using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[RequireComponent(typeof(SkinnedMeshRenderer))]
public class CombinePlayer : MonoBehaviour
{

    public GameObject[] bodys;
    // Start is called before the first frame update
    void Start()
    {
        Replace(bodys,gameObject);
    }

    public void Replace(GameObject[] bodys, GameObject avatar)
    {
        Mesh mesh = new Mesh();
        List<CombineInstance> combines = new List<CombineInstance>();
        for (int i = 0; i < bodys.Length; i++)
        {
            CombineInstance combine = new CombineInstance();
            combine.mesh = bodys[i].GetComponentInChildren<SkinnedMeshRenderer>().sharedMesh;
            combines.Add(combine);
        }
        mesh.CombineMeshes(combines.ToArray(), false, false);
        avatar.GetComponent<SkinnedMeshRenderer>().sharedMesh = mesh;

        List<Material> materials = new List<Material>();
        for (int i = 0; i < bodys.Length; i++)
        {
            materials.Add(bodys[i].GetComponentInChildren<SkinnedMeshRenderer>().sharedMaterial);
        }
        avatar.GetComponent<SkinnedMeshRenderer>().materials = materials.ToArray();

        Transform[] allbones = avatar.GetComponentsInChildren<Transform>();
        Dictionary<string, Transform> dicbones = new Dictionary<string, Transform>();
        foreach (var item in allbones)
        {
            dicbones.Add(item.name, item);
        }
        List<Transform> mybones = new List<Transform>();
        for (int i = 0; i < bodys.Length; i++)
        {
            Transform[] bodybones = bodys[i].GetComponentInChildren<SkinnedMeshRenderer>().bones;
            for (int j = 0; j < bodybones.Length; j++)
            {
                if (dicbones.ContainsKey(bodybones[j].name))
                {
                    mybones.Add(dicbones[bodybones[j].name]);
                }
            }
        }
        avatar.GetComponent<SkinnedMeshRenderer>().bones = mybones.ToArray();
    }

 

public void Huan(string[] id)
    {
        GameObject[] bodys = new GameObject[3];
        bodys[0] = Resources.Load<GameObject>("Prefab/Tou_" + id[0]);
        bodys[1] = Resources.Load<GameObject>("Prefab/YiFu_" + id[1]);
        bodys[2] = Resources.Load<GameObject>("Prefab/Tui_" + id[2]);
        Transform[] allbones = gameObject.GetComponentsInChildren<Transform>();
        Dictionary<string, Transform> dic_bone = new Dictionary<string, Transform>();
        foreach (var item in allbones)
        {
            dic_bone.Add(item.name, item);
        }
        List<Transform> bones = new List<Transform>();
        List<CombineInstance> combines = new List<CombineInstance>();
        List<Material> materials = new List<Material>();
        for (int i = 0; i < bodys.Length; i++)
        {
            SkinnedMeshRenderer sk = bodys[i].GetComponentInChildren<SkinnedMeshRenderer>();
            CombineInstance combine = new CombineInstance();
            combine.mesh = sk.sharedMesh;
            combines.Add(combine);
            materials.Add(sk.sharedMaterial);
            for (int j = 0; j < sk.bones.Length; j++)
            {
                if (dic_bone.ContainsKey(sk.bones[j].name))
                {
                    bones.Add(dic_bone[sk.bones[j].name]);
                }
            }
        }
        Mesh mesh = new Mesh();
        mesh.CombineMeshes(combines.ToArray(), false, false);
        skinned.sharedMesh = mesh;
        skinned.materials = materials.ToArray();
        skinned.bones = bones.ToArray();
    }

 

posted on 2023-03-08 14:15  a帝  阅读(46)  评论(0编辑  收藏  举报