Firstborn/Assets/MeshBaker/Examples/SkinnedMeshRenderer/MB_SkinnedMeshSceneControll...

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
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
GameObject[] objsToAdd = new GameObject[1] {worker1.GetComponentInChildren<SkinnedMeshRenderer>().gameObject};
//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;
GameObject[] objsToAdd = new GameObject[1] {swordInstance.GetComponentInChildren<MeshRenderer>().gameObject};
skinnedMeshBaker.AddDeleteGameObjects(objsToAdd,null, true);
skinnedMeshBaker.Apply();
} 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);
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;
GameObject[] objsToAdd = new GameObject[1] {hatInstance.GetComponentInChildren<MeshRenderer>().gameObject};
skinnedMeshBaker.AddDeleteGameObjects(objsToAdd,null, true);
skinnedMeshBaker.Apply();
} 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);
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;
GameObject[] objsToAdd = new GameObject[1] {glassesInstance.GetComponentInChildren<MeshRenderer>().gameObject};
skinnedMeshBaker.AddDeleteGameObjects(objsToAdd,null, true);
skinnedMeshBaker.Apply();
} 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;
}
}
}
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;
}
}