protected void Start() { if (string.IsNullOrEmpty(ModelPath) || string.IsNullOrEmpty(MotionPath) || string.IsNullOrEmpty(CameraPath)) { Debug.LogError("please fill your model, motion and camera file path"); } var mmdObj = MmdGameObject.CreateGameObject("MmdGameObject"); var mmdGameObject = mmdObj.GetComponent <MmdGameObject>(); mmdGameObject.LoadModel(ModelPath); mmdGameObject.LoadMotion(MotionPath); //You can set model render options mmdGameObject.UpdateConfig(new MmdUnityConfig { EnableDrawSelfShadow = MmdConfigSwitch.ForceFalse, EnableCastShadow = MmdConfigSwitch.ForceFalse }); mmdGameObject.Playing = true; var mmdCamera = MmdCameraObject.CreateGameObject("MmdCameraObject").GetComponent <MmdCameraObject>(); mmdCamera.LoadCameraMotion(CameraPath); mmdCamera.Playing = true; }
public void Create() { Screen.orientation = ScreenOrientation.Landscape; _playPauseListener = playing => { CameraObject.Playing = playing; }; _resetAllListener = () => { CameraObject.Playing = false; CameraObject.SetPlayPos(0.0); }; CameraObject = MmdCameraObject.CreateGameObject().GetComponent <MmdCameraObject>(); CameraObject.transform.localPosition = new Vector3(0, 18, -40); CameraObject.transform.localRotation = Quaternion.identity; MainSceneController.Instance.SwitchPlayPause(false); MainSceneController.Instance.OnPlayPause.AddListener(_playPauseListener); MainSceneController.Instance.ResetAll(); MainSceneController.Instance.OnResetAll.AddListener(_resetAllListener); try { CameraObject.LoadCameraMotion(MainSceneController.Instance.CameraFilePath); } catch (Exception e) { Debug.LogException(e); } }
//OYM:好吧...看来是非要把这个插件肝穿不可 protected void Start() { if (isLoadModel) { if (string.IsNullOrEmpty(ModelPath)) { Debug.LogError("please fill your model file path and camera "); } var mmdObj = MmdGameObject.CreateGameObject("MmdGameObject"); //OYM:创造一个mmd播放,这里值得我参考一下 var mmdGameObject = mmdObj.GetComponent <MmdGameObject>(); //OYM:获取上面的组件 mmdGameObject.LoadModel(ModelPath); //OYM:加载模型 if (isLoadMotion) { if (string.IsNullOrEmpty(MotionPath)) { Debug.LogError("please fill your motion file path "); } else { mmdGameObject.LoadMotion(MotionPath);//OYM:加载动作 //You can set model render options //OYM:设置模型渲染模式(这里先不去动他) mmdGameObject.UpdateConfig(new MmdUnityConfig { EnableDrawSelfShadow = MmdConfigSwitch.ForceFalse, EnableCastShadow = MmdConfigSwitch.ForceFalse }); mmdGameObject.Playing = true;//OYM:设置播放 } } if (isLoadPath) { if (string.IsNullOrEmpty(CameraPath)) { Debug.LogError("please fill your motion file path "); } else { //OYM:下面三个都是相机导入和播放的,这里也别去碰他,现在还不需要用到 var mmdCamera = MmdCameraObject.CreateGameObject("MmdCameraObject").GetComponent <MmdCameraObject>(); mmdCamera.LoadCameraMotion(CameraPath); mmdCamera.Playing = true; } } } }