Ejemplo n.º 1
0
    public override void OnInitial(XEntity enty)
    {
        base.OnInitial(enty);
        XEntity e = enty;

        //时装
        TempEquipSuit fashions = new TempEquipSuit();

        m_FashionList = new List <EquipPart>();
        var fashionsuit = XTableMgr.GetTable <FashionSuit>();

        for (int i = 0, max = fashionsuit.length; i < max; ++i)
        {
            FashionSuit.RowData row = fashionsuit[i];
            if (row.FashionID != null)
            {
                XEquipUtil.MakeEquip(row.SuitName, row.FashionID, m_FashionList, fashions, (int)row.SuitID);
            }
        }

        //装备
        m_EquipList = new List <EquipPart>();
        var equipsuit = XTableMgr.GetTable <EquipSuit>();

        for (int i = 0, max = equipsuit.length; i < max; ++i)
        {
            EquipSuit.RowData row = equipsuit[i];
            if (row.EquipID != null)
            {
                XEquipUtil.MakeEquip(row.SuitName, row.EquipID, m_EquipList, fashions, -1);
            }
        }

        Transform skinmesh = e.EntityObject.transform;

        skin = skinmesh.GetComponent <SkinnedMeshRenderer>();
        if (skin == null)
        {
            skin = skinmesh.gameObject.AddComponent <SkinnedMeshRenderer>();
        }
        skin.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On;
        e.skin = skin;

        for (EPartType part = EPartType.ECombinePartStart; part < EPartType.ECombinePartEnd; ++part)
        {
            parts[(int)part] = new PartLoadTask(part, this);
        }
        for (EPartType part = EPartType.ECombinePartEnd; part < EPartType.EMountEnd; ++part)
        {
            parts[(int)part] = new MountLoadTask(part, this);
        }
        RegisterEvent(XEventDefine.XEvent_Detach_Host, OnDetachHost);

        EquipPart(m_FashionList[0]);
    }
Ejemplo n.º 2
0
    /// <summary>
    /// 处理mesh和tex的对应关系,并处理uv
    /// </summary>
    private bool Combine()
    {
        int partCount = 0;

        for (int i = (int)EPartType.ECombinePartStart; i < (int)EPartType.ECombinePartEnd; ++i)
        {
            PartLoadTask part = parts[i] as PartLoadTask;
            if (part.HasMesh())
            {
                partCount++;
            }
        }
        CombineInstance[] combineArray = GetMatCombineInstanceArray(partCount);
        if (combineArray != null)
        {
            //1.mesh collection
            int index = 0;
            for (int i = (int)EPartType.ECombinePartStart; i < (int)EPartType.ECombinePartEnd; ++i)
            {
                PartLoadTask part = parts[i] as PartLoadTask;
                if (part.HasMesh())
                {
                    CombineInstance ci = new CombineInstance();
                    if (part.mesh != null)
                    {
                        ci.mesh = part.mesh;
                    }
                    ci.subMeshIndex       = 0;
                    combineArray[index++] = ci;
                }
            }
            //2.combine
            if (skin.sharedMesh == null)
            {
                skin.sharedMesh = new Mesh();
            }
            else
            {
                skin.sharedMesh.Clear(true);
            }
            skin.gameObject.SetActive(false);
            skin.sharedMesh.CombineMeshes(combineArray, true, false);
            skin.gameObject.SetActive(true);

            //3.set material
            if (skin != null)
            {
                XEquipUtil.ReturnMaterial(skin.sharedMaterial);
            }
            skin.sharedMaterial = XEquipUtil.GetRoleMat();
            skin.GetPropertyBlock(mpb);

            //4. postload - set texture
            for (EPartType part = EPartType.ECombinePartStart; part < EPartType.EMountEnd; ++part)
            {
                parts[(int)part].PostLoad();
            }
            return(true);
        }
        return(false);
    }