在Unity中2D轮转图实现给角色换装

   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();
 
    }
 
   
}

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