using Cinemachine; using System.Collections; using System.Collections.Generic; using UnityEditor; using UnityEngine; public class StepManager : MonoBehaviour { public static StepManager Instance { get; private set; } /// 是否开始初始化步骤 public static bool isInit = true; /// 背包穿戴人物模型 public static GameObject player_dress; /// 穿戴人物初始旋转 public static Quaternion initRot; /// 漫游场景移动人物模型 private GameObject player; private async void Start() { Instance = this; //await UIManager.Instance.ShowUI(WindowID.FaceBuildPanel); await UIManager.Instance.ShowUI(WindowID.DlgLogin); var characterRender = await YooAssetManager.Instance.LoadAsset("player_dress"); player_dress = Instantiate(characterRender); initRot = player_dress.transform.rotation; CharacterManager.Inst.MatchCharacterRender(player_dress.GetComponent()); } public async void Init() { var characterRender = await YooAssetManager.Instance.LoadAsset("player"); var cmFreeLook = await YooAssetManager.Instance.LoadAsset("CM FreeLook1"); player = Instantiate(characterRender); GameObject cm = Instantiate(cmFreeLook); player.GetComponent().camera = GameObject.Find("Main Camera").transform; cm.GetComponent().Follow = player.transform; cm.GetComponent().LookAt = player.transform; CharacterDataReMatch(); } private async void Update() { if (Input.GetKeyDown(KeyCode.Q)) { await UIManager.Instance.ShowUI(WindowID.FaceBuildPanel); CharacterManager.UICam.gameObject.SetActive(true); } } /// /// 重新赋值当前角色的捏脸和装扮数据/重置角色旋转 /// public void CharacterDataReMatch() { if (player) { player_dress.transform.rotation= initRot; CharacterManager.Inst.CharacterClothReMatch(player.GetComponent()); } } }