//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); } }
/// <summary> /// Get TextureFrame By Name /// </summary> /// <returns>The frame by name.</returns> /// <param name="name">Name.</param> public TextureFrame GetFrameByName(string name) { if (frames != null) { int len = frames.Length; for (int i = 0; i < len; ++i) { TextureFrame frame = frames[i]; if (frame.name.Equals(name)) { return(frame); } } } return(null); }
public void ParseAtlasText() { if (atlasText != null && atlasMat != null && atlasMat.mainTexture != null) { SimpleJSON.JSONClass obj = SimpleJSON.JSON.Parse(atlasText.text).AsObject; SimpleJSON.JSONArray arr = obj["SubTexture"].AsArray; frames = new TextureFrame[arr.Count]; Vector2 textureSize = new Vector2(atlasMat.mainTexture.width, atlasMat.mainTexture.height); for (int i = 0; i < arr.Count; ++i) { SimpleJSON.JSONClass frameObj = arr[i].AsObject; TextureFrame frame = new TextureFrame(); frame.atlasTextureSize = textureSize; frame.name = frameObj["name"]; frame.name = frame.name.Replace('/', '_'); frame.texture = atlasMat.mainTexture; frame.material = atlasMat; Rect rect = new Rect(); rect.x = frameObj["x"].AsFloat * textureScale; rect.y = frameObj["y"].AsFloat * textureScale; rect.width = frameObj["width"].AsFloat * textureScale; rect.height = frameObj["height"].AsFloat * textureScale; Rect frameSize = new Rect(0, 0, rect.width, rect.height); if (frameObj.ContainKey("frameX")) { frameSize.x = frameObj["frameX"].AsFloat * textureScale; } if (frameObj.ContainKey("frameY")) { frameSize.y = frameObj["frameY"].AsFloat * textureScale; } if (frameObj.ContainKey("frameWidth")) { frameSize.width = frameObj["frameWidth"].AsFloat * textureScale; } if (frameObj.ContainKey("frameHeight")) { frameSize.height = frameObj["frameHeight"].AsFloat * textureScale; } frame.rect = rect; frame.frameSize = frameSize; frames[i] = frame; } } }
/// <summary> /// Changes the sprite mesh. /// </summary> /// <param name="spriteMeshName">Sprite mesh name.</param> /// <param name="newTextureFrameName">New texture frame name.</param> public void ChangeSpriteMesh(string spriteMeshName, string newTextureFrameName) { Renderer attachment = GetAttachmentByName(spriteMeshName); if (!attachment) { return; } SpriteMesh sm = attachment.GetComponent <SpriteMesh>(); TextureFrame frame = GetTextureFrameByName(newTextureFrameName); if (sm != null && frame != null) { sm.atlasMat = frame.material; attachment.sharedMaterial = frame.material; sm.frame = frame; sm.UpdateUV(); } }
/// <summary> /// Changes the sprite frame. /// </summary> /// <param name="spriteFrameName">Sprite frame name.</param> /// <param name="newTextureFrameName">New texture frame name.</param> public void ChangeSpriteFrame(string spriteFrameName, string newTextureFrameName) { Renderer attachment = GetAttachmentByName(spriteFrameName); if (!attachment) { return; } SpriteFrame sf = attachment.GetComponent <SpriteFrame>(); TextureFrame frame = GetTextureFrameByName(newTextureFrameName); if (sf != null && frame != null) { sf.atlasMat = frame.material; attachment.sharedMaterial = frame.material; sf.frames[0] = frame; sf.frameName = newTextureFrameName; sf.UpdateVertex(); } }
static void ShowSpriteMesh(TextureFrame frame, Material mat, DragonBoneData.SkinSlotDisplayData displayData, Transform slot, ArmatureEditor armatureEditor, DragonBoneData.SlotData slotData) { armatureEditor.spriteMeshUsedMatKV[mat] = true; GameObject go = new GameObject(displayData.textureName); SpriteMesh sm = go.AddComponent <SpriteMesh>(); sm.atlasMat = mat; sm.vertices = displayData.vertices; sm.frame = frame; sm.uvs = displayData.uvs; sm.triangles = displayData.triangles; sm.colors = new Color[sm.vertices.Length]; for (int i = 0; i < sm.colors.Length; ++i) { sm.colors[i] = Color.white; } if (displayData.weights != null && displayData.weights.Length > 0) { sm.CreateMesh(true); if (armatureEditor.ffdKV.ContainsKey(displayData.textureName)) { //Vertex controller sm.vertControlTrans = new Transform[sm.vertices.Length]; for (int i = 0; i < sm.vertices.Length; ++i) { GameObject gov = new GameObject(go.name + "_v" + i); gov.transform.parent = go.transform; gov.transform.localPosition = sm.vertices[i]; gov.transform.localScale = Vector3.zero; sm.vertControlTrans[i] = gov.transform; } } } else { sm.CreateMesh(false); if (displayData.bonePose == null) { //Vertex controller sm.vertControlTrans = new Transform[sm.vertices.Length]; for (int i = 0; i < sm.vertices.Length; ++i) { GameObject gov = new GameObject(go.name + "_v" + i); gov.transform.parent = go.transform; gov.transform.localPosition = sm.vertices[i]; gov.transform.localScale = Vector3.zero; sm.vertControlTrans[i] = gov.transform; } } } sm.transform.parent = slot; if (displayData.bonePose != null) { SkinnedMeshRenderer skinnedMesh = sm.GetComponent <SkinnedMeshRenderer>(); if (skinnedMesh) { skinnedMesh.quality = SkinQuality.Bone4; if (displayData.weights != null && displayData.weights.Length > 0) { Transform[] bones = new Transform[displayData.bonePose.Length / 7]; for (int i = 0; i < displayData.bonePose.Length; i += 7) { int index = i / 7; int boneIndex = (int)displayData.bonePose[i]; bones[index] = armatureEditor.bones[boneIndex]; } List <BoneWeight> boneWeights = new List <BoneWeight>(); for (int i = 0; i < displayData.weights.Length; ++i) { int boneCount = (int)displayData.weights[i]; //骨骼数量 List <KeyValuePair <int, float> > boneWeightList = new List <KeyValuePair <int, float> >(); for (int j = 0; j < boneCount * 2; j += 2) { int boneIdx = (int)displayData.weights[i + j + 1]; float weight = displayData.weights[i + j + 2]; boneWeightList.Add(new KeyValuePair <int, float>(boneIdx, weight)); } //sort boneWeightList,desc boneWeightList.Sort(delegate(KeyValuePair <int, float> x, KeyValuePair <int, float> y) { if (x.Value == y.Value) { return(0); } return(x.Value < y.Value? 1: -1); }); BoneWeight bw = new BoneWeight(); for (int j = 0; j < boneWeightList.Count; ++j) { if (j == 0) { bw.boneIndex0 = GlobalBoneIndexToLocalBoneIndex(armatureEditor, boneWeightList[j].Key, bones); bw.weight0 = boneWeightList[j].Value; } else if (j == 1) { bw.boneIndex1 = GlobalBoneIndexToLocalBoneIndex(armatureEditor, boneWeightList[j].Key, bones); bw.weight1 = boneWeightList[j].Value; } else if (j == 2) { bw.boneIndex2 = GlobalBoneIndexToLocalBoneIndex(armatureEditor, boneWeightList[j].Key, bones); bw.weight2 = boneWeightList[j].Value; } else if (j == 3) { bw.boneIndex3 = GlobalBoneIndexToLocalBoneIndex(armatureEditor, boneWeightList[j].Key, bones); bw.weight3 = boneWeightList[j].Value; } } boneWeights.Add(bw); i += boneCount * 2; } Matrix4x4[] matrixArray = new Matrix4x4[bones.Length]; for (int i = 0; i < matrixArray.Length; ++i) { Transform bone = bones[i]; Vector3 bonePos = bone.localPosition; Quaternion boneRotate = bone.localRotation; Matrix2D m2d = armatureEditor.bonePoseKV[displayData.textureName + bone.name]; bone.position = new Vector3(m2d.tx * 0.01f, -m2d.ty * 0.01f, bone.position.z); bone.rotation = Quaternion.Euler(0f, 0f, -m2d.GetAngle()); matrixArray[i] = bone.worldToLocalMatrix * armatureEditor.armature.localToWorldMatrix; matrixArray[i] *= Matrix4x4.TRS(slot.localPosition, slot.localRotation, slot.localScale); bone.localPosition = bonePos; bone.localRotation = boneRotate; } skinnedMesh.bones = bones; skinnedMesh.sharedMesh.boneWeights = boneWeights.ToArray(); skinnedMesh.sharedMesh.bindposes = matrixArray; skinnedMesh.rootBone = slot; sm.bindposes = matrixArray; SpriteMesh.BoneWeightClass[] bwcs = new SpriteMesh.BoneWeightClass[boneWeights.Count]; for (int i = 0; i < boneWeights.Count; ++i) { SpriteMesh.BoneWeightClass bwc = new SpriteMesh.BoneWeightClass(); BoneWeight bw = boneWeights[i]; bwc.boneIndex0 = bw.boneIndex0; bwc.boneIndex1 = bw.boneIndex1; bwc.boneIndex2 = bw.boneIndex2; bwc.boneIndex3 = bw.boneIndex3; bwc.weight0 = bw.weight0; bwc.weight1 = bw.weight1; bwc.weight2 = bw.weight2; bwc.weight3 = bw.weight3; bwcs[i] = bwc; } sm.weights = bwcs; } } } DragonBoneData.TransformData tranform = displayData.transform; Vector3 localPos = Vector3.zero; if (!float.IsNaN(tranform.x)) { localPos.x = tranform.x; } if (!float.IsNaN(tranform.y)) { localPos.y = tranform.y; } sm.transform.localPosition = localPos; Vector3 localSc = Vector3.one; if (!float.IsNaN(tranform.scx)) { localSc.x = tranform.scx; } if (!float.IsNaN(tranform.scy)) { localSc.y = tranform.scy; } sm.transform.localScale = localSc; sm.color = slot.GetComponent <Slot>().color; sm.transform.localRotation = Quaternion.Euler(0, 0, tranform.rotate); }
public static void ShowSkins(ArmatureEditor armatureEditor) { if (armatureEditor.armatureData.skinDatas != null && armatureEditor.armatureData.skinDatas.Length > 0) { DragonBoneArmature armature = armatureEditor.armature.GetComponent <DragonBoneArmature>(); Dictionary <Texture2D, Material> matKV = new Dictionary <Texture2D, Material>(); List <Material> mats = new List <Material>(); //创建贴图集的材质 Material atlasMat = null; if (armatureEditor.altasTexture) { Material mat = null; string path = AssetDatabase.GetAssetPath(armatureEditor.altasTexture); path = path.Substring(0, path.LastIndexOf('.')) + "_Mat.mat"; mat = AssetDatabase.LoadAssetAtPath <Material>(path); if (!mat) { mat = new Material(Shader.Find("DragonBone/DragonBone Simple")); AssetDatabase.CreateAsset(mat, path); } mat.mainTexture = armatureEditor.altasTexture; matKV[armatureEditor.altasTexture] = mat; atlasMat = mat; mats.Add(mat); } if (armatureEditor.otherTextures != null && armatureEditor.otherTextures.Length > 0) { for (int r = 0; r < armatureEditor.otherTextures.Length; ++r) { ArmatureEditor.Atlas atlas = armatureEditor.otherTextures[r]; Material mat = null; string path = AssetDatabase.GetAssetPath(atlas.texture); path = path.Substring(0, path.LastIndexOf('.')) + "_Mat.mat"; mat = AssetDatabase.LoadAssetAtPath <Material>(path); if (!mat) { mat = new Material(Shader.Find("DragonBone/DragonBone Simple")); AssetDatabase.CreateAsset(mat, path); } mat.mainTexture = atlas.texture; matKV[atlas.texture] = mat; mats.Add(mat); } } //create Frames Dictionary <Texture2D, SpriteFrame> frameKV = new Dictionary <Texture2D, SpriteFrame>(); List <TextureFrame> tfs = new List <TextureFrame>(); SpriteFrame frame = null; if (armatureEditor.altasTextAsset != null) { GameObject go = new GameObject(); SpriteFrame sf = go.AddComponent <SpriteFrame>(); sf.atlasMat = atlasMat; sf.atlasText = armatureEditor.altasTextAsset; sf.ParseAtlasText(); sf.CreateQuad(); frameKV[armatureEditor.altasTexture] = sf; frame = sf; tfs.AddRange(frame.frames); } if (armatureEditor.otherTextures != null && armatureEditor.otherTextures.Length > 0) { for (int r = 0; r < armatureEditor.otherTextures.Length; ++r) { ArmatureEditor.Atlas atlas = armatureEditor.otherTextures[r]; GameObject go = new GameObject(); SpriteFrame sf = go.AddComponent <SpriteFrame>(); sf.atlasMat = matKV[atlas.texture]; sf.atlasText = atlas.atlasText; sf.ParseAtlasText(); sf.CreateQuad(); frameKV[atlas.texture] = sf; tfs.AddRange(sf.frames); } } List <SpriteMetaData> metaDatas = new List <SpriteMetaData>(); List <SpriteRenderer> sprites = new List <SpriteRenderer>(); int meshSpriteCount = 0; int len = armatureEditor.armatureData.skinDatas.Length; for (int i = 0; i < len; ++i) { DragonBoneData.SkinData skinData = armatureEditor.armatureData.skinDatas[i]; for (int j = 0; j < skinData.slots.Length; ++j) { DragonBoneData.SkinSlotData skinSlotData = skinData.slots[j]; Transform slot = armatureEditor.slotsKV[skinSlotData.slotName]; DragonBoneData.SlotData slotData = armatureEditor.slotsDataKV[skinSlotData.slotName]; if (slot && skinSlotData.displays != null && skinSlotData.displays.Length > 0) { for (int k = 0; k < skinSlotData.displays.Length; ++k) { DragonBoneData.SkinSlotDisplayData displayData = skinSlotData.displays[k]; if (displayData.type != "image" && displayData.type != "mesh" && displayData.type != "boundingBox") { continue; } if (displayData.type.Equals("boundingBox")) { if (displayData.subType == "polygon") { ShowCustomCollider(displayData, slot, armatureEditor, slotData); } continue; } ArmatureEditor.Atlas atlas = armatureEditor.GetAtlasByTextureName(displayData.texturePath); if (!armatureEditor.isSingleSprite) { atlasMat = matKV[atlas.texture]; frame = frameKV[atlas.texture]; } if (displayData.type == "image") { if (armatureEditor.useUnitySprite) { if (armatureEditor.isSingleSprite) { Sprite sprite = armatureEditor.spriteKV[displayData.textureName]; string spritePath = AssetDatabase.GetAssetPath(sprite); if (displayData.pivot.x != 0 || displayData.pivot.y != 0) { TextureImporter textureImporter = AssetImporter.GetAtPath(spritePath) as TextureImporter; textureImporter.textureType = TextureImporterType.Sprite; textureImporter.spriteImportMode = SpriteImportMode.Single; textureImporter.spritePixelsPerUnit = 100; textureImporter.spritePivot = new Vector2((displayData.pivot.x + sprite.rect.width / 2) / sprite.rect.width, (displayData.pivot.y + sprite.rect.height / 2) / sprite.rect.height); AssetDatabase.ImportAsset(spritePath, ImportAssetOptions.ForceUpdate); } sprites.Add(ShowUnitySpriteSingle(sprite, displayData, slot, slotData)); } else { SpriteMetaData metaData = new SpriteMetaData(); metaData.name = displayData.textureName; metaData.rect = frame.GetFrameByName(displayData.texturePath).rect; metaData.rect.y = armatureEditor.altasTexture.height - metaData.rect.y - metaData.rect.height; if (displayData.pivot.x != 0 || displayData.pivot.y != 0) { metaData.alignment = (int)SpriteAlignment.Custom; metaData.pivot = new Vector2((displayData.pivot.x + metaData.rect.width / 2) / metaData.rect.width, (displayData.pivot.y + metaData.rect.height / 2) / metaData.rect.height); } metaDatas.Add(metaData); sprites.Add(ShowUnitySprite(atlasMat, displayData, slot, metaData, slotData)); } } else { ShowSpriteFrame(frame, atlasMat, displayData, slot, slotData); } } else if (displayData.type == "mesh") { TextureFrame textureFrame = new TextureFrame(); if (armatureEditor.isSingleSprite) { Sprite sprite = armatureEditor.spriteKV[displayData.textureName]; textureFrame.name = displayData.textureName; textureFrame.frameSize = sprite.rect; textureFrame.rect = sprite.rect; textureFrame.atlasTextureSize = new Vector2(sprite.rect.width, sprite.rect.height); string path = AssetDatabase.GetAssetPath(sprite); string materialFolder = path.Substring(0, path.LastIndexOf("/")); materialFolder = materialFolder.Substring(0, materialFolder.LastIndexOf("/")) + "/Materials/"; if (!Directory.Exists(materialFolder)) { Directory.CreateDirectory(materialFolder); } string matPath = materialFolder + sprite.name + "_Mat.mat"; atlasMat = AssetDatabase.LoadAssetAtPath <Material>(matPath); if (!atlasMat) { atlasMat = new Material(Shader.Find("DragonBone/DragonBone Simple")); AssetDatabase.CreateAsset(atlasMat, matPath); } atlasMat.mainTexture = AssetDatabase.LoadAssetAtPath <Texture>(path); mats.Add(atlasMat); textureFrame.material = atlasMat; textureFrame.texture = atlasMat.mainTexture; tfs.Add(textureFrame); } else { foreach (TextureFrame st in frame.frames) { if (st.name.Equals(displayData.textureName)) { textureFrame = st; break; } } } if (textureFrame.rect.width > 0 && textureFrame.rect.height > 0 && atlasMat && atlasMat.mainTexture) { ShowSpriteMesh(textureFrame, atlasMat, displayData, slot, armatureEditor, slotData); ++meshSpriteCount; } } } slot.GetComponent <Slot>().displayIndex = slotData.displayIndex; } } } armature.materials = mats.ToArray(); armature.textureFrames = tfs.ToArray(); foreach (SpriteFrame sf in frameKV.Values) { GameObject.DestroyImmediate(sf.gameObject); } if (armatureEditor.useUnitySprite) { if (!armatureEditor.isSingleSprite) { if (metaDatas.Count > 0) { string textureAtlasPath = AssetDatabase.GetAssetPath(armatureEditor.altasTexture); TextureImporter textureImporter = AssetImporter.GetAtPath(textureAtlasPath) as TextureImporter; textureImporter.maxTextureSize = 2048; textureImporter.spritesheet = metaDatas.ToArray(); textureImporter.textureType = TextureImporterType.Sprite; textureImporter.spriteImportMode = SpriteImportMode.Multiple; textureImporter.spritePixelsPerUnit = 100; AssetDatabase.ImportAsset(textureAtlasPath, ImportAssetOptions.ForceUpdate); Object[] savedSprites = AssetDatabase.LoadAllAssetsAtPath(textureAtlasPath); foreach (Object obj in savedSprites) { Sprite objSprite = obj as Sprite; if (objSprite) { len = sprites.Count; for (int i = 0; i < len; ++i) { if (sprites[i].name.Equals(objSprite.name)) { sprites[i].sprite = objSprite; } } } } } } if (atlasMat != null) { if (meshSpriteCount == 0) { //can delete safely foreach (Material mat in matKV.Values) { if (!armatureEditor.spriteMeshUsedMatKV.ContainsKey(mat)) { AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(mat)); } } } else { foreach (SpriteRenderer sprite in sprites) { sprite.material = atlasMat; } } } } } }
//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); } }
//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); } }