//LineRenderer line; public void LoadAttack(InventoryItem weapon, MeteorUnit target, AttackDes attackdef, MeteorUnit Owner) { //line = gameObject.AddComponent<LineRenderer>(); //line.startWidth = 1f; //line.endWidth = 1f; //line.numPositions = 200; owner = Owner; _attack = attackdef; auto_target = target; WeaponRoot = new GameObject().transform; WeaponRoot.SetParent(transform); WeaponRoot.localPosition = Vector3.zero; WeaponRoot.localScale = Vector3.one; WeaponRoot.localRotation = Quaternion.Euler(0, 0, 0); WeaponRoot.name = "WeaponRoot"; WeaponRoot.gameObject.layer = gameObject.layer; Weapon = weapon; //计算控制点 spline.SetControlPoint(0, transform.position); InitSpline(); //List<Vector3> veclst = spline.GetEquiDistantPointsOnCurve(200); //line.SetPositions(veclst.ToArray()); tTotal = spline.GetLength() / speed; //Debug.LogError("tTotal Init:" + tTotal + " length:" + spline.GetLength() + " speed:" + speed); LoadWeapon(); //增加拖尾 GameObject trailS = NodeHelper.Find("d_wpnRS", this.gameObject); GameObject trailE = NodeHelper.Find("d_wpnRE", this.gameObject); Trail = gameObject.AddComponent <WeaponTrail>(); if (trailS != null) { Trail.AddTransform(trailS.transform); } if (trailE != null) { Trail.AddTransform(trailE.transform); } Trail.Init(Owner); Trail.Open(); MeshRenderer mr = gameObject.GetComponentInChildren <MeshRenderer>(); if (mr != null) { BoxCollider bc = mr.gameObject.AddComponent <BoxCollider>(); bc.isTrigger = true; bc.size = new Vector3(10, 5, 10); } }
//把背包里的物品,装备到身上. public void EquipWeapon(InventoryItem item, bool ModelLayer = false) { if (Weapon == null && item != null) { if (item.Info().MainType == (int)EquipType.Weapon) { float scale = 1.0f; if (item.Info().Size != 0)//size为0的时候 { scale = (item.extra == null ? item.Info().Size : item.Info().Size *(1 + item.extra.SizePercent / 100.0f)); } else { scale = (item.extra == null ? 1 : (1 + item.extra.SizePercent / 100.0f)); } WeaponDatas.WeaponDatas weaponProperty = U3D.GetWeaponProperty(item.Info().UnitId); string weaponL = ""; string weaponR = ""; PoseType = item.WeaponPos; if (item.WeaponPos == 0) { weaponL = weaponProperty.WeaponL; weaponR = weaponProperty.WeaponR; } else if (item.WeaponPos == 1) { weaponL = weaponProperty.PosAWL; weaponR = weaponProperty.PosAWR; } else if (item.WeaponPos == 2) { weaponL = weaponProperty.PosBWL; weaponR = weaponProperty.PosBWR; } //Debug.Log("加载武器:" + " 左手:" + weaponL + "右手:" + weaponR); if (!string.IsNullOrEmpty(weaponL)) { GameObject weaponPrefab = Resources.Load <GameObject>(weaponL); if (weaponPrefab == null) { GMCFile fGmcL = Main.Ins.GMCLoader.Load(weaponL); DesFile fDesL = Main.Ins.DesLoader.Load(weaponL); if (fGmcL != null && fDesL != null) { GenerateWeaponModel(weaponL, fGmcL, fDesL, false, scale, weaponProperty.TextureL, ModelLayer); } else if (fGmcL == null && fDesL != null) { GMBFile fGmbL = Main.Ins.GMBLoader.Load(weaponL); GenerateWeaponModel(weaponL, fGmbL, fDesL, false, scale, weaponProperty.TextureL, ModelLayer); } } else { if (L != null) { DestroyImmediate(L); } GameObject objWeapon = GameObject.Instantiate(weaponPrefab); objWeapon.layer = ModelLayer ? LayerMask.NameToLayer("RenderModel") : LayerMask.NameToLayer("Weapon"); L = objWeapon.transform; //L = new GameObject().transform; L.SetParent(LP); L.localPosition = Vector3.zero; //这种导入来的模型,需要Y轴旋转180,与原系统的物件坐标系存在一些问题 L.localRotation = new Quaternion(0, 1, 0, 0); L.name = weaponL; L.localScale = Vector3.one; //WE = L; //武器挂点必须在缩放正确后才能到指定的位置 WeaponTrail wt = L.gameObject.AddComponent <WeaponTrail>(); //右手 //GameObject ctrlRs = Global.ldaControlX("d_wpnRS", L.gameObject); //if (ctrlRs != null) // wt.AddTransform(ctrlRs.transform); //GameObject ctrlRe = Global.ldaControlX("d_wpnRE", L.gameObject); //if (ctrlRe != null) // wt.AddTransform(ctrlRe.transform); //左手 GameObject ctrlLs = NodeHelper.Find("d_wpnLS", L.gameObject); if (ctrlLs != null) { wt.AddTransform(ctrlLs.transform); } GameObject ctrlLe = NodeHelper.Find("d_wpnLE", L.gameObject); if (ctrlLe != null) { wt.AddTransform(ctrlLe.transform); } //每个武器只能有一个碰撞盒 BoxCollider box = L.GetComponentInChildren <BoxCollider>(); if (box != null) { box.enabled = false; box.gameObject.layer = ModelLayer ? LayerMask.NameToLayer("RenderModel") : LayerMask.NameToLayer("Weapon"); weaponDamage.Add(box); } else { Debug.LogError("新增武器上找不到碰撞盒[除了暗器火枪飞轮外都应该有碰撞盒]"); } if (owner != null) { wt.Init(owner); trail.Add(wt); } else { GameObject.Destroy(wt); wt = null; } } } if (!string.IsNullOrEmpty(weaponR)) { GameObject weaponPrefab = Resources.Load <GameObject>(weaponR); if (weaponPrefab == null) { GMCFile fGmcR = Main.Ins.GMCLoader.Load(weaponR); DesFile fDesR = Main.Ins.DesLoader.Load(weaponR); if (fGmcR != null && fDesR != null) { GenerateWeaponModel(weaponR, fGmcR, fDesR, true, scale, weaponProperty.TextureR, ModelLayer); } else if (fGmcR == null && fDesR != null) { GMBFile fGmbR = Main.Ins.GMBLoader.Load(weaponProperty.WeaponR); GenerateWeaponModel(weaponR, fGmbR, fDesR, true, scale, weaponProperty.TextureR, ModelLayer); } } else { if (R != null) { DestroyImmediate(R); } GameObject objWeapon = GameObject.Instantiate(weaponPrefab); objWeapon.layer = ModelLayer ? LayerMask.NameToLayer("RenderModel") : LayerMask.NameToLayer("Weapon"); R = objWeapon.transform; R.SetParent(RP); R.localPosition = Vector3.zero; R.localRotation = new Quaternion(0, 1, 0, 0); R.name = weaponR; R.localScale = Vector3.one; //武器挂点必须在缩放正确后才能到指定的位置 WeaponTrail wt = R.gameObject.AddComponent <WeaponTrail>(); //右手 GameObject ctrlRs = NodeHelper.Find("d_wpnRS", R.gameObject); if (ctrlRs != null) { wt.AddTransform(ctrlRs.transform); } GameObject ctrlRe = NodeHelper.Find("d_wpnRE", R.gameObject); if (ctrlRe != null) { wt.AddTransform(ctrlRe.transform); } BoxCollider box = R.GetComponentInChildren <BoxCollider>(); if (box != null) { box.enabled = false; box.gameObject.layer = ModelLayer ? LayerMask.NameToLayer("RenderModel") : LayerMask.NameToLayer("Weapon"); weaponDamage.Add(box); } else { Debug.LogError("新增武器上找不到碰撞盒[除了暗器火枪飞轮外都应该有碰撞盒]"); } if (owner != null) { wt.Init(owner); trail.Add(wt); } else { GameObject.Destroy(wt); } } } } Weapon = item; } else { Debug.LogError("if you want equip you must call unequip first if the weapon exist"); } if (owner != null && owner.Stealth) { MeshRenderer[] mrl = LP.gameObject.GetComponentsInChildren <MeshRenderer>(); for (int i = 0; i < mrl.Length; i++) { if (!mrl[i].enabled) { continue; } for (int j = 0; j < mrl[i].materials.Length; j++) { mrl[i].materials[j].SetFloat("_Alpha", 0.2f); } } MeshRenderer[] mrr = RP.gameObject.GetComponentsInChildren <MeshRenderer>(); for (int i = 0; i < mrr.Length; i++) { if (!mrr[i].enabled) { continue; } for (int j = 0; j < mrr[i].materials.Length; j++) { mrr[i].materials[j].SetFloat("_Alpha", 0.2f); } } } }
//GMB文件合并了网格,应该是不用设置位置和旋转了 public void GenerateWeaponModel(string DesFile, GMBFile fModel, DesFile fIns, bool rightHand = true, float scale = 1.0f, string textureOverrite = "", bool ModelLayer = false) { if (string.IsNullOrEmpty(DesFile) || fModel == null || fIns == null) { return; } string matIden = DesFile; Transform WR = null; if (rightHand) { if (R != null) { DestroyImmediate(R); } R = new GameObject().transform; R.gameObject.layer = ModelLayer ? LayerMask.NameToLayer("RenderModel") : LayerMask.NameToLayer("Weapon"); R.SetParent(RP); R.localRotation = Quaternion.identity; R.localPosition = Vector3.zero; R.localScale = Vector3.one; R.name = matIden; WR = R; } else { if (L != null) { DestroyImmediate(L); } L = new GameObject().transform; L.gameObject.layer = ModelLayer ? LayerMask.NameToLayer("RenderModel") : LayerMask.NameToLayer("Weapon"); L.SetParent(LP); L.localRotation = Quaternion.identity; L.localPosition = Vector3.zero; L.name = matIden; L.localScale = Vector3.one; WR = L; } //武器挂点必须在缩放正确后才能到指定的位置 WR.localScale = Vector3.one; Material[] mat = new Material[fModel.TexturesCount]; Dictionary <int, string> iflMaterials = new Dictionary <int, string>(); for (int x = 0; x < fModel.TexturesCount; x++) { mat[x] = null; string tex = ""; if (!string.IsNullOrEmpty(textureOverrite)) { tex = textureOverrite; } else { tex = fModel.TexturesNames[x]; } //若不是以ifl结尾的材质,那么要分割文件后缀,若是ifl类型的,则直接是xx.ifl.bytes类型的数据,是OK的 bool iflMaterial = true; if (!tex.ToLower().EndsWith(".ifl")) { iflMaterial = false; int del = tex.LastIndexOf('.'); if (del != -1) { tex = tex.Substring(0, del); } } if (iflMaterial) { if (!iflMaterials.ContainsKey(x)) { iflMaterials.Add(x, tex);//记录x号材质是ifl类型的材质,以后会用到,这个序号的材质并且动态更换这个材质的贴图的 } } else { string weaponIden = string.Format("{0}_{1:D2}{2}", matIden, x, textureOverrite);//还要考虑重载贴图也要生成对应的新材质 mat[x] = Resources.Load <Material>(weaponIden); if (mat[x] == null) { Texture texture = Resources.Load <Texture>(tex); if (texture == null) { Debug.LogError("texture miss on load gmb:" + tex + " texture name:" + tex); } mat[x] = new Material(ShaderMng.Find("AlphaTexture")); mat[x].SetTexture("_MainTex", texture); mat[x].name = weaponIden; //if (!System.IO.Directory.Exists("Assets/Materials/" + "Weapons" + "/resources/")) // System.IO.Directory.CreateDirectory("Assets/Materials/" + "Weapons" + "/resources/"); //AssetDatabase.CreateAsset(mat[x], "Assets/Materials/" + "Weapons" + "/resources/" + mat[x].name + ".mat"); //AssetDatabase.Refresh(); } } } for (int i = 0; i < fIns.SceneItems.Count; i++) { GameObject objMesh = new GameObject(); bool addIflComponent = false; int iflParam = -1; int iflMatIndex = 0; objMesh.name = fIns.SceneItems[i].name; objMesh.transform.localRotation = Quaternion.identity; objMesh.transform.localPosition = Vector3.zero; objMesh.transform.localScale = Vector3.one; bool realObject = false;//是不是正常物体,虚拟体无需设置材质球之类 if (i < fModel.SceneObjectsCount) { //for (int j = 0; j < fModel.SceneObjectsCount; j++) //{ //if (fModel.mesh[j].name == objMesh.name) { realObject = true; Mesh w = new Mesh(); //前者子网格编号,后者 索引缓冲区 Dictionary <int, List <int> > tr = new Dictionary <int, List <int> >(); List <Vector3> ve = new List <Vector3>(); List <Vector2> uv = new List <Vector2>(); List <Vector3> nor = new List <Vector3>(); List <Color> col = new List <Color>(); for (int k = 0; k < fModel.mesh[i].faces.Count; k++) { int key = fModel.mesh[i].faces[k].material; if (tr.ContainsKey(key)) { tr[key].Add(fModel.mesh[i].faces[k].triangle[0]); tr[key].Add(fModel.mesh[i].faces[k].triangle[1]); tr[key].Add(fModel.mesh[i].faces[k].triangle[2]); } else { tr.Add(key, new List <int>()); tr[key].Add(fModel.mesh[i].faces[k].triangle[0]); tr[key].Add(fModel.mesh[i].faces[k].triangle[1]); tr[key].Add(fModel.mesh[i].faces[k].triangle[2]); } } for (int k = 0; k < fModel.mesh[i].vertices.Count; k++) { ve.Add(fModel.mesh[i].vertices[k].pos); uv.Add(fModel.mesh[i].vertices[k].uv); col.Add(fModel.mesh[i].vertices[k].color); nor.Add(fModel.mesh[i].vertices[k].normal); } w.SetVertices(ve); w.uv = uv.ToArray(); w.subMeshCount = tr.Count; int ss = 0; List <Material> targetMat = new List <Material>(); foreach (var each in tr) { w.SetIndices(each.Value.ToArray(), MeshTopology.Triangles, ss++); if (each.Key >= 0 && each.Key < fModel.shader.Length) { int materialIndex = fModel.shader[each.Key].TextureArg0; if (materialIndex >= 0 && materialIndex < mat.Length) { if (mat[materialIndex] == null) { targetMat.Add(new Material(Shader.Find("Unlit/Transparent"))); addIflComponent = true; iflParam = materialIndex; iflMatIndex = targetMat.Count - 1; } else { targetMat.Add(mat[materialIndex]); } } else { //占位材质,代表原文件里用到了序号<0的材质(即空材质),这里使用默认材质代替,一般武器加载不会触发这里,但是有极个别情况 Material defaults = new Material(Shader.Find("Unlit/Texture")); defaults.name = string.Format("{0}_{1:D2}", objMesh.name, materialIndex); targetMat.Add(defaults); } } } MeshRenderer mr = objMesh.AddComponent <MeshRenderer>(); MeshFilter mf = objMesh.AddComponent <MeshFilter>(); mf.mesh = w; mf.mesh.colors = col.ToArray(); mf.mesh.normals = nor.ToArray(); mf.mesh.RecalculateBounds(); mf.mesh.RecalculateNormals(); mr.materials = targetMat.ToArray(); string vis = ""; if (fIns.SceneItems[i].ContainsKey("visible", out vis)) { if (vis == "0") { mr.enabled = false; BoxCollider box = mr.gameObject.AddComponent <BoxCollider>(); objMesh.tag = "weapon"; box.enabled = false; weaponDamage.Add(box); } } else if (fIns.SceneItems[i].name.EndsWith("Box")) { BoxCollider box = mr.gameObject.AddComponent <BoxCollider>(); box.enabled = false; weaponDamage.Add(box); } } } objMesh.transform.SetParent(WR); objMesh.layer = WR.gameObject.layer; if (addIflComponent && iflMaterials.ContainsKey(iflParam)) { IFLLoader iflL = objMesh.AddComponent <IFLLoader>(); iflL.fileNameReadOnly = iflMaterials[iflParam]; iflL.IFLFile = Resources.Load <TextAsset>(iflMaterials[iflParam]); iflL.matIndex = iflMatIndex; iflL.LoadIFL(); } if (!realObject) { objMesh.transform.localRotation = fIns.SceneItems[i].quat; objMesh.transform.localPosition = fIns.SceneItems[i].pos; } else { objMesh.transform.localRotation = Quaternion.identity; objMesh.transform.localScale = Vector3.one; objMesh.transform.localPosition = Vector3.zero; } } WR.localScale = Vector3.one * scale; //WR.localRotation = new Quaternion(0.7071f, 0, 0, -0.7071f);//挂右手试试不旋转会怎样 WeaponTrail wt = WR.gameObject.AddComponent <WeaponTrail>(); if (rightHand) { //右手 GameObject ctrlRs = NodeHelper.Find("d_wpnRS", WR.gameObject); if (ctrlRs != null) { wt.AddTransform(ctrlRs.transform); } GameObject ctrlRe = NodeHelper.Find("d_wpnRE", WR.gameObject); if (ctrlRe != null) { wt.AddTransform(ctrlRe.transform); } } else { //左手 GameObject ctrlLs = NodeHelper.Find("d_wpnLS", WR.gameObject); if (ctrlLs != null) { wt.AddTransform(ctrlLs.transform); } GameObject ctrlLe = NodeHelper.Find("d_wpnLE", WR.gameObject); if (ctrlLe != null) { wt.AddTransform(ctrlLe.transform); } } if (owner != null) { wt.Init(owner); trail.Add(wt); } else { GameObject.Destroy(wt); } }
//力量感很差,仅仅运行轨迹是一条曲线还是不行的。要有冲击感,要做变速/匀加速按固定轨迹运动,才行 //因为贝塞尔通过时间计算曲线的某一位置,可以把时间参数模拟加快,做为变量 //但是怎么去控制 //LineRenderer line; public void LoadAttack(InventoryItem weapon, MeteorUnit target, AttackDes attackdef, MeteorUnit Owner) { //line = gameObject.AddComponent<LineRenderer>(); //line.startWidth = 1f; //line.endWidth = 1f; //line.numPositions = 200; if (attackdef != null) { if (attackdef.PoseIdx == 218) { //轻力度 speed = (normal_speed + max_speed) / 2; } else if (attackdef.PoseIdx == 220) { //中等力度 speed = (middle_speed + max_speed) / 2; } else if (attackdef.PoseIdx == 222) { //超级力度 speed = (super_speed + max_speed) / 2; } } owner = Owner; _attack = attackdef; auto_target = target; WeaponRoot = new GameObject().transform; WeaponRoot.SetParent(transform); WeaponRoot.localPosition = Vector3.zero; WeaponRoot.localScale = Vector3.one; WeaponRoot.localRotation = Quaternion.Euler(0, 0, 0); WeaponRoot.name = "WeaponRoot"; WeaponRoot.gameObject.layer = gameObject.layer; Weapon = weapon; //计算控制点 spline.SetControlPoint(0, transform.position); InitSpline(); //List<Vector3> veclst = spline.GetEquiDistantPointsOnCurve(200); //line.SetPositions(veclst.ToArray()); totalTime = spline.GetLength() / speed; //float a = (max_speed - speed) / totalTime; //Debug.LogError("tTotal Init:" + tTotal + " length:" + spline.GetLength() + " speed:" + speed); LoadWeapon(); //增加拖尾 GameObject trailS = NodeHelper.Find("d_wpnRS", this.gameObject); GameObject trailE = NodeHelper.Find("d_wpnRE", this.gameObject); Trail = gameObject.AddComponent <WeaponTrail>(); if (trailS != null) { Trail.AddTransform(trailS.transform); } if (trailE != null) { Trail.AddTransform(trailE.transform); } Trail.Init(Owner); Trail.Open(); MeshRenderer mr = gameObject.GetComponentInChildren <MeshRenderer>(); if (mr != null) { BoxCollider hitBox = mr.gameObject.AddComponent <BoxCollider>(); hitBox.isTrigger = true; hitBox.size = new Vector3(10, 5, 10); if (U3D.showBox) { BoundsGizmos.Instance.AddCollider(hitBox); } } }