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; /// 是否在捏脸换装界面 public static bool isFaceBuidling = false; /// 背包穿戴人物模型 public static GameObject player_dress; /// 漫游场景移动人物模型 public static GameObject player; /// 捏脸换装灯光 public static Light faceBuildLight; /// 穿戴人物初始旋转 public static Quaternion initRot; 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); player_dress.transform.position = new Vector3(7.3f, 1000.29f, 109.78f); initRot = player_dress.transform.rotation; CharacterManager.Inst.MatchCharacterRender(player_dress.GetComponent()); faceBuildLight = GameObject.Find("FaceBuild Light").GetComponent(); //Debug.Log(faceBuildLight); } public async void Init() { var characterRender = await YooAssetManager.Instance.LoadAsset("player1"); player = Instantiate(characterRender); player.transform.position = new Vector3(24.162f, 3f, 75.317f); player.transform.GetChild(0).GetComponent().camRoot = GameObject.Find("CamRoot").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.transform.GetChild(0).GetComponent()); } } }