Esempio n. 1
0
        //init
        public void InitShow()
        {
            ShowArmature.AddBones(this);
            ShowArmature.AddSlot(this);
            ShowArmature.ShowBones(this);
            ShowArmature.ShowSlots(this);
            ShowArmature.ShowSkins(this);
            ShowArmature.SetIKs(this);
            AnimFile.CreateAnimFile(this);
            DragonBoneArmature dba = _armature.GetComponent <DragonBoneArmature>();

            if (dba && (dba.updateMeshs == null || dba.updateMeshs.Length == 0) &&
                (dba.updateFrames == null || dba.updateFrames.Length == 0))
            {
                Object.DestroyImmediate(dba);
            }

            Renderer[] renders = _armature.GetComponentsInChildren <Renderer>();
            foreach (Renderer r in renders)
            {
                if (!r.enabled)
                {
                    r.enabled = true;
                    r.gameObject.SetActive(false);
                }
                else if (r.GetComponent <SpriteMesh>() != null)
                {
                    for (int i = 0; i < r.transform.childCount; ++i)
                    {
                        r.transform.GetChild(i).gameObject.SetActive(false);
                    }
                }
                else if (r.GetComponent <SpriteFrame>())
                {
                    //optimize memory
                    SpriteFrame sf = r.GetComponent <SpriteFrame>();
                    SpriteFrame.TextureFrame tf = sf.frame;
                    sf.frames = new SpriteFrame.TextureFrame[] { tf };
                }
            }
            string path = AssetDatabase.GetAssetPath(animTextAsset);

            path = path.Substring(0, path.LastIndexOf('/')) + "/" + _armature.name + ".prefab";
            GameObject prefab = AssetDatabase.LoadAssetAtPath <GameObject>(path);

            if (!prefab)
            {
                PrefabUtility.CreatePrefab(path, _armature.gameObject, ReplacePrefabOptions.ConnectToPrefab);
            }
            else
            {
                PrefabUtility.ReplacePrefab(_armature.gameObject, prefab, ReplacePrefabOptions.ConnectToPrefab);
            }
        }
        //init
        public void InitShow()
        {
            ShowArmature.AddBones(this);
            ShowArmature.AddSlot(this);
            ShowArmature.ShowBones(this);
            ShowArmature.ShowSlots(this);
            ShowArmature.ShowSkins(this);
            ShowArmature.SetIKs(this);
            AnimFile.CreateAnimFile(this);

            DragonBoneArmature dba = _armature.GetComponent <DragonBoneArmature>();

            //update slot display
            for (int s = 0; s < slots.Count; ++s)
            {
                slots[s].displayIndex = slots[s].displayIndex;
            }

            Renderer[] renders = _armature.GetComponentsInChildren <Renderer>(true);
            foreach (Renderer r in renders)
            {
                if (r.GetComponent <SpriteFrame>())
                {
                    //optimize memory
                    SpriteFrame  sf = r.GetComponent <SpriteFrame>();
                    TextureFrame tf = sf.frame;
                    sf.frames = new TextureFrame[] { tf };
                }
            }
            dba.attachments = renders;
            dba.slots       = slots.ToArray();
            dba.zSpace      = zoffset;
            dba.ResetSlotZOrder();

            string path = AssetDatabase.GetAssetPath(animTextAsset);

            path = path.Substring(0, path.LastIndexOf('/')) + "/" + _armature.name + ".prefab";
            GameObject prefab = AssetDatabase.LoadAssetAtPath <GameObject>(path);

            if (!prefab)
            {
                PrefabUtility.CreatePrefab(path, _armature.gameObject, ReplacePrefabOptions.ConnectToPrefab);
            }
            else
            {
                PrefabUtility.ReplacePrefab(_armature.gameObject, prefab, ReplacePrefabOptions.ConnectToPrefab);
            }
        }
        //init
        public void InitShow()
        {
            ShowArmature.AddBones(this);
            ShowArmature.AddSlot(this);
            ShowArmature.ShowBones(this);
            ShowArmature.ShowSlots(this);
            ShowArmature.ShowSkins(this);
            ShowArmature.SetIKs(this);
            AnimFile.CreateAnimFile(this);

            DragonBoneArmature dba = _armature.GetComponent <DragonBoneArmature>();
            bool canDeleteArmature = false;

            if (armature && (dba.updateMeshs == null || dba.updateMeshs.Length == 0) &&
                (dba.updateFrames == null || dba.updateFrames.Length == 0))
            {
                canDeleteArmature = true;
            }

            Renderer[]        renders = _armature.GetComponentsInChildren <Renderer>();
            List <SpriteMesh> sms     = new List <SpriteMesh>();

            foreach (Renderer r in renders)
            {
                if (!r.enabled)
                {
                    r.enabled = true;
                    r.gameObject.SetActive(false);
                }
                else if (r.GetComponent <SpriteMesh>() != null)
                {
                    for (int i = 0; i < r.transform.childCount; ++i)
                    {
                        r.transform.GetChild(i).gameObject.SetActive(false);
                    }
                    sms.Add(r.GetComponent <SpriteMesh>());
                    canDeleteArmature = false;
                }
                else if (r.GetComponent <SpriteFrame>())
                {
                    //optimize memory
                    SpriteFrame  sf = r.GetComponent <SpriteFrame>();
                    TextureFrame tf = sf.frame;
                    sf.frames = new TextureFrame[] { tf };
                }
            }
            if (canDeleteArmature)
            {
//				Object.DestroyImmediate(dba);//don't destroy
            }
            else
            {
                dba.updateMeshs = sms.ToArray();
            }
            dba.attachments = renders;
            dba.slots       = slots.ToArray();
            dba.zSpace      = zoffset;
            dba.ResetSlotZOrder();

            string path = AssetDatabase.GetAssetPath(animTextAsset);

            path = path.Substring(0, path.LastIndexOf('/')) + "/" + _armature.name + ".prefab";
            GameObject prefab = AssetDatabase.LoadAssetAtPath <GameObject>(path);

            if (!prefab)
            {
                PrefabUtility.CreatePrefab(path, _armature.gameObject, ReplacePrefabOptions.ConnectToPrefab);
            }
            else
            {
                PrefabUtility.ReplacePrefab(_armature.gameObject, prefab, ReplacePrefabOptions.ConnectToPrefab);
            }
        }
Esempio n. 4
0
        //init
        public void InitShow()
        {
            ShowArmature.AddBones(this);
            ShowArmature.AddSlot(this);
            ShowArmature.ShowBones(this);
            ShowArmature.ShowSlots(this);
            ShowArmature.ShowSkins(this);
            ShowArmature.SetIKs(this);
            AnimFile.CreateAnimFile(this);

            DragonBoneArmature dba = _armature.GetComponent <DragonBoneArmature>();

            //update slot display
            for (int s = 0; s < slots.Count; ++s)
            {
                slots[s].displayIndex = slots[s].displayIndex;
            }

            Renderer[] renders = _armature.GetComponentsInChildren <Renderer>(true);
            foreach (Renderer r in renders)
            {
                if (r.GetComponent <SpriteFrame>())
                {
                    //optimize memory
                    SpriteFrame  sf = r.GetComponent <SpriteFrame>();
                    TextureFrame tf = sf.frame;
                    sf.frames = new TextureFrame[] { tf };
                }
            }
            dba.attachments = renders;
            dba.slots       = slots.ToArray();
            dba.bones       = bones.ToArray();
            dba.zSpace      = zoffset;
            dba.ResetSlotZOrder();

            string path = AssetDatabase.GetAssetPath(animTextAsset);

            path = path.Substring(0, path.LastIndexOf('/')) + "/" + _armature.name;


            //create pose data
            PoseData poseData = ScriptableObject.CreateInstance <PoseData>();

            poseData.slotDatas = new PoseData.SlotData[slots.Count];
            for (int i = 0; i < slots.Count; ++i)
            {
                poseData.slotDatas[i]              = new PoseData.SlotData();
                poseData.slotDatas[i].color        = slots[i].color;
                poseData.slotDatas[i].displayIndex = slots[i].displayIndex;
                poseData.slotDatas[i].zorder       = slots[i].z;
            }
            poseData.boneDatas = new PoseData.TransformData[bones.Count];
            for (int i = 0; i < bones.Count; ++i)
            {
                poseData.boneDatas[i]          = new PoseData.TransformData();
                poseData.boneDatas[i].x        = bones[i].localPosition.x;
                poseData.boneDatas[i].y        = bones[i].localPosition.y;
                poseData.boneDatas[i].sx       = bones[i].localScale.x;
                poseData.boneDatas[i].sy       = bones[i].localScale.y;
                poseData.boneDatas[i].rotation = bones[i].localEulerAngles.z;
            }
            poseData.displayDatas = new PoseData.DisplayData[dba.attachments.Length];
            for (int i = 0; i < dba.attachments.Length; ++i)
            {
                poseData.displayDatas[i] = new PoseData.DisplayData();
                Renderer render = dba.attachments[i];

                SpriteFrame sf = render.GetComponent <SpriteFrame>();
                if (sf)
                {
                    poseData.displayDatas[i].type  = PoseData.AttachmentType.IMG;
                    poseData.displayDatas[i].color = sf.color;
                }
                else
                {
                    SpriteMesh sm = render.GetComponent <SpriteMesh>();
                    if (sm)
                    {
                        poseData.displayDatas[i].type   = PoseData.AttachmentType.MESH;
                        poseData.displayDatas[i].color  = sm.color;
                        poseData.displayDatas[i].vertex = sm.vertices;
                    }
                    else
                    {
                        SpriteRenderer sr = render.GetComponent <SpriteRenderer>();
                        if (sr)
                        {
                            poseData.displayDatas[i].type  = PoseData.AttachmentType.IMG;
                            poseData.displayDatas[i].color = sr.color;
                        }
                        else
                        {
                            poseData.displayDatas[i].type = PoseData.AttachmentType.BOX;
                        }
                    }
                }
                poseData.displayDatas[i].transform          = new PoseData.TransformData();
                poseData.displayDatas[i].transform.x        = render.transform.localPosition.x;
                poseData.displayDatas[i].transform.y        = render.transform.localPosition.y;
                poseData.displayDatas[i].transform.sx       = render.transform.localScale.x;
                poseData.displayDatas[i].transform.sy       = render.transform.localScale.y;
                poseData.displayDatas[i].transform.rotation = render.transform.localEulerAngles.z;
            }
            AssetDatabase.CreateAsset(poseData, path + "_Pose.asset");
            dba.poseData = poseData;


            string     prefabPath = path + ".prefab";
            GameObject prefab     = AssetDatabase.LoadAssetAtPath <GameObject>(prefabPath);

            if (!prefab)
            {
                PrefabUtility.CreatePrefab(prefabPath, _armature.gameObject, ReplacePrefabOptions.ConnectToPrefab);
            }
            else
            {
                PrefabUtility.ReplacePrefab(_armature.gameObject, prefab, ReplacePrefabOptions.ConnectToPrefab);
            }
        }