Esempio n. 1
0
        public void initControl(SkinModelSkelAnim skinAniModel)
        {
            m_radar   = new Radar();
            m_vehicle = new Biped();

            //m_vehicle.Radar = m_radar;
            //m_vehicle.ArrivalRadius = 1;
            //m_vehicle.AllowedMovementAxes = new Vector3(1, 0, 1);
            //m_vehicle.MaxSpeed = 10;
            //m_vehicle.setSpeed(5);
            //m_vehicle.initOwner(skinAniModel.rootGo);

            //m_radar.Vehicle = m_vehicle;
            //m_radar.initAwake();
            m_radar.DetectionRadius = 100;
        }
Esempio n. 2
0
        protected void testLoadModel()
        {
            /*
             * // 加载骨骼动画
             * string path = "Scene/Man/Skeleton/DefaultAvatar.prefab";
             * SkelAnimRes skelAnim = Ctx.m_instance.m_skelAniMgr.getAndSyncLoad<SkelAnimRes>(path) as SkelAnimRes;
             * // 加载模型
             * path = "Scene/Man/SubMesh/DefaultAvatar_Lw_Teeth_Mesh.prefab";
             * ModelRes lowTeethModel = Ctx.m_instance.m_skelAniMgr.getAndSyncLoad<ModelRes>(path) as ModelRes;
             * path = "Scene/Man/SubMesh/DefaultAvatar_Tounge_Mesh.prefab";
             * ModelRes toungeModel = Ctx.m_instance.m_skelAniMgr.getAndSyncLoad<ModelRes>(path) as ModelRes;
             * path = "Scene/Man/SubMesh/DefaultAvatar_Unity_Body_Mesh.prefab";
             * ModelRes bodyModel = Ctx.m_instance.m_skelAniMgr.getAndSyncLoad<ModelRes>(path) as ModelRes;
             * path = "Scene/Man/SubMesh/DefaultAvatar_Up_Teeth_Mesh.prefab";
             * ModelRes upTeethModel = Ctx.m_instance.m_skelAniMgr.getAndSyncLoad<ModelRes>(path) as ModelRes;
             * // 加载蒙皮
             * path = "Scene/Man/Skin/lwteeth.xml";
             * SkinRes lowTeethSkinRes = Ctx.m_instance.m_skinResMgr.getAndSyncLoad<SkinRes>(path) as SkinRes;
             * path = "Scene/Man/Skin/tounge.xml";
             * SkinRes toungeSkinRes = Ctx.m_instance.m_skinResMgr.getAndSyncLoad<SkinRes>(path) as SkinRes;
             * path = "Scene/Man/Skin/body.xml";
             * SkinRes bodySkinRes = Ctx.m_instance.m_skinResMgr.getAndSyncLoad<SkinRes>(path) as SkinRes;
             * path = "Scene/Man/Skin/upteeth.xml";
             * SkinRes upTeethSkinRes = Ctx.m_instance.m_skinResMgr.getAndSyncLoad<SkinRes>(path) as SkinRes;
             *
             * GameObject skelAnimGo = skelAnim.InstantiateObject(skelAnim.GetPath());
             * GameObject lowTeethGo = lowTeethModel.InstantiateObject(lowTeethModel.GetPath());
             * GameObject toungeGo = toungeModel.InstantiateObject(skelAnim.GetPath());
             * GameObject bodyGo = bodyModel.InstantiateObject(skelAnim.GetPath());
             * GameObject upTeethGo = upTeethModel.InstantiateObject(skelAnim.GetPath());
             *
             * UtilApi.SetParent(lowTeethGo, skelAnimGo);
             * UtilApi.SetParent(toungeGo, skelAnimGo);
             * UtilApi.SetParent(bodyGo, skelAnimGo);
             * UtilApi.SetParent(upTeethGo, skelAnimGo);
             *
             * UtilSkin.skinSkel(lowTeethGo, skelAnimGo, lowTeethSkinRes.boneArr);
             * UtilSkin.skinSkel(toungeGo, skelAnimGo, toungeSkinRes.boneArr);
             * UtilSkin.skinSkel(bodyGo, skelAnimGo, bodySkinRes.boneArr);
             * UtilSkin.skinSkel(upTeethGo, skelAnimGo, upTeethSkinRes.boneArr);
             *
             * // 挂在相机跟随
             * Transform hips = UtilApi.TransFindChildByPObjAndPath(skelAnimGo, "Reference/Hips").transform;
             * SmoothFollow sm = Camera.main.GetComponent<SmoothFollow>();
             * sm.target = hips;
             */

            SkinModelSkelAnim skinModelSkelAnim = new SkinModelSkelAnim(4);

            skinModelSkelAnim.skeletonAnim.skelAnimPath = "Scene/Man/Skeleton/DefaultAvatar.prefab";
            skinModelSkelAnim.skeletonAnim.loadSkelAnim();

            skinModelSkelAnim.skinModel.skinSubModelArr[0].modelPath = "Scene/Man/SubMesh/DefaultAvatar_Lw_Teeth_Mesh.prefab";
            skinModelSkelAnim.skinModel.skinSubModelArr[0].skinPath  = "Scene/Man/Skin/lwteeth.xml";
            skinModelSkelAnim.skinModel.skinSubModelArr[0].loadSubModel();
            skinModelSkelAnim.skinModel.skinSubModelArr[0].loadSkin();

            skinModelSkelAnim.skinModel.skinSubModelArr[1].modelPath = "Scene/Man/SubMesh/DefaultAvatar_Tounge_Mesh.prefab";
            skinModelSkelAnim.skinModel.skinSubModelArr[1].skinPath  = "Scene/Man/Skin/tounge.xml";
            skinModelSkelAnim.skinModel.skinSubModelArr[1].loadSubModel();
            skinModelSkelAnim.skinModel.skinSubModelArr[1].loadSkin();

            skinModelSkelAnim.skinModel.skinSubModelArr[2].modelPath = "Scene/Man/SubMesh/DefaultAvatar_Unity_Body_Mesh.prefab";
            skinModelSkelAnim.skinModel.skinSubModelArr[2].skinPath  = "Scene/Man/Skin/body.xml";
            skinModelSkelAnim.skinModel.skinSubModelArr[2].loadSubModel();
            skinModelSkelAnim.skinModel.skinSubModelArr[2].loadSkin();

            skinModelSkelAnim.skinModel.skinSubModelArr[3].modelPath = "Scene/Man/SubMesh/DefaultAvatar_Up_Teeth_Mesh.prefab";
            skinModelSkelAnim.skinModel.skinSubModelArr[3].skinPath  = "Scene/Man/Skin/upteeth.xml";
            skinModelSkelAnim.skinModel.skinSubModelArr[3].loadSubModel();
            skinModelSkelAnim.skinModel.skinSubModelArr[3].loadSkin();

            Transform    hips = skinModelSkelAnim.boneSockets.getSocket(0).placeHolderGo.transform;
            SmoothFollow sm   = Camera.main.GetComponent <SmoothFollow>();

            sm.target = hips;
        }