CharacterManager.cs 4.5 KB

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  1. using Cysharp.Threading.Tasks;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using System.Threading.Tasks;
  5. using UnityEngine;
  6. public class CharacterManager : MonoBehaviour
  7. {
  8. public static CharacterManager Inst;
  9. public CharacterRender selfRender;
  10. /// <summary>已穿戴的物品信息</summary>
  11. public List<Good> WornPackageItems = new List<Good>();
  12. /// <summary>临时已穿戴的物品信息</summary>
  13. public List<Good> TempWornPackageItems = new List<Good>();
  14. public static Camera mainCam;
  15. public static Camera UICam;
  16. void Start()
  17. {
  18. Inst=this;
  19. mainCam = GameObject.Find("Camera").GetComponent<Camera>();
  20. UICam = GameObject.Find("UICamera").GetComponent<Camera>();
  21. }
  22. /// <summary>
  23. /// 匹配玩家的Character
  24. /// </summary>
  25. /// <param name="ob"></param>
  26. public void MatchCharacterRender(CharacterRender cr)
  27. {
  28. if (cr) selfRender = cr;
  29. }
  30. /// <summary>
  31. /// 重新匹配玩家扭脸和换装数据
  32. /// </summary>
  33. /// <param name="cr"></param>
  34. public async void CharacterClothReMatch(CharacterRender cr)
  35. {
  36. Debug.Log(selfRender.dressRenders.Count);
  37. if (selfRender.dressRenders.Count>0)
  38. {
  39. foreach (var item in selfRender.dressRenders)
  40. {
  41. await ChangePlayerTex(cr, item.Value.good);
  42. }
  43. }
  44. }
  45. public async UniTask ChangePlayerTex (CharacterRender cr, Good config)
  46. {
  47. //Debug.Log(config.id);
  48. switch (int.Parse(config.assetsType))
  49. {
  50. case 1:
  51. await cr.SetPlayerCloth(config);
  52. break;
  53. case 2:
  54. await cr.SetPlayerBlendShape(config);
  55. break;
  56. case 3:
  57. await cr.SetTextrue(config);
  58. break;
  59. case 4:
  60. await cr.SetEyeTextrue(config);
  61. break;
  62. case 5:
  63. await cr.SetTextrue(config);
  64. break;
  65. }
  66. }
  67. public async UniTask<T> CreatNewDress<T>(Good good, CharacterDressRender cdr, string dir = null) where T : UnityEngine.Object
  68. {
  69. int type = good.id / 10000;
  70. string assetsName = null;
  71. if (good.assetsType == "1")
  72. {
  73. assetsName = ((good.id / 100) * 100).ToString();
  74. if ((good.id / 100) == 1415)//面饰
  75. {
  76. assetsName = good.id.ToString();
  77. }
  78. }
  79. else
  80. {
  81. if (type == 4 || type == 9)//眉毛/胡子
  82. {
  83. assetsName = $"{good.id}_BaseMap";
  84. }
  85. if (type == 15)//纹身
  86. {
  87. assetsName = ((good.id / 100) * 100).ToString();
  88. assetsName = $"{int.Parse(assetsName) + 1}_{good.id}_BaseMap";
  89. }
  90. }
  91. if (string.IsNullOrEmpty(assetsName))
  92. {
  93. assetsName = good.id.ToString();
  94. }
  95. assetsName += dir;
  96. var handle = await YooAssetManager.Instance.LoadAsset<T>(assetsName);
  97. if (handle as GameObject)
  98. {
  99. cdr.gameObject = GameObject.Instantiate(handle);
  100. }
  101. else
  102. {
  103. cdr.gameObject = handle;
  104. }
  105. //Debug.Log(type);
  106. if (type == 2)
  107. {
  108. int lastTwoDigits = good.id % 100;
  109. string texName = $"20000_200{lastTwoDigits.ToString("00")}_BaseMap";
  110. var tex = await YooAssetManager.Instance.LoadAsset<Texture>(texName);
  111. ((GameObject)cdr.gameObject).transform.GetChild(0).GetComponent<SkinnedMeshRenderer>().material.SetTexture("_BaseMap", tex);
  112. //Debug.Log(tex);
  113. //Debug.Log(cdr.gameObject);
  114. }
  115. if (type == 8)
  116. {
  117. if(good.id!=80000)
  118. {
  119. var mat = await YooAssetManager.Instance.LoadAsset<Material>(good.id.ToString() + "_mat");
  120. ((GameObject)cdr.gameObject).transform.GetChild(0).GetComponent<SkinnedMeshRenderer>().material = mat;
  121. }
  122. }
  123. if (type != 15 && type > 9 && type < 18)
  124. {
  125. var mat = await YooAssetManager.Instance.LoadAsset<Material>(good.id.ToString() + "_mat");
  126. ((GameObject)cdr.gameObject).transform.GetChild(0).GetComponent<SkinnedMeshRenderer>().material = mat;
  127. }
  128. cdr.good = good;
  129. return (T)cdr.gameObject;
  130. }
  131. /// <summary>
  132. /// 释放selfRender(CharacterRender)所挂在的人物模型
  133. /// </summary>
  134. /// <param name="cr"></param>
  135. public void CharacterDispose()
  136. {
  137. Destroy(selfRender.gameObject);
  138. }
  139. }