Пример #1
0
        /// <summary>
        /// 当目标骨骼需要移除的时候使用,目前还不完善,先不要使用
        /// </summary>
        /// <param name="target">要移除的目标骨骼</param>
        public void RemoveBone(DynamicBone target)
        {
            int index = boneList.IndexOf(target);

            if (index == -1)
            {
                return;
            }

            //TODO:移除骨骼的逻辑
            boneList.RemoveAt(index);
            int curHeadIndex = target.HeadInfo.Index;

            //移除Bone的相关Collider的关系
            boneColliderMatchMap.Remove(curHeadIndex);

            //是否是队列中末尾对象
            bool isEndTarget = curHeadIndex == headInfoList.Length - 1;

            if (isEndTarget)
            {
                headInfoList.RemoveAtSwapBack(curHeadIndex);
                headTransformAccessArray.RemoveAtSwapBack(curHeadIndex);
                for (int i = MaxParticleLimit - 1; i >= 0; i--)
                {
                    int dataOffset = curHeadIndex * MaxParticleLimit + i;
                    particleInfoList.RemoveAtSwapBack(dataOffset);
                    particleTransformAccessArray.RemoveAtSwapBack(dataOffset);
                }
            }
            else
            {
                //将最末列的HeadInfo 索引设置为当前将要移除的HeadInfo 索引
                DynamicBone lastTarget   = boneList[boneList.Count - 1];
                HeadInfo    lastHeadInfo = lastTarget.ResetHeadIndexAndDataOffset(curHeadIndex);
                headInfoList.RemoveAtSwapBack(curHeadIndex);
                headInfoList[curHeadIndex] = lastHeadInfo;
                headTransformAccessArray.RemoveAtSwapBack(curHeadIndex);
                for (int i = MaxParticleLimit - 1; i >= 0; i--)
                {
                    int dataOffset = curHeadIndex * MaxParticleLimit + i;
                    particleInfoList.RemoveAtSwapBack(dataOffset);
                    particleTransformAccessArray.RemoveAtSwapBack(dataOffset);
                }
            }
            target.ClearJobData();
        }
Пример #2
0
        /// <summary>
        /// 将目标骨骼添加到结构中
        /// </summary>
        /// <param name="target"></param>
        public void AddBone(DynamicBone target)
        {
            int index = boneList.IndexOf(target);

            if (index != -1)
            {
                return;              // //防止重复添加
            }
            boneList.Add(target);

            target.HeadInfo.DataOffsetInGlobalArray = particleInfoList.Length;

            int headIndex = headInfoList.Length;

            target.HeadInfo.Index = headIndex;

            //添加Bone和Collider的关系
            foreach (var c in target.GetColliderArray())
            {
                boneColliderMatchMap.Add(headIndex, c.ColliderInfo.Index);
            }

            headInfoList.Add(target.HeadInfo);
            particleInfoList.AddRange(target.ParticleInfoArray);
            headTransformAccessArray.Add(target.RootBoneParentTransform);
            for (int i = 0; i < MaxParticleLimit; i++)
            {
                particleTransformAccessArray.Add(target.ParticleTransformArray[i]);
            }

            ////树状结构测试
            // Debug.Log(target.ParticleInfoArray.Length);
            // for (int i = 0; i < target.ParticleInfoArray.Length; i++)
            // {
            //     Debug.Log(target.ParticleInfoArray[i].ParentIndex);
            // }
        }