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; }
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; }