Unity中的Avatar換裝

換裝是將頭、身子、腿等多個零部件模型合成一個人物模型。

模型是由網(wǎng)格組成的,所以換裝的本質(zhì)是找到合適的網(wǎng)格進行合并。
而將一些網(wǎng)格,在cpu上轉(zhuǎn)換他們的頂點,將許多相似的頂點組合在一起,并一次性繪制他們,的這個過程我們也稱之為——動態(tài)合批。

一般物由MeshFilter 網(wǎng)格過濾器和MeshRenderer 網(wǎng)格渲染器兩個組件來對模型進行渲染,為了進行網(wǎng)格的動態(tài)合批,這里我們先認識一個新的類,合并所需要的數(shù)據(jù)結(jié)構(gòu)CombineInstance。


換裝資源準備


1.每一套裝備模型必須使用同一套骨骼,并單獨將骨骼數(shù)據(jù)保存成一個Prefab,骨骼數(shù)據(jù)在Unity中的展示形式就是Transform。


2.將模型拆分成多個部分,將每一個部分單獨保存成Prefab,Prefab中只保留需要的部位模型和骨骼,武器也單獨保存為一個Prefab。


3.每一個Prefab都含有自身的SkinnedMeshRenderer。


合并網(wǎng)格邏輯代碼:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CombineMesh
{
    public static void Combine(GameObject avatar,SkinnedMeshRenderer[] skinneds,bool mergeSubMeshes)
    {
        //1.取出所有骨骼
        Transform[] allbone = avatar.GetComponentsInChildren<Transform>();
        Dictionary<string, Transform> dicbone = new Dictionary<string, Transform>();
        for (int i = 0; i < allbone.Length; i++)
        {
            dicbone.Add(allbone[i].name, allbone[i]);
        }
        //2.根據(jù)是否合并子網(wǎng)格判斷是否合并材質(zhì)
        List<Vector2[]> olduvlist = new List<Vector2[]>();
        Material material = new Material(Shader.Find("Custom/Face"));
        List<Material> materials = new List<Material>();
        if (mergeSubMeshes)
        {
            List<Texture2D> texture2s = new List<Texture2D>();
            for (int i = 0; i < skinneds.Length; i++)
            {
                texture2s.Add(skinneds[i].sharedMaterial.GetTexture("_BackTex") as Texture2D);
            }
            Texture2D texture = new Texture2D(1024, 1024);
            Rect[] rects = texture.PackTextures(texture2s.ToArray(), 0);
            //修改模型uv坐標
            for (int i = 0; i < skinneds.Length; i++)
            {
                Vector2[] olduv = skinneds[i].sharedMesh.uv;
                olduvlist.Add(olduv);
                Vector2[] newuv = new Vector2[olduv.Length];
                for (int j = 0; j < olduv.Length; j++)
                {
                    float uvx = rects[i].x + rects[i].width * olduv[j].x;
                    float uvy = rects[i].y + rects[i].height * olduv[j].y;
                    newuv[j] = new Vector2(uvx, uvy);
                }
                skinneds[i].sharedMesh.uv = newuv;
            }
            Texture2D face = skinneds[0].sharedMaterial.GetTexture("_MainTex") as Texture2D;
            material.SetTexture("_BackTex", texture);
            material.SetTexture("_MainTex", face);
            material.SetFloat("_PosX", texture.width / face.width);
            material.SetFloat("_PosY", texture.height / face.height);
        }
        else
        {
            for (int i = 0; i < skinneds.Length; i++)
            {
                materials.Add(skinneds[i].sharedMaterial);
            }
        }
        //3.取出網(wǎng)格合并
        List<CombineInstance> combines = new List<CombineInstance>();
        for (int i = 0; i < skinneds.Length; i++)
        {
            CombineInstance combine = new CombineInstance();
            combine.mesh = skinneds[i].sharedMesh;
            combine.transform = skinneds[i].transform.localToWorldMatrix;
            combines.Add(combine);
        }
        Mesh mesh = new Mesh();
        mesh.CombineMeshes(combines.ToArray(), mergeSubMeshes, false);
        //4.找到需要使用的骨骼
        List<Transform> bones = new List<Transform>();
        for (int i = 0; i < skinneds.Length; i++)
        {
            for (int j = 0; j < skinneds[i].bones.Length; j++)
            {
                if (dicbone.ContainsKey(skinneds[i].bones[j].name))
                {
                    bones.Add(dicbone[skinneds[i].bones[j].name]);
                }
            }
        }
        //5.賦值
        avatar.GetComponent<SkinnedMeshRenderer>().sharedMesh = mesh;
        avatar.GetComponent<SkinnedMeshRenderer>().bones = bones.ToArray();
        if (mergeSubMeshes)
        {
            avatar.GetComponent<SkinnedMeshRenderer>().material = material;
        }
        else
        {
            avatar.GetComponent<SkinnedMeshRenderer>().materials = materials.ToArray();
        }
    }
}

效果


簡單ui調(diào)用控制代碼

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using Newtonsoft.Json;

public class PlayerData
{
    public int id;
    public int career;
    public int tou;
    public int yifu;
    public int tui;
}
public class CombinePlayer : MonoBehaviour
{
    public GameObject[] tou;
    public GameObject[] yifu;
    public GameObject[] tui;
    public GameObject[] left;
    public GameObject[] right;
    public GameObject[] maozi;

    public GameObject avatar;
    public Transform maozibone;
    public Transform leftbone;
    public Transform rightbone;

    public Transform leftContent;
    public Transform rightContent;

    public Image[] zhuangbei;

    List<PlayerData> playerDatas;
    int touid;
    int yifuid;
    int tuiid;
    // Start is called before the first frame update
    void Start()
    {
        string json = Resources.Load<TextAsset>("player").text;
        playerDatas = JsonConvert.DeserializeObject<List<PlayerData>>(json);
        for (int i = 0; i < playerDatas.Count; i++)
        {
            int n = i;
            GameObject playerbtn = Instantiate(Resources.Load<GameObject>("playerbtn"), leftContent);
            Material material = new Material(Shader.Find("Image"));
            material.mainTexture = Resources.Load<Texture>("image/image_" + playerDatas[n].id);
            playerbtn.GetComponent<Image>().material = material;
            playerbtn.GetComponent<Button>().onClick.AddListener(() =>
            {
                touid = playerDatas[n].tou;
                yifuid = playerDatas[n].yifu;
                tuiid = playerDatas[n].tui;
                combine();
                Material material0 = new Material(Shader.Find("Image"));
                material0.mainTexture = Resources.Load<Texture>("image/tou_" + playerDatas[n].tou);
                zhuangbei[0].material = material0;
                Material material1 = new Material(Shader.Find("Image"));
                material1.mainTexture = Resources.Load<Texture>("image/yifu_" + playerDatas[n].yifu);
                zhuangbei[1].material = material1;
                Material material2 = new Material(Shader.Find("Image"));
                material2.mainTexture = Resources.Load<Texture>("image/tui_" + playerDatas[n].tui);
                zhuangbei[2].material = material2;
            });
        }
        for (int i = 0; i < 3; i++)
        {
            int n = i;
            GameObject playerbtn = Instantiate(Resources.Load<GameObject>("playerbtn"), rightContent);
            Material material = new Material(Shader.Find("Image"));
            material.mainTexture = Resources.Load<Texture>("image/tou_" + n);
            playerbtn.GetComponent<Image>().material = material;
            playerbtn.GetComponent<Button>().onClick.AddListener(() =>
            {
                touid = n;
                combine();
                zhuangbei[0].material = material;
            });
        }
        for (int i = 0; i < 3; i++)
        {
            int n = i;
            GameObject playerbtn = Instantiate(Resources.Load<GameObject>("playerbtn"), rightContent);
            Material material = new Material(Shader.Find("Image"));
            material.mainTexture = Resources.Load<Texture>("image/yifu_" + n);
            playerbtn.GetComponent<Image>().material = material;
            playerbtn.GetComponent<Button>().onClick.AddListener(() =>
            {
                yifuid = n;
                combine();
                zhuangbei[1].material = material;
            });
        }
        for (int i = 0; i < 3; i++)
        {
            int n = i;
            GameObject playerbtn = Instantiate(Resources.Load<GameObject>("playerbtn"), rightContent);
            Material material = new Material(Shader.Find("Image"));
            material.mainTexture = Resources.Load<Texture>("image/tui_" + n);
            playerbtn.GetComponent<Image>().material = material;
            playerbtn.GetComponent<Button>().onClick.AddListener(() =>
            {
                tuiid = n;
                combine();
                zhuangbei[2].material = material;
            });
        }
        for (int i = 0; i < 3; i++)
        {
            int n = i;
            GameObject playerbtn = Instantiate(Resources.Load<GameObject>("playerbtn"), rightContent);
            Material material = new Material(Shader.Find("Image"));
            material.mainTexture = Resources.Load<Texture>("image/prop_" + n);
            playerbtn.GetComponent<Image>().material = material;
            playerbtn.GetComponent<Button>().onClick.AddListener(() =>
            {
                if (leftbone.childCount > 0)
                {
                    Destroy(leftbone.GetChild(0).gameObject);
                }
                Instantiate(left[n], leftbone);
                zhuangbei[4].material = material;
            });
        }
        for (int i = 0; i < 3; i++)
        {
            int n = i;
            GameObject playerbtn = Instantiate(Resources.Load<GameObject>("playerbtn"), rightContent);
            Material material = new Material(Shader.Find("Image"));
            material.mainTexture = Resources.Load<Texture>("image/prop_" + n);
            playerbtn.GetComponent<Image>().material = material;
            playerbtn.GetComponent<Button>().onClick.AddListener(() =>
            {
                if (rightbone.childCount > 0)
                {
                    Destroy(rightbone.GetChild(0).gameObject);
                }
                Instantiate(right[n], rightbone);
                zhuangbei[5].material = material;
            });
        }
    }
    public void combine()
    {
        List<SkinnedMeshRenderer> skinneds = new List<SkinnedMeshRenderer>();
        skinneds.Add(tou[touid].GetComponentInChildren<SkinnedMeshRenderer>());
        skinneds.Add(yifu[yifuid].GetComponentInChildren<SkinnedMeshRenderer>());
        skinneds.Add(tui[tuiid].GetComponentInChildren<SkinnedMeshRenderer>());
        CombineMesh.Combine(avatar, skinneds.ToArray(), false);
    }
    // Update is called once per frame
    void Update()
    {
        
    }
}

隨手寫的json

[{
    "id":0,
    "career":0,
    "tou":0,
    "yifu":0,
    "tui":0
},{
    "id":1,
    "career":1,
    "tou":1,
    "yifu":1,
    "tui":1
},{
    "id":2,
    "career":2,
    "tou":2,
    "yifu":2,
    "tui":2
}]

腳本中拖預(yù)制體


最后編輯于
?著作權(quán)歸作者所有,轉(zhuǎn)載或內(nèi)容合作請聯(lián)系作者
【社區(qū)內(nèi)容提示】社區(qū)部分內(nèi)容疑似由AI輔助生成,瀏覽時請結(jié)合常識與多方信息審慎甄別。
平臺聲明:文章內(nèi)容(如有圖片或視頻亦包括在內(nèi))由作者上傳并發(fā)布,文章內(nèi)容僅代表作者本人觀點,簡書系信息發(fā)布平臺,僅提供信息存儲服務(wù)。

相關(guān)閱讀更多精彩內(nèi)容

  • Unity技術(shù)面試題 一:什么是協(xié)同程序? 答:在主線程運行時同時開啟另一段邏輯處理,來協(xié)助當前程序的執(zhí)行。換句話...
    沐冉閱讀 3,022評論 1 19
  • 一:什么是協(xié)同程序?答:在主線程運行時同時開啟另一段邏輯處理,來協(xié)助當前程序的執(zhí)行。換句話說,開啟協(xié)程就是開啟一個...
    CrixalisAs閱讀 2,231評論 1 7
  • [Unity]技術(shù)學(xué)習(xí)路線圖(長期更新) Unity技術(shù)面試題 一:什么是協(xié)同程序?答:在主線程運行時同時開啟另一...
    肖浩唄閱讀 23,851評論 15 244
  • 一:什么是協(xié)同程序? 在主線程運行的同時開啟另一段邏輯處理,來協(xié)助當前程序的執(zhí)行,協(xié)程很像多線程,但是不是多線程,...
    胤醚貔貅閱讀 2,223評論 0 13
  • 《Unity移動端游戲性能優(yōu)化簡譜》[https://edu.uwa4d.com/course-intro/0/4...
    侑虎科技UWA閱讀 4,777評論 0 1

友情鏈接更多精彩內(nèi)容