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using System;
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> { }
// 角色的prefab附加数据
// * afterimage的prefab
// * 骨骼映射
// * 武器
[DisallowMultipleComponent]
public class UnitDetail : MonoBehaviour
{
public bool showGizmos;
[Tooltip("残影用的prefab")]
public string afterImageAvatarPath;
public UnitBoneDictionary bones;
public UnitReferencePointDictionary referencePoints;
//public Vector2 snapshotBound;
public float snapshotBound;
private SkinnedMeshRenderer m_meshRenderer;
public SkinnedMeshRenderer meshRenderer
{
get
{
if (!m_meshRenderer)
m_meshRenderer = this.gameObject.GetComponentInChildren<SkinnedMeshRenderer>();
return m_meshRenderer;
}
}
public Vector3 center
{
get
{
return meshRenderer.bounds.center;
}
}
public UnitDetail()
{
bones = new UnitBoneDictionary();
foreach(EUnitBone e in Enum.GetValues(typeof(EUnitBone)))
{
bones.Add(e, null);
}
}
public Transform GetBone(EUnitBone bone)
{
if (bones.ContainsKey(bone))
return bones[bone];
return null;
}
public bool HasBone(EUnitBone bone)
{
return bones.ContainsKey(bone);
}
private void OnDrawGizmos()
{
if (!showGizmos)
return;
Gizmos.DrawWireCube(center, new Vector3(snapshotBound, snapshotBound, 0));
}
}
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