修改角色prefab

main
tengwei 2024-08-29 16:56:18 +08:00
parent 19e8c5c805
commit d526057113
8 changed files with 8512 additions and 6802 deletions

View File

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View File

@ -17,7 +17,6 @@ public class CheckTool : EditorWindow
Button btn1 = new() { name = "button1", text = "check root" };
rootVisualElement.Add(btn1);
btn1.RegisterCallback<ClickEvent>(CheckRoot);
rootVisualElement.Add(btn1);
text = new() { name = "text", text = "" };
rootVisualElement.Add(text);

View File

@ -558,7 +558,7 @@
"skin_1": "已完成",
"prefab_1": "已完成",
"ani_0": "已完成",
"ani_1": "制作中"
"ani_1": "已完成"
},
{
"id": "A00031",
@ -572,7 +572,7 @@
"skin_1": "已完成",
"prefab_1": "已完成",
"ani_0": "已完成",
"ani_1": "制作中"
"ani_1": "已完成"
},
{
"id": "A00032",
@ -580,13 +580,13 @@
"weapon": "G00024_bar_g03",
"aniSet": "G03",
"model_0": "已完成",
"skin_0": "已完成",
"prefab_0": "已完成",
"skin_0": "制作中",
"prefab_0": "制作中",
"model_1": "已完成",
"skin_1": "未制作",
"prefab_1": "",
"ani_0": "已完成",
"ani_1": ""
"skin_1": "已完成",
"prefab_1": "已完成",
"ani_0": "制作中",
"ani_1": "已完成"
},
{
"id": "A00033",
@ -594,13 +594,13 @@
"weapon": "G00023_sg_g05",
"aniSet": "G05",
"model_0": "已完成",
"skin_0": "已完成",
"prefab_0": "已完成",
"skin_0": "制作中",
"prefab_0": "制作中",
"model_1": "已完成",
"skin_1": "未制作",
"prefab_1": "",
"ani_0": "已完成",
"ani_1": ""
"skin_1": "已完成",
"prefab_1": "已完成",
"ani_0": "制作中",
"ani_1": "已完成"
},
{
"id": "A00034",
@ -625,7 +625,7 @@
"skin_0": "已完成",
"prefab_0": "已完成",
"model_1": "已完成",
"skin_1": "制作",
"skin_1": "制作",
"prefab_1": "",
"ani_0": "已完成",
"ani_1": ""
@ -1282,8 +1282,8 @@
"model_0": "已完成",
"skin_0": "已完成",
"prefab_0": "已完成",
"model_1": "制作中",
"skin_1": "",
"model_1": "已完成",
"skin_1": "制作中",
"prefab_1": "",
"ani_0": "已完成",
"ani_1": ""
@ -1398,7 +1398,7 @@
"skin_1": "已完成",
"prefab_1": "已完成",
"ani_0": "已完成",
"ani_1": "制作中"
"ani_1": "已完成"
},
{
"id": "A00091",

View File

@ -0,0 +1,103 @@
using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
using Sirenix.Utilities;
using BehaviorDesigner.Runtime.Tasks.Unity.UnityString;
using Google.Protobuf.WellKnownTypes;
using UnityEditor.Animations;
using PersonBrowser;
public class ShowAniTest : EditorWindow
{
TextField startIdField;
private readonly List<Person> persons = JsonData.GetData();
private GameObject points;
private List<GameObject> prefabList;
private int stateCount = 0;
private string[] stateNames = new string[] { "squatready001", "standready001", "standready002" };
[MenuItem("Test/tools/ani test")]
public static void ShowWindow() { GetWindow<ShowAniTest>("show ani test"); }
public void CreateGUI()
{
startIdField = new TextField() { label = "起始prefab id:00001或01001" };
rootVisualElement.Add(startIdField);
Button btn1 = new() { name = "button1", text = "add prefab to point" };
rootVisualElement.Add(btn1);
btn1.RegisterCallback<ClickEvent>(AddPrefab);
Button btn2 = new() { name = "button2", text = "remove" };
rootVisualElement.Add(btn2);
btn2.RegisterCallback<ClickEvent>(RemovePlayers);
Button btn3 = new() { text = "chang animation" };
rootVisualElement.Add(btn3);
btn3.RegisterCallback<ClickEvent>(ChangAni);
points = GameObject.Find("Points");
}
public void AddPrefab(ClickEvent evt)
{
prefabList = new();
if (startIdField.value.Length != 5)
{
Debug.Log("请输入正确id");
return;
}
int id = Convert.ToInt32(startIdField.value);
int n = 1;
for (int i = id; i < id + 10; i++)
{
Transform point = points.transform.Find($"Point{n}");
n++;
string idName = i.ToString().PadLeft(5, '0');
string[] guids = AssetDatabase.FindAssets($"t:GameObject", new string[] { $"Assets/Art/AutoGen/Characters/character_A{idName}/" });
if (guids.Length != 0)
{
string path = AssetDatabase.GUIDToAssetPath(guids[0]);
GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(path);
GameObject instance = (GameObject)PrefabUtility.InstantiatePrefab(prefab, point);
prefabList.Add(instance);
}
}
}
public void RemovePlayers(ClickEvent evt)
{
foreach (GameObject item in prefabList)
{
DestroyImmediate(item);
}
}
public void ChangAni(ClickEvent evt)
{
stateCount = (stateCount + 1) % stateNames.Length;
Debug.Log($"切换动作:{stateCount}");
string nextStateName = stateNames[stateCount];
foreach (GameObject item in prefabList)
{
Transform assetTransform = item.transform.GetChild(0);
Animator animator = assetTransform.GetComponent<Animator>();
// 查询动作模组
string assetName = "";
assetName = assetTransform.name.Remove(2, 1);
assetName = assetName.Insert(2, "0");
string aniSet = persons.First(item => item.id == assetName).aniSet;
string acPath = $"Assets/Art/Animations/animator/display_ovrride_{aniSet}.overrideController";
// config animator controller
animator.runtimeAnimatorController = AssetDatabase.LoadAssetAtPath<RuntimeAnimatorController>(acPath);
animator.Play(nextStateName);
}
}
}

View File

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