东方系列的游戏模型替换怎么替换自机模型

49被浏览2,824分享邀请回答ISceneNode* hugeSword = mWeaponMgr-&getChild("a_very_huge_sword");
ISceneNode* player = mSceneMgr-&getChild("hero_aaaaa");
ISceneNode* rightHand = player-&getChild("right_hand");
rightHand-&addChild(hugeSword);
83 条评论分享收藏感谢收起1添加评论分享收藏感谢收起如何替换单机游戏的角色模型_百度知道
如何替换单机游戏的角色模型
就是把游戏里的人物换成别的样子,这个要怎么改?角色模型的文件在哪个文件夹里
我有更好的答案
有专门的游戏mod导入工具
有下载链接吗,能不能把具体方法说下,我是初学者
常用的有一个叫NMM,你百度可以搜到的,这个模型替换工具很强大,因为它可以安装mod,也可以卸载mod
采纳率:31%
为您推荐:
其他类似问题
您可能关注的内容
单机游戏的相关知识
换一换
回答问题,赢新手礼包
个人、企业类
违法有害信息,请在下方选择后提交
色情、暴力
我们会通过消息、邮箱等方式尽快将举报结果通知您。小妖精的完美游戏教室——东方project,同人,自机 - 小妖精Balous - 博客园
Posts - 16
Stories - 0
Comments - 0
Trackbacks - 0
//================================================================
Copyright (C)//
All Rights Reserved////
Author:小妖精Balous
//Summary:啊咧咧,小妖精Balous因为要应付学校的作业,同时要照顾新手程序员,所以把项目改成了东方project同人作了呢~
//      向神主大人致敬!然后,这是段自机代码的初稿呢~~不知米娜桑能不能看得小妖精Balous写的代码呢~~~~////================================================================
using System.Cusing System.Collections.Gusing UnityE
public abstract class Player : MonoBehaviour{
public GameObject baseB
/// &summary&
/// &/summary&
public GameObject subC
private List&SubCraft& subCraftL
/// &summary&
/// 残机,最大为8
/// &/summary&
public int player
if (value & 8) _player = 8;
else if (value & 0) _player = 0;
else _player =
private int _
/// &summary&
/// 残机碎片,收集5个增加1残机
/// &/summary&
public int playerFragment
return _playerF
if (value &= _playerFragment || player == 8)
_playerFragment++;
if(_playerFragment == 5)
_playerFragment = 0;
_player++;
private int _playerF
/// &summary&
/// 力量,最大为4.00
/// &/summary&
public float power
if (value & 4f) _power = 4f;
else if (value & 0f) _power = 0f;
else _power =
if (subCraft != null)
int difference = (int)_power - subCraftList.C
while (difference & 0)
GameObject subCraftClone = Instantiate(subCraft);
subCraftList.Add(subCraftClone.GetComponent&SubCraft&());
difference--;
while (difference & 0)
SubCraft subCraftClone = subCraftList[subCraftList.Count - 1];
subCraftList.Remove(subCraftClone);
Destroy(subCraftClone.gameObject);
difference++;
private float _
/// &summary&
/// 炸弹,最大为8
/// &/summary&
public int bomb
if (value & 8) _bomb = 8;
else if (value & 0) _bomb = 0;
else _bomb =
private int _
/// &summary&
/// 炸弹碎片,收集5个增加1炸弹
/// &/summary&
public int bombFragment
return _bombF
if (value &= _bombFragment || bomb == 8)
_bombFragment++;
if(_bombFragment == 5)
_bombFragment = 0;
private int _bombF
/// &summary&
/// &/summary&
public int graze
if (value &= 0) _graze = 0;
else if (value & _graze)
_score += 300;
private int _
/// &summary&
/// &/summary&
public int score
if (value & 0) _score = 0;
else if (value & ) _score = ;
else _score =
private int _
/// &summary&
/// 无敌持续时间,大于0f为无敌
/// &/summary&
protected float invincibleT
/// &summary&
/// 距离下次自机子弹生成的剩余时间,大于0f不会生成子弹
/// &/summary&
private float shootT
/// &summary&
/// 距离下次可以使用炸弹的剩余时间,大于0f不能使用炸弹
/// &/summary&
protected float bombT
/// &summary&
/// 自机子弹生成间隔
/// &/summary&
public float timeI
public float normalMoveS
public float slowMoveS
private float moveS
protected virtual void Move()
if (Controller.Slow()) moveSpeed = slowMoveS
else moveSpeed = normalMoveS
//up,left,down,right
int[] direction = new int[4] { 0, 0, 0, 0 };
if (Controller.LeftArrow()) direction[1] = 1;
if (Controller.DownArrow()) direction[2] = 1;
if (direction[1] == 0 && Controller.RightArrow()) direction[3] = 1;
if (direction[2] == 0 && Controller.UpArrow()) direction[0] = 1;
int count = 0;
foreach (int i in direction) count +=
if (count == 0)
if (count == 1)
if (direction[1] == 1) transform.Translate(Vector3.left * moveSpeed * Time.deltaTime);
else if (direction[3] == 1) transform.Translate(Vector3.right * moveSpeed * Time.deltaTime);
else if (direction[2] == 1) transform.Translate(Vector3.down * moveSpeed * Time.deltaTime);
else transform.Translate(Vector3.up * moveSpeed * Time.deltaTime);
if (direction[2] == 1) transform.Translate(Vector3.down * moveSpeed * Time.deltaTime * 0.f);
else if (direction[0] == 1) transform.Translate(Vector3.up * moveSpeed * Time.deltaTime * 0.f);
if (direction[1] == 1) transform.Translate(Vector3.left * moveSpeed * Time.deltaTime * 0.f);
else if (direction[3] == 1) transform.Translate(Vector3.right * moveSpeed * Time.deltaTime * 0.f);
protected virtual void Init()
player = 3;
power = 1f;
graze = 0;
score = 0;
invincibleTime = 3f;
shootTime = 0f;
bombTime = 0f;
_playerFragment = 0;
_bombFragment = 0;
subCraftList = new List&SubCraft&();
if (subCraft != null)
GameObject subCraftClone = Instantiate(subCraft);
subCraftList.Add(subCraftClone.GetComponent&SubCraft&());
protected virtual void Shoot()
GameObject baseBulletClone = Instantiate(baseBullet, transform.position + new Vector3(-0.1f, 0.2f, 0f), Quaternion.identity);
Destroy(baseBulletClone, 13f);
baseBulletClone = Instantiate(baseBullet, transform.position + new Vector3(0.1f, 0.2f, 0f), Quaternion.identity);
Destroy(baseBulletClone, 13f);
protected abstract void Bomb();
void Start ()
void Update ()
if (invincibleTime & 0f) invincibleTime -= Time.deltaT
if (bombTime & 0f) bombTime -= Time.deltaT
if (shootTime & 0f) shootTime -= Time.deltaT
if (shootTime &= 0f && Controller.Shoot() && baseBullet != null)
shootTime += timeI
if (Controller.BombDown() && bombTime &= 0f) Bomb();
private void OnEnable()
if (GameManager.player != null) Debug.LogError("你尝试创建2个Player,这种情况不允许!");
GameManager.player =
private void OnDisable()
GameManager.player =
阅读(...) 评论()怎么修改游戏里面的模型_百度知道
怎么修改游戏里面的模型
我有更好的答案
盗版玩家人物在Q键菜单右上角找、正版按C、选完玩家人物后玩家自杀、复活后你用的就是你选的人物了、插件在游戏中可以选择现实出来、
为您推荐:
其他类似问题
您可能关注的内容
换一换
回答问题,赢新手礼包
个人、企业类
违法有害信息,请在下方选择后提交
色情、暴力
我们会通过消息、邮箱等方式尽快将举报结果通知您。}

我要回帖

更多关于 单机游戏模型动作提取 的文章

更多推荐

版权声明:文章内容来源于网络,版权归原作者所有,如有侵权请点击这里与我们联系,我们将及时删除。

点击添加站长微信