unity换装系统+网格合并

这里的做法是模型把所有衣服全部穿上作为一个资源

然后还有一个只有骨骼信息的骨架资源

将这2个制作好了Prefab

unity换装系统+网格合并

模型部件数据

unity换装系统+网格合并

资源数据

unity换装系统+网格合并

【代码】

using System.Collections;
using System.Collections.Generic;
using UnityEngine; public class AvatarSystem : MonoBehaviour { //模型全文件
GameObject modelObject;
Transform modelSource;
//骨骼文件
GameObject targetSource;
Transform targetTrans;
//Data字典 存储source的各种信息;
private Dictionary<string, Dictionary<string, Transform>> data = new Dictionary<string, Dictionary<string, Transform>>();
//targetSmr字典 存储目标的骨骼信息
private Dictionary<string, SkinnedMeshRenderer> targetSmr = new Dictionary<string, SkinnedMeshRenderer>();
//骨骼数组
private Transform[] hips;
//套装数据
string[,] avatarStr = new string[,] { { "Glove", "suit01" }, { "Head", "suit01" }, { "Hair", "suit01" }, { "Body", "suit02" }, { "Leg", "suit03" }, { "Shoe", "suit03" } }; // Use this for initialization
void Start () {
InstantiateAvatar("Prefab/Model_girl");//读取模型文件
InstantiateSkeleton("Prefab/Target_girl");//读取骨架文件
LoadAvatarData(modelSource);//读取模型所有衣服数据,并且存储
hips = targetTrans.GetComponentsInChildren<Transform>();//拿取人物骨骼信息
Inivatar(avatarStr);//换上套装
//targetSource.AddComponent<Animator>();
} // Update is called once per frame
void Update () { } //实例化来源
void InstantiateAvatar(string modelName)
{
//必需得实例化出来,不然无法获得数据
modelObject = (Instantiate(Resources.Load<GameObject>(modelName)));
modelSource = modelObject.transform;
modelSource.gameObject.SetActive(false);//隐藏
//Destroy(modelObject);//销毁
}
//实例化骨架(换装就是在骨架上加衣服)
void InstantiateSkeleton(string targetName)
{
targetSource = Instantiate(Resources.Load<GameObject>(targetName));
targetTrans = targetSource.transform;
}
//读取来源的各种信息(source模型源文件)
void LoadAvatarData(Transform source)
{
if (source == null)
{
return;
}
SkinnedMeshRenderer[] parts = source.GetComponentsInChildren<SkinnedMeshRenderer>(true);
foreach (SkinnedMeshRenderer part in parts)
{
string[] partName = part.name.Split('_');
if (!data.ContainsKey(partName[]))
{
data.Add(partName[], new Dictionary<string, Transform>());
GameObject partObj = new GameObject();
partObj.name = partName[];
partObj.transform.parent = targetTrans;
targetSmr.Add(partName[], partObj.AddComponent<SkinnedMeshRenderer>());
}
data[partName[]].Add(partName[], part.transform);
}
}
//更改Mesh
public void ChangeMesh(string part, string item)
{
SkinnedMeshRenderer smr = data[part][item].GetComponent<SkinnedMeshRenderer>();
//网格合并
List<CombineInstance> combineInstances = new List<CombineInstance>();
for (int i = ; i < smr.sharedMesh.subMeshCount; i++)
{
CombineInstance ci = new CombineInstance();
ci.mesh = smr.sharedMesh;
ci.subMeshIndex = i;
combineInstances.Add(ci);
}
List<Transform> bones = new List<Transform>();
foreach (Transform bone in smr.bones)
{
foreach (Transform hip in hips)
{
if (hip.name != bone.name)
{
continue;
}
bones.Add(hip);
break;
}
} //网格合并方式
targetSmr[part].sharedMesh = new Mesh();
targetSmr[part].sharedMesh.CombineMeshes(combineInstances.ToArray(), false, false);
//非网格合并方式
//targetSmr[part].sharedMesh = smr.sharedMesh;
targetSmr[part].bones = bones.ToArray();
targetSmr[part].materials = smr.materials; } /// <summary>
/// 换装(换1件到多件)
/// </summary>
/// <param name="avatarStr"></param>
public void Inivatar(string[,] avatarStr)
{
int nLength = avatarStr.GetLength();
for (int i = ; i < nLength; i++)
{
ChangeMesh(avatarStr[i, ], avatarStr[i, ]);
}
}
}
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