一、主要框架视图

692a013749e3?from=androidqq

二、关键代码

AvatarButton

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

using UnityEngine.SceneManagement;

public class AvatarButton : MonoBehaviour {

public void OnValueChanged(bool isOn) {

if (isOn) {

if (gameObject.name == “boy” || gameObject.name == “girl”) {

AvatarSys._instance.SexChange();

return;

}

string[] names = gameObject.name.Split(‘-‘);

AvatarSys._instance.OnChangePeople(names[0],names[1]);

switch (names[0]) {

case “pants”:

PlayAnimation(“item_pants”);

break;

case “shoes”:

PlayAnimation(“item_boots”);

break;

case “top”:

PlayAnimation(“item_shirt”);

break;

default:

break;

}

}

}

public void PlayAnimation(string animName) { //换装动画名称

Animation anim = GameObject.FindWithTag(“Player”).GetComponent();

if (!anim.IsPlaying(animName)) {

anim.Play(animName);

anim.PlayQueued(“idle1”);

}

}

public void LoadScenes() {

SceneManager.LoadScene(1);

}

}

AvatarSys

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

public class AvatarSys : MonoBehaviour {

public static AvatarSys _instance;

private Transform girlSourceTrans;//资源model

private GameObject girlTarget; //骨架物体,换装的人

private Dictionary> girlData = new Dictionary>();

//小女孩所有的资源信息 //部位的名字,部位编号,部位对应的skm

Transform[] girlHips; //小女孩骨骼信息

private Dictionary girlSmr = new Dictionary();// 换装骨骼身上的skm信息

//部位的名字,部位对应的skm

private string[,] girlStr = new string[,] { {“eyes”,”1″},{“hair”,”1″},{“top”,”1″},{“pants”,”1″},{“shoes”,”1″},{“face”,”1″}};

//初始化信息

private Transform boySourceTrans;//资源model

private GameObject boyTarget; //骨架物体,换装的人

private Dictionary> boyData = new Dictionary>();

//小女孩所有的资源信息 //部位的名字,部位编号,部位对应的skm

Transform[] boyHips; //小女孩骨骼信息

private Dictionary boySmr = new Dictionary();// 换装骨骼身上的skm信息

//部位的名字,部位对应的skm

private string[,] boyStr = new string[,] { { “eyes”, “1” }, { “hair”, “1” }, { “top”, “1” }, { “pants”, “1” }, { “shoes”, “1” }, { “face”, “1” } };

//初始化信息

public int nowCount = 0; // 0代表小女孩,1 男孩

public GameObject girlPanel;

public GameObject boyPanel;

void Awake() {

_instance = this;

DontDestroyOnLoad(this); //不删除游戏物体

}

void Start() {

GirlAvatar();

BoyAvatar();

boyTarget.AddComponent();

girlTarget.AddComponent();

boyTarget.SetActive(false);

}

public void GirlAvatar() {

InstantiateGirl();

SaveData(girlSourceTrans,girlData,girlTarget,girlSmr);

InitAvatarGirl();

}

public void BoyAvatar() {

InstantiateBoy();

SaveData(boySourceTrans,boyData,boyTarget,boySmr);

InitAvatarBoy();

}

void InstantiateGirl() {

GameObject go = Instantiate(Resources.Load(“FemaleModel”)) as GameObject; //加载资源物体

girlSourceTrans = go.transform;

go.SetActive(false);

girlTarget = Instantiate(Resources.Load(“FemaleTarget”)) as GameObject;

girlHips = girlTarget.GetComponentsInChildren();

}

void InstantiateBoy()

{

GameObject go = Instantiate(Resources.Load(“MaleModel”)) as GameObject; //加载资源物体

boySourceTrans = go.transform;

go.SetActive(false);

boyTarget = Instantiate(Resources.Load(“MaleTarget”)) as GameObject;

boyHips = boyTarget.GetComponentsInChildren();

}

void SaveData(Transform souceTrans,Dictionary> data,GameObject target,

Dictionary smr) {

data.Clear();

smr.Clear();

if (souceTrans == null)

return;

SkinnedMeshRenderer[] parts = souceTrans.GetComponentsInChildren();// 遍历所有子物体有SkinnedMeshRenderer,进行存储

foreach (var part in parts) {

string[] names = part.name.Split(‘-‘);

if (!data.ContainsKey(names[0])) { //每次遍历到一个新的部位

//骨骼下边生成对应的skm

GameObject partGo = new GameObject();

partGo.name = names[0];

partGo.transform.parent = target.transform;

smr.Add(names[0],partGo.AddComponent()); //把骨骼target身上的skm信息存储,部位只记录一次

data.Add(names[0],new Dictionary());

}

data[names[0]].Add(names[1],part); //存储所有的skm信息到数据里边

}

}

void ChangeMesh(string part, string num, Dictionary> data,

Transform[] hips, Dictionary smr,string[,] str)

{ //传入部位,编号,从data里边拿取对应的skm

SkinnedMeshRenderer skm = data[part][num];//要更换的部位

List bones = new List();

foreach (var trans in skm.bones) {

foreach(var bone in hips){

if (bone.name == trans.name) {

bones.Add(bone);

break;

}

}

}

//换装实现

smr[part].bones = bones.ToArray();//绑定骨骼

smr[part].materials = skm.materials;//替换材质

smr[part].sharedMesh = skm.sharedMesh;//更换mesh

SaveData(part,num,str);

}

void InitAvatarGirl() { //初始化骨架让他有mesh 材质 骨骼信息

int length = girlStr.GetLength(0);//获得行数

for (int i = 0; i < length; i++) {

ChangeMesh(girlStr[i,0],girlStr[i,1],girlData,girlHips,girlSmr,girlStr); //穿上衣服

}

}

void InitAvatarBoy()

{ //初始化骨架让他有mesh 材质 骨骼信息

int length = girlStr.GetLength(0);//获得行数

for (int i = 0; i < length; i++)

{

ChangeMesh(boyStr[i, 0], boyStr[i, 1], boyData, boyHips, boySmr,boyStr); //穿上衣服

}

}

public void OnChangePeople(string part,string num){

if (nowCount == 0)

{ //girl

ChangeMesh(part, num, girlData, girlHips, girlSmr,girlStr);

}

else {

ChangeMesh(part, num, boyData, boyHips, boySmr,boyStr);

}

}

public void SexChange() { //性别转换,人物隐藏,面板隐藏

if (nowCount == 0)

{

nowCount = 1;

boyTarget.SetActive(true);

girlTarget.SetActive(false);

boyPanel.SetActive(true);

girlPanel.SetActive(false);

}

else {

nowCount = 0;

boyTarget.SetActive(false);

girlTarget.SetActive(true);

boyPanel.SetActive(false);

girlPanel.SetActive(true);

}

}

void SaveData(string part,string num,string[,] str) { //更改数据

int length = str.GetLength(0);//获得行数

for (int i = 0; i < length; i++)

{

if (str[i, 0] == part) {

str[i, 1] = num;

}

}

}

}

loadAvatar

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

public class loadAvatar : MonoBehaviour {

// Use this for initialization

void Start () {

if (AvatarSys._instance.nowCount == 0)

{

AvatarSys._instance.GirlAvatar();

}

else {

AvatarSys._instance.BoyAvatar();

}

}

// Update is called once per frame

void Update () {

}

}

SpinWithMouse

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

public class SpinWithMouse : MonoBehaviour {

private bool isClick = false;

private Vector3 nowPos;

private Vector3 oldPos;

public float length = 5;

void OnMouseUp() { //鼠标抬起

isClick = false;

}

void OnMouseDown() { //鼠标按下

isClick = true;

}

void Update() {

nowPos = Input.mousePosition;

if (isClick) { //鼠标按下不松手

Vector3 offset = nowPos – oldPos;

if (Mathf.Abs(offset.x) > Mathf.Abs(offset.y) && Mathf.Abs(offset.x) > length) { //进行旋转

transform.Rotate(Vector3.up,-offset.x);

}

}

oldPos = Input.mousePosition;

}

}

三、效果展示

692a013749e3?from=androidqq

692a013749e3?from=androidqq

692a013749e3?from=androidqq

692a013749e3?from=androidqq

692a013749e3?from=androidqq