fix pos textname for NPC
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@@ -151,6 +151,59 @@ public class NPCVisual : MonoBehaviour
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}
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}
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// Cached reference to the bone with the highest world-Y position at model-ready time.
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// 模型就绪时世界Y最高的骨骼缓存引用。
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private Transform _cachedTopBone;
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/// <summary>
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/// Scan all SkinnedMeshRenderer bones, find the one with the highest world-Y, and cache it.
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/// Call once after the model and its first animation frame are ready (e.g. from UINPC coroutine).
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/// 扫描所有SkinnedMeshRenderer骨骼,找到世界Y最高者并缓存。
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/// 在模型及首帧动画就绪后调用一次(例如从UINPC协程中调用)。
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/// </summary>
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public void CacheTopBone()
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{
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var smrs = GetComponentsInChildren<SkinnedMeshRenderer>(true);
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var seen = new HashSet<Transform>();
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Transform highest = null;
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float highestY = float.MinValue;
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foreach (var smr in smrs)
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{
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if (smr == null || smr.bones == null)
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continue;
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foreach (var bone in smr.bones)
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{
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if (bone == null || !seen.Add(bone))
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continue;
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float y = bone.position.y;
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if (y > highestY)
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{
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highestY = y;
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highest = bone;
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}
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}
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}
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_cachedTopBone = highest;
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if (debugNamePlateBounds && _cachedTopBone != null)
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Debug.Log($"[Cuong] [NPCVisual] CacheTopBone: topBone={_cachedTopBone.name} worldY={highestY:F3}");
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}
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/// <summary>
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/// Return the world position of the cached top bone (set by <see cref="CacheTopBone"/>).
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/// Returns false if no bone has been cached yet.
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/// 返回缓存的最高骨骼世界坐标。若尚未缓存则返回false。
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/// </summary>
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public bool TryGetTopBoneWorld(out Vector3 worldPos)
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{
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if (_cachedTopBone == null)
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{
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worldPos = default;
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return false;
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}
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worldPos = _cachedTopBone.position;
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return true;
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}
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/// <summary>
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/// Resolve world anchor from merged bounds of all SkinnedMeshRenderers.
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/// 从所有SkinnedMeshRenderer合并后的包围盒解析世界锚点。
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@@ -26,6 +26,9 @@ namespace BrewMonster
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[SerializeField] private bool applyMaleHeadWorldOffsetForAabbOnly = true;
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[SerializeField] private float maleHeadWorldOffset = 0.1f;
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[Header("NPC — skeleton hook")]
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[SerializeField] private bool useNpcHeadHook = true;
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[Header("NPC — SMR / root fallback")]
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[SerializeField] private bool preferVisualBoundsFallback = true;
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[SerializeField] private float fallbackHeightAboveRoot = 2f;
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@@ -55,6 +58,17 @@ namespace BrewMonster
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npcVisual = hostNpc.GetComponent<NPCVisual>();
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}
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/// <summary>
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/// Trigger a scan of all NPC skeleton bones to cache the highest-Y bone.
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/// Call from <see cref="UINPC"/> once the NPC model and its animation are ready.
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/// 触发扫描NPC所有骨骼以缓存世界Y最高的骨骼。在NPC模型及动画就绪后由UINPC调用一次。
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/// </summary>
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public void RefreshNpcTopBone()
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{
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CacheRefs();
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npcVisual?.CacheTopBone();
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}
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/// <summary>
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/// Resolve world position for the nameplate canvas root. Call once at init or every frame if the plate should follow the host.
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/// 解析名牌Canvas根的世界坐标。仅在初始化时调用一次,或若名牌需跟随宿主则每帧调用。
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@@ -119,6 +133,29 @@ namespace BrewMonster
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if (hostNpc == null)
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return false;
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// Priority 1: skeleton hook (follows animation every frame — fixes floating/flying NPCs like 小星星).
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// 优先级1:骨骼挂点(每帧跟随动画,修复小星星等浮空动画中名牌与模型重叠的问题)。
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if (useNpcHeadHook)
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{
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var headHook = hostNpc.GetHook(headHookName);
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if (headHook != null)
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{
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worldPos = headHook.position + Vector3.up * (headHookWorldOffset + extraWorldYOffset);
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usedSkinnedMeshMergedBounds = true; // treated as "precise anchor" so UINPC coroutine exits early
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return true;
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}
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}
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// Priority 2: cached top bone — bone with highest world-Y found at model-ready time.
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// Follows animation per-frame via UINPC.LateUpdate without needing a specific bone name.
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// 优先级2:缓存的最高骨骼——模型就绪时世界Y最高的骨骼,每帧跟随动画,无需特定骨骼名。
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if (npcVisual != null && npcVisual.TryGetTopBoneWorld(out worldPos))
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{
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usedSkinnedMeshMergedBounds = true;
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worldPos.y += extraWorldYOffset;
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return true;
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}
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if (preferVisualBoundsFallback
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&& npcVisual != null
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&& npcVisual.TryGetNamePlateAnchorWorld(out worldPos))
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@@ -63,6 +63,22 @@ namespace BrewMonster
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_initialNameplateRoutine = StartCoroutine(CoApplyInitialNameplateDeferred(maxFrames: 120));
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}
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/// <summary>
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/// Update nameplate position every frame so it follows skeleton animations (e.g. floating/flying NPCs or monsters).
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/// Only active after the initial anchor coroutine has resolved (i.e. _initialNameplateRoutine == null).
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/// 每帧更新名牌位置,使其跟随骨骼动画(如浮空/飞行的NPC或怪物,例如小星星)。
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/// 仅在初始锚点协程完成后(_initialNameplateRoutine == null)生效。
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/// </summary>
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private void LateUpdate()
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{
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if (_initialNameplateRoutine != null)
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return;
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if (_canvasRoot == null || _nameplateAnchor == null)
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return;
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if (_nameplateAnchor.TryGetWorldPosition(out var worldPos))
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ApplyCanvasRootLocalPosition(worldPos);
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}
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/// <summary>
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/// Call after NPC model async load (e.g. <see cref="CECNPC.QueueLoadNPCModel"/>) so SMR bounds exist before anchoring.
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/// 在NPC模型异步加载完成后调用(如 <see cref="CECNPC.QueueLoadNPCModel"/>),以便SMR包围盒已存在再定位名牌。
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@@ -107,12 +123,17 @@ namespace BrewMonster
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&& fromSmr)
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{
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ApplyCanvasRootLocalPosition(worldPos);
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// Model + SMR ready: scan bones and cache the highest one for per-frame LateUpdate tracking.
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// 模型和SMR就绪:扫描骨骼并缓存最高骨骼,供LateUpdate每帧跟踪。
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_nameplateAnchor.RefreshNpcTopBone();
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_initialNameplateRoutine = null;
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yield break;
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}
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yield return null;
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}
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// Timeout: set position from whatever is available (hook / SMR / root fallback), then still cache top bone.
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// 超时:使用当前可用方式设置位置(挂点/SMR/根节点回退),仍然缓存最高骨骼。
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if (_nameplateAnchor.TryGetWorldPosition(out var finalPos, out _, logNpcRootFallback: true))
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{
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ApplyCanvasRootLocalPosition(finalPos);
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@@ -125,6 +146,7 @@ namespace BrewMonster
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"NPC with SMR bounds: worldPos = (combinedBounds.center.x, combinedBounds.max.y, combinedBounds.center.z) + Vector3.up * extraWorldYOffset. " +
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"NPC fallback: worldPos = hostNpc.transform.position + Vector3.up * (fallbackHeightAboveRoot + extraWorldYOffset).");
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}
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_nameplateAnchor.RefreshNpcTopBone();
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_initialNameplateRoutine = null;
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}
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