Unity动态换装之Spine换装

Unity动态换装之Spine换装

注:转载请注明转载,并附原链接 http://www.cnblogs.com/liaoguipeng/p/5867510.html 燕双飞情侣

一、动态换装原理

  1. 换装,无非就是对模型的网格,或者贴图进行针对性置换;
  2. 对于3D局部换装,我们可能需要单独换模型和贴图,也可能只需要单独置换贴图即可
  3. 对与Spine2D角色换装,我们基本上只需要针对性置换贴图,也就是Slot插槽上对应的附着物Attachment即可
  4. Unity动态换装之Spine换装_第1张图片

 

 

 

 

 

 

 

 

 


 

二、换装理论分析

  1. Spine目前提供的换装是整体换装,也就是动画那边做好几套Skin,需要哪套直接调用SKeletonAnimation中的InitialSkin进行置换就行了,这个看起来很简单嘛。
  2. 但是,如果我们需要局部换装,难道让动画把每个局部都单独列出来,比如我们一个角色10套
  3. 皮肤,每套皮肤有对于10个位置可以进行任意更换,那么动画岂不是要做10! = 3 628 800 套皮肤?计算机装得下?程序调用逻辑不会出错?这么看来,这个方案不科学。
  4. 那么,我们有没有一种方法,可以实现到局部换装?于是,开始针对Spine导出文件进行分析;Spine可到处二进制和Json数据文件,为了方便分析,我们这次使用Json文件进行分析:

    Unity动态换装之Spine换装_第2张图片
    Spine导出文件有Png,Json和Altas,Png只是静态贴图,我们暂且可以忽略;那么我们观察Altas,截取部分数据:

     
            
    1 Lead.png 2 size: 2048 , 128 3 format: RGBA8888 4 filter: Linear,Linear 5 repeat: none 6 L_hand000 7 rotate: true 8 xy: 790 , 69 9 size: 57 , 87 10 orig: 57 , 87 11 offset: 0 , 0 12 index: - 1 13 L_leg000 14 rotate: true 15 xy: 1354 , 93 16 size: 33 , 91 17 orig: 33 , 91 18 offset: 0 , 0 19 index: - 1
     

    并没有多大作用…  那么我们在看看另一个Json文件,截取部分信息:

    套装1: clothing001部分插槽和贴图数据

     
            
    1 "clothing001": { 2 // 此处省略一大堆动画数据和插槽数据,我们目前看套装1的武器 weapon_C部分 3 "hair_C" : { 4 "hair_C": { "name": "clothing001/hair001", "x": -14.38, "y": -11.92, "rotation": -93.18, "width": 100, "height": 78 } 5 }, 6 "shield_C": { 7 "shield_C" : { "name": "clothing001/shield001", "x": 20.78, "y": -0.75, "rotation": -11.65, "width": 62, "height": 77 } 8 }, 9 "weapon_C": { 10 "weapon_C" : { "name": "clothing001/weapon001", "x": 50.69, "y": -1.75, "rotation": -153.42, "width": 142, "height": 87 } 11 } 12 },



    套装2:clothing002部分插槽和贴图数据

     
            
    1 "clothing002": { 2 "hair_C" : { 3 "hair_C": { "name": "cloting002/hair002", "x": 15.26, "y": -9.01, "rotation": -93.18, "width": 84, "height": 63 } 4 }, 5 "shield_C": { 6 "shield_C" : { "name": "cloting002/shield002", "x": 20.78, "y": -0.75, "rotation": 92.7, "width": 80, "height": 84 } 7 }, 8 "weapon_C": { 9 "weapon_C" : { "name": "cloting002/weapon002", "x": 74.02, "y": 0.77, "rotation": -153.42, "width": 190, "height": 108 } 10 } 11 } 12 },


    通过数据对比,我们可以发现套装数据结构一致,只是内部存储的数据不同,那么我们尝试将clothing001套装和clothing002套装内的其中一部分数据进行对调,比如我们对调“weapon_C”的所有数据,把文件导入Unity会发生什么呢?

    对调前: 
                 Unity动态换装之Spine换装_第3张图片                Unity动态换装之Spine换装_第4张图片
                              “cloth001”                                              “cloth002”

    对调后:
                Unity动态换装之Spine换装_第5张图片                  Unity动态换装之Spine换装_第6张图片
                              “cloth001”                                              “cloth002”

    预料之中,那么局部换装的实现,就应该不成问题了,那么我们回到代码层开始分析.

三、Spine底层库源代码分析

  1. 我们先观察Spine提供的整套换装源代码:

    Unity动态换装之Spine换装_第7张图片
     
            
    1 namespace Spine.Unity { 2 [ExecuteInEditMode, RequireComponent( typeof (CanvasRenderer), typeof (RectTransform)), DisallowMultipleComponent] 3 [AddComponentMenu( " Spine/SkeletonGraphic (Unity UI Canvas) " )] 4 public class SkeletonGraphic : MaskableGraphic, ISkeletonComponent, IAnimationStateComponent, ISkeletonAnimation { 5 6 #region Inspector 7 public SkeletonDataAsset skeletonDataAsset; 8 public SkeletonDataAsset SkeletonDataAsset { get { return skeletonDataAsset; } } 9 10 [SpineSkin(dataField: " skeletonDataAsset " )] 11 public string initialSkinName = " default " ; 12 13 [SpineAnimation(dataField: " skeletonDataAsset " )] 14 public string startingAnimation; 15 public bool startingLoop; 16 public float timeScale = 1f; 17 public bool freeze;


    根据initialSkinName我们继续往下查找
     
            
    1 // Set the initial Skin and Animation 2 if ( ! string .IsNullOrEmpty(initialSkinName)) 3 skeleton.SetSkin(initialSkinName); 4


     
            
    1 /// Sets a skin by name (see SetSkin). 2 public void SetSkin (String skinName) { 3 Skin skin = data.FindSkin(skinName); 4 if (skin == null ) throw new ArgumentException( " Skin not found: " + skinName, " skinName " ); 5 SetSkin(skin); 6 }




     
            
    1 /// Sets the skin used to look up attachments before looking in the {@link SkeletonData#getDefaultSkin() default 2 /// skin}. Attachmentsfrom the new skin are attached if the corresponding attachment from the old skin was attached. If 3 /// there was no old skin, each slot's setup mode attachment is attached from the new skin. 4 /// May be null. 5 public void SetSkin (Skin newSkin) { 6 if (newSkin != null ) { 7 if (skin != null ) 8 newSkin.AttachAll( this , skin); 9 else { 10 ExposedList < Slot > slots = this .slots; 11 for ( int i = 0 , n = slots.Count; i < n; i ++ ) { 12 Slot slot = slots.Items[i]; 13 String name = slot.data.attachmentName; 14 if (name != null ) { 15 Attachment attachment = newSkin.GetAttachment(i, name); 16 if (attachment != null ) slot.Attachment = attachment; 17 } 18 } 19 } 20 } 21 skin = newSkin; 22 }



    就是这个函数,SetSkin(Skin newSkin),通过传入Skin套装数据,遍历所有对应的骨骼,更新骨骼上对应的贴图数据。
  2. 那么,思路就来了,我们Spine进行局部换装,不也就是更新某个SKin中某个Slot上对应的Attachment数据么?
    因此,想想现实世界中的拼图游戏,假设我们有N块整体拼图(数据库Skin),整体拼图中对于的每一块小拼图碎片(Attachment),都能在其他N-1块整体配图(数据库Skin)找到唯一一块相同规格(相同的Slot)但是画面不同的拼图碎片(Attachment),我们需要一个动态的拼图底板(动态Skin来容纳我们的拼图碎片(Attachment),而要想拼一块完整的拼图,我们只需要从N块整体拼图(数据库Skin)中,任意取对应规格(Slot)的配图碎片(Attachment)组装到动态的拼图底板(动态Skin)中,全部Slot组装完成以后,我们就可以得到一幅完整又与其他表现不同的拼图。

         Unity动态换装之Spine换装_第8张图片

     

  3. 分析得出,我们要求动画提供一套动态贴图DynamicSkin(作为新手初始套装),并且保证同一个角色的所有套装贴图卡槽保持一致,然后需要换装的贴图,做成多套完整的整套Skin贴图当作数据使用。

四、修改源代码,实现Spine局部换装目的

(1) 数据处理

1.1 全局枚举Slot数据

  1. 首先,我们得有套装数据,我们才可以进行数据获取,那么你可以使用数据库或者配置文件进行获取,此处暂时以临时文件替代:
    全局枚举数据方便调用和传值,待会我们可以手动做数据映射:

 
      
1 public enum ESkin 2 { 3 [Description( " 不存在此套装,错误反馈专用 " )] 4 Null = 100 , 5 [Description( " 动态组装套装基础 " )] 6 Dynamic = 101 , 7 [Description( " 可选套装1 " )] 8 Clothing001 = 102 , 9 [Description( " 可选套装2 " )] 10 Clothing002 = 103 , 11 }; 12 13 public enum ESlot 14 { 15 Null = 200 , 16 Blet = 201 , // 腰带 // 17 Weapon = 202 , // 武器 // 18 BodyArmour = 203 , // 盔甲 // 19 Hair = 204 , // 头发 // 20 LeftHand = 205 , // 左手 // 21 LeftPauldron = 206 , // 左护肩 // 22 Leftleg = 207 , // 左腿 // 23 LeftShoes = 208 , // 左鞋 // 24 Shield = 209 , // 护盾 // 25 RightHand = 210 , // 右手 // 26 RightPauldron = 211 , // 右护肩 // 27 Rightleg = 212 , // 右腿 // 28 RightShoes = 213 , // 右鞋子 // 29 }



1.2  Skin_Attactment 字典数据


然后我们针对角色有一个套装更改类 SetSkin ,如果后期拓展多个角色,你完全可以手动抽象出父类和共性的操作方法,此处以一个进行展示:

 
      
1 /// 2 /// 初始化贴图套装数据 3 /// 4 private void InitSkinData( ) 5 { 6 _skinContainAttachments.Add(ESkin.Clothing001 , new List < string > () 7 { 8 " clothing001/belt001 " , 9 " clothing001/body001 " , 10 " clothing001/hair001 " , 11 " clothing001/L_hand001 " , 12 " clothing001/shield001 " , 13 " clothing001/L_pauldron001 " , 14 " clothing001/R_hand001 " , 15 " clothing001/weapon001 " , 16 " clothing001/R_pauldron001 " , 17 " clothing001/R_leg001 " , 18 " clothing001/L_leg001 " , 19 " clothing001/L_shoes001 " , 20 " clothing001/R_shoes001 " , 21 }); 22 _skinContainAttachments.Add(ESkin.Clothing002 , new List < string > () 23 { 24 " cloting002/body002 " , 25 " cloting002/hair002 " , 26 " cloting002/L_hand002 " , 27 " cloting002/shield002 " , 28 " cloting002/L_pauldron002 " , 29 " cloting002/R_hand002 " , 30 " cloting002/weapon002 " , 31 " cloting002/R_pauldron002 " , 32 " cloting002/L_leg002 " , 33 " cloting002/L_shoes002 " , 34 " cloting002/R_leg002 " , 35 " cloting002/R_shoes002 " , 36 }); 37 } 38


1.3 角色数据

也就是需要更换的部位:通常我们可能从背包中取出某部分装备,然后让玩家点击就进行更换
针对数据方便处理,我们需要给对应的某个装备进行标示,其中包括表现层中的数据:该装备属于哪套贴图Skin,属于哪个卡槽Slot;还有数据层的数据:该装备对玩家某些属性产生什么影响,此处我们只预留接口,不进行讨论;
代码如下:

 
      
1 using UnityEngine; 2 using UnityEngine.UI; 3 4 namespace Assets.Game.Animation 5 { 6 /// 7 /// 带按钮功能的皮肤部位映射 8 /// 9 public class SkinInfo : MonoBehaviour 10 { 11 [SerializeField, Header( " 皮肤套装 " )] 12 public ESkin ESkin; 13 [SerializeField, Header( " 插槽 " )] 14 public ESlot Slot; 15 16 public SetSkin SkinTarget; 17 18 #region 属性字段 19 // TODO 套装属性,进行哪些更改 20 #endregion 21 public SkinInfo( ESkin eSkin , ESlot slot ) 22 { 23 ESkin = eSkin; 24 Slot = slot; 25 } 26 27 public Button SkinButton; 28 29 /// 30 /// 更新装备数据 31 /// 32 private void InvokeDataRefresh() 33 { 34 } 35 36 public void Awake( ) 37 { 38 SkinTarget = GameObject.Find( " LeadSpineAnim " ).GetComponent < SetSkin > (); 39 SkinButton = GetComponent < Button > (); 40 41 SkinButton.onClick.AddListener(() => 42 { 43 var clickSuccessed = SkinTarget.ReceiveClick(SkinButton, ESkin , Slot); 44 if (clickSuccessed) // 回调函数处理,进行属性数据更新 45 { 46 InvokeDataRefresh(); 47 } 48 }); 49 } 50 51 52 } 53 }

Unity动态换装之Spine换装_第9张图片

(2)数据映射

得到数据以后,我们需要把数据跟枚举进行相互映射,方便我们调用

2.1 插槽数据



 
      
1 /// 2 /// 根据插槽枚举映射对应插槽名称 3 /// 4 public string MappingESlot2Name( ESlot eSlot ) 5 { 6 // TODO 映射,通过附着物名称找对应插槽 7 switch ( eSlot ) 8 { 9 case ESlot.Blet: 10 return " blet_C " ; 11 case ESlot.Weapon: 12 return " weapon_C " ; 13 case ESlot.BodyArmour: 14 return " body_C " ; 15 case ESlot.Hair: 16 return " hair_C " ; 17 case ESlot.Shield: 18 return " shield_C " ; 19 case ESlot.LeftHand: 20 return " L_hand_C " ; 21 case ESlot.Leftleg: 22 return " L_leg_C " ; 23 case ESlot.LeftShoes: 24 return " L_shoes_C " ; 25 case ESlot.LeftPauldron: 26 return " L_pauldron_C " ; 27 case ESlot.RightHand: 28 return " R_hand_C " ; 29 case ESlot.RightPauldron: 30 return " R_pauldron_C " ; 31 case ESlot.Rightleg: 32 return " R_leg_C " ; 33 case ESlot.RightShoes: 34 return " R_shoes_C " ; 35 default : 36 throw new ArgumentOutOfRangeException( " attachment " , eSlot , " 换装目标不存在 " ); 37 } 38 }





 
      
1 /// 2 /// 根据插槽名称映射插槽枚举,与MappingESlot2Name( ESlot eSlot )互逆 3 /// 4 /// 5 /// 6 public ESlot MappingName2ESlot( string slotName ) 7 { 8 // TODO 映射,通过插槽找对应附着物类型 9 if ( slotName == " blet_C " ) return ESlot.Blet; 10 if ( slotName == " weapon_C " ) return ESlot.Weapon; 11 if ( slotName == " body_C " ) return ESlot.BodyArmour; 12 if ( slotName == " hair_C " ) return ESlot.Hair; 13 if ( slotName == " shield_C " ) return ESlot.Shield; 14 if ( slotName == " L_hand_C " ) return ESlot.LeftHand; 15 if ( slotName == " L_leg_C " ) return ESlot.Leftleg; 16 if ( slotName == " L_shoes_C " ) return ESlot.LeftShoes; 17 if ( slotName == " L_pauldron_C " ) return ESlot.LeftPauldron; 18 if ( slotName == " R_hand_C " ) return ESlot.RightHand; 19 if ( slotName == " R_pauldron_C " ) return ESlot.RightPauldron; 20 if ( slotName == " R_leg_C " ) return ESlot.Rightleg; 21 if ( slotName == " L_pauldron_C " ) return ESlot.LeftPauldron; 22 if ( slotName == " R_shoes_C " ) return ESlot.RightShoes; 23 return ESlot.Null; 24 }



2.2 Skin贴图数据映射

 
      
1 /// 2 /// 根据套装贴图枚举映射贴图名称 3 /// 4 private string MappingEskin2Name( ESkin eSkin ) 5 { 6 switch ( eSkin ) 7 { 8 case ESkin.Clothing001: 9 return " clothing001 " ; 10 case ESkin.Clothing002: 11 return " clothing002 " ; 12 default : 13 throw new ArgumentOutOfRangeException( " eSkin " , eSkin , " The Skin Cannot Found in Character's Spine " ); 14 } 15 } 16 17 /// 18 /// 通过附着物名称查找对应的套装,对_skinContainAttachments进行遍历取Key 19 /// 20 /// 插槽对应的附着物名称 21 private ESkin GetSkinByAttachment( string attachmentName ) 22 { 23 if ( ! _skinContainAttachments.Any(skins => skins.Value.Contains(attachmentName)) ) return ESkin.Null; 24 var eSkins = _skinContainAttachments.SingleOrDefault(skin => skin.Value.Contains(attachmentName)); 25 return eSkins.Key; 26 }

(3) 换装代码

3.1 换装顺序:

我们需要进行的操作是:
①  等待Spine官方源码加载套装(此套装必须设置为新手动态套装,在此基础上我们再进行动态组合)
②  读取新手套装中所有插槽数据和附着物数据,缓存到字典
③  反序列化从数据库/系统存储/文本数据存储中得到的实际套装数据
④  缓存数据和新手套装数据进行差异化对比,对有差别部分,以缓存数据为准,进行局部换图
⑤  换图操作后,需要对缓存数据表进行及时更新
⑥  切记,一切操作需要在官方Spine加载完成后,在Start函数中进行更新,否则会异常报空

 
      
1 /// 2 /// 数据层初始化 3 /// 4 public void Awake( ) 5 { 6 InitSkinData(); 7 8 } 9 10 /// 11 /// 行为表现层操作 12 /// 13 public void Start( ) 14 { 15 _skeletonAnimation = GetComponent < SkeletonAnimation > (); 16 _skeleton = _skeletonAnimation.skeleton; 17 18 // TODO 测试数据 19 // PlayerPrefsDataHlpers.SetBool(_playerSkinInitFlag , false); // 注释部分用于清理套装缓存数据 20 21 // _isPlayerSkinInit = PlayerPrefsDataHlpers.GetBool(_playerSkinInitFlag); 22 // if ( !_isPlayerSkinInit ) 23 InitSkinDataAtStart(); 24 // PlayerPrefsDataHlpers.SetBool(_playerSkinInitFlag , true); 25 ReloadSkinByDataAtGameStart(); 26 27 }

3.2  数据定义和数据表缓存校验

 
      
1 #region Spine Animation Script 2 private SkeletonAnimation _skeletonAnimation; 3 4 private Skeleton _skeleton; 5 #endregion 6 7 #region User Data 8 private readonly Dictionary < ESkin , List < string >> _skinContainAttachments = new Dictionary < ESkin , List < string >> (); // 通过附着物映射skin 9 10 private readonly Dictionary < ESlot , string > _dynamicSlotToAttachments = new Dictionary < ESlot , string > (); // 实际使用中的数据 11 12 private readonly string _dynamicSkinName = " clothing000 " ; 13 #endregion 14 15 16 #region 数据表缓存校验 17 18 private void SetSlotToAttachment( ESlot eAttach , string attchmentName, bool saveDatabase ) 19 { 20 bool isExitKey = _dynamicSlotToAttachments.ContainsKey(eAttach); 21 if ( ! isExitKey ) 22 { 23 _dynamicSlotToAttachments.Add(eAttach , attchmentName); 24 } 25 else 26 { 27 _dynamicSlotToAttachments[eAttach] = attchmentName; // Reference Type Don't need to Reassignment Value 28 } 29 30 // 是否写入数据表 // 31 if (saveDatabase) 32 { 33 EncodingAttachment(eAttach , attchmentName); 34 } 35 } 36 37 /// 38 /// 编码写入缓存(也可另改写为服务器存储) 39 /// 40 /// 对应插槽 41 /// 对于贴图名称 42 private void EncodingAttachment( ESlot eAttach , string attchmentName ) 43 { 44 int id = ( int ) eAttach; 45 string flag = string .Concat( " slot " , id.ToString()); 46 PlayerPrefsDataHlpers.SetString(flag , attchmentName); 47 } 48 49 /// 50 /// 解码取出缓存套装数据 51 /// 52 /// 53 private Dictionary < ESlot , string > DecodingAttachment( ) 54 { 55 var slotToAttachments = new Dictionary < ESlot , string > (); 56 57 var fristSlot = (ESlot) Enum.Parse( typeof (ESlot) , " Null " , true ); 58 int start = ( int ) fristSlot; 59 int length = Enum.GetNames( typeof (ESlot)).Length; 60 int end = start + length; 61 for ( int i = start ; i < end ; i ++ ) 62 { 63 string flag = string .Concat( " slot " , i.ToString()); 64 string attchmentName = PlayerPrefsDataHlpers.GetString(flag); 65 if ( attchmentName != string .Empty ) 66 { 67 ESlot eSlot = (ESlot) i; 68 slotToAttachments.Add(eSlot , attchmentName); 69 } 70 } 71 72 return slotToAttachments; 73 } 74 75 #endregion


 

3.3  读取默认套装数据,作为动态套装的基础对比数据表

 

 
      
1 private bool _isPlayerSkinInit; // 开关: 用于测试数据缓存 // 2 3 /// 4 /// TODO : 完善局部换装逻辑 5 /// 1、初次游戏,记录基准 Slot -> Attachment Table 6 /// 2、任何时刻实时更改套装任何部分,立刻更新映射表数据层 7 /// 3、再次游戏,基于基准装,重新根据数据表缓存数据映射表现层 8 /// 4、双重数据表校验,只要基准表和实际表任何部分不一致,认定装备需要Reloading 9 /// 10 public void InitSkinDataAtStart( ) 11 { 12 // 默认设置必须为基准装 Clothing000 // 13 _skeletonAnimation.initialSkinName = _dynamicSkinName; 14 15 // var curSkin = _skeleton.Skin; 16 17 ExposedList < Slot > slots = _skeleton.slots; 18 for ( int i = 0 , n = slots.Count ; i < n ; i ++ ) 19 { 20 Slot slot = slots.Items[i]; 21 String slotName = slot.data.attachmentName; 22 if ( slotName != null ) 23 { 24 ESlot eSlot = MappingName2ESlot(slotName); 25 Attachment attachment = LGetAttachment(i , slotName , _dynamicSkinName); // Find Attachment By Slot With Base Skin 26 if ( attachment == null ) continue ; 27 28 string attahName = attachment.Name; 29 30 // 是否写入数据表 31 SetSlotToAttachment(eSlot , attahName, false ); 32 33 } 34 } 35 }


 

3.4  读取基础数据表以后,读取缓存数据,对比数据进行局部换装

 
      
1 2 /// 3 /// 在基础套装自动加载完成以后,手动调用此函数 4 /// 为了局部换装数据不错乱,哪怕整套Skin换都需要更新数据表中的数据 5 /// 6 public void ReloadSkinByDataAtGameStart( ) 7 { 8 var slotToAttachments = DecodingAttachment(); 9 CompareAndSetAttachments(slotToAttachments); 10 }


数据对比函数:

 
      
1 /// 2 /// 对比数据表跟目前数据表(游戏初始加载后的Spine内置套装数据)差异,并更新数据和表现 3 /// 4 /// 缓存数据表(目标数据) 5 private void CompareAndSetAttachments(Dictionary < ESlot, string > targetAttchments) 6 { 7 var curAttachments = _dynamicSlotToAttachments; 8 9 var fristSlot = (ESlot) Enum.Parse( typeof (ESlot) , " Null " , true ); 10 int start = ( int ) fristSlot; 11 12 foreach (var eSlotKey in targetAttchments ) 13 { 14 ESlot slotKey = eSlotKey.Key; 15 var curAttachment = curAttachments[slotKey]; 16 var targetAttachment = targetAttchments[slotKey]; 17 18 if ( curAttachment == null || curAttachment != targetAttachment ) 19 { 20 ESkin eSkins = GetSkinByAttachment(targetAttachment); 21 if ( eSkins == ESkin.Null ) 22 { 23 throw new Exception( " Eskin 不存在与=数据表_skinContainAttachments中 " ); 24 } 25 LChangeSkinBaseOnDynamicSkin(eSkins , slotKey); 26 } 27 } 28 } 29



3.4  核心换装代码

换装函数对外入口点:

 
      
1 /// 2 /// 基于动态套装,改变局部并重新组合动态套装 3 /// 4 /// 取值套装 5 /// 目标插槽 6 public bool LChangeSkinBaseOnDynamicSkin( ESkin eTargetSkin , ESlot eSlot ) 7 { 8 Skin dynamicSkin = _skeleton.data.FindSkin(_dynamicSkinName); 9 10 var success = LSetSkin(dynamicSkin , eTargetSkin , eSlot); 11 return success; 12 }



批量换装操作:


 
      
1 /// 2 /// 批量换装,必须保证传入的数组一一对应 3 /// 4 /// 批量换装只要有其中一处换不成功,整体算作失败,需要手动进行数据回滚 5 public bool LChangeBitchSkinBaseOnDynamicSkin(ESkin[] eTargetSkins, ESlot[] eSlots) 6 { 7 if (eTargetSkins.Length != eSlots.Length) return false ; 8 for ( int i = 0 ; i < eSlots.Length; i ++ ) 9 { 10 var success = LChangeSkinBaseOnDynamicSkin(eTargetSkins[i],eSlots[i]); 11 if ( ! success) 12 { 13 return false ; // 任意一件换不成功,整体换装失败 14 } 15 } 16 return true ; 17 }



内部换装处理函数:

 
      
1 /// 2 /// 内部处理:针对传入的需要更改的套装(实时套装),从目标皮肤中根据目标卡槽取出皮肤数据进行替换赋值操作, 3 /// 数据层和表现层同时处理变化 4 /// 5 /// 赋值套装 6 /// 取值套装枚举 7 /// 目标插槽枚举 8 private bool LSetSkin( Skin dynamicSkin , ESkin eSkin , ESlot eSlot ) 9 { 10 11 if ( dynamicSkin != null ) 12 { 13 ExposedList < Slot > slots = _skeleton.slots; 14 for ( int i = 0 , n = slots.Count ; i < n ; i ++ ) 15 { 16 // Get // 17 Slot slot = slots.Items[i]; 18 var targetSlotName = MappingESlot2Name(eSlot); 19 if ( slot.data.name != targetSlotName ) continue ; 20 21 string attachName = slot.data.attachmentName; 22 if ( attachName != null ) 23 { 24 string targetSkinName = MappingEskin2Name(eSkin); 25 Attachment attachment; 26 if ( attachName == targetSlotName ) 27 { 28 attachment = LGetAttachment(i , targetSlotName , targetSkinName); // 重写L Get 29 dynamicSkin.Attachments.Remove( new Skin.AttachmentKeyTuple(i , targetSlotName)); 30 dynamicSkin.Attachments.Add( new Skin.AttachmentKeyTuple(i , targetSlotName) , attachment); 31 32 } 33 else 34 { 35 attachment = dynamicSkin.GetAttachment(i , attachName); // 默认Skeleton Get 36 } 37 38 // Set // 39 if ( attachment != null ) 40 { 41 slot.Attachment = attachment; 42 var attahName = attachment.Name; 43 SetSlotToAttachment(eSlot , attahName, true ); 44 break ; 45 } 46 } 47 } 48 _skeleton.slots = slots; 49 } 50 _skeleton.skin = dynamicSkin; 51 return true ; 52 }




针对性查找真实贴图中的附着点数据(是数据不是String哦,有效的完整的Attachment数据)

 
      
1 /// 2 /// 通过指定的Skin找到对应附着点的附着物Attachment 3 /// 4 public Attachment LGetAttachment( int slotIndex , string slotName , string skinName ) 5 { 6 var targetSkin = _skeleton.data.FindSkin(skinName); 7 var attachments = targetSkin.Attachments; 8 9 Attachment attachment; 10 attachments.TryGetValue( new Skin.AttachmentKeyTuple(slotIndex , slotName) , out attachment); 11 return attachment; 12 }



(4)  用户交互部分:

 
      
1 #region 接受用户点击处理 2 /// 3 /// 可交互对象内部绑定了对应的SkinInfo,根据SkinInfo赋值字段进行查找 4 /// 5 /// 换装按键 6 /// 对应皮肤 7 /// 对应插槽 8 public bool ReceiveClick( Button skinButton , ESkin eSkin , ESlot slot ) 9 { 10 return ResetActulSlotToAttachment(skinButton , eSkin , slot); 11 }



四、结果展示

最终测试结果,实现了动态换装,批量换装,局部换装,整体换装,动画运行时换装,换装数据缓存等,如图所示:

Unity动态换装之Spine换装_第10张图片

 

 

五、结束感言

如果你喜欢本篇博课,或者想和我探讨,请关注我的博客园(燕双飞情侣),感谢您的观看。

注:转载请注明转载,并附原链接 http://www.cnblogs.com/liaoguipeng/p/5867510.html 燕双飞情侣

posted @ 2016-09-13 10:25 燕双飞情侣 阅读( ...) 评论( ...) 编辑 收藏

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