유니티 셋팅

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace DigitalOpus.MB.Examples
{
public class MB_SkinnedMeshSceneController : MonoBehaviour
{
public GameObject swordPrefab;
public GameObject hatPrefab;
public GameObject glassesPrefab;
public GameObject workerPrefab;
public GameObject targetCharacter;
public MB3_MeshBaker skinnedMeshBaker;
GameObject swordInstance;
GameObject glassesInstance;
GameObject hatInstance;
void Start()
{
//To demonstrate lets add a character to the combined mesh
GameObject worker1 = (GameObject)Instantiate(workerPrefab);
worker1.transform.position = new Vector3(1.31f, 0.985f, -0.25f);
Animation anim = worker1.GetComponent<Animation>();
anim.wrapMode = WrapMode.Loop;
//IMPORTANT set the culling type to something other than renderer. Animations may not play
//if animation.cullingType is left on BasedOnRenderers. This appears to be a bug in Unity
//the animation gets confused about the bounds if the skinnedMeshRenderer is changed
anim.cullingType = AnimationCullingType.AlwaysAnimate; //IMPORTANT
anim.Play("run");
//create an array with everything we want to add
//It is important to add the gameObject with the Renderer/mesh attached
List<GameObject> objsToCombine = skinnedMeshBaker.GetObjectsToCombine();
GameObject[] objsToAdd = new GameObject[objsToCombine.Count + 1];
objsToCombine.CopyTo(objsToAdd, 0);
objsToAdd[objsToAdd.Length - 1] = worker1.GetComponentInChildren<SkinnedMeshRenderer>().gameObject;
skinnedMeshBaker.ClearMesh();
//add the objects. This will disable the renderers on the source objects
skinnedMeshBaker.AddDeleteGameObjects(objsToAdd, null, true);
//apply the changes to the mesh
skinnedMeshBaker.Apply();
}
void OnGUI()
{
if (GUILayout.Button("Add/Remove Sword"))
{
if (swordInstance == null)
{
Transform hand = SearchHierarchyForBone(targetCharacter.transform, "RightHandAttachPoint");
swordInstance = (GameObject)Instantiate(swordPrefab);
swordInstance.transform.parent = hand;
swordInstance.transform.localPosition = Vector3.zero;
swordInstance.transform.localRotation = Quaternion.identity;
swordInstance.transform.localScale = Vector3.one;
MeshRenderer swordRenderer = swordInstance.GetComponentInChildren<MeshRenderer>();
swordRenderer.gameObject.name = "Sword";
GameObject[] objsToAdd = new GameObject[1] { swordRenderer.gameObject };
skinnedMeshBaker.AddDeleteGameObjects(objsToAdd, null, true);
skinnedMeshBaker.Apply();
Debug.Log("Done adding sword.");
}
else if (skinnedMeshBaker.CombinedMeshContains(swordInstance.GetComponentInChildren<MeshRenderer>().gameObject))
{
GameObject[] objsToDelete = new GameObject[1] { swordInstance.GetComponentInChildren<MeshRenderer>().gameObject };
skinnedMeshBaker.AddDeleteGameObjects(null, objsToDelete, true);
skinnedMeshBaker.Apply();
Destroy(swordInstance);
Debug.Log("Done deleting sword.");
swordInstance = null;
}
}
if (GUILayout.Button("Add/Remove Hat"))
{
if (hatInstance == null)
{
Transform hand = SearchHierarchyForBone(targetCharacter.transform, "HeadAttachPoint");
hatInstance = (GameObject)Instantiate(hatPrefab);
hatInstance.transform.parent = hand;
hatInstance.transform.localPosition = Vector3.zero;
hatInstance.transform.localRotation = Quaternion.identity;
hatInstance.transform.localScale = Vector3.one;
MeshRenderer hatRenderer = hatInstance.GetComponentInChildren<MeshRenderer>();
hatRenderer.gameObject.name = "Hat";
GameObject[] objsToAdd = new GameObject[1] { hatRenderer.gameObject };
skinnedMeshBaker.AddDeleteGameObjects(objsToAdd, null, true);
skinnedMeshBaker.Apply();
Debug.Log("Done adding Hat");
}
else if (skinnedMeshBaker.CombinedMeshContains(hatInstance.GetComponentInChildren<MeshRenderer>().gameObject))
{
GameObject[] objsToDelete = new GameObject[1] { hatInstance.GetComponentInChildren<MeshRenderer>().gameObject };
skinnedMeshBaker.AddDeleteGameObjects(null, objsToDelete, true);
skinnedMeshBaker.Apply();
Destroy(hatInstance);
Debug.Log("Done deleting Hat");
hatInstance = null;
}
}
if (GUILayout.Button("Add/Remove Glasses"))
{
if (glassesInstance == null)
{
Transform hand = SearchHierarchyForBone(targetCharacter.transform, "NoseAttachPoint");
glassesInstance = (GameObject)Instantiate(glassesPrefab);
glassesInstance.transform.parent = hand;
glassesInstance.transform.localPosition = Vector3.zero;
glassesInstance.transform.localRotation = Quaternion.identity;
glassesInstance.transform.localScale = Vector3.one;
MeshRenderer glassesRenderer = glassesInstance.GetComponentInChildren<MeshRenderer>();
glassesRenderer.gameObject.name = "Glasses";
GameObject[] objsToAdd = new GameObject[1] { glassesRenderer.gameObject };
skinnedMeshBaker.AddDeleteGameObjects(objsToAdd, null, true);
skinnedMeshBaker.Apply();
Debug.Log("Done adding glasses");
}
else if (skinnedMeshBaker.CombinedMeshContains(glassesInstance.GetComponentInChildren<MeshRenderer>().gameObject))
{
GameObject[] objsToDelete = new GameObject[1] { glassesInstance.GetComponentInChildren<MeshRenderer>().gameObject };
skinnedMeshBaker.AddDeleteGameObjects(null, objsToDelete, true);
skinnedMeshBaker.Apply();
Destroy(glassesInstance);
glassesInstance = null;
Debug.Log("Done deleting glasses");
}
}
}
public Transform SearchHierarchyForBone(Transform current, string name)
{
if (current.name.Equals(name))
return current;
for (int i = 0; i < current.childCount; ++i)
{
Transform found = SearchHierarchyForBone(current.GetChild(i), name);
if (found != null)
return found;
}
return null;
}
}
}

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