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using UnityEngine;
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||||
using System.Collections;
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||||
using System.Collections.Generic;
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||||
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||||
namespace DigitalOpus.MB.Examples
|
||||
{
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||||
public class MB_SkinnedMeshSceneController : MonoBehaviour
|
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{
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public GameObject swordPrefab;
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||||
public GameObject hatPrefab;
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||||
public GameObject glassesPrefab;
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public GameObject workerPrefab;
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public GameObject targetCharacter;
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public MB3_MeshBaker skinnedMeshBaker;
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GameObject swordInstance;
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||||
GameObject glassesInstance;
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||||
GameObject hatInstance;
|
||||
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||||
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
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||||
anim.Play("run");
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||||
|
||||
//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();
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GameObject[] objsToAdd = new GameObject[objsToCombine.Count + 1];
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||||
objsToCombine.CopyTo(objsToAdd, 0);
|
||||
objsToAdd[objsToAdd.Length - 1] = worker1.GetComponentInChildren<SkinnedMeshRenderer>().gameObject;
|
||||
|
||||
skinnedMeshBaker.ClearMesh();
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||||
|
||||
//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"))
|
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{
|
||||
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";
|
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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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}
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}
|
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}
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31
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31
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Reference in New Issue
Block a user