コード例 #1
0
    private static void CreatePrefab(string filePath)
    {
        string     path = PathManager.CombinePath(filePath, CreatePrefabs.m_ModeName + ".fbx");
        GameObject go   = AssetDatabase.LoadAssetAtPath(path, typeof(GameObject)) as GameObject;

        //关联材质
        for (int i = 0; i < go.transform.childCount; i++)
        {
            Transform           tf = go.transform.GetChild(i);
            SkinnedMeshRenderer sr = tf.GetComponent <SkinnedMeshRenderer>();
            if (null != sr)
            {
                string partName = tf.name;
                string matPath  = PathManager.CombinePath(filePath + "Materials/", m_materialList[partName]);
                sr.material = AssetDatabase.LoadAssetAtPath(matPath, typeof(UnityEngine.Material)) as UnityEngine.Material;
            }
        }
        //创建状态机
        AnimatorController ac = AutoCreateControl.CreateControl(filePath);

        go.GetComponent <Animator>().runtimeAnimatorController = ac;
        //GlobalDefine.SetLayer(go, GlobalDefine.Layer_character);

        string foldPath = filePath + "Prefabs/";

        if (!Directory.Exists(foldPath))
        {
            Directory.CreateDirectory(foldPath);
        }
        string prefabPath = PathManager.CombinePath(foldPath, "model.prefab");

        PrefabUtility.CreatePrefab(prefabPath, go);
        // GameObject.DestroyImmediate(go);
    }
コード例 #2
0
    private static void CreatePrefab(string filePath)
    {
        string     path = PathManager.CombinePath(filePath, CreatePrefabs.m_ModeName + ".fbx");
        GameObject go   = AssetDatabase.LoadAssetAtPath(path, typeof(GameObject)) as GameObject;

        string prefabPath = PathManager.CombinePath(filePath, "model.prefab");

        PrefabUtility.CreatePrefab(prefabPath, go);
        // GameObject.DestroyImmediate(go);
    }
コード例 #3
0
    private void onClick1()
    {
        if (avatar != null)
        {
            return;
        }
        string path = PathManager.CombinePath(PathManager.resoucePath, "model/jianshi.prefab");

        AssetManager.LoadAsset(path, loadCom);
    }
コード例 #4
0
    static void CreatePrefabSelect()
    {
        TextAsset target = Selection.activeObject as TextAsset;

        if (null == target)
        {
            return;
        }
        Debug.Log(target.name);

        //整体路径
        string filePathWithName = AssetDatabase.GetAssetPath(target);
        //带后缀的文件名
        string fileNameWithExtension = Path.GetFileName(filePathWithName);
        //不带后缀的文件名
        string fileNameWithoutExtension = Path.GetFileNameWithoutExtension(filePathWithName);
        //不带文件名的路径
        string filePath = filePathWithName.Replace(fileNameWithExtension, "");

        string foldPath = filePath + fileNameWithoutExtension + "_Action/";

        Debug.Log(foldPath);
        if (!Directory.Exists(foldPath))
        {
            Directory.CreateDirectory(foldPath);
        }
        string[] lines = target.text.Split("\n"[0]);
        for (int i = 0; i < lines.Length; i++)
        {
            string strLine = lines[i];
            if (strLine != "" && strLine.Contains("import"))
            {
                string[] keyValue = strLine.Replace("_import", "").Split(' ');
                if (keyValue.Length >= 3)
                {
                    Animation anim = new Animation();
                    anim.name = keyValue[0];
                    //anim.firstFrame = int.Parse(keyValue[1]);
                    //anim.lastFrame = int.Parse(keyValue[2]);
                    //anim.loop = true;
                    anim.wrapMode = WrapMode.Loop;
                    string assetPath = PathManager.CombinePath(foldPath, anim.name + ".anim");
                    Debug.Log(assetPath);
                    AssetDatabase.CreateAsset(anim, assetPath);
                }
            }
        }

        AssetDatabase.SaveAssets();
        AssetDatabase.Refresh();
    }
コード例 #5
0
    private void onClick3()
    {
        Renderer render = avatar.transform.Find("jianshi_skin").Find("jianshi").gameObject.GetComponent <Renderer>();

        m_textureIndex++;
        if (m_textureIndex > 6)
        {
            m_textureIndex = 1;
        }
        string path = PathManager.CombinePath(PathManager.resoucePath, "model/mTexture/jianshi_0" + m_textureIndex + ".png");

        render.sharedMaterial.mainTexture = AssetDatabase.LoadAssetAtPath(path, typeof(Texture2D)) as Texture;
        Debug.Log(path);
    }
コード例 #6
0
ファイル: AutoCreateControl.cs プロジェクト: moto2002/ZTGame
    //创建state (判断动作是否有混合动作 分别加载)
    public static AnimatorState CreateState(string name, Vector3 pos)
    {
        string        fbxPath = PathManager.CombinePath(m_parentPath, CreatePrefabs.m_ModeName + "@" + name + ".fbx");
        AnimatorState state   = null;

        if (IsBlendTree(name))
        {
            AnimationClip a1c = GetAnimationClip(fbxPath);
            if (a1c == null)
            {
                Debug.LogError("--------动作丢失---------name=" + (fbxPath));
                return(null);
            }
            BlendTree bt;
            //创建混合树(名字为name)
            state        = m_curAnimCtrl.CreateBlendTreeInController(name, out bt);
            bt.hideFlags = HideFlags.HideInHierarchy;
            string[] btMotion = { "_up", "_rightup", "_right", "_rightdown" };
            for (int i = 0; i < btMotion.Length; i++)
            {
                string blendFbxPath = PathManager.CombinePath(m_parentPath, CreatePrefabs.m_ModeName + "@" + name + btMotion[i] + ".fbx");
                a1c = GetAnimationClip(blendFbxPath);
                bt.AddChild(a1c);
            }
            bt.useAutomaticThresholds = true;
            bt.blendParameter         = "rotation";
            bt.name      = "Blend Tree";
            state.motion = bt;
        }
        else
        {
            AnimationClip anim = GetAnimationClip(fbxPath);

            if (anim == null)
            {
                Debug.LogError("--------动作丢失---------name=" + (fbxPath));
                return(null);
            }

            state        = m_stateMachine.AddState(name, pos);
            state.motion = anim;
        }
        m_allState[name] = state;
        return(state);
    }
コード例 #7
0
ファイル: AutoCreateControl.cs プロジェクト: moto2002/ZTGame
    public static AnimatorController CreateControl(string filePath)
    {
        m_parentPath = filePath;
        string foldPath = filePath + "Control/";

        if (!Directory.Exists(foldPath))
        {
            Directory.CreateDirectory(foldPath);
        }
        string             ctrlPath = PathManager.CombinePath(foldPath, "animation.controller");
        AnimatorController ac       = AnimatorController.CreateAnimatorControllerAtPath(ctrlPath);

        m_curAnimCtrl = ac;
        AddParam(ac);

        var animLayer = ac.layers[0];

        m_stateMachine = animLayer.stateMachine;
        CreateAllState();
        CreateAllRelation();

        return(ac);
    }