└── UnityAvater-master
├── .gitignore
├── Assembly-CSharp.csproj
├── Assets
├── Animation.meta
├── Animation
│ ├── attack1.anim
│ ├── attack1.anim.meta
│ ├── attack2.anim
│ ├── attack2.anim.meta
│ ├── attack3.anim
│ ├── attack3.anim.meta
│ ├── attack4.anim
│ ├── attack4.anim.meta
│ ├── breath.anim
│ ├── breath.anim.meta
│ ├── run.anim
│ └── run.anim.meta
├── Fbx.meta
├── Fbx
│ ├── ch_pc_hou_004.fbx
│ ├── ch_pc_hou_004.fbx.meta
│ ├── ch_pc_hou_004_jiao.FBX
│ ├── ch_pc_hou_004_jiao.FBX.meta
│ ├── ch_pc_hou_004_shen.FBX
│ ├── ch_pc_hou_004_shen.FBX.meta
│ ├── ch_pc_hou_004_shou.FBX
│ ├── ch_pc_hou_004_shou.FBX.meta
│ ├── ch_pc_hou_004_tou.FBX
│ ├── ch_pc_hou_004_tou.FBX.meta
│ ├── ch_pc_hou_006.fbx
│ ├── ch_pc_hou_006.fbx.meta
│ ├── ch_pc_hou_006_jiao.FBX
│ ├── ch_pc_hou_006_jiao.FBX.meta
│ ├── ch_pc_hou_006_shen.FBX
│ ├── ch_pc_hou_006_shen.FBX.meta
│ ├── ch_pc_hou_006_shou.FBX
│ ├── ch_pc_hou_006_shou.FBX.meta
│ ├── ch_pc_hou_006_tou.FBX
│ ├── ch_pc_hou_006_tou.FBX.meta
│ ├── ch_pc_hou_008.fbx
│ ├── ch_pc_hou_008.fbx.meta
│ ├── ch_pc_hou_008_jiao.FBX
│ ├── ch_pc_hou_008_jiao.FBX.meta
│ ├── ch_pc_hou_008_shen.FBX
│ ├── ch_pc_hou_008_shen.FBX.meta
│ ├── ch_pc_hou_008_shou.FBX
│ ├── ch_pc_hou_008_shou.FBX.meta
│ ├── ch_pc_hou_008_tou.FBX
│ ├── ch_pc_hou_008_tou.FBX.meta
│ ├── ch_we_one_hou_004.fbx
│ ├── ch_we_one_hou_004.fbx.meta
│ ├── ch_we_one_hou_006.fbx
│ ├── ch_we_one_hou_006.fbx.meta
│ ├── ch_we_one_hou_008.fbx
│ └── ch_we_one_hou_008.fbx.meta
├── Materials.meta
├── Materials
│ ├── ch_pc_hou_004_jiao_d.mat
│ ├── ch_pc_hou_004_jiao_d.mat.meta
│ ├── ch_pc_hou_004_shen_d.mat
│ ├── ch_pc_hou_004_shen_d.mat.meta
│ ├── ch_pc_hou_004_shou_d.mat
│ ├── ch_pc_hou_004_shou_d.mat.meta
│ ├── ch_pc_hou_004_tou_d.mat
│ ├── ch_pc_hou_004_tou_d.mat.meta
│ ├── ch_pc_hou_006_jiao_d.mat
│ ├── ch_pc_hou_006_jiao_d.mat.meta
│ ├── ch_pc_hou_006_shen_d.mat
│ ├── ch_pc_hou_006_shen_d.mat.meta
│ ├── ch_pc_hou_006_shou_d.mat
│ ├── ch_pc_hou_006_shou_d.mat.meta
│ ├── ch_pc_hou_006_tou_d.mat
│ ├── ch_pc_hou_006_tou_d.mat.meta
│ ├── ch_pc_hou_008_jiao_d.mat
│ ├── ch_pc_hou_008_jiao_d.mat.meta
│ ├── ch_pc_hou_008_shen_d.mat
│ ├── ch_pc_hou_008_shen_d.mat.meta
│ ├── ch_pc_hou_008_shou_d.mat
│ ├── ch_pc_hou_008_shou_d.mat.meta
│ ├── ch_pc_hou_008_tou_d.mat
│ ├── ch_pc_hou_008_tou_d.mat.meta
│ ├── ch_we_one_hou_004_d.mat
│ ├── ch_we_one_hou_004_d.mat.meta
│ ├── ch_we_one_hou_006_d.mat
│ ├── ch_we_one_hou_006_d.mat.meta
│ ├── ch_we_one_hou_008_d.mat
│ └── ch_we_one_hou_008_d.mat.meta
├── Resources.meta
├── Resources
│ ├── Prefab.meta
│ └── Prefab
│ │ ├── ch_pc_hou.prefab
│ │ ├── ch_pc_hou.prefab.meta
│ │ ├── ch_pc_hou_004_jiao.prefab
│ │ ├── ch_pc_hou_004_jiao.prefab.meta
│ │ ├── ch_pc_hou_004_shen.prefab
│ │ ├── ch_pc_hou_004_shen.prefab.meta
│ │ ├── ch_pc_hou_004_shou.prefab
│ │ ├── ch_pc_hou_004_shou.prefab.meta
│ │ ├── ch_pc_hou_004_tou.prefab
│ │ ├── ch_pc_hou_004_tou.prefab.meta
│ │ ├── ch_pc_hou_006_jiao.prefab
│ │ ├── ch_pc_hou_006_jiao.prefab.meta
│ │ ├── ch_pc_hou_006_shen.prefab
│ │ ├── ch_pc_hou_006_shen.prefab.meta
│ │ ├── ch_pc_hou_006_shou.prefab
│ │ ├── ch_pc_hou_006_shou.prefab.meta
│ │ ├── ch_pc_hou_006_tou.prefab
│ │ ├── ch_pc_hou_006_tou.prefab.meta
│ │ ├── ch_pc_hou_008_jiao.prefab
│ │ ├── ch_pc_hou_008_jiao.prefab.meta
│ │ ├── ch_pc_hou_008_shen.prefab
│ │ ├── ch_pc_hou_008_shen.prefab.meta
│ │ ├── ch_pc_hou_008_shou.prefab
│ │ ├── ch_pc_hou_008_shou.prefab.meta
│ │ ├── ch_pc_hou_008_tou.prefab
│ │ ├── ch_pc_hou_008_tou.prefab.meta
│ │ ├── ch_we_one_hou_004.prefab
│ │ ├── ch_we_one_hou_004.prefab.meta
│ │ ├── ch_we_one_hou_006.prefab
│ │ ├── ch_we_one_hou_006.prefab.meta
│ │ ├── ch_we_one_hou_008.prefab
│ │ └── ch_we_one_hou_008.prefab.meta
├── Scene.meta
├── Scene
│ ├── fanzhengyong.unity
│ ├── fanzhengyong.unity.meta
│ ├── main.unity
│ └── main.unity.meta
├── Script.meta
├── Script
│ ├── CharacterController.cs
│ ├── CharacterController.cs.meta
│ ├── CharacterMgr.cs
│ ├── CharacterMgr.cs.meta
│ ├── CombineSkinnedMgr.cs
│ ├── CombineSkinnedMgr.cs.meta
│ ├── Main.cs
│ └── Main.cs.meta
├── Textures.meta
└── Textures
│ ├── ch_pc_hou_004_jiao_d.tga
│ ├── ch_pc_hou_004_jiao_d.tga.meta
│ ├── ch_pc_hou_004_shen_d.tga
│ ├── ch_pc_hou_004_shen_d.tga.meta
│ ├── ch_pc_hou_004_shou_d.tga
│ ├── ch_pc_hou_004_shou_d.tga.meta
│ ├── ch_pc_hou_004_tou_d.tga
│ ├── ch_pc_hou_004_tou_d.tga.meta
│ ├── ch_pc_hou_006_jiao_d.TGA
│ ├── ch_pc_hou_006_jiao_d.TGA.meta
│ ├── ch_pc_hou_006_shen_d.TGA
│ ├── ch_pc_hou_006_shen_d.TGA.meta
│ ├── ch_pc_hou_006_shou_d.TGA
│ ├── ch_pc_hou_006_shou_d.TGA.meta
│ ├── ch_pc_hou_006_tou_d.TGA
│ ├── ch_pc_hou_006_tou_d.TGA.meta
│ ├── ch_pc_hou_008_jiao_d.tga
│ ├── ch_pc_hou_008_jiao_d.tga.meta
│ ├── ch_pc_hou_008_shen_d.tga
│ ├── ch_pc_hou_008_shen_d.tga.meta
│ ├── ch_pc_hou_008_shou_d.tga
│ ├── ch_pc_hou_008_shou_d.tga.meta
│ ├── ch_pc_hou_008_tou_d.tga
│ ├── ch_pc_hou_008_tou_d.tga.meta
│ ├── ch_we_one_hou_004_d.tga
│ ├── ch_we_one_hou_004_d.tga.meta
│ ├── ch_we_one_hou_006_d.TGA
│ ├── ch_we_one_hou_006_d.TGA.meta
│ ├── ch_we_one_hou_008_d.tga
│ └── ch_we_one_hou_008_d.tga.meta
├── Equipment.sln
├── Equipment.userprefs
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
├── UnityAdsSettings.asset
└── UnityConnectSettings.asset
├── README.md
├── UnityAvater-master.CSharp.csproj
├── UnityAvater-master.sln
├── UnityAvater-master.v12.suo
└── obj
└── Debug
├── Assembly-CSharp.csproj.FileListAbsolute.txt
├── Assembly-CSharp.csprojResolveAssemblyReference.cache
├── Assembly-CSharp.pdb
└── DesignTimeResolveAssemblyReferencesInput.cache
/UnityAvater-master/.gitignore:
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1 | Library
2 | .DS_Store
3 | .vs
4 |
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/UnityAvater-master/Assembly-CSharp.csproj:
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1 |
2 |
3 |
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23 | prompt
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27 |
28 | pdbonly
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30 | Temp\bin\Release\
31 | prompt
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37 |
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42 |
43 |
44 | D:/Software/Unity/Editor/Data/Managed/UnityEditor.dll
45 |
46 |
47 |
48 |
49 |
50 |
51 |
52 |
53 | D:/Software/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll
54 |
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | public class UCharacterController
5 | {
6 |
7 | ///
8 | /// GameObject reference
9 | ///
10 | public GameObject Instance = null;
11 | public GameObject WeaponInstance = null;
12 |
13 | ///
14 | /// Equipment informations
15 | ///
16 | public string skeleton;
17 | public string equipment_head;
18 | public string equipment_chest;
19 | public string equipment_hand;
20 | public string equipment_feet;
21 |
22 | ///
23 | /// The unique id in the scene
24 | ///
25 | public int index;
26 |
27 | ///
28 | /// Other vars
29 | ///
30 | public bool rotate = false;
31 | public int animationState = 0;
32 |
33 | private Animation animationController = null;
34 |
35 | ///
36 | /// 把身体各部件组合(头,胸,手,脚)在一起,并将武器添加到挂点上。身体各部件组合在一起
37 | /// 包含了mesh和material合并功能。
38 | /// 每个身体部件都是单独的prefab,并带了SkinnedMeshRenderer
39 | ///
40 | ///
41 | ///
42 | ///
43 | ///
44 | ///
45 | ///
46 | ///
47 | ///
48 | public UCharacterController (int index,string skeleton, string weapon,
49 | string head, string chest, string hand, string feet, bool combine = false)
50 | {
51 |
52 | //Creates the skeleton object
53 | Object res = Resources.Load ("Prefab/" + skeleton);
54 | this.Instance = GameObject.Instantiate (res) as GameObject;
55 | this.index = index;
56 | this.skeleton = skeleton;
57 | this.equipment_head = head;
58 | this.equipment_chest = chest;
59 | this.equipment_hand = hand;
60 | this.equipment_feet = feet;
61 |
62 | string[] equipments = new string[4];
63 | equipments [0] = head;
64 | equipments [1] = chest;
65 | equipments [2] = hand;
66 | equipments [3] = feet;
67 |
68 | // Create and collect other parts SkinnedMeshRednerer
69 | SkinnedMeshRenderer[] meshes = new SkinnedMeshRenderer[4];
70 | GameObject[] objects = new GameObject[4];
71 | for (int i = 0; i < equipments.Length; i++)
72 | {
73 | res = Resources.Load ("Prefab/" + equipments [i]);
74 | objects[i] = GameObject.Instantiate (res) as GameObject;
75 | meshes[i] = objects[i].GetComponentInChildren ();
76 | }
77 |
78 | // Combine meshes
79 | App.Game.CharacterMgr.CombineSkinnedMgr.CombineObject(Instance, meshes, combine);
80 |
81 | // Delete temporal resources
82 | for (int i = 0; i < objects.Length; i++)
83 | {
84 | GameObject.DestroyImmediate (objects [i].gameObject);
85 | }
86 |
87 | // Create weapon
88 | res = Resources.Load ("Prefab/" + weapon);
89 | WeaponInstance = GameObject.Instantiate (res) as GameObject;
90 |
91 | Transform[] transforms = Instance.GetComponentsInChildren();
92 | foreach (Transform joint in transforms)
93 | {
94 | if (joint.name == "weapon_hand_r")
95 | {// find the joint (need the support of art designer)
96 | WeaponInstance.transform.parent = joint.gameObject.transform;
97 | break;
98 | }
99 | }
100 |
101 | // Init weapon relative informations
102 | WeaponInstance.transform.localScale = Vector3.one;
103 | WeaponInstance.transform.localPosition = Vector3.zero;
104 | WeaponInstance.transform.localRotation = Quaternion.identity;
105 |
106 | // Only for display
107 | animationController = Instance.GetComponent();
108 | PlayStand();
109 | }
110 |
111 | public void ChangeHeadEquipment (string equipment,bool combine = false)
112 | {
113 | ChangeEquipment (0, equipment, combine);
114 | }
115 |
116 | public void ChangeChestEquipment (string equipment,bool combine = false)
117 | {
118 | ChangeEquipment (1, equipment, combine);
119 | }
120 |
121 | public void ChangeHandEquipment (string equipment,bool combine = false)
122 | {
123 | ChangeEquipment (2, equipment, combine);
124 | }
125 |
126 | public void ChangeFeetEquipment (string equipment,bool combine = false)
127 | {
128 | ChangeEquipment (3, equipment, combine);
129 | }
130 |
131 | public void ChangeWeapon (string weapon)
132 | {
133 | Object res = Resources.Load ("Prefab/" + weapon);
134 | GameObject oldWeapon = WeaponInstance;
135 | WeaponInstance = GameObject.Instantiate (res) as GameObject;
136 | WeaponInstance.transform.parent = oldWeapon.transform.parent;
137 | WeaponInstance.transform.localPosition = Vector3.zero;
138 | WeaponInstance.transform.localScale = Vector3.one;
139 | WeaponInstance.transform.localRotation = Quaternion.identity;
140 |
141 | GameObject.Destroy(oldWeapon);
142 | }
143 |
144 | public void ChangeEquipment (int index, string equipment,bool combine = false)
145 | {
146 | switch (index)
147 | {
148 |
149 | case 0:
150 | equipment_head = equipment;
151 | break;
152 | case 1:
153 | equipment_chest = equipment;
154 | break;
155 | case 2:
156 | equipment_hand = equipment;
157 | break;
158 | case 3:
159 | equipment_feet = equipment;
160 | break;
161 | }
162 |
163 | string[] equipments = new string[4];
164 | equipments [0] = equipment_head;
165 | equipments [1] = equipment_chest;
166 | equipments [2] = equipment_hand;
167 | equipments [3] = equipment_feet;
168 |
169 | Object res = null;
170 | SkinnedMeshRenderer[] meshes = new SkinnedMeshRenderer[4];
171 | GameObject[] objects = new GameObject[4];
172 | for (int i = 0; i < equipments.Length; i++)
173 | {
174 |
175 | res = Resources.Load ("Prefab/" + equipments [i]);
176 | objects[i] = GameObject.Instantiate (res) as GameObject;
177 | meshes[i] = objects[i].GetComponentInChildren ();
178 | }
179 |
180 | App.Game.CharacterMgr.CombineSkinnedMgr.CombineObject(
181 | Instance, meshes, combine);
182 |
183 | for (int i = 0; i < objects.Length; i++)
184 | {
185 |
186 | GameObject.DestroyImmediate(objects[i].gameObject);
187 | }
188 | }
189 |
190 | public void PlayStand ()
191 | {
192 |
193 | animationController.wrapMode = WrapMode.Loop;
194 | animationController.Play("breath");
195 | animationState = 0;
196 | }
197 |
198 | public void PlayAttack ()
199 | {
200 |
201 | animationController.wrapMode = WrapMode.Once;
202 | animationController.PlayQueued("attack1");
203 | animationController.PlayQueued("attack2");
204 | animationController.PlayQueued("attack3");
205 | animationController.PlayQueued("attack4");
206 | animationState = 1;
207 | }
208 |
209 | // Update is called once per frame
210 | public void Update ()
211 | {
212 |
213 | if (animationState == 1)
214 | {
215 | if (! animationController.isPlaying)
216 | {
217 | PlayAttack();
218 | }
219 | }
220 | if (rotate)
221 | {
222 | Instance.transform.Rotate(new Vector3(0,90 * Time.deltaTime,0));
223 | }
224 | }
225 | }
226 |
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/UnityAvater-master/Assets/Script/CharacterMgr.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 |
5 | public class UCharacterMgr {
6 |
7 | private UCombineSkinnedMgr skinnedMgr = null;
8 | public UCombineSkinnedMgr CombineSkinnedMgr { get{ return skinnedMgr; } }
9 |
10 | private int characterIndex = 0;
11 | private Dictionary characterDic =
12 | new Dictionary();
13 |
14 | public UCharacterMgr ()
15 | {
16 |
17 | skinnedMgr = new UCombineSkinnedMgr ();
18 | }
19 |
20 | public UCharacterController Generatecharacter (string skeleton, string weapon,
21 | string head, string chest, string hand, string feet, bool combine = false)
22 | {
23 |
24 | UCharacterController instance = new UCharacterController (characterIndex,
25 | skeleton,weapon,head,chest,hand,feet,combine);
26 | characterDic.Add(characterIndex,instance);
27 | characterIndex++;
28 |
29 | return instance;
30 | }
31 |
32 | public void Removecharacter (CharacterController character)
33 | {
34 |
35 | }
36 |
37 | public void Update ()
38 | {
39 |
40 | foreach(UCharacterController character in characterDic.Values)
41 | {
42 | character.Update();
43 | }
44 | }
45 | }
46 |
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/UnityAvater-master/Assets/Script/CombineSkinnedMgr.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 |
5 | public class UCombineSkinnedMgr
6 | {
7 |
8 | ///
9 | /// Only for merge materials.
10 | ///
11 | private const int COMBINE_TEXTURE_MAX = 512;
12 | private const string COMBINE_DIFFUSE_TEXTURE = "_MainTex";
13 |
14 | ///
15 | /// Combine SkinnedMeshRenderers together and share one skeleton.
16 | /// Merge materials will reduce the drawcalls, but it will increase the size of memory.
17 | ///
18 | /// skeleton是一个只带transfrom的prefab,很形象,就是一个骨架。
19 | /// meshes 是各个身体部件上的SkinnedMeshRenderer组件。
20 | /// 因为最终要合并,所以并不用把各部件的骨头设置父节点成骨架。
21 | /// 然而武器就不一样了,武器并不参与合并,所以还是要设置父节点。
22 | ///
23 | /// combine meshes to this skeleton(a gameobject)
24 | /// meshes need to be merged
25 | /// merge materials or not
26 | public void CombineObject (GameObject skeleton,
27 | SkinnedMeshRenderer[] meshes, bool combine = false)
28 | {
29 |
30 | // Fetch all bones of the skeleton
31 | // transforms是骨架上所有的transform组件的List
32 | List transforms = new List();
33 | transforms.AddRange(skeleton.GetComponentsInChildren(true));
34 |
35 | // the list of materials
36 | // materials是所有身体部件上的所有Material组成的List
37 | List materials = new List();
38 |
39 | // the list of meshes
40 | // combineInstances是所有身体部件上所有的mesh组成的List
41 | List combineInstances = new List();
42 |
43 | //the list of bones
44 | List bones = new List();
45 |
46 | // Below informations only are used for merge materilas(bool combine = true)
47 | List oldUV = null;
48 | Material newMaterial = null;
49 | Texture2D newDiffuseTex = null;
50 |
51 | // Collect information from meshes
52 | // 这里分别把所有Material,Mesh,Transform(骨头)保存到对应的List
53 | for (int i = 0; i < meshes.Length; i ++)
54 | {
55 | SkinnedMeshRenderer smr = meshes[i];
56 | // Collect materials
57 | materials.AddRange(smr.materials);
58 |
59 | // Collect meshes
60 | for (int sub = 0; sub < smr.sharedMesh.subMeshCount; sub++)
61 | {
62 | CombineInstance ci = new CombineInstance();
63 | ci.mesh = smr.sharedMesh;
64 | ci.subMeshIndex = sub;
65 | combineInstances.Add(ci);
66 | }
67 |
68 | // Collect bones
69 | // 收集骨头有点区别:只收集骨架中有的。这应该会涉及到具体的美术标准。
70 | for (int j = 0 ; j < smr.bones.Length; j ++)
71 | {
72 | int tBase = 0;
73 | for (tBase = 0; tBase < transforms.Count; tBase++)
74 | {
75 | if (smr.bones[j].name.Equals(transforms[tBase].name))
76 | {
77 | //Debug.Log("Equals bones " + smr.bones[j].name);
78 | bones.Add(transforms[tBase]);
79 | break;
80 | }
81 | }
82 | }
83 | }
84 |
85 | // merge materials
86 | // Material合并,主要是处理贴图和其UV
87 | if (combine)
88 | {
89 | newMaterial = new Material (Shader.Find ("Mobile/Diffuse"));
90 | oldUV = new List();
91 | // merge the texture
92 | // 合并贴图(从收集的各Material中取)
93 | // Textures是所有贴图组成的列表
94 | List Textures = new List();
95 | for (int i = 0; i < materials.Count; i++)
96 | {
97 | Textures.Add(materials[i].GetTexture(COMBINE_DIFFUSE_TEXTURE) as Texture2D);
98 | }
99 |
100 | //所有贴图合并到newDiffuseTex这张大贴图上
101 | newDiffuseTex = new Texture2D(COMBINE_TEXTURE_MAX, COMBINE_TEXTURE_MAX, TextureFormat.RGBA32, true);
102 | Rect[] uvs = newDiffuseTex.PackTextures(Textures.ToArray(), 0);
103 | newMaterial.mainTexture = newDiffuseTex;
104 |
105 | // reset uv
106 | // 根据原来单个上的uv算出合并后的uv,uva是单个的,uvb是合并后的。
107 | // uva取自combineInstances[j].mesh.uv
108 | // 用oldUV保存uva。为什么要保存uva?它不是单个吗?先跳过往下看
109 | // 计算好uvb赋值到到combineInstances[j].mesh.uv
110 | Vector2[] uva, uvb;
111 | for (int j = 0; j < combineInstances.Count; j++)
112 | {
113 | //uva = (Vector2[])(combineInstances[j].mesh.uv);
114 | uva = combineInstances[j].mesh.uv;
115 | uvb = new Vector2[uva.Length];
116 | for (int k = 0; k < uva.Length; k++)
117 | {
118 | uvb[k] = new Vector2((uva[k].x * uvs[j].width) + uvs[j].x, (uva[k].y * uvs[j].height) + uvs[j].y);
119 | }
120 | //oldUV.Add(combineInstances[j].mesh.uv);
121 | oldUV.Add(uva);
122 | combineInstances[j].mesh.uv = uvb;
123 | }
124 | }
125 |
126 | // Create a new SkinnedMeshRenderer
127 | SkinnedMeshRenderer oldSKinned =
128 | skeleton.GetComponent ();
129 | if (oldSKinned != null)
130 | {
131 | GameObject.DestroyImmediate (oldSKinned);
132 | }
133 | SkinnedMeshRenderer r = skeleton.AddComponent();
134 | r.sharedMesh = new Mesh();
135 | // Combine meshes
136 | r.sharedMesh.CombineMeshes(combineInstances.ToArray(), combine, false);
137 | // Use new bones
138 | r.bones = bones.ToArray();
139 | if (combine)
140 | {
141 | Debug.Log("combine " + combine);
142 | r.material = newMaterial;
143 | for (int i = 0; i < combineInstances.Count; i++)
144 | {
145 | // 这为什么要用oldUV,这不是保存的uva吗?它是单个的uv呀?
146 | // 原因在于,这行代码其实并不影响显示,影响显示的是在Mesh合并前的uv。
147 | // 这行的意义在于合并后,又要换部件时,在新的合并过程中找到正确的单个uv。
148 | // 也是oldUV存在的意义。
149 | combineInstances[i].mesh.uv = oldUV[i];
150 | }
151 | }
152 | else
153 | {
154 | Debug.Log("combine " + combine);
155 | r.materials = materials.ToArray();
156 | }
157 | }
158 | }
159 |
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/UnityAvater-master/Assets/Script/Main.cs:
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1 | /*
2 |
3 | It is a Unity project that display how to build the avatar equipment system in Unity.
4 | Equipment system is very important in the Game, specially in MMO Game.
5 |
6 | Normally, equipment system contains tow important parts.
7 | Since the appearance of equipments are different(the mesh are different), so to merge these meshes together is necessary.
8 | Second, after merge meshes, the new mesh contains many materials(in this project, it has 4 material), that means it has at least 4 drawcalls(depends in the shader).
9 | So to merge materials together will reduce drawcalls and improve game performance.
10 |
11 |
12 | * 换装系统包含两个重要的部分,由于身体的各个部件是单独的prefab,因此需要合并其Mesh和Material
13 | *
14 |
15 | */
16 |
17 | using UnityEngine;
18 | using System.Collections;
19 |
20 | ///
21 | /// A simple framework of the game.
22 | ///
23 | public class App
24 | {
25 | private static App app = new App();
26 |
27 | public static App Game { get { return app; } }
28 |
29 | private UCharacterMgr characterMgr = new UCharacterMgr ();
30 | public UCharacterMgr CharacterMgr { get { return characterMgr; } }
31 |
32 | public void Update ()
33 | {
34 | characterMgr.Update ();
35 | }
36 | }
37 |
38 | public class Main : MonoBehaviour {
39 |
40 | private readonly string[] index = new string[]{ "004", "006", "008" };
41 | ///
42 | /// Config default equipment informations.
43 | ///
44 | private const int DEFAULT_WEAPON = 0;
45 | private const int DEFAULT_HEAD = 2;
46 | private const int DEFAULT_CHEST = 0;
47 | private const int DEFAULT_HAND = 0;
48 | private const int DEFAULT_FEET = 1;
49 | private const bool DEFAULT_COMBINEMATERIAL = true;
50 |
51 | ///
52 | /// Use this for GUI display.
53 | ///
54 | private bool combine = DEFAULT_COMBINEMATERIAL;
55 | private bool[] weapon_list = new bool[3];
56 | private bool[] head_list = new bool[3];
57 | private bool[] chest_list = new bool[3];
58 | private bool[] hand_list = new bool[3];
59 | private bool[] feet_list = new bool[3];
60 |
61 | ///
62 | /// The avatar in the scene.
63 | ///
64 | private UCharacterController character = null;
65 |
66 | // Use this for initialization
67 | void Start ()
68 | {
69 |
70 | // for GUI display
71 | weapon_list [DEFAULT_WEAPON] = true;
72 | head_list [DEFAULT_HEAD] = true;
73 | chest_list [DEFAULT_CHEST] = true;
74 | hand_list [DEFAULT_HAND] = true;
75 | feet_list [DEFAULT_FEET] = true;
76 |
77 | // create an avatar
78 | character = App.Game.CharacterMgr.Generatecharacter (
79 | "ch_pc_hou",
80 | "ch_we_one_hou_" + index[DEFAULT_WEAPON],
81 | "ch_pc_hou_" + index[DEFAULT_HEAD] + "_tou",
82 | "ch_pc_hou_" + index[DEFAULT_CHEST] + "_shen",
83 | "ch_pc_hou_" + index[DEFAULT_HAND] + "_shou",
84 | "ch_pc_hou_" + index[DEFAULT_FEET] + "_jiao",
85 | combine);
86 | character.Instance.transform.position = new Vector3 (0, -1, -5);
87 | character.Instance.transform.eulerAngles = new Vector3 (0, 180, 0);
88 | }
89 |
90 | // Update is called once per frame
91 | void Update ()
92 | {
93 | App.Game.Update();
94 | }
95 |
96 | void OnGUI ()
97 | {
98 |
99 | GUI.Button (new Rect (0, 0, 100, 30), "Euipments 1");
100 | GUI.Button (new Rect (100, 0, 100, 30), "Euipments 2");
101 | GUI.Button (new Rect (200, 0, 100, 30), "Euipments 3");
102 |
103 | for (int i = 0; i < weapon_list.Length; i++)
104 | {
105 | if (GUI.Button (new Rect (i * 100, 30, 100, 50), "Weapon" + (weapon_list[i] ? "(√)" : "")))
106 | {
107 |
108 | if (!weapon_list [i])
109 | {
110 | for (int j = 0; j < weapon_list.Length; j++)
111 | {
112 | weapon_list [j] = false;
113 | }
114 | weapon_list [i] = true;
115 |
116 | character.ChangeWeapon ("ch_we_one_hou_" + index[i]);
117 | }
118 | }
119 | }
120 |
121 | for (int i = 0; i < head_list.Length; i++)
122 | {
123 |
124 | if (GUI.Button (new Rect (i * 100, 80, 100, 50), "Head" + (head_list[i] ? "(√)" : "")))
125 | {
126 |
127 | if (!head_list [i])
128 | {
129 | for (int j = 0; j < head_list.Length; j++)
130 | {
131 | head_list [j] = false;
132 | }
133 | head_list [i] = true;
134 |
135 | character.ChangeHeadEquipment ("ch_pc_hou_" + index[i] + "_tou", combine);
136 | }
137 | }
138 | }
139 |
140 | for (int i = 0; i < chest_list.Length; i++)
141 | {
142 |
143 | if (GUI.Button (new Rect (i * 100, 130, 100, 50), "Chest" + (chest_list[i] ? "(√)" : "")))
144 | {
145 |
146 | if (!chest_list [i])
147 | {
148 | for (int j = 0; j < chest_list.Length; j++)
149 | {
150 | chest_list [j] = false;
151 | }
152 | chest_list [i] = true;
153 |
154 | character.ChangeChestEquipment ("ch_pc_hou_" + index[i] + "_shen", combine);
155 | }
156 | }
157 | }
158 |
159 | for (int i = 0; i < hand_list.Length; i++)
160 | {
161 |
162 | if (GUI.Button (new Rect (i * 100, 180, 100, 50), "Hand" + (hand_list[i] ? "(√)" : "")))
163 | {
164 |
165 | if (!hand_list [i])
166 | {
167 | for (int j = 0; j < hand_list.Length; j++)
168 | {
169 | hand_list [j] = false;
170 | }
171 | hand_list [i] = true;
172 |
173 | character.ChangeHandEquipment("ch_pc_hou_" + index[i] + "_shou", combine);
174 | }
175 | }
176 | }
177 |
178 | for (int i = 0; i < feet_list.Length; i++)
179 | {
180 |
181 | if (GUI.Button (new Rect (i * 100, 230, 100, 50), "Feet" + (feet_list[i] ? "(√)" : "")))
182 | {
183 |
184 | if (!feet_list [i])
185 | {
186 | for (int j = 0; j < feet_list.Length; j++)
187 | {
188 | feet_list [j] = false;
189 | }
190 | feet_list [i] = true;
191 |
192 | character.ChangeFeetEquipment("ch_pc_hou_" + index[i] + "_jiao", combine);
193 | }
194 | }
195 | }
196 |
197 | if (GUI.Button(new Rect(Screen.width - 100,0,100,50),character.animationState == 0 ? "Attack" : "Stand"))
198 | {
199 | if (character.animationState == 0)
200 | {
201 | character.PlayAttack();
202 | }
203 | else
204 | {
205 | character.PlayStand();
206 | }
207 | }
208 |
209 | if (GUI.Button(new Rect(Screen.width - 100,50,100,50),character.rotate ? "Static" : "Rotate"))
210 | {
211 | if (character.rotate)
212 | {
213 | character.rotate = false;
214 | }
215 | else
216 | {
217 | character.rotate = true;
218 | }
219 | }
220 |
221 | if (GUI.Button(new Rect(Screen.width - 150, 100, 150, 50), combine ? "Merge materials(√)" : "Merge materials"))
222 | {
223 | combine = !combine;
224 | }
225 | }
226 |
227 | }
228 |
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1 | It is a Unity project that display how to build the avatar equipment system in Unity.
2 | Equipment system is very important in the Game, specially in MMO Game.
3 |
4 |
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