└── 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: -------------------------------------------------------------------------------- 1 | Library 2 | .DS_Store 3 | .vs 4 | -------------------------------------------------------------------------------- /UnityAvater-master/Assembly-CSharp.csproj: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Debug 5 | AnyCPU 6 | 10.0.20506 7 | 2.0 8 | 9 | {132C5299-9034-B442-A226-4F968755F6FC} 10 | Library 11 | Properties 12 | Assembly-CSharp 13 | v3.5 14 | 512 15 | Assets 16 | 17 | 18 | true 19 | full 20 | false 21 | Temp\bin\Debug\ 22 | DEBUG;TRACE;UNITY_5_3_0;UNITY_5_3;UNITY_5;ENABLE_NEW_BUGREPORTER;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_SPRITE_POLYGON;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;INCLUDE_DIRECTX12;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_LOCALIZATION;ENABLE_ANDROID_ATLAS_ETC1_COMPRESSION;ENABLE_EDITOR_TESTS_RUNNER;UNITY_WEBPLAYER;ENABLE_SUBSTANCE;WEBPLUG;ENABLE_TEXTUREID_MAP;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_MONO;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN 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DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /UnityAvater-master/Assets/Script/CharacterController.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /UnityAvater-master/Assets/Script/CharacterController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1c9f69719cb604b2084704b27f9efc3b 3 | timeCreated: 1466871275 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /UnityAvater-master/Assets/Script/CharacterMgr.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /UnityAvater-master/Assets/Script/CharacterMgr.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c0604100a6a5642769eb7ddbb9304f27 3 | timeCreated: 1466346997 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /UnityAvater-master/Assets/Script/CombineSkinnedMgr.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /UnityAvater-master/Assets/Script/CombineSkinnedMgr.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a15ee7bb357d14f3ebee9f54a1e537cb 3 | timeCreated: 1466311831 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /UnityAvater-master/Assets/Script/Main.cs: -------------------------------------------------------------------------------- 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] ? 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