * r;
float p = (z + r) / (r + r);
float scale = max * (1 - p) + min * p;
list[i].transform.localPosition = new Vector3(x, 0, 0);
list[i].transform.localScale = Vector3.one * scale;
}
sort.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 < sort.Count; i++)
{
sort[i].SetSiblingIndex(i);
}
}
public void OnDrag(PointerEventData eventData)
{
allang -= eventData.delta.x / r;
Move();
}
public void OnEndDrag(PointerEventData eventData)
{
float dis = eventData.delta.x;
float time = Mathf.Abs(dis / dec);
DOTween.To((a) =>
{
allang -= a / r;
Move();
}, dis, 0, time).OnComplete(() =>
{
float moveang = Mathf.Asin(sort[num - 1].localPosition.x / r); //弧度
float movetime = Mathf.Abs(moveang * r / dec);
DOTween.To((b) =>
{
allang = b;
Move();
}, allang, allang + moveang, movetime);
});
}
然后就开始了我们的换装代码
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。
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();
}
}