示例#1
0
        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;
        }
示例#2
0
        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;
        }