四个类完成,前提是 资源得名字配合
UI按钮点击响应类
using UnityEngine; using System.Collections; public class ButtonClickHandler : MonoBehaviour { //处理业务控制类 private SkinController skinController = null; //按钮执行相应业务得向导 public void OnButtonClickWizard() { var arr= UIButton.current.name.Split(' '); var function = arr[0]; var goName=arr[1]; switch (function) { case "Character": skinController.ChangeCharacter(goName); break; case "Clother": skinController.ChangeClother(goName); break; case "Weapons": skinController.ChangeWeapons(goName); break; case "Animation": skinController.ChangeAnimation(goName); break; } } /// <summary> /// 初始化为所有Button注册点击后得响应方法 /// </summary> void Start () { skinController = FindObjectOfType<SkinController>(); for (int i = 0; i < transform.childCount; i++) { transform.GetChild(i).GetComponent<UIButton>().onClick.Add(new EventDelegate(OnButtonClickWizard));//NGUI } } }
加载资源工厂类
using UnityEngine; using System.Collections.Generic; /// <summary> /// 创建动态加载资源 /// </summary> public class CharacterFactory { //各类资源得位置 private string CharacterPath = "Prefabs/mon_"; private string ClotherPath = "Clother/"; private string WeaponPath = "Weapon/wp_"; //资源对象内存缓存 private Dictionary<string, Object> GoCache; private static CharacterFactory instance; public static CharacterFactory Instance { get { if(instance==null) instance = new CharacterFactory(); return instance; } } public CharacterFactory() { GoCache = new Dictionary<string, Object>(); } public GameObject CreateCharacter(string characterName) { return LoadResource<GameObject>(CharacterPath+ characterName); } public GameObject CreateWeapon(string weaponName) { return LoadResource<GameObject>(WeaponPath + weaponName); } public Texture CreateClother(string clotherName) { return LoadResource<Texture>(ClotherPath + clotherName); } private T LoadResource<T>(string resourceName) where T :Object { //检测是否已创建该资源 if(GoCache.ContainsKey(resourceName)) { T go = (T)Resources.Load(resourceName); if(!(go is Texture))//如果不是贴图就运行下面 { go = (T)GameObject.Instantiate(go); go.name = go.name.Replace("(Clone)", ""); GoCache.Add(resourceName, go); } } //有直接返回 return (T)GoCache[resourceName]; } }
业务处理控制类
using UnityEngine; using System.Collections; using System; /// <summary> /// 业务处理控制类 /// </summary> public class SkinController : MonoBehaviour { public GameObject currentCharacter = null; public GameObject currentWeapon = null; /// <summary> /// 换角色 /// </summary> /// <param name="goName"></param> public void ChangeCharacter(string goName) { var character = CharacterFactory.Instance.CreateCharacter(goName); //判断当前角色是否为空, 或当前角色已展示 if (currentCharacter != null && currentCharacter.name != character.name) currentCharacter.SetActive(false); character.transform.position = transform.position; character.transform.rotation = transform.rotation; this.currentCharacter = character; this.currentCharacter.SetActive(true); } /// <summary> /// 换服装 /// </summary> /// <param name="goName"></param> public void ChangeClother(string goName) { if(currentCharacter!=null) { var clother= CharacterFactory.Instance.CreateClother(currentCharacter.name+"_"+goName); var chName = currentCharacter.name; currentCharacter.transform.FindChild(chName).GetComponent<Renderer>().material.mainTexture = clother; } } /// <summary> /// 换武器 /// </summary> /// <param name="goName"></param> public void ChangeWeapons(string goName) { if (currentCharacter != null) { var weapon = CharacterFactory.Instance.CreateWeapon(goName); if (currentWeapon != null && currentWeapon.name != weapon.name) currentWeapon.SetActive(false); GameObject wpHand = GlobalTool.FindChild(currentCharacter.transform, "wphand"); currentWeapon = weapon; currentWeapon.transform.parent = wpHand.transform; currentWeapon.transform.position = wpHand.transform.position; currentWeapon.transform.rotation = wpHand.transform.rotation; currentWeapon.transform.localScale = new Vector3(1, 1, 1); currentWeapon.SetActive(true); } } /// <summary> /// 播放动画 /// </summary> /// <param name="goName"></param> public void ChangeAnimation(string goName) { currentCharacter.GetComponent<Animation>().Play(goName); } }
查找角色上子物体优化算法类
using UnityEngine; using System.Collections; public class GlobalTool { public static GameObject FindChild(Transform trans,string goName) { var child=trans.FindChild(goName); if(child!= null) return child.gameObject; GameObject go = null; for (int i = 0; i < trans.childCount; i++) { child= trans.GetChild(i); go= FindChild(child, goName); if(go!=null) { return go; } } return null; } }