CharacterManager.cs 4.4 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. if (selfRender.dressRenders.Count>0)
  37. {
  38. foreach (var item in selfRender.dressRenders)
  39. {
  40. await ChangePlayerTex(cr, item.Value.good);
  41. }
  42. }
  43. }
  44. public async UniTask ChangePlayerTex(CharacterRender cr, Good config)
  45. {
  46. switch (int.Parse(config.assetsType))
  47. {
  48. case 1:
  49. await cr.SetPlayerCloth(config);
  50. break;
  51. case 2:
  52. await cr.SetPlayerBlendShape(config);
  53. break;
  54. case 3:
  55. await cr.SetTextrue(config);
  56. break;
  57. case 4:
  58. await cr.SetEyeTextrue(config);
  59. break;
  60. case 5:
  61. await cr.SetTextrue(config);
  62. break;
  63. }
  64. }
  65. public async UniTask<T> CreatNewDress<T>(Good good, CharacterDressRender cdr, string dir = null) where T : UnityEngine.Object
  66. {
  67. int type = good.id / 10000;
  68. string assetsName = null;
  69. if (good.assetsType == "1")
  70. {
  71. assetsName = ((good.id / 100) * 100).ToString();
  72. if ((good.id / 100) == 1415)//面饰
  73. {
  74. assetsName = good.id.ToString();
  75. }
  76. }
  77. else
  78. {
  79. if (type == 4 || type == 9)//眉毛/胡子
  80. {
  81. assetsName = $"{good.id}_BaseMap";
  82. }
  83. if (type == 15)//纹身
  84. {
  85. assetsName = ((good.id / 100) * 100).ToString();
  86. assetsName = $"{int.Parse(assetsName) + 1}_{good.id}_BaseMap";
  87. }
  88. }
  89. if (string.IsNullOrEmpty(assetsName))
  90. {
  91. assetsName = good.id.ToString();
  92. }
  93. assetsName += dir;
  94. var handle = await YooAssetManager.Instance.LoadAsset<T>(assetsName);
  95. if (handle as GameObject)
  96. {
  97. cdr.gameObject = GameObject.Instantiate(handle);
  98. }
  99. else
  100. {
  101. cdr.gameObject = handle;
  102. }
  103. //Debug.Log(type);
  104. if (type == 2)
  105. {
  106. int lastTwoDigits = good.id % 100;
  107. string texName = $"20000_200{lastTwoDigits.ToString("00")}_BaseMap";
  108. var tex = await YooAssetManager.Instance.LoadAsset<Texture>(texName);
  109. ((GameObject)cdr.gameObject).transform.GetChild(0).GetComponent<SkinnedMeshRenderer>().material.SetTexture("_BaseMap", tex);
  110. //Debug.Log(tex);
  111. //Debug.Log(cdr.gameObject);
  112. }
  113. if (type == 8)
  114. {
  115. var mat = await YooAssetManager.Instance.LoadAsset<Material>(good.id.ToString() + "_mat");
  116. ((GameObject)cdr.gameObject).transform.GetChild(0).GetComponent<SkinnedMeshRenderer>().material = mat;
  117. }
  118. if (type != 15 && type > 9 && type < 18)
  119. {
  120. var mat = await YooAssetManager.Instance.LoadAsset<Material>(good.id.ToString() + "_mat");
  121. ((GameObject)cdr.gameObject).transform.GetChild(0).GetComponent<SkinnedMeshRenderer>().material = mat;
  122. }
  123. cdr.good = good;
  124. return (T)cdr.gameObject;
  125. }
  126. /// <summary>
  127. /// 释放selfRender(CharacterRender)所挂在的人物模型
  128. /// </summary>
  129. /// <param name="cr"></param>
  130. public void CharacterDispose()
  131. {
  132. Destroy(selfRender.gameObject);
  133. }
  134. }