void UnequipAll()
    {
        for (int i = 0; i < currentEquipment.Length; i++)
        {
            oldItem = currentEquipment[i];
            Inventory.instance.ReplaceItems(null, oldItem);
            currentEquipment[i] = null;

            equipmentSlot[i].icon.sprite  = null;
            equipmentSlot[i].icon.enabled = false;

            Destroy(currentMeshes[i]);

            onEquipmentChanged.Invoke(null, oldItem);
        }

        if (UIController.instance.chestMode == true)
        {
            UIController.instance.onUpdateUICallback.Invoke();
        }

        SkinnedMeshRenderer[] equippedItems = targetMesh.GetComponentsInChildren <SkinnedMeshRenderer>();

        for (int i = 1; i < equippedItems.Length; i++)
        {
            Destroy(equippedItems[i].gameObject);
        }

        // Малко тъпо решение, но работи, тъй като винаги Body (parent-a на equip-натите item-и) е с индекс 0.
        // Затова го пропускаме, като започваме директно от обекта на индекс 1. (i = 1)
    }
Esempio n. 2
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    public virtual void onDeadEnd()//替换死亡后的材质
    {
        if (m_MonBody != null)
        {
            SkinnedMeshRenderer[] curSMRs = m_MonBody.GetComponentsInChildren <SkinnedMeshRenderer>();
            for (int i = 0; i < curSMRs.Length; i++)
            {
                Material mtl_inst = GameObject.Instantiate(gameST.DEAD_MTL) as Material;
                Texture  tex      = curSMRs[i].material.GetTexture(gameST.MTL_Main_Tex);
                mtl_inst.SetTexture(gameST.MTL_Dead_Tex, tex);

                curSMRs[i].material = mtl_inst;
            }

            m_bchangeDeadMtl = true;
        }
    }
    public void OnSceneGUI(SceneView sceneView)
    {
        if (skin != null && isPainting)
        {
            HandleUtility.AddDefaultControl(GUIUtility.GetControlID(FocusType.Passive));

            Mesh m = skin.sharedMesh.Clone();
            m.colors = CalculateVertexColors(skin.bones, m, skin.bones[bone].GetComponent <Bone>());

            List <BoneWeight> weights = m.boneWeights.ToList();

            Event current = Event.current;

            Graphics.DrawMeshNow(m, skin.transform.position, skin.transform.rotation);

            Bone bn = skin.bones[bone].GetComponent <Bone>();

            foreach (Bone b in skin.GetComponentsInChildren <Bone>())
            {
                if (bn == b)
                {
                    Handles.color = Color.yellow;
                }
                else
                {
                    Handles.color = Color.gray;
                }
                Handles.DrawLine(b.transform.position, b.Head);
            }

            Handles.color = Color.red;
            Vector3 mpos = HandleUtility.GUIPointToWorldRay(current.mousePosition).origin;
            mpos = new Vector3(mpos.x, mpos.y);
            Handles.DrawWireDisc(mpos, Vector3.forward, brushSize);

            if (isPainting)
            {
                if (current.type == EventType.scrollWheel && current.modifiers == EventModifiers.Control)
                {
                    brushSize = Mathf.Clamp(brushSize + (float)System.Math.Round(current.delta.y / 30, 2), 0, float.MaxValue);
                    Repaint();
                    current.Use();
                }
                else if (current.type == EventType.mouseDown && current.button == 0)
                {
                    isDrawing = true;
                }
                else if (current.type == EventType.mouseUp && current.button == 0)
                {
                    isDrawing = false;
                }
                else if (current.type == EventType.mouseDrag && isDrawing && current.button == 0)
                {
                    float w = weight * ((mode == PaintingMode.Subtract) ? -1 : 1);

                    for (int i = 0; i < m.vertices.Length; i++)
                    {
                        Vector3 v = m.vertices[i];
                        float   d = (v - skin.gameObject.transform.InverseTransformPoint(mpos)).magnitude;

                        if (d <= brushSize)
                        {
                            BoneWeight bw = weights[i];
                            float      vw = bw.GetWeight(bn.index);
                            vw         = Mathf.Clamp(vw + (1 - d / brushSize) * w, 0, 1);
                            bw         = bw.SetWeight(bn.index, vw);
                            weights[i] = bw.Clone();
                        }
                    }

                    skin.sharedMesh.boneWeights = weights.ToArray();
                    EditorUtility.SetDirty(skin.gameObject);
                    if (PrefabUtility.GetPrefabType(skin.gameObject) != PrefabType.None)
                    {
                        AssetDatabase.SaveAssets();
                    }
                }
            }

            sceneView.Repaint();
        }
    }