Unity3d 官方角色換裝Demo原始碼學習
阿新 • • 發佈:2019-02-05
using System.Collections.Generic; using System.IO; using UnityEditor; using UnityEngine; class CreateAssetbundles { // This method creates an assetbundle of each SkinnedMeshRenderer // found in any selected character fbx, and adds any materials that // are intended to be used by the specific SkinnedMeshRenderer. [MenuItem("Character Generator/Create Assetbundles")] static void Execute() { bool createdBundle = false; foreach (Object o in Selection.GetFiltered(typeof (Object), SelectionMode.DeepAssets)) { if (!(o is GameObject)) continue; if (o.name.Contains("@")) continue; if (!AssetDatabase.GetAssetPath(o).Contains("/characters/")) continue; GameObject characterFBX = (GameObject)o; string name = characterFBX.name.ToLower(); Debug.Log("******* Creating assetbundles for: " + name + " *******"); // Create a directory to store the generated assetbundles. if (!Directory.Exists(AssetbundlePath)) Directory.CreateDirectory(AssetbundlePath); // Delete existing assetbundles for current character. string[] existingAssetbundles = Directory.GetFiles(AssetbundlePath); foreach (string bundle in existingAssetbundles) { if (bundle.EndsWith(".assetbundle") && bundle.Contains("/assetbundles/" + name)) File.Delete(bundle); } // Save bones and animations to a seperate assetbundle. Any // possible combination of CharacterElements will use these // assets as a base. As we can not edit assets we instantiate // the fbx and remove what we dont need. As only assets can be // added to assetbundles we save the result as a prefab and delete // it as soon as the assetbundle is created. GameObject characterClone = (GameObject)Object.Instantiate(characterFBX); // postprocess animations: we need them animating even offscreen foreach (Animation anim in characterClone.GetComponentsInChildren<Animation>()) anim.animateOnlyIfVisible = false; foreach (SkinnedMeshRenderer smr in characterClone.GetComponentsInChildren<SkinnedMeshRenderer>()) Object.DestroyImmediate(smr.gameObject); characterClone.AddComponent<SkinnedMeshRenderer>(); Object characterBasePrefab = GetPrefab(characterClone, "characterbase"); string path = AssetbundlePath + name + "_characterbase.assetbundle"; BuildPipeline.BuildAssetBundle(characterBasePrefab, null, path, BuildAssetBundleOptions.CollectDependencies); AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(characterBasePrefab)); // Collect materials. List<Material> materials = EditorHelpers.CollectAll<Material>(GenerateMaterials.MaterialsPath(characterFBX)); // Create assetbundles for each SkinnedMeshRenderer. foreach (SkinnedMeshRenderer smr in characterFBX.GetComponentsInChildren<SkinnedMeshRenderer>(true)) { List<Object> toinclude = new List<Object>(); // Save the current SkinnedMeshRenderer as a prefab so it can be included // in the assetbundle. As instantiating part of an fbx results in the // entire fbx being instantiated, we have to dispose of the entire instance // after we detach the SkinnedMeshRenderer in question. GameObject rendererClone = (GameObject)EditorUtility.InstantiatePrefab(smr.gameObject); GameObject rendererParent = rendererClone.transform.parent.gameObject; rendererClone.transform.parent = null; Object.DestroyImmediate(rendererParent); Object rendererPrefab = GetPrefab(rendererClone, "rendererobject"); toinclude.Add(rendererPrefab); // Collect applicable materials. foreach (Material m in materials) if (m.name.Contains(smr.name.ToLower())) toinclude.Add(m); // When assembling a character, we load SkinnedMeshRenderers from assetbundles, // and as such they have lost the references to their bones. To be able to // remap the SkinnedMeshRenderers to use the bones from the characterbase assetbundles, // we save the names of the bones used. List<string> boneNames = new List<string>(); foreach (Transform t in smr.bones) boneNames.Add(t.name); string stringholderpath = "Assets/bonenames.asset"; StringHolder holder = ScriptableObject.CreateInstance<StringHolder> (); holder.content = boneNames.ToArray(); AssetDatabase.CreateAsset(holder, stringholderpath); toinclude.Add(AssetDatabase.LoadAssetAtPath(stringholderpath, typeof (StringHolder))); // Save the assetbundle. string bundleName = name + "_" + smr.name.ToLower(); path = AssetbundlePath + bundleName + ".assetbundle"; BuildPipeline.BuildAssetBundle(null, toinclude.ToArray(), path, BuildAssetBundleOptions.CollectDependencies); Debug.Log("Saved " + bundleName + " with " + (toinclude.Count - 2) + " materials"); // Delete temp assets. AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(rendererPrefab)); AssetDatabase.DeleteAsset(stringholderpath); createdBundle = true; } } if (createdBundle) UpdateCharacterElementDatabase.Execute(); else EditorUtility.DisplayDialog("Character Generator", "No Asset Bundles created. Select the characters folder in the Project pane to process all characters. Select subfolders to process specific characters.", "Ok"); } static Object GetPrefab(GameObject go, string name) { Object tempPrefab = EditorUtility.CreateEmptyPrefab("Assets/" + name + ".prefab"); tempPrefab = EditorUtility.ReplacePrefab(go, tempPrefab); Object.DestroyImmediate(go); return tempPrefab; } public static string AssetbundlePath { get { return "assetbundles" + Path.DirectorySeparatorChar; } } }