1 //定制预置体
2 //要求:1,模型面向U3D的Z轴正向(由MAX导出时是面向U3D的X负向的)
3 //2,增加一些常用挂点,3增加一个圆形阴影片,4,添加包围盒
4 //根据这些要求制作预置休
5 static GameObject CreateCustomPrefab(string fbxResPath, string saveDir, string saveName)
6 {
7 Directory.CreateDirectory(saveDir);
8 var fbx = AssetDatabase.LoadAssetAtPath(fbxResPath, typeof(GameObject)) as GameObject;
9 if (fbx == null)
10 {
11 Debug.LogError("加载FBX失败:" + fbxResPath);
12 return null;
13 }
14
15 //往预置体中添加阴影,挂点等。
16 //注意:必须先将FBX和阴影都实例化出来,设置好层次关系,然后保存为预置体
17
18 //////////////////////////////////////////////////////////////////////////
19 //制作出的预置体需要对模型朝向进行调整-旋转90度后让它刚好面向U3D的Z轴正向
20 //这个旋转不能施加到预置体的根上,因为进入游戏后,这个值将被人物走路的朝向值覆盖
21 //同样,旋转操作不能直接施加到模型的几何体上,因为它们将在骨骼变换中被覆盖
22
23 //生成根
24 var root = new GameObject(saveName);
25
26 //挂上模型
27 var fbxgo = GameObject.Instantiate(fbx, root.transform);
28 fbxgo.transform.localRotation = Quaternion.Euler(0, 90, 0);//旋转模型,使面向Z轴正向
29 fbxgo.name = "Mesh";
30
31 //添加阴影
32 var shadow = AssetDatabase.LoadAssetAtPath("assets/res/prefabs/char/shadow.prefab", typeof(GameObject)) as GameObject;
33 var shadowgo = GameObject.Instantiate(shadow);
34 shadowgo.name = "shadow";
35 shadowgo.transform.SetParent(root.transform);
36
37 //添加包围盒
38 var cap = root.AddComponent<CapsuleCollider>();
39 cap.height = GameConst.charCapsuleHeight;
40 cap.radius = GameConst.charCapsuleRadius;
41 cap.center = new Vector3(0, cap.height / 2 -0.1f, 0);
42
43 //添加挂点,注意:这些挂点在未优化的FBX层级中已存在了(由MAX导出时,这些挂点选择与否都会导出,原因不明)
44 var fbxDir = Path.GetDirectoryName(fbxResPath);
45 var fpath = fbxDir + "/linkpts.txt";
46 if (!File.Exists(fpath))
47 {
48 EditorUtility.DisplayDialog("缺少挂点配置文件", fbxResPath, "ok");
49 }
50 else
51 {
52 var sr = new StreamReader(File.OpenRead(fpath), Encoding.ASCII);
53 var longStr = sr.ReadToEnd();
54 var dats = longStr.Split('\"');
55
56 for (var i = 0; i < dats.Length; ++i)
57 {
58 if (dats[i] == "" || dats[i] == "\r\n")
59 continue;
60 var subdat = dats[i].Split(' ');
61 var lpt = new GameObject(subdat[0]);
62
63 //因为模型缩放了,挂点位置也要缩放
64 var fx = GameConst.modelFileScale * float.Parse(subdat[1]);
65 var fy = GameConst.modelFileScale * float.Parse(subdat[2]);
66 var fz = GameConst.modelFileScale * float.Parse(subdat[3]);
67
68 lpt.transform.position = new Vector3(fx, fy, fz);
69 lpt.transform.SetParent(root.transform);
70 }
71 }
72
73
74 var pb = PrefabUtility.CreatePrefab(saveDir + saveName, root);
75
76 //删除场景中生成的模型和阴影实例
77 GameObject.DestroyImmediate(root);
78 GameObject.DestroyImmediate(fbxgo);
79 GameObject.DestroyImmediate(shadowgo);
80
81 return pb;
82 }