protected void Start() { if (string.IsNullOrEmpty(ModelPath) || string.IsNullOrEmpty(MotionPath) || string.IsNullOrEmpty(CameraPath)) { Debug.LogError("please fill your model, motion and camera file path"); } var mmdObj = MmdGameObject.CreateGameObject("MmdGameObject"); var mmdGameObject = mmdObj.GetComponent <MmdGameObject>(); mmdGameObject.LoadModel(ModelPath); mmdGameObject.LoadMotion(MotionPath); //You can set model render options mmdGameObject.UpdateConfig(new MmdUnityConfig { EnableDrawSelfShadow = MmdConfigSwitch.ForceFalse, EnableCastShadow = MmdConfigSwitch.ForceFalse }); mmdGameObject.Playing = true; var mmdCamera = MmdCameraObject.CreateGameObject("MmdCameraObject").GetComponent <MmdCameraObject>(); mmdCamera.LoadCameraMotion(CameraPath); mmdCamera.Playing = true; }
private void InitScene() { CreatePyramidCameras(); currentControlledMmd = MmdGameObject.CreateGameObject(); _audioSource = gameObject.AddComponent(typeof(AudioSource)) as AudioSource; InitTouchScreenEvent(); }
public bool AddModel(string path) { var added = MmdGameObject.CreateGameObject(); var mmdGameObject = added.GetComponent <MmdGameObject>(); mmdGameObject.PhysicsFps = PlayerPrefs.GetInt(UserConfigs.PhysicsFps, 120); mmdGameObject.OnMmdEvent = mmdEvent => { if (mmdEvent == MmdGameObject.MmdEvent.SlowPoseCalculation && DotMark != null && PlayerPrefs.GetInt(UserConfigs.ShowSlowPhysics) != 0) { DotMark.Show(); } }; var config = mmdGameObject.GetConfig(); config.EnableDrawSelfShadow = PlayerPrefs.GetInt(UserConfigs.DrawShadow, 1) == 0 ? MmdConfigSwitch.ForceFalse : MmdConfigSwitch.AsConfig; config.EnableEdge = MmdConfigSwitch.ForceFalse; mmdGameObject.UpdateConfig(config); if (!added.GetComponent <MmdGameObject>().LoadModel(path)) { Destroy(added); return(false); } _mmdObjects.Add(added); ResetAll(); SetSelectedModelIndex(_mmdObjects.Count - 1); return(true); }
private void StartPlay() { var mmdObj = MmdGameObject.CreateGameObject("MmdGameObject"); var mmdGameObject = mmdObj.GetComponent <MmdGameObject>(); mmdGameObject.LoadModel(ModelPath); mmdGameObject.LoadBonePoseFile(BonePoseFileOutputPath); mmdGameObject.Playing = true; }
//OYM:好吧...看来是非要把这个插件肝穿不可 protected void Start() { if (isLoadModel) { if (string.IsNullOrEmpty(ModelPath)) { Debug.LogError("please fill your model file path and camera "); } var mmdObj = MmdGameObject.CreateGameObject("MmdGameObject"); //OYM:创造一个mmd播放,这里值得我参考一下 var mmdGameObject = mmdObj.GetComponent <MmdGameObject>(); //OYM:获取上面的组件 mmdGameObject.LoadModel(ModelPath); //OYM:加载模型 if (isLoadMotion) { if (string.IsNullOrEmpty(MotionPath)) { Debug.LogError("please fill your motion file path "); } else { mmdGameObject.LoadMotion(MotionPath);//OYM:加载动作 //You can set model render options //OYM:设置模型渲染模式(这里先不去动他) mmdGameObject.UpdateConfig(new MmdUnityConfig { EnableDrawSelfShadow = MmdConfigSwitch.ForceFalse, EnableCastShadow = MmdConfigSwitch.ForceFalse }); mmdGameObject.Playing = true;//OYM:设置播放 } } if (isLoadPath) { if (string.IsNullOrEmpty(CameraPath)) { Debug.LogError("please fill your motion file path "); } else { //OYM:下面三个都是相机导入和播放的,这里也别去碰他,现在还不需要用到 var mmdCamera = MmdCameraObject.CreateGameObject("MmdCameraObject").GetComponent <MmdCameraObject>(); mmdCamera.LoadCameraMotion(CameraPath); mmdCamera.Playing = true; } } } }