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添加模型 以及 脚本 动画

胡佳骏 1 year ago
parent
commit
5d2636d864
100 changed files with 21678 additions and 0 deletions
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      Assets/CustomMeshCreator.cs
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      Assets/LangChaoDongHua.cs
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+ 207 - 0
Assets/CustomMeshCreator.cs

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+using LitJson;
+using System.Collections;
+using System.Collections.Generic;
+using System.IO;
+using UnityEditor;
+using UnityEngine;
+
+public class CustomMeshCreator : MonoBehaviour
+{
+     string filePath = "C:\\Users\\36299\\model\\";
+    // Input your vertex data here (example data)
+    public Vector3[] vertexPositions;
+    public Vector3[] vertexNormals;
+    public Vector2[] vertexTextureCoords;
+    
+
+    public bool q;
+    public bool w;
+    public bool e;
+    public bool r;
+    public bool y;
+    public bool u;
+    public bool a;
+    public bool c;
+    public List<GameObject> list;
+    public IEnumerator Download()
+    {
+        GameObject objp = new GameObject();
+      //  while(true)
+       // {
+            Debug.Log("刷新");
+            if(list!=null)
+            {
+                for (int l = 0; l < list.Count; l++)
+                {
+                    Destroy(list[l]);
+                }
+            }
+            list = new List<GameObject>();
+            for (int k = 0; k < 72; k++)
+            {
+                try
+                {
+                int qq = q == true ? 1 : -1;
+                int ww = w == true ? 1 : -1;
+                int ee = e == true ? 1 : -1;
+                int rr = r == true ? 1 : -1;
+                int yy = y == true ? 1 : -1;
+                int uu = u == true ? 1 : -1;
+                int aa = a == true ? 1 : -1;
+                int cc = c == true ? 1 : -1;
+
+
+                List<Vector3> p = new List<Vector3>();
+                List<Vector3> n = new List<Vector3>();
+                List<Vector2> t = new List<Vector2>();
+                List<int> tt = new List<int>();
+
+                // Check if the file exists
+                if (File.Exists(filePath + "obj" + k + ".bin"))
+                {
+
+                    // Read all bytes from the binary file
+                    string binaryData = File.ReadAllText(filePath + "obj" + k + ".bin");
+                    JsonData data = JsonMapper.ToObject(binaryData);
+                    for (int i = 2; i < data["vertexPositions"].Count; i += 3)
+                    {
+                        p.Add(new Vector3(float.Parse(data["vertexPositions"][i - 2].ToString()) * qq, -float.Parse(data["vertexPositions"][i - 1].ToString()) * ww, ee * float.Parse(data["vertexPositions"][i].ToString())));
+                    }
+                    for (int i = 2; i < data["vertexNormals"].Count; i += 3)
+                    {
+                        n.Add(new Vector3(rr * float.Parse(data["vertexNormals"][i - 2].ToString()), -yy * float.Parse(data["vertexNormals"][i - 1].ToString()), uu * float.Parse(data["vertexNormals"][i].ToString())));
+                    }
+                    for (int i = 1; i < data["vertexTextureCoords"].Count; i += 2)
+                    {
+                        t.Add(new Vector2(aa * (float.Parse(data["vertexTextureCoords"][i-1 ].ToString())), cc * (float.Parse(data["vertexTextureCoords"][i].ToString()))));
+                    }
+                    for (int i = 0; i < data["indices"].Count; i++)
+                    {
+                        tt.Add(int.Parse(data["indices"][i].ToString()));
+                    }
+                }
+                else
+                {
+                    Debug.LogError("File not found: " + filePath);
+                }
+                vertexPositions = p.ToArray();
+                vertexNormals = n.ToArray();
+                vertexTextureCoords = t.ToArray();
+                // Create a new mesh
+                Mesh mesh = new Mesh();
+                GameObject nobj = new GameObject();
+                nobj.transform.parent = objp.transform;
+                nobj.name = "obj" + k;
+                list.Add(nobj);
+                // Assign vertex data to the mesh
+                mesh.vertices = vertexPositions;
+                mesh.normals = vertexNormals;
+                mesh.uv = vertexTextureCoords;
+                // Create triangles (assuming a simple structure without submeshes)
+                int[] triangles = new int[vertexPositions.Length];
+
+            
+                mesh.triangles = tt.ToArray();
+
+                // Assign the mesh to the MeshFilter component
+                MeshFilter meshFilter = nobj.GetComponent<MeshFilter>();
+                if (meshFilter == null)
+                {
+                    meshFilter = nobj.AddComponent<MeshFilter>();
+                }
+                meshFilter.mesh = mesh;
+
+                if (!Directory.Exists("Assets/SavedMeshes"))
+                    AssetDatabase.CreateFolder("Assets", "SavedMeshes");
+                // 设置保存路径(可以根据需要修改路径)
+                string savePath = "Assets/SavedMeshes/" + nobj.name + ".asset";
+                AssetDatabase.CreateAsset(mesh, savePath);
+                AssetDatabase.SaveAssets();
+                // Add MeshRenderer component for visualization (optional)
+                MeshRenderer meshRenderer = nobj.GetComponent<MeshRenderer>();
+                if (meshRenderer == null)
+                {
+                    meshRenderer = nobj.AddComponent<MeshRenderer>();
+                    meshRenderer.material = mat;
+                    }
+                }
+                catch
+                {
+
+                }
+        }
+       CreatePrefab(objp, "objp");
+        yield return new WaitForSeconds(3f);
+        //  }
+    }
+    public MeshFilter meshFilter; // 引用你的MeshFilter组件
+    public Renderer renderer;     // 引用你的Renderer组件
+
+    void SaveMesh(GameObject go)
+    {
+        // 获取MeshFilter组件
+        MeshFilter meshFilter = go.GetComponent<MeshFilter>();
+
+        // 检查MeshFilter是否存在
+        if (meshFilter != null && meshFilter.sharedMesh != null)
+        {
+            // 获取Mesh
+            Mesh mesh = meshFilter.sharedMesh;
+
+            // 创建一个新的Mesh实例,防止修改原始Mesh
+            Mesh clonedMesh = Instantiate(mesh);
+
+            // 设置保存路径(可以根据需要修改路径)
+            string savePath = "Assets/SavedMeshes/"+ go.name+ ".asset";
+
+            // 保存Mesh为Asset文件
+            AssetDatabase.CreateAsset(clonedMesh, savePath);
+            AssetDatabase.SaveAssets();
+
+            Debug.Log("Mesh saved at: " + savePath);
+        }
+        else
+        {
+            Debug.LogError("MeshFilter or Mesh is missing.");
+        }
+    }
+    public void CreatePrefab(GameObject prefabObject, string prefabPath)
+    {
+
+        if (!Directory.Exists("Assets/Prefabs"))
+            AssetDatabase.CreateFolder("Assets", "Prefabs");
+        string localPath = "Assets/Prefabs/" + gameObject.name + ".prefab";
+
+        // Make sure the file name is unique, in case an existing Prefab has the same name.
+        localPath = AssetDatabase.GenerateUniqueAssetPath(localPath);
+
+        // 保存预制体
+        PrefabUtility.SaveAsPrefabAsset(prefabObject, localPath, out bool success);
+
+        // 销毁临时游戏对象
+        DestroyImmediate(prefabObject);
+
+        if (success)
+        {
+            Debug.Log("Prefab created at: " + prefabPath);
+        }
+        else
+        {
+            Debug.LogError("Failed to create prefab.");
+        }
+    }
+    public Material mat;
+        void Start()
+    {
+        StartCoroutine(Download());
+
+
+    }
+    void ProcessBinaryData(byte[] binaryData)
+    {
+        // Process the binary data here
+        // You can interpret the bytes based on the structure of your data
+        // For example, if it represents integers or floats, you need to interpret them accordingly
+        // Example: int value = BitConverter.ToInt32(binaryData, startIndex);
+    }
+}

+ 11 - 0
Assets/CustomMeshCreator.cs.meta

@@ -0,0 +1,11 @@
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+guid: bd15882ebf4307d4aa81da88cd2ff084
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+ 19 - 0
Assets/DongHuaStart.cs

@@ -0,0 +1,19 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class DongHuaStart : MonoBehaviour
+{
+    public LangChaoDongHua startDonghua;
+    // Start is called before the first frame update
+    void Start()
+    {
+    //    startDonghua.startdonghua();
+    }
+
+    private void OnEnable()
+    {
+        startDonghua.reset();
+        startDonghua.startdonghua();
+    }
+}

+ 11 - 0
Assets/DongHuaStart.cs.meta

@@ -0,0 +1,11 @@
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+ 104 - 0
Assets/LangChaoDongHua.cs

@@ -0,0 +1,104 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using DG.Tweening;
+using XRTool.Util;
+using System;
+
+public class LangChaoDongHua : MonoBehaviour
+{
+    public List<LangChaoDongHua> lcdh = new List<LangChaoDongHua>();
+
+    public GameObject go;
+    public GameObject start;
+    public GameObject end;
+
+    public float timef = 1f;
+
+    public int count=1;
+
+    public float waitTime = 0f;
+
+    int nowcount = 0;
+    // Start is called before the first frame update
+    void Start()
+    {
+    }
+    public Action<bool> endCallBack;
+    Timer t;
+    Timer wt;
+    public void startdonghua()
+    {
+        go.SetActive(true);
+        go.transform.localPosition = start.transform.localPosition;
+        go.transform.localEulerAngles = start.transform.localEulerAngles;
+        go.transform.localScale = start.transform.localScale;
+
+        if (start.transform.localPosition != end.transform.localPosition)
+            go.transform.DOLocalMove(end.transform.localPosition, timef);
+        if (start.transform.localEulerAngles != end.transform.localEulerAngles)
+            go.transform.DOLocalRotate(end.transform.localEulerAngles, timef);
+        if (start.transform.localScale != end.transform.localScale)
+            go.transform.DOScale(end.transform.localScale, timef);
+        if(timef==0)
+        {
+            wt = TimerMgr.Instance.CreateTimer(() => {
+                
+                for (int i = 0; i < lcdh.Count; i++)
+                {
+                    lcdh[i].startdonghua();
+                }
+                go.SetActive(end.activeSelf);
+            }, waitTime);
+
+        }
+        else
+        {
+            t = TimerMgr.Instance.CreateTimer(() => {
+                if (count == -1)
+                {
+                    startdonghua();
+
+                }
+                else
+                {
+                    nowcount++;
+                    if (nowcount < count)
+                    {
+                        startdonghua();
+                    }
+                    else
+                    {
+                        wt = TimerMgr.Instance.CreateTimer(() => {
+
+                            for (int i = 0; i < lcdh.Count; i++)
+                            {
+                                lcdh[i].startdonghua();
+                            }
+                            go.SetActive(end.activeSelf);
+                        }, waitTime);
+                    }
+
+                }
+
+            }, timef);
+
+        }
+    }
+
+    public void reset()
+    {
+        nowcount = 0;
+        go.transform.DOKill();
+        go.SetActive(start.activeSelf);
+        go.transform.localPosition = start.transform.localPosition;
+        go.transform.localEulerAngles = start.transform.localEulerAngles;
+        go.transform.localScale = start.transform.localScale;
+        TimerMgr.Instance.DestroyTimer(t);
+        TimerMgr.Instance.DestroyTimer(wt); 
+        for (int i = 0; i < lcdh.Count; i++)
+        {
+            lcdh[i].reset();
+        }
+    }
+}

+ 11 - 0
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