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Apache-2.0

关于换装

操作全过程的视频地址: https://www.bilibili.com/video/BV13K4y1V7QP


在龙骨(DragonBones)官方的例子中,给出了换装的演示。 但我感觉有点复杂,看着费劲(也许是我太笨了)。

最主要的问题是骨架结构太复杂了,很多细节也没有提到要怎么做?

假如我有两套套装,套装的各个零件可以互换的话,那么需要创建很多个 龙骨项目文件(.dbproj) 。 每个龙骨项目文件中都只放了一个套装的一个零件。 (官方提供的演示中似乎就是这么组织的) 从软件工程的角度来看,这样做会增加美术和技术的开发难度。

美术人员无法从单个 龙骨项目文件 中看到服装的全貌,只能观察每一个项目文件后,在脑海中拼接出完整的样子。 当然实际工作中也有可能是先在一个项目文件中拼出整图,调完动画,最后再将每个零件复制到新的项目文件中。 但不管怎么做,骨骼动画稍微复杂一点,整个工程就变得非常不可控。

所以我在这里使用了另外一个办法,就是通过 “元件” + “Unity 预制体” 的方式来实现换肤。

要实现骨骼动画,一般的做法是将 插槽(Slot) 放置到相应的 骨骼(Bone) 下。 骨骼动,插槽跟着动。插槽里又带着 图片(也称作纹理 Texture) ,所以我们就会看到图片在动。

但是要实现换装,就不能将插槽放到骨骼下了。 只能将插槽放到 根骨骼(Root) 下, 并且必须将插槽设置成 “网格” ,然后绑定到某个骨骼上。 这是实现换装的前提条件。


另外,官方的代码中有这样几句:

UnityFactory.factory.LoadDragonBonesData(dragonBonesJSONPath);
UnityFactory.factory.LoadTextureAtlasData(textureAtlasJSONPath);
UnityFactory.factory.BuildArmatureComponent("body");

这几句其实我不是很满意。

UnityFactory 拥有一个全局的成员变量 factory,而且还提供了 LoadXxx 函数, 这让我感觉工程很不可控。 因为可能会导致资源不被及时释放, 开发工程师可能会在用完资源之后忘记释放资源…… 而 factory 又是个全局对象, 这确实是风险太高了!

而如果写成:

UnityFactory factory = new UnityFactory();
factory.LoadDragonBonesData(dragonBonesJSONPath);
factory.LoadTextureAtlasData(textureAtlasJSONPath);
factory.BuildArmatureComponent("body");

这样就会安心许多。 因为 factory 只是一个局部变量, 大概率上不会导致严重问题。

到底要不要把 UnityFactory 升格为全局的单例对象, 这个决定权应该交给开发者。 而不是框架擅自为我们做主……

这是从工程角度看代码引起的担忧, 应该不是所有人都像我一样会产生这样的忧虑……


通过元件组织换装资源

在龙骨 5.6.3 版本中,支持元件功能。 元件,可以理解为:在一个龙骨项目中可以存在多个骨架。骨架结构是否必须相同,这个没有约束。 我们可以利用元件来组织换装资源。 打开 Player_MissDie_.dbproj 文件中,可以看到 3 个元件。

  • Hair,发型;
  • HeadAndFace,头和表情;
  • _Default,默认,这是完整的骨架;

为了方便展示,我只做了头部,只换装两个部位:发型和脸部。 这个例子掌握之后,再理解复杂骨架,就不是问题了。

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换装演示,龙骨(DragonBones)版 expand collapse
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Apache-2.0
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