using System; using System.Collections.Generic; using UnityEngine; namespace MSCO { /// /// Echte Spielfigur für Mitspieler: eine Kopie eines MSC-Menschen (SkinnedMeshRenderer "bodymesh" mit Skelett /// pelvis/knee_left/ankle_left/shoulder_left/arm_left/hand_left/head ...). Die Knochen werden jedes Frame aus der /// Pose der MSCO-Figur gesetzt (Hüfte, Knie, Knöchel, Schulter, Ellbogen, Hand, Kopf) - laufen, springen, ducken, /// sitzen und Items halten funktionieren dadurch genau wie vorher. Die Bewegung wird über Richtungen übertragen /// (Ruhelage aus der Bind-Pose des Modells), dadurch ist egal, wie die Knochen im Modell ausgerichtet sind. /// public class GameCharacter { /// Gelenkpunkte der MSCO-Figur im lokalen Raum des Spielers (jedes Frame von RemotePlayer.Pose). public class Rig { public Vector3 Hip, NeckBase, Head; public Vector3 Up = Vector3.up; public float Pitch; public readonly Vector3[] HipJoint = new Vector3[2], Knee = new Vector3[2], Ankle = new Vector3[2]; public readonly Vector3[] Shoulder = new Vector3[2], Elbow = new Vector3[2], Hand = new Vector3[2]; } // ---------------------------------------------------------------- Vorlagen im Spiel finden static readonly string[] RequiredBones = { "pelvis", "head", "knee_left", "knee_right", "ankle_left", "ankle_right", "hand_left", "hand_right" }; static List templates; static float nextTemplateSearch; /// Passende Menschen im Spiel (sortiert nach Pfad: bei allen Spielern gleiche Reihenfolge). static List Templates() { if (templates != null && templates.Count > 0 && templates.TrueForAll(t => t != null)) return templates; if (Time.realtimeSinceStartup < nextTemplateSearch) return templates ?? new List(); nextTemplateSearch = Time.realtimeSinceStartup + 10f; var found = new List>(); var seenMeshes = new HashSet(); foreach (SkinnedMeshRenderer smr in Resources.FindObjectsOfTypeAll()) { if (smr == null || smr.sharedMesh == null || !smr.name.StartsWith("bodymesh") || smr.name.Contains("kid")) continue; if (smr.hideFlags != HideFlags.None || smr.bones == null || smr.bones.Length < 10) continue; if (smr.sharedMesh.bindposes == null || smr.sharedMesh.bindposes.Length != smr.bones.Length) continue; if (!HasBones(smr)) continue; Transform root = CloneRoot(smr); if (root == null || !SafeToClone(root)) continue; if (!seenMeshes.Add(smr.sharedMesh)) continue; // gleiches Aussehen nur einmal found.Add(new KeyValuePair(PathOf(smr.transform), smr)); } found.Sort((a, b) => string.CompareOrdinal(a.Key, b.Key)); templates = found.ConvertAll(kv => kv.Value); if (templates.Count > 0) MscoLog.Info("[MSCO] Player models: " + templates.Count + " MSC characters found"); return templates; } static bool HasBones(SkinnedMeshRenderer smr) { var names = new HashSet(); foreach (Transform b in smr.bones) if (b != null) names.Add(b.name); foreach (string r in RequiredBones) if (!names.Contains(r)) return false; return true; } /// Kleinster gemeinsamer Vorfahre von Mesh und Skelett - das wird kopiert. static Transform CloneRoot(SkinnedMeshRenderer smr) { Transform bone = smr.rootBone != null ? smr.rootBone : smr.bones[0]; if (bone == null) return null; for (Transform a = smr.transform; a != null; a = a.parent) if (bone == a || bone.IsChildOf(a)) return a; return null; } /// /// Kopieren darf keine Spiel-Logik starten: entweder hängen in dem Teilbaum keine Skripte (PlayMaker ...), /// oder er ist ohnehin gerade inaktiv (dann wird er für die Kopie kurz ausgeschaltet, ohne Folgen). /// static bool SafeToClone(Transform root) { if (!root.gameObject.activeInHierarchy) return true; return root.GetComponentsInChildren(true).Length == 0; } static string PathOf(Transform t) { string path = t.name; for (Transform p = t.parent; p != null; p = p.parent) path = p.name + "/" + path; return path; } // ---------------------------------------------------------------- Instanz class Bone { public Transform T; public Quaternion RestRot; // relativ zum Spieler public Vector3 RestPos; // relativ zum Spieler public Vector3 RestDir; // zum Kind-Gelenk (Arme/Beine) } GameObject clone; Transform owner; Bone pelvis, head; readonly List spine = new List(); readonly Bone[] upperLeg = new Bone[2], lowerLeg = new Bone[2], foot = new Bone[2]; readonly Bone[] upperArm = new Bone[2], lowerArm = new Bone[2]; Vector3 pelvisOffset; public string Description { get; private set; } /// Figur aus einer Spielvorlage bauen (variant wählt den Menschen). null, wenn keine passt. public static GameCharacter Create(Transform owner, int variant) { List list = Templates(); if (list.Count == 0) return null; var c = new GameCharacter(); try { if (c.Build(owner, list[Mathf.Abs(variant) % list.Count])) return c; } catch (Exception e) { MscoLog.Warning("[MSCO] Player model could not be built: " + e.Message); } c.Destroy(); return null; } bool Build(Transform owner, SkinnedMeshRenderer template) { this.owner = owner; Transform tplRoot = CloneRoot(template); GameObject tpl = tplRoot.gameObject; // Kopieren, ohne dass Skripte der Vorlage anlaufen (siehe SafeToClone) bool wasActive = tpl.activeSelf; bool toggle = wasActive && !tpl.activeInHierarchy; if (toggle) tpl.SetActive(false); try { clone = (GameObject)UnityEngine.Object.Instantiate(tpl); } finally { if (toggle) tpl.SetActive(true); } clone.name = "MSCO_Model"; Strip(clone); SkinnedMeshRenderer smr = null; foreach (SkinnedMeshRenderer s in clone.GetComponentsInChildren(true)) if (s.sharedMesh == template.sharedMesh) { smr = s; break; } if (smr == null) return false; Description = "MSC character " + PathOf(template.transform); // Knochen nach Namen var byName = new Dictionary(); foreach (Transform b in smr.bones) if (b != null && !byName.ContainsKey(b.name)) byName[b.name] = b; // In die Bind-Pose (Ruhelage des Modells) setzen: Eltern vor Kindern Matrix4x4[] bind = smr.sharedMesh.bindposes; var order = new List(); for (int i = 0; i < smr.bones.Length; i++) if (smr.bones[i] != null) order.Add(i); order.Sort((a, b) => Depth(smr.bones[a]).CompareTo(Depth(smr.bones[b]))); foreach (int i in order) { Matrix4x4 m = smr.transform.localToWorldMatrix * bind[i].inverse; smr.bones[i].position = m.GetColumn(3); smr.bones[i].rotation = Quaternion.LookRotation(m.GetColumn(2), m.GetColumn(1)); } // Gliedmaßen geometrisch bestimmen: in jeder Kette (Becken -> ... -> Knöchel -> Zehen bzw. Rumpf -> ... -> Hand // -> Finger) sind die zwei längsten aufeinanderfolgenden Stücke Ober-/Unterschenkel bzw. Ober-/Unterarm. // So ist egal, ob ein Knochen nach seinem Anfang oder seinem Ende benannt ist. clone.transform.SetParent(owner, true); Transform headT = byName["head"], pelvisT = byName["pelvis"]; var trunk = new HashSet { pelvisT }; for (Transform t = headT; t != null && t != pelvisT; t = t.parent) trunk.Add(t); Transform[][] legs = { Limb(byName["ankle_left"], trunk), Limb(byName["ankle_right"], trunk) }; Transform[][] arms = { Limb(byName["hand_left"], trunk), Limb(byName["hand_right"], trunk) }; foreach (Transform[] l in legs) if (l == null) return false; foreach (Transform[] l in arms) if (l == null) return false; Vector3 up = (headT.position - pelvisT.position).normalized; Vector3 right = (arms[1][0].position - arms[0][0].position).normalized; Vector3 forward = Vector3.Cross(right, up).normalized; if (forward.sqrMagnitude < 0.5f) return false; Quaternion facing = Quaternion.LookRotation(forward, up); float legLength = (legs[0][1].position - legs[0][0].position).magnitude + (legs[0][2].position - legs[0][1].position).magnitude; if (legLength < 0.01f) return false; float scale = 0.84f / legLength; // Bein der MSCO-Figur (Oberschenkel + Schienbein + etwas Knöchel) // Erst drehen und skalieren, dann Ruhelage relativ zum Spieler merken clone.transform.localScale = clone.transform.localScale * scale; clone.transform.rotation = owner.rotation * Quaternion.Inverse(facing) * clone.transform.rotation; clone.transform.position += owner.position - pelvisT.position; pelvis = MakeBone(pelvisT, null); head = MakeBone(headT, null); for (Transform s = headT.parent; s != null && s != pelvisT; s = s.parent) spine.Add(MakeBone(s, null)); for (int i = 0; i < 2; i++) { upperLeg[i] = MakeBone(legs[i][0], legs[i][1]); lowerLeg[i] = MakeBone(legs[i][1], legs[i][2]); foot[i] = MakeBone(legs[i][2], null); upperArm[i] = MakeBone(arms[i][0], arms[i][1]); lowerArm[i] = MakeBone(arms[i][1], arms[i][2]); } Vector3 hipCenter = (upperLeg[0].RestPos + upperLeg[1].RestPos) * 0.5f; pelvisOffset = pelvis.RestPos - hipCenter; smr.updateWhenOffscreen = true; // Knochen bewegen sich weit weg von der gespeicherten Hülle foreach (Renderer r in clone.GetComponentsInChildren(true)) r.enabled = true; clone.SetActive(true); return true; } /// /// Gliedmaße als [Anfang oberes Stück, Gelenk (Knie/Ellbogen), Ende (Knöchel/Handgelenk)]: Kette vom Rumpf bis zum /// Ende (über end hinaus entlang des längsten Kindes), dann die zwei längsten aufeinanderfolgenden Stücke. /// static Transform[] Limb(Transform end, HashSet trunk) { var chain = new List(); for (Transform t = end; t != null && !trunk.Contains(t); t = t.parent) chain.Insert(0, t); for (Transform t = end; t.childCount > 0; ) { Transform next = null; float best = -1f; foreach (Transform c in t) { float d = (c.position - t.position).sqrMagnitude; if (d > best) { best = d; next = c; } } chain.Add(next); t = next; } if (chain.Count < 3) return null; int bestK = -1; float bestLen = 0f; for (int k = 0; k + 2 < chain.Count; k++) { float len = Mathf.Min((chain[k + 1].position - chain[k].position).magnitude, (chain[k + 2].position - chain[k + 1].position).magnitude); if (len > bestLen) { bestLen = len; bestK = k; } } return bestK < 0 ? null : new[] { chain[bestK], chain[bestK + 1], chain[bestK + 2] }; } static int Depth(Transform t) { int d = 0; for (; t != null; t = t.parent) d++; return d; } Bone MakeBone(Transform t, Transform child) { var b = new Bone { T = t, RestRot = Quaternion.Inverse(owner.rotation) * t.rotation, RestPos = owner.InverseTransformPoint(t.position) }; if (child != null) b.RestDir = owner.InverseTransformPoint(child.position) - b.RestPos; return b; } /// Alles außer Aussehen entfernen (Skripte, Physik, Kollision, Ton, Animation). static void Strip(GameObject go) { foreach (Joint j in go.GetComponentsInChildren(true)) UnityEngine.Object.DestroyImmediate(j); foreach (Component c in go.GetComponentsInChildren(true)) { if (c == null || c is Transform || c is Renderer || c is MeshFilter) continue; UnityEngine.Object.DestroyImmediate(c); } } // ---------------------------------------------------------------- jedes Frame public void Apply(Rig rig) { if (clone == null) return; Quaternion root = owner.rotation; Quaternion lean = Quaternion.FromToRotation(Vector3.up, rig.Up); pelvis.T.position = owner.TransformPoint(rig.Hip + lean * pelvisOffset); pelvis.T.rotation = root * lean * pelvis.RestRot; for (int i = spine.Count - 1; i >= 0; i--) spine[i].T.rotation = root * lean * spine[i].RestRot; // von unten nach oben head.T.rotation = root * Quaternion.Euler(rig.Pitch, 0f, 0f) * head.RestRot; for (int i = 0; i < 2; i++) { Aim(upperLeg[i], rig.Knee[i] - rig.HipJoint[i], root); Aim(lowerLeg[i], rig.Ankle[i] - rig.Knee[i], root); foot[i].T.rotation = root * foot[i].RestRot; // Füße bleiben flach Aim(upperArm[i], rig.Elbow[i] - rig.Shoulder[i], root); Aim(lowerArm[i], rig.Hand[i] - rig.Elbow[i], root); } } static void Aim(Bone b, Vector3 desired, Quaternion root) { if (desired.sqrMagnitude < 1e-6f || b.RestDir.sqrMagnitude < 1e-6f) return; b.T.rotation = root * Quaternion.FromToRotation(b.RestDir, desired) * b.RestRot; } public void Destroy() { if (clone != null) UnityEngine.Object.Destroy(clone); clone = null; } } }