???? 简介
鉴于之前发了一篇关于
Avatar换装系统
的解决方案的内容后,有朋友反馈对此比较感兴趣,希望能提供源码,因此我专门整理了一个示例项目,已经放在Github
上开源,地址:Unity Avatar换装系统示例工程。
该工程在之前的基础上增加了不少美术资源,当然它们依然都是来源于Ready Player Me,目前已经有衣服15套,然后增加了发型、眼镜、胡须的编辑,在RPM上各扒了几个资源,感兴趣的话大家可以自行拓展。
???? 配置表
各配置表
的创建菜单如下:
其中Outlook Config
,即衣服的配置表涉及的内容最多,依次手动拖拽赋值较为繁琐,因此使用编辑器DragAndDrop类为其增加了快速拖拽赋值的功能:
实现并不复杂,因为之前我们使用Avatar Clothes Collector
来扒衣服资源的时候已经为资源命好名了,因此只需要根据名称去匹配指定的资源即可,代码如下:
using System;
using System.Linq;
using UnityEngine;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Metaverse
{
[Serializable]
public class AvatarOutlookData
{
public Sprite thumb;
public Mesh headMesh;
public Material headMaterial;
public Mesh bodyMesh;
public Material bodyMaterial;
public Mesh topMesh;
public Material topMaterial;
public Mesh bottomMesh;
public Material bottomMaterial;
public Mesh footwearMesh;
public Material footwearMaterial;
}
[CreateAssetMenu]
public class AvatarOutlookDataConfig : ScriptableObject
{
public List<AvatarOutlookData> data = new List<AvatarOutlookData>(0);
}
#if UNITY_EDITOR
[CustomEditor(typeof(AvatarOutlookDataConfig))]
public class AvatarOutlookDataConfigEditor : Editor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
OnDragRectGUI();
}
private void OnDragRectGUI()
{
GUILayout.Space(10f);
GUILayout.BeginHorizontal();
GUILayout.Label(GUIContent.none, GUILayout.ExpandWidth(true));
Rect lastRect = GUILayoutUtility.GetLastRect();
var dropRect = new Rect(lastRect.x + 2f, lastRect.y - 2f, lastRect.width - 20f, 20f);
bool containsMouse = dropRect.Contains(Event.current.mousePosition);
if (containsMouse)
{
switch (Event.current.type)
{
case EventType.DragUpdated:
bool flag = DragAndDrop.objectReferences.OfType<Mesh>().Any()
|| DragAndDrop.objectReferences.OfType<Material>().Any()
|| DragAndDrop.objectReferences.OfType<Sprite>().Any();
DragAndDrop.visualMode = flag ? DragAndDropVisualMode.Copy : DragAndDropVisualMode.Rejected;
Event.current.Use();
Repaint();
break;
case EventType.DragPerform:
IEnumerable<Mesh> meshes = DragAndDrop.objectReferences.OfType<Mesh>();
IEnumerable<Material> materials = DragAndDrop.objectReferences.OfType<Material>();
IEnumerable<Texture> textures = DragAndDrop.objectReferences.OfType<Texture>();
if (meshes.Any() || materials.Any() || textures.Any())
{
Undo.RecordObject(target, "Add");
AvatarOutlookData data = new AvatarOutlookData();
(target as AvatarOutlookDataConfig).data.Add(data);
foreach (var mesh in meshes)
{
if (mesh.name == "mesh_head") data.headMesh = mesh;
else if (mesh.name == "mesh_body") data.bodyMesh = mesh;
else if (mesh.name == "mesh_top") data.topMesh = mesh;
else if (mesh.name == "mesh_bottom") data.bottomMesh = mesh;
else if (mesh.name == "mesh_footwear") data.footwearMesh = mesh;
}
foreach (var material in materials)
{
if (material.name == "mat_head") data.headMaterial = material;
else if (material.name == "mat_body") data.bodyMaterial = material;
else if (material.name == "mat_top") data.topMaterial = material;
else if (material.name == "mat_bottom") data.bottomMaterial = material;
else if (material.name == "mat_footwear") data.footwearMaterial = material;
}
foreach (var texture in textures)
{
string path = AssetDatabase.GetAssetPath(texture);
TextureImporter importer = AssetImporter.GetAtPath(path) as TextureImporter;
if (importer != null && importer.textureType == TextureImporterType.Sprite)
{
data.thumb = AssetDatabase.LoadAssetAtPath<Sprite>(path);
}
}
EditorUtility.SetDirty(target);
}
Event.current.Use();
Repaint();
break;
}
}
Color color = GUI.color;
GUI.color = new Color(GUI.color.r, GUI.color.g, GUI.color.b, containsMouse ? .9f : .5f);
GUI.Box(dropRect, "Drop Here", new GUIStyle(GUI.skin.box) { fontSize = 10 });
GUI.color = color;
GUILayout.EndHorizontal();
}
}
#endif
}
注
:当然正式开发工作中不建议使用这些配置表,应该去构建资源的Assets Bundle
,实现资源的动态管理。
???? 关于胡须
编辑胡须的时候不一定是替换Mesh,有的是直接画在了头部的贴图中,因此分为Mesh
与Texture
两种类型:
[Serializable]
public class AvatarBeardData
{
public Sprite thumb;
public enum Type
{
Mesh,
Texture,
}
public Type type = Type.Mesh;
public Mesh beardMesh;
public Material beardMaterial;
}
当类型为Mesh时,替换Beard
部件的Skin Mesh Renderer中
的Mesh
与Material
,当类型为Texture时,替换Head
部件的Skin Mesh Renderer
中的Material
。