private void Start() { points = new Vector3[8]; lineMatAABB = new Material(ShaderMng.Find("Unlit-Color")); lineMatAABB.color = new Color(0.0f, 0.0f, 1.0f, 1.0f); lineMatOBB = new Material(ShaderMng.Find("Unlit-Color")); lineMatOBB.color = new Color(1.0f, 1.0f, 0.0f, 1.0f); }
//0-19内的材质是3个,20-27的是单个 public Material[] Material(int roleIdx) { //return new UnityEngine.Material[0]; //if (Game.Instance != null && Game.Instance.SkcMng != null) // return Game.Instance.SkcMng.GetPlayerMat(roleIdx, camp); //使用预先设置好的材质球,降低DC和Batch Material[] ret = new Material[materials.Length]; string strTexture = ""; string strIndex = ""; //if (camp == EUnitCamp.EUC_KILLALL) // strIndex = "01"; //if (camp == EUnitCamp.EUC_FRIEND) strIndex = "01"; //非联机模式,只有1皮肤 //else //strIndex = "01"; //else if (camp == EUnitCamp.EUC_ENEMY) // strIndex = "03"; for (int i = 0; i < materials.Length; i++) { //if (materials[i].TwoSide) // ret[i] = new Material(Shader.Find("Shader Forge/DoubleSideTexture")); //else ret[i] = new Material(ShaderMng.Find("AlphaTexture")); //根据阵营决定贴图序号 if (roleIdx > 19) { ret[i].SetTexture("_MainTex", Resources.Load <Texture>(materials[i].Texture)); } else { string[] str = materials[i].Texture.Split('b'); if (str.Length == 2) { strTexture = str[0] + "b" + strIndex; } else { strTexture = materials[i].Texture; } ret[i].SetTexture("_MainTex", Resources.Load <Texture>(strTexture)); } ret[i].SetColor("_Color", materials[i].Diffuse); } return(ret); }
//0-19内的材质是3个,20-27的是单个 public Material[] Material(int roleIdx, EUnitCamp camp) { if (roleIdx >= CombatData.Ins.MaxModel) { Material[] ret = new Material[materials.Length]; for (int i = 0; i < materials.Length; i++) { ret[i] = new Material(ShaderMng.Find("AlphaTexture")); ret[i].SetTexture("_MainTex", SkcFile.GetTexrtureFromPlugin(roleIdx, materials[i].Texture)); } return(ret); } else { if (GamePool.Instance != null && GamePool.Instance.SkcMng != null) { return(GamePool.Instance.SkcMng.GetPlayerMat(roleIdx, camp)); } return(null); } }
//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, float scale = 1.0f, string textureOverrite = "") { if (string.IsNullOrEmpty(DesFile) || fModel == null || fIns == null) { return; } string matIden = DesFile; Transform WR = null; if (R != null) { DestroyImmediate(R); } R = new GameObject().transform; R.gameObject.layer = LayerMask.NameToLayer("Flight"); R.SetParent(WeaponRoot); R.localRotation = Quaternion.identity; R.localPosition = Vector3.zero; R.localScale = Vector3.one; R.name = matIden; WR = R; //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>(); 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; }
//适用于非武器类型的任意模型的显示,包括地图都可以用此方法读,且支持IFL材质,创建虚拟体,只匹配序号,不匹配名称 public static void ShowMeteorObject(string file, Transform parent, bool gen = false) { if (file.EndsWith(".des")) { file = file.Substring(0, file.Length - 4); } DesFile fIns = Main.Ins.DesLoader.Load(file); GMBFile gmb = Main.Ins.GMBLoader.Load(file); GMCFile fModel = Main.Ins.GMCLoader.Load(file); //保存材质球 if (Application.isEditor) { if (!System.IO.Directory.Exists("Assets/Materials/Weapons/resources/")) { System.IO.Directory.CreateDirectory("Assets/Materials/Weapons/resources/"); } } //看des文件是否为空 //优先GMB if (gmb != null) { //还未处理IFL序列图动态加载。 Material[] mat = new Material[gmb.TexturesCount]; for (int i = 0; i < mat.Length; i++) { mat[i] = null; } Dictionary <int, string> iflMat = new Dictionary <int, string>();//IFL材质特殊处理,IFL材质均为mobile/particle/additive for (int x = 0; x < gmb.TexturesCount; x++) { string tex = gmb.TexturesNames[x]; if (tex.ToLower().EndsWith(".ifl")) { if (!iflMat.ContainsKey(x)) { iflMat.Add(x, tex); } continue; } string iden = string.Format("{0}_{1:D2}", file, x); mat[x] = Resources.Load <Material>(iden); if (mat[x] == null) { mat[x] = new Material(ShaderMng.Find("AlphaTexture")); int del = tex.LastIndexOf('.'); if (del != -1) { tex = tex.Substring(0, del); } Texture texture = Resources.Load <Texture>(tex); if (texture == null) { Debug.LogError("texture miss on load gmb:" + file + " texture name:" + tex); } mat[x].SetTexture("_MainTex", texture); mat[x].name = iden; if (gen) { //UnityEditor.AssetDatabase.CreateAsset(mat[x], "Assets/Materials/Weapons/resources/" + mat[x].name + ".mat"); //UnityEditor.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; objMesh.layer = parent.gameObject.layer; //bool realObject = false;//是不是正常物体,虚拟体无需设置材质球之类 if (i < gmb.SceneObjectsCount) { //for (int j = 0; j < gmb.SceneObjectsCount; j++) //{ // if (gmb.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 < gmb.mesh[i].faces.Count; k++) { int key = gmb.mesh[i].faces[k].material; if (tr.ContainsKey(key)) { tr[key].Add(gmb.mesh[i].faces[k].triangle[0]); tr[key].Add(gmb.mesh[i].faces[k].triangle[1]); tr[key].Add(gmb.mesh[i].faces[k].triangle[2]); } else { tr.Add(key, new List <int>()); tr[key].Add(gmb.mesh[i].faces[k].triangle[0]); tr[key].Add(gmb.mesh[i].faces[k].triangle[1]); tr[key].Add(gmb.mesh[i].faces[k].triangle[2]); } } for (int k = 0; k < gmb.mesh[i].vertices.Count; k++) { //ve.Add(gmb.mesh[i].vertices[k].pos); Vector3 vec = gmb.mesh[i].vertices[k].pos - (Vector3)fIns.SceneItems[i].pos; vec = Quaternion.Inverse(fIns.SceneItems[i].quat) * vec; //ve.Add(fModel.mesh[i].vertices[k].pos); ve.Add(vec); uv.Add(gmb.mesh[i].vertices[k].uv); col.Add(gmb.mesh[i].vertices[k].color); nor.Add(gmb.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 < gmb.shader.Length) { int materialIndex = gmb.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 { Material defaults = Resources.Load <Material>(string.Format("{0}_{1:D2}", file, materialIndex)); if (defaults == null) { defaults = new Material(Shader.Find("Unlit/Texture")); } defaults.name = string.Format("{0}_{1:D2}", file, materialIndex); if (gen) { //UnityEditor.AssetDatabase.CreateAsset(defaults, "Assets/Materials/Weapons/resources/" + defaults.name + ".mat"); //UnityEditor.AssetDatabase.Refresh(); } 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 co = mr.gameObject.AddComponent<BoxCollider>(); } } string block = ""; if (fIns.SceneItems[i].ContainsKey("blockplayer", out block)) { if (block == "no") { MeshCollider co = mr.gameObject.GetComponent <MeshCollider>(); if (co == null) { co = mr.gameObject.AddComponent <MeshCollider>(); } if (co != null) { co.enabled = false; co.convex = false; co.isTrigger = false; } } } else { Collider coexist = mr.gameObject.GetComponent <Collider>(); if (coexist == null) { MeshCollider co = mr.gameObject.AddComponent <MeshCollider>(); co.isTrigger = false; } } } //} objMesh.transform.SetParent(parent); if (addIflComponent && iflMat.ContainsKey(iflParam)) { IFLLoader iflL = objMesh.AddComponent <IFLLoader>(); iflL.fileNameReadOnly = iflMat[iflParam]; iflL.IFLFile = Resources.Load <TextAsset>(iflMat[iflParam]); iflL.matIndex = iflMatIndex; iflL.useSharedMaterial = false; iflL.LoadIFL(); } //如果是板凳桌子,加上双面网格,避免一些BUG if (parent.name.ToLower().Contains("chair") || parent.name.ToLower().Contains("desk")) { objMesh.AddComponent <DoubleSideMeshCollider>(); } objMesh.transform.localRotation = fIns.SceneItems[i].quat; objMesh.transform.localScale = Vector3.one; objMesh.transform.localPosition = fIns.SceneItems[i].pos; } } else if (fModel != null) { //Debug.LogError("error !!!!!!!!!!!!!!!!!!!!!!!!! not support gmc file any more"); Material[] mat = new Material[fModel.TexturesCount]; for (int i = 0; i < mat.Length; i++) { mat[i] = null; } Dictionary <int, string> iflMat = new Dictionary <int, string>();//IFL材质特殊处理,IFL材质均为mobile/particle/additive for (int x = 0; x < fModel.TexturesCount; x++) { string tex = fModel.TexturesNames[x]; if (tex.ToLower().EndsWith(".ifl")) { if (!iflMat.ContainsKey(x)) { iflMat.Add(x, tex); } continue; } mat[x] = Resources.Load <Material>(string.Format("{0}_{1:D2}", file, x)); if (mat[x] == null) { mat[x] = new Material(ShaderMng.Find("AlphaTexture")); int del = tex.LastIndexOf('.'); if (del != -1) { tex = tex.Substring(0, del); } Texture texture = Resources.Load <Texture>(tex); if (texture == null) { Debug.LogError("texture miss on load gmc:" + file + " texture name:" + tex); } mat[x].SetTexture("_MainTex", texture); mat[x].name = string.Format("{0}_{1:D2}", file, x); if (gen) { //UnityEditor.AssetDatabase.CreateAsset(mat[x], "Assets/Materials/Weapons/resources/" + mat[x].name + ".mat"); //UnityEditor.AssetDatabase.Refresh(); } } //mat[x] = Resources.Load<Material>(string.Format("{0}_{1:D2}", file, x)); //if (mat[x] == null) //{ // mat[x] = new Material(ShaderUtil.Find("UnlitAlphaTexture")); // string tex = fModel.TexturesNames[x]; // int del = tex.LastIndexOf('.'); // if (del != -1) // tex = tex.Substring(0, del); // Texture texture = Resources.Load<Texture>(tex); // if (texture == null) // Debug.LogError("texture miss on load gmc:" + file + " texture name:" + tex); // mat[x].SetTexture("_MainTex", texture); // mat[x].name = string.Format("{0}_{1:D2}", file, x); // //AssetDatabase.CreateAsset(mat[x], "Assets/Materials/" + file + "/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; objMesh.layer = parent.gameObject.layer; //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++) { Vector3 vec = fModel.mesh[i].vertices[k].pos - (Vector3)fIns.SceneItems[i].pos; vec = Quaternion.Inverse(fIns.SceneItems[i].quat) * vec; //ve.Add(fModel.mesh[i].vertices[k].pos); ve.Add(vec); 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 { //即使没有贴图,也存在材质 Material defaults = Resources.Load <Material>(string.Format("{0}_{1:D2}", file, materialIndex)); if (defaults == null) { defaults = new Material(Shader.Find("Unlit/Texture")); } defaults.name = string.Format("{0}_{1:D2}", file, materialIndex); if (gen) { //UnityEditor.AssetDatabase.CreateAsset(defaults, "Assets/Materials/Weapons/resources/" + defaults.name + ".mat"); //UnityEditor.AssetDatabase.Refresh(); } 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 co = mr.gameObject.AddComponent<BoxCollider>(); } } string block = ""; if (fIns.SceneItems[i].ContainsKey("blockplayer", out block)) { if (block == "no") { Collider co = mr.gameObject.GetComponent <MeshCollider>(); if (co == null) { co = mr.gameObject.AddComponent <MeshCollider>(); } if (co != null) { MeshCollider mec = co as MeshCollider; if (mec != null) { mec.enabled = false; mec.convex = false;//unity bug mec.isTrigger = false; } } } } else { Collider coexist = mr.gameObject.GetComponent <Collider>(); if (coexist == null) { MeshCollider co = mr.gameObject.AddComponent <MeshCollider>(); co.isTrigger = false; } } } } objMesh.transform.SetParent(parent); if (addIflComponent && iflMat.ContainsKey(iflParam)) { IFLLoader iflL = objMesh.AddComponent <IFLLoader>(); iflL.fileNameReadOnly = iflMat[iflParam]; iflL.IFLFile = Resources.Load <TextAsset>(iflMat[iflParam]); iflL.matIndex = iflMatIndex; iflL.useSharedMaterial = false; iflL.LoadIFL(); } //如果是板凳桌子,加上双面网格,避免一些BUG if (parent.name.ToLower().Contains("chair") || parent.name.ToLower().Contains("desk")) { objMesh.AddComponent <DoubleSideMeshCollider>(); } objMesh.transform.localRotation = fIns.SceneItems[i].quat; objMesh.transform.localScale = Vector3.one; objMesh.transform.localPosition = fIns.SceneItems[i].pos; } } else { //一个预设 GameObject prefab = Resources.Load(file) as GameObject; if (prefab != null) { GameObject obj = GameObject.Instantiate(prefab, parent); obj.transform.localScale = Vector3.one; obj.transform.localPosition = Vector3.zero; obj.transform.rotation = Quaternion.identity; BoxCollider co = obj.GetComponentInChildren <BoxCollider>(); co.isTrigger = true; int k = obj.transform.childCount; while (obj.transform.childCount != 0) { Transform tri = obj.transform.GetChild(0); tri.SetParent(parent); } GameObject.Destroy(obj); WsGlobal.SetObjectLayer(parent.gameObject, parent.gameObject.layer); } } }