Exemple #1
0
        /// <summary>
        /// 将模型列表中的BODY替换成高模
        /// </summary>
        public static List <uint> ReplaceModelList(List <uint> model_list, Actor.EVocationType vocation, bool newList = false)
        {
            // 暂时使用之前的model_list
            return(model_list);

            List <uint> modelList = null;

            if (newList)
            {
                modelList = new List <uint>(model_list);
            }
            else
            {
                modelList = model_list;
            }

            if (modelList == null)
            {
                GameDebug.LogError("[ReplaceModelList]ModelList is null");
                return(null);
            }

            if (modelList.Count > 0)
            {
                for (int k = 0; k < modelList.Count; ++k)
                {
                    DBAvatarPart      dbAvatar = DBManager.GetInstance().GetDB <DBAvatarPart>();
                    DBAvatarPart.Data data     = null;
                    dbAvatar.mData.TryGetValue(modelList[k], out data);
                    if (data != null)
                    {
                        if (data.part == DBAvatarPart.BODY_PART.BODY)
                        {
                            // 替换bodypart
                            modelList[k] = modelList[k] * 100;
                        }
                    }
                }
            }
            else
            {
                DBAvatarDefault.Data defaultAvatar = null;
                if (DBManager.GetInstance().GetDB <DBAvatarDefault>().mData.TryGetValue(vocation, out defaultAvatar))
                {
                    modelList.Add(defaultAvatar.bodyId * 100);
                    modelList.Add(defaultAvatar.weaponId);
                }
            }

            return(modelList);
        }
Exemple #2
0
        private static IEnumerator ChangePart(GameObject model, uint partId, bool isLocalPlayer = true)
        {
            if (model == null)
            {
                yield break;
            }

            DBAvatarPart.Data data      = DBManager.Instance.GetDB <DBAvatarPart>().mData[partId];
            string            part_name = data.part == DBAvatarPart.BODY_PART.BODY ? xc.AvatarCtrl.BODY_NAME : xc.AvatarCtrl.WEAPON_NAME;

            // 查找旧资源中的换装节点
            Transform old_part = CommonTool.FindChildInHierarchy(model.transform, part_name);

            if (old_part == null)
            {
                Debug.LogError(string.Format("the model {0} does not have a part named {1}", model.name, part_name));
                yield break;
            }
            string path = data.SuitablePath(isLocalPlayer);
            // 加载换装部件的模型
            AssetResource ar = new AssetResource();

            yield return(ResourceLoader.Instance.StartCoroutine(ResourceLoader.Instance.load_asset(string.Format("{0}/{1}.prefab", xc.AvatarCtrl.AVATAR_PATH_PREFIX, path), typeof(GameObject), ar)));

            GameObject gameObjectAsset = ar.asset_ as GameObject;

            if (gameObjectAsset == null)
            {
                Debug.LogError(string.Format("the res {0} does not exist", path));
                yield break;
            }

            if (model == null)
            {
                ar.destroy();
                yield break;
            }

            old_part = CommonTool.FindChildInHierarchy(model.transform, part_name);
            if (old_part == null)
            {
                Debug.LogError(string.Format("the model {0} does not have a part named {1}", model.name, part_name));
                ar.destroy();
                yield break;
            }

            // 将asset资源的生命周期与角色GameObject关联起来
            ResourceUtilEx.Instance.host_res_to_gameobj(model, ar);

            // 查找新资源的换装节点
            Transform new_part = CommonTool.FindChildInHierarchy(gameObjectAsset.transform, part_name);

            if (new_part == null)
            {
                Debug.LogError(string.Format("the model {0} does not have a part named {1}", gameObjectAsset.name, part_name));
                yield break;
            }

            SkinnedMeshRenderer new_mesh_renderer = new_part.GetComponent <SkinnedMeshRenderer>();
            SkinnedMeshRenderer old_mesh_renderer = old_part.GetComponent <SkinnedMeshRenderer>();

            Transform[] old_bones = (Transform[])old_part.GetComponent <SkinnedMeshRenderer>().bones.Clone();
            ReplaceSkinnedMesh(old_bones, model, old_mesh_renderer, new_mesh_renderer);
        }