CharacterRender.cs 12 KB

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  1. using Cysharp.Threading.Tasks;
  2. using LitJson;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using System.Linq;
  6. using UnityEditor;
  7. using UnityEngine;
  8. public class CharacterRender : MonoBehaviour
  9. {
  10. public GameObject gameObject;
  11. /// <summary>左眼</summary>
  12. public Material eyes001;
  13. /// <summary>右眼</summary>
  14. public Material eyes002;
  15. public Material[] faceMaterial;
  16. public SkinnedMeshRenderer faceSkinnedMeshRenderer;
  17. public string[] m_bsNameAll;
  18. public Dictionary<string, CharacterDressRender> dressRenders = new Dictionary<string, CharacterDressRender>();
  19. private List<int> shoesShow;
  20. private GameObject defaultTop;
  21. private GameObject defaultBottom;
  22. private void Awake()
  23. {
  24. eyes001 = transform.Find("eyes001").GetComponent<Renderer>().material;
  25. eyes002 = transform.Find("eyes002").GetComponent<Renderer>().material;
  26. faceMaterial = transform.Find("body").GetComponent<Renderer>().materials;
  27. faceSkinnedMeshRenderer = transform.Find("body").GetComponent<SkinnedMeshRenderer>();
  28. shoesShow = JsonMapper.ToObject<List<int>>(Resources.Load<TextAsset>("ShoesShow").text);
  29. m_bsNameAll = new string[faceSkinnedMeshRenderer.sharedMesh.blendShapeCount];
  30. for (int j = 0; j < faceSkinnedMeshRenderer.sharedMesh.blendShapeCount; j++)
  31. {
  32. m_bsNameAll[j] = faceSkinnedMeshRenderer.sharedMesh.GetBlendShapeName(j);
  33. }
  34. defaultTop = transform.Find("default_Top").gameObject;
  35. defaultBottom = transform.Find("default_Bottom").gameObject;
  36. }
  37. /// <summary>
  38. /// 加载骨骼
  39. /// </summary>
  40. /// <param name="go"></param>
  41. /// <param name="type"></param>
  42. private async void LoadBones(GameObject obj)
  43. {
  44. obj.transform.SetParent(faceSkinnedMeshRenderer.transform.parent);
  45. Transform[] trans = obj.GetComponentsInChildren<Transform>();
  46. Transform[] transList = gameObject.transform.GetComponentsInChildren<Transform>();
  47. for (int i = 0; i < trans.Length; i++)
  48. {
  49. List<Transform> bones = new List<Transform>();
  50. var skmr = trans[i].GetComponent<SkinnedMeshRenderer>();
  51. if (skmr != null)
  52. {
  53. List<string> names = trans[i].GetComponent<BonesName>().bones;
  54. for (int j = 0; j < names.Count; j++)
  55. {
  56. for (int k = 0; k < transList.Length; k++)
  57. {
  58. if (names[j] == transList[k].name)
  59. {
  60. bones.Add(transList[k]);
  61. //Debug.Log(names[j]);
  62. }
  63. if (skmr.rootBone == null && trans[i].GetComponent<BonesName>().rootBones == transList[k].name)
  64. {
  65. skmr.rootBone = transList[k];
  66. }
  67. }
  68. }
  69. skmr.bones = bones.ToArray();
  70. }
  71. }
  72. await UniTask.DelayFrame(1);
  73. }
  74. public async UniTask SetPlayerCloth( Good config)
  75. {
  76. //Debug.Log(config.id);
  77. List<string> crDis = new List<string>();
  78. string[] numbersArray = config.mutex.Split(',');
  79. int[] mutex = numbersArray.Select(int.Parse).ToArray();
  80. foreach (var item in dressRenders)
  81. {
  82. if (mutex.Contains(item.Value.good.id / 10000))
  83. {
  84. crDis.Add(item.Value.good.id.ToString());
  85. }
  86. }
  87. for (int i = 0; i < crDis.Count; i++)
  88. {
  89. dressRenders[crDis[i]].Dispose();
  90. dressRenders.Remove(crDis[i]);
  91. }
  92. var cdr = gameObject.AddComponent<CharacterDressRender>();
  93. GameObject obj = await CharacterManager.Inst.CreatNewDress<GameObject>(config, cdr);
  94. dressRenders.Add(config.id.ToString(), cdr);
  95. obj.SetActive(true);
  96. LoadBones(obj);
  97. bool isShowFoot = true;
  98. foreach (var item in dressRenders)
  99. {
  100. int type = item.Value.good.id / 10000;
  101. if (type == 17)
  102. {
  103. isShowFoot = false;
  104. defaultTop.SetActive(false);
  105. defaultBottom.SetActive(false);
  106. }
  107. if(type == 12)
  108. {
  109. for (int i = 0;i < shoesShow.Count;i++)
  110. {
  111. if(item.Value.good.id== shoesShow[i])
  112. {
  113. isShowFoot = false;
  114. }
  115. }
  116. }
  117. if (type == 10)
  118. {
  119. defaultTop.SetActive(false);
  120. }
  121. if (type == 11)
  122. {
  123. defaultBottom.SetActive(false);
  124. }
  125. }
  126. if (isShowFoot)
  127. {
  128. faceMaterial[6] = faceMaterial[5];
  129. transform.Find("body").GetComponent<Renderer>().materials = faceMaterial;
  130. }
  131. else
  132. {
  133. var mat = await YooAssetManager.Instance.LoadAsset<Material>("Body_T");
  134. faceMaterial[6] = mat;
  135. transform.Find("body").GetComponent<Renderer>().materials = faceMaterial;
  136. }
  137. bool isShowPaints = true;
  138. foreach (var item in dressRenders)
  139. {
  140. int type = item.Value.good.id / 10000;
  141. if (type == 17)
  142. {
  143. for (int i = 0; i < shoesShow.Count; i++)
  144. {
  145. if (item.Value.good.id == shoesShow[i])
  146. {
  147. isShowPaints = false;
  148. }
  149. }
  150. }
  151. if (type == 11)
  152. {
  153. for (int i = 0; i < shoesShow.Count; i++)
  154. {
  155. if (item.Value.good.id == shoesShow[i])
  156. {
  157. isShowPaints = false;
  158. }
  159. }
  160. }
  161. }
  162. if (isShowPaints)
  163. {
  164. faceMaterial[4] = faceMaterial[5];
  165. transform.Find("body").GetComponent<Renderer>().materials = faceMaterial;
  166. }
  167. else
  168. {
  169. var mat = await YooAssetManager.Instance.LoadAsset<Material>("Body_T");
  170. faceMaterial[4] = mat;
  171. transform.Find("body").GetComponent<Renderer>().materials = faceMaterial;
  172. }
  173. //if (CharacterManager.Inst.selfRender == self)
  174. //{
  175. // //UI
  176. // var renderer = self.gameObject.GetComponentsInChildren<Renderer>();
  177. // foreach (var item in renderer)
  178. // {
  179. // item.renderingLayerMask = 1 << 1;
  180. // item.gameObject.layer = 10;
  181. // }
  182. //}
  183. //else
  184. //{
  185. // //场景里的
  186. // var renderer = self.gameObject.GetComponentsInChildren<Renderer>();
  187. // foreach (var item in renderer)
  188. // {
  189. // item.renderingLayerMask = 1 << 0;
  190. // item.gameObject.layer = 0;
  191. // }
  192. //}
  193. }
  194. public async UniTask SetPlayerBlendShape(Good config)
  195. {
  196. List<string> crDis = new List<string>();
  197. string[] numbersArray = config.mutex.Split(',');
  198. int[] mutex = numbersArray.Select(int.Parse).ToArray();
  199. foreach (var item in dressRenders)
  200. {
  201. if (mutex.Contains(item.Value.good.id / 10000))
  202. {
  203. crDis.Add(item.Value.good.id.ToString());
  204. }
  205. }
  206. for (int i = 0; i < crDis.Count; i++)
  207. {
  208. dressRenders[crDis[i]].Dispose();
  209. dressRenders.Remove(crDis[i]);
  210. }
  211. int type = config.id / 10000;
  212. var cdr = gameObject.AddComponent<CharacterDressRender>();
  213. cdr.good = config;
  214. cdr.gameObject = config.assetsName;
  215. if (dressRenders.ContainsKey(config.id.ToString()))
  216. {
  217. dressRenders[config.id.ToString()] = cdr;
  218. }
  219. else
  220. {
  221. dressRenders.Add(config.id.ToString(), cdr);
  222. }
  223. await UniTask.DelayFrame(1);
  224. //设置blendshape
  225. Dictionary<string, int> param = LitJson.JsonMapper.ToObject<Dictionary<string, int>>(config.assetsName);
  226. foreach (var item in param)
  227. {
  228. for (int i = 0; i < m_bsNameAll.Length; i++)
  229. {
  230. if (m_bsNameAll[i].Contains(item.Key))
  231. {
  232. faceSkinnedMeshRenderer.SetBlendShapeWeight(i, item.Value * 100);
  233. }
  234. }
  235. }
  236. }
  237. public async UniTask SetTextrue(Good config)
  238. {
  239. List<string> crDis = new List<string>();
  240. string[] numbersArray = config.mutex.Split(',');
  241. int[] mutex = numbersArray.Select(int.Parse).ToArray();
  242. foreach (var item in dressRenders)
  243. {
  244. if (mutex.Contains(item.Value.good.id / 10000))
  245. {
  246. crDis.Add(item.Value.good.id.ToString());
  247. }
  248. }
  249. for (int i = 0; i < crDis.Count; i++)
  250. {
  251. dressRenders[crDis[i]].Dispose();
  252. dressRenders.Remove(crDis[i]);
  253. }
  254. int type = config.id / 10000;
  255. var cdr = gameObject.AddComponent<CharacterDressRender>();
  256. var obj = await CharacterManager.Inst.CreatNewDress<Texture>(config, cdr);
  257. if (dressRenders.ContainsKey(config.id.ToString()))
  258. {
  259. dressRenders[config.id.ToString()] = cdr;
  260. }
  261. else
  262. {
  263. dressRenders.Add(config.id.ToString(), cdr);
  264. }
  265. await UniTask.DelayFrame(1);
  266. if (type == 1)//皮肤
  267. {
  268. for (int i = 0;i < faceMaterial.Length;i++) { faceMaterial[i].SetTexture("_Skin", obj); }
  269. }
  270. if (type == 4)//眉毛
  271. {
  272. //faceMaterial.SetTexture("_EyesBrow", obj);
  273. for (int i = 0; i < faceMaterial.Length; i++) { faceMaterial[i].SetTexture("_EyesBrow", obj); }
  274. }
  275. if (type == 9)//面颊/胡子
  276. {
  277. //faceMaterial.SetTexture("_Beard", obj);
  278. for (int i = 0; i < faceMaterial.Length; i++) { faceMaterial[i].SetTexture("_Beard", obj); }
  279. }
  280. if (type == 15)//纹身
  281. {
  282. //faceMaterial.SetTexture("_Tattoo", obj);
  283. for (int i = 0; i < faceMaterial.Length; i++) { faceMaterial[i].SetTexture("_Tattoo", obj); }
  284. }
  285. }
  286. public async UniTask SetEyeTextrue(Good config)
  287. {
  288. List<string> crDis = new List<string>();
  289. string[] numbersArray = config.mutex.Split(',');
  290. int[] mutex = numbersArray.Select(int.Parse).ToArray();
  291. foreach (var item in dressRenders)
  292. {
  293. if (mutex.Contains(item.Value.good.id / 10000))
  294. {
  295. crDis.Add(item.Value.good.id.ToString());
  296. }
  297. }
  298. for (int i = 0; i < crDis.Count; i++)
  299. {
  300. dressRenders[crDis[i]].Dispose();
  301. dressRenders.Remove(crDis[i]);
  302. }
  303. int type = config.id / 10000;
  304. var cdr = gameObject.AddComponent<CharacterDressRender>();
  305. var objL = await CharacterManager.Inst.CreatNewDress<Texture>(config, cdr, "L");
  306. var objR = await CharacterManager.Inst.CreatNewDress<Texture>(config, cdr, "R");
  307. if (dressRenders.ContainsKey(config.id.ToString()))
  308. {
  309. dressRenders[config.id.ToString()] = cdr;
  310. }
  311. else
  312. {
  313. dressRenders.Add(config.id.ToString(), cdr);
  314. }
  315. await UniTask.DelayFrame(1);
  316. eyes001.SetTexture("_BaseMap", objL);
  317. eyes002.SetTexture("_BaseMap", objR);
  318. }
  319. public void DestoryEquip()
  320. {
  321. foreach (var item in dressRenders)
  322. {
  323. item.Value.Dispose();
  324. }
  325. dressRenders.Clear();
  326. }
  327. public void UnLoadEquip( Good config)
  328. {
  329. string dressRender = "";
  330. foreach (var item in dressRenders)
  331. {
  332. if (item.Value.good.id == config.id)
  333. {
  334. dressRender = item.Key;
  335. }
  336. }
  337. if (!string.IsNullOrEmpty(dressRender))
  338. {
  339. dressRenders[dressRender].Dispose();
  340. dressRenders.Remove(dressRender);
  341. }
  342. }
  343. }