Unity角色换装问题

游戏中经常涉及到角色换装问题。

1.装备模型中的每一套装备都必须使用同一套骨骼,把单个骨骼数据保存成Prefab,骨骼数据在Unity中以Transform形式存在

2.把模型中的每个部分都单独保存成prefab。

实现思路:

1.创建骨骼GameObject,把所有的装备蒙皮数据合并到一个prefab中。

2.创建装备GameObject,用来手机其中蒙皮数据,从而创建新的SkinedMeshRenderer。

收集信息代码

// Collect information from meshes
        for (int i = 0; i < meshes.Length; i ++)
        {
            SkinnedMeshRenderer smr = meshes[i];
            materials.AddRange(smr.materials); // Collect materials
            // Collect meshes
            for (int sub = 0; sub < smr.sharedMesh.subMeshCount; sub++)
            {
                CombineInstance ci = new CombineInstance();
                ci.mesh = smr.sharedMesh;
                ci.subMeshIndex = sub;
                combineInstances.Add(ci);
            }
            // Collect bones
            for (int j = 0 ; j < smr.bones.Length; j ++)
            {
                int tBase = 0;
                for (tBase = 0; tBase < transforms.Count; tBase ++)
                {
                    if (smr.bones[j].name.Equals(transforms[tBase].name))
                    {
                        bones.Add(transforms[tBase]);
                        break;
                    }
                }
            }
        }

为新的骨骼生成SkinnedMeshRenderer。

// Create a new SkinnedMeshRenderer
SkinnedMeshRenderer oldSKinned = skeleton.GetComponent<SkinnedMeshRenderer> ();
    if (oldSKinned != null) {
    GameObject.DestroyImmediate (oldSKinned);
    }
SkinnedMeshRenderer r = skeleton.AddComponent<SkinnedMeshRenderer>();
r.sharedMesh = new Mesh();
r.sharedMesh.CombineMeshes(combineInstances.ToArray(), false, false);// Combine meshes
r.bones = bones.ToArray();// Use new bones

挂载武器

Transform[] transforms = Instance.GetComponentsInChildren<Transform>();
foreach (Transform joint in transforms) {
if (joint.name == "weapon_hand_r") 
{// find the joint (need the support of art designer)
        WeaponInstance.transform.parent = joint.gameObject.transform;
        break;
    }   
    }

这里涉及到一个优化,合并出来的新的skinned Mesh Renderer中有所有部位的materials,

这里我们可以吧materials合并成一个,减少DrawCall,但是同样会增加内存,在具体项目中,可以结合实际情况进行优化,

// merge materials
if (combine)
{
    newMaterial = new Material (Shader.Find ("Mobile/Diffuse"));
    oldUV = new List<Vector2[]>();
    // merge the texture
    List<Texture2D> Textures = new List<Texture2D>();
    for (int i = 0; i < materials.Count; i++)
    {
        Textures.Add(materials[i].GetTexture(COMBINE_DIFFUSE_TEXTURE) as Texture2D);
    }

    newDiffuseTex = new Texture2D(COMBINE_TEXTURE_MAX, COMBINE_TEXTURE_MAX, TextureFormat.RGBA32, true);
    Rect[] uvs = newDiffuseTex.PackTextures(Textures.ToArray(), 0);
    newMaterial.mainTexture = newDiffuseTex;

// reset uv
    Vector2[] uva, uvb;
    for (int j = 0; j < combineInstances.Count; j++)
    {
        uva = (Vector2[])(combineInstances[j].mesh.uv);
        uvb = new Vector2[uva.Length];
        for (int k = 0; k < uva.Length; k++)
        {
            uvb[k] = new Vector2((uva[k].x * uvs[j].width) + uvs[j].x, (uva[k].y * uvs[j].height) + uvs[j].y);
        }
        oldUV.Add(combineInstances[j].mesh.uv);
        combineInstances[j].mesh.uv = uvb;
    }
    }

此方式是参考网上分析,原作者GitHub:https://github.com/zouchunyi/UnityAvater

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转载自www.cnblogs.com/huangzhenxiong/p/10055204.html