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path: root/Assets/Scripts/Unit/UnitDetail.cs
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using System;
using UnityEngine.Serialization;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public enum EUnitBone
{
	Hips       = 0,  // 盆骨
	Spine      ,  // 脊柱
	Chest      ,  // 胸腔
	UpperChest , // 
	Neck       , 
	Head       ,
	LEye       , 
	REye       ,
	Jaw        ,

	LShoulder = 20,
	LUpperArm,
	LLowerArm,
	LHand,
	LFinger00,
	LFinger01,
	LFinger02,
	LFinger10,
	LFinger11,
	LFinger12,
	LFinger20,
	LFinger21,
	LFinger22,
	LFinger30,
	LFinger31,
	LFinger32,
	LFinger40,
	LFinger41,
	LFinger42,

	RShoulder = 40,
	RUpperArm,
	RLowerArm,
	RHand,
	RFinger00,
	RFinger01,
	RFinger02,
	RFinger10,
	RFinger11,
	RFinger12,
	RFinger20,
	RFinger21,
	RFinger22,
	RFinger30,
	RFinger31,
	RFinger32,
	RFinger40,
	RFinger41,
	RFinger42,

	LUpperLeg = 60,  // 大腿
	LLowerLeg,  // 小腿肚
	LFoot,  // 左脚
	LToes,  // 脚趾 
	//LToe0,  // 脚趾0 
	//LToe1,  // 脚趾1 
	//LToe2,  // 脚趾2 
	//LToe3,  // 脚趾3 
	//LToe4,  // 脚趾4 

	RUpperLeg = 80,  // 大腿
	RLowerLeg,  // 小腿肚
	RFoot,  // 左脚
	RToes,  // 脚趾 
	//RToe0,  // 脚趾0 
	//RToe1,  // 脚趾1 
	//RToe2,  // 脚趾2 
	//RToe3,  // 脚趾3 
	//RToe4,  // 脚趾4 

}

[Serializable]
public class UnitBoneDictionary : SerializableDictionary<EUnitBone, Transform> { }

public enum EUnitReferencePoint
{
    None = 0,

    Gunpoint = 1,  // 枪口
    Gunpoint2,     // 枪口

    SwordTop = 20, // 剑尖端
    SwordBottom,   // 剑底端

    HitpointHead = 40,
    HitpointHeadFront, 
    HitpointHeadBack,
    HitpointNeck,
    HitpointUpperBody,
    HitpointUpperBodyFront,
    HitpointUpperBodyBack,
    HitpointLowerBody,
    HitpointLowerBodyFront,
    HitpointLowerBodyBack,

	GrabpointChest = 60, // 被抓取的时候的挂点
	GrabpointHead,
	GrabpointLeg,

}

[Serializable]
public class UnitReferencePointDictionary : SerializableDictionary<EUnitReferencePoint, Transform> { }

public enum EBodyPart
{
    Body = 0, // main body
	Sword = 1,
}

[Serializable]
public class BodyPartRenderer
{
    [SerializeField] public EBodyPart tag;
    [SerializeField] public Renderer renderer;
}

public interface IBodyRendererAgent
{
	BodyPartRenderer mainRenderer { get; }
	BodyPartRenderer[] renderers { get; }
}

public interface IBodyJointAgent
{
    UnitBoneDictionary bones { get; }
    UnitReferencePointDictionary referencePoints { get; }
}

// 角色的prefab附加数据
// * afterimage的prefab 
// * 骨骼映射
// * 武器
[DisallowMultipleComponent]
public class UnitDetail : MonoBehaviour, IBodyRendererAgent, IBodyJointAgent
{
	public bool showGizmos;

	[FormerlySerializedAs("root")]
	public Transform rootBone;

	[Tooltip("残影用的prefab")]
	public string afterImageAvatarPath;

    UnitBoneDictionary IBodyJointAgent.bones { get { return m_Bones; } }
    [FormerlySerializedAs("bones")]
	public UnitBoneDictionary m_Bones;

    UnitReferencePointDictionary IBodyJointAgent.referencePoints { get { return m_ReferencePoints; } }
    [FormerlySerializedAs("referencePoints")]
    public UnitReferencePointDictionary m_ReferencePoints;

	public float snapshotBound;

    BodyPartRenderer IBodyRendererAgent.mainRenderer { get { return m_MainRenderer; } }
    [SerializeField] private BodyPartRenderer m_MainRenderer;
    BodyPartRenderer[] IBodyRendererAgent.renderers { get { return m_Renderers; } }
    [SerializeField] private BodyPartRenderer[] m_Renderers; 

	public Vector3 center
	{
		get
		{
            if (m_MainRenderer == null || m_MainRenderer.renderer == null)
                return Vector3.zero ;
            return m_MainRenderer.renderer.bounds.center;
		}
	}

	public UnitDetail()
	{
        m_Bones = new UnitBoneDictionary(); 
		foreach(EUnitBone e in Enum.GetValues(typeof(EUnitBone)))
		{
            m_Bones.Add(e, null);
		}
	}

	public Transform GetBone(EUnitBone bone)
	{
		if (m_Bones.ContainsKey(bone))
			return m_Bones[bone];
		return null;
	}

	public bool HasBone(EUnitBone bone)
	{
		return m_Bones.ContainsKey(bone);
	}

	private void OnDrawGizmos()
	{
		if (!showGizmos)
			return;
		Gizmos.DrawWireCube(center, new Vector3(snapshotBound, snapshotBound, 0));
	}

    IEnumerator GetRenderers()
    {
        for(int i = 0; i < m_Renderers.Length; ++i)
        {
            yield return m_Renderers[i].renderer;
        }
    }

}