EquipmentAttachmentHelper.cs 4.6 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. #if UNITY_EDITOR
  5. using UnityEditor;
  6. #endif
  7. namespace FiradzoAssets
  8. {
  9. public class EquipmentAttachmentHelper : MonoBehaviour
  10. {
  11. [SerializeField, Tooltip("SkinnedMeshRenderer reference from source asset. Required to read bones structure")]
  12. private SkinnedMeshRenderer skinnedMeshSource;
  13. [SerializeField, Tooltip("SkinnedMeshRenderer component on the object that need to be binded")]
  14. private SkinnedMeshRenderer thisSkinnedMesh;
  15. [Space(10f)]
  16. [SerializeField]
  17. private bool forceRebind;
  18. [SerializeField, HideInInspector]
  19. private bool isBinded;
  20. [SerializeField, HideInInspector]
  21. private string lastBindedMeshName;
  22. private void Awake()
  23. {
  24. BindItemToBones();
  25. }
  26. public void SetSkinnedMeshSource(SkinnedMeshRenderer skinnedMeshSource)
  27. {
  28. this.skinnedMeshSource = skinnedMeshSource;
  29. #if UNITY_EDITOR
  30. EditorUtility.SetDirty(this);
  31. #endif
  32. }
  33. private void BindItemToBones()
  34. {
  35. if (isBinded || skinnedMeshSource == null || thisSkinnedMesh == null)
  36. {
  37. return;
  38. }
  39. var bones = new Transform[skinnedMeshSource.bones.Length];
  40. var root = transform.parent;
  41. for (int i = 0; i < skinnedMeshSource.bones.Length; i++)
  42. {
  43. var bone = FindTransfomInChildRecursive(root, skinnedMeshSource.bones[i].name);
  44. if (bone == null)
  45. {
  46. Debug.LogErrorFormat("Can't find bone with name <b>{0}</b>", skinnedMeshSource.bones[i].name);
  47. return;
  48. }
  49. bones[i] = bone;
  50. }
  51. thisSkinnedMesh.rootBone = bones[0];
  52. thisSkinnedMesh.bones = bones;
  53. isBinded = true;
  54. lastBindedMeshName = thisSkinnedMesh.sharedMesh.name;
  55. #if UNITY_EDITOR
  56. if (!Application.isPlaying)
  57. {
  58. EditorUtility.SetDirty(this);
  59. EditorUtility.SetDirty(thisSkinnedMesh);
  60. }
  61. #endif
  62. }
  63. private Transform FindTransfomInChildRecursive(Transform transform, string transformName)
  64. {
  65. if (transform.name == transformName)
  66. {
  67. return transform;
  68. }
  69. var childCount = transform.childCount;
  70. if (transform.childCount > 0)
  71. {
  72. Transform result;
  73. for (int i = 0; i < childCount; i++)
  74. {
  75. result = FindTransfomInChildRecursive(transform.GetChild(i), transformName);
  76. if (result != null)
  77. {
  78. return result;
  79. }
  80. }
  81. }
  82. return null;
  83. }
  84. #if UNITY_EDITOR
  85. private void OnValidate()
  86. {
  87. if (forceRebind)
  88. {
  89. forceRebind = false;
  90. isBinded = false;
  91. }
  92. if (thisSkinnedMesh == null)
  93. {
  94. isBinded = false;
  95. thisSkinnedMesh = GetComponent<SkinnedMeshRenderer>();
  96. TryLoadSourceSkinnedMeshRenderer();
  97. }
  98. if (isBinded && thisSkinnedMesh != null)
  99. {
  100. if (string.IsNullOrEmpty(lastBindedMeshName) || thisSkinnedMesh.sharedMesh.name != lastBindedMeshName)
  101. {
  102. TryLoadSourceSkinnedMeshRenderer();
  103. isBinded = false;
  104. }
  105. }
  106. BindItemToBones();
  107. }
  108. private void TryLoadSourceSkinnedMeshRenderer()
  109. {
  110. if (thisSkinnedMesh != null && thisSkinnedMesh.sharedMesh != null && skinnedMeshSource == null)
  111. {
  112. var assetPath = AssetDatabase.GetAssetPath(thisSkinnedMesh.sharedMesh);
  113. var sourceFBX = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
  114. var sourceAsset = sourceFBX.transform.Find(thisSkinnedMesh.sharedMesh.name);
  115. if (sourceAsset != null)
  116. {
  117. skinnedMeshSource = sourceAsset.GetComponent<SkinnedMeshRenderer>();
  118. if (!Application.isPlaying)
  119. {
  120. EditorUtility.SetDirty(this);
  121. }
  122. }
  123. }
  124. }
  125. #endif
  126. }
  127. }