PhotographView.cs 25 KB

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  1. using FairyGUI;
  2. using System;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using System.Drawing;
  6. using UI.DressUp;
  7. using UnityEditor;
  8. using UnityEngine;
  9. using UnityEngine.EventSystems;
  10. namespace GFGGame
  11. {
  12. public class PhotographView : BaseView
  13. {
  14. private UI_PhotographUI _ui;
  15. private GameObject _scenePrefab;
  16. private GameObject _sceneObject;
  17. // private DressUpObjDataCache equipDataCache;
  18. // private const string MOVE = "MOVE";
  19. // private const string SCALE = "SCALE";
  20. // private const string ROTATION = "ROTATION";
  21. private const float MaxScale = 2;
  22. private const float MinScale = 0.1f;
  23. private const string BgResPath = "Bg/BgRes";
  24. private const string BorderResPath = "Border/BorderRes";
  25. private const string NpcResPath = "Scene/Npc/NpcRes";
  26. private const string RolePath = "Scene/Role";
  27. private const string RoleName = "Role";
  28. private const string NpcPath = "Scene/Npc";
  29. private const string BgResName = "BgRes";
  30. // private const string BorderResName = "BorderRes";
  31. // private GameObject bodyParent;
  32. // private GameObject bgParent;
  33. // private GameObject npcParent;
  34. // private GameObject borderParent;
  35. // private GameObject sceneParent;
  36. private List<int> _listData = null;//当前选择的资源数据
  37. public List<int> _equipRoleData = new List<int>();//当前穿戴的角色数据
  38. public Dictionary<int, List<int>> _equipSceneData = new Dictionary<int, List<int>>();//当前穿戴的场景数据
  39. private Dictionary<GameObject, float> _equipDistance = new Dictionary<GameObject, float>();
  40. private GameObject hitGameObj;//当前选中的物体(单指拖动,双指缩放旋转)
  41. private GameObject memoryHitGameObj;//当前选中的物体(单指缩放旋转)
  42. private Vector3 distance = Vector3.zero;//点击位置和点击物体原点的距离,用于
  43. private Vector2 lastPos = Vector2.zero;//上一次移动后从物体中心到鼠标位置的方向
  44. private float lastDistance = 0;//上一次移动后从物体中心到鼠标位置的方向
  45. // private float _startDistance;//从物体中心到缩放按钮的距离
  46. private SwipeGesture swipeGesture;
  47. private PinchGesture pinchGesture;
  48. private RotationGesture rotationGesture;
  49. private bool isTwoTouchPoint = false;
  50. private int maxLayer = int.MinValue;//最上层的层级数
  51. protected override void OnInit()
  52. {
  53. base.OnInit();
  54. packageName = UI_PhotographUI.PACKAGE_NAME;
  55. _ui = UI_PhotographUI.Create();
  56. viewCom = _ui.target;
  57. isfullScreen = true;
  58. _ui.m_btnBg.onClick.Add(OnClickBtnBg);
  59. _ui.m_loaGuide.onClick.Add(OnClickLoaGuide);
  60. _ui.m_loaGuide1.onClick.Add(OnClickLoaGuide1);
  61. _ui.m_btnChoose.onClick.Add(SetUIView);
  62. _ui.m_btnBack.onClick.Add(OnClickBtnBack);
  63. _ui.m_btnPhotograph.onClick.Add(OnClickBtnPhotograph);
  64. _ui.m_ComSelectRes.m_list.itemRenderer = RenderListItem;
  65. _ui.m_ComSelectRes.m_list.onClickItem.Add(OnListItemClick);
  66. _ui.m_ComSelectRes.m_comBtnTab.m_c1.onChanged.Add(OnContorllerChanged);
  67. _scenePrefab = GFGAsset.Load<GameObject>(ResPathUtil.GetPrefabPath("ScenePhotograph"));
  68. _ui.target.onTouchBegin.Add(OnTouchUIBegin);
  69. _ui.target.onTouchMove.Add(OnTouchUIMove);
  70. _ui.target.onTouchEnd.Add(OnTouchUIEnd);
  71. _ui.m_comSelectBox.m_btnSize.onTouchBegin.Add(OnTouchBtnSizeBegin);
  72. _ui.m_comSelectBox.m_btnSize.onTouchMove.Add(OnTouchBtnSizeMove);
  73. _ui.m_comSelectBox.m_btnSize.onTouchEnd.Add(OnTouchBtnSizeEnd);
  74. _ui.m_comSelectBox.m_btnFlip.onTouchBegin.Add(OnTouchBtnFlipBegin);
  75. _ui.m_comSelectBox.m_btnFlip.onTouchEnd.Add(OnTouchBtnFlipEnd);
  76. _ui.m_comSelectBox.m_btnDelete.onTouchBegin.Add(OnTouchBtnDeleteBegin);
  77. _ui.m_comSelectBox.m_btnDelete.onTouchEnd.Add(OnTouchBtnDeleteEnd);
  78. }
  79. protected override void OnShown()
  80. {
  81. base.OnShown();
  82. Input.multiTouchEnabled = true;
  83. // equipDataCache = EquipDataCache.cacher;
  84. PhotographDataManager.Instance.ClassifyEquipData();
  85. _equipRoleData = PhotographDataManager.Instance._equipRoleData;
  86. _equipSceneData = PhotographDataManager.Instance._equipSceneData;
  87. if (_sceneObject == null)
  88. {
  89. _sceneObject = GameObject.Instantiate(_scenePrefab);
  90. EquipDataCache.cacher.setSceneObj(_sceneObject);
  91. }
  92. pinchGesture = new PinchGesture(_ui.target);
  93. pinchGesture.onAction.Add(OnPinch);
  94. rotationGesture = new RotationGesture(_ui.target);
  95. rotationGesture.onAction.Add(OnRotate);
  96. _ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex = 0;
  97. RefreshList(EnumPhotographType.BG);
  98. SetUIView();
  99. UpdateBg(ItemCfgArray.Instance.GetCfg(EquipDataCache.cacher.bgId));
  100. UpdateBody();
  101. UpdateScene();
  102. if (GuideDataManager.GetGuideCountCopy(ConstGuideId.PHOTOGRAPH) > 0)
  103. {
  104. _ui.m_loaGuide.enabled = false;
  105. _ui.m_loaGuide1.enabled = false;
  106. }
  107. else
  108. {
  109. _ui.m_loaGuide.enabled = true;
  110. _ui.m_loaGuide1.enabled = false;
  111. }
  112. // CreatTex();
  113. }
  114. /************************************************************UI界面*********************************************************/
  115. private void OnContorllerChanged(EventContext context)
  116. {
  117. int index = _ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex;
  118. RefreshList((EnumPhotographType)index);
  119. }
  120. private void RefreshList(EnumPhotographType index)
  121. {
  122. _ui.m_ComSelectRes.m_list.numItems = 0;
  123. _listData = PhotographDataManager.Instance.GetListData(index);
  124. _ui.m_ComSelectRes.m_list.numItems = _listData.Count;
  125. }
  126. private void RenderListItem(int index, GObject obj)
  127. {
  128. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_listData[index]);
  129. string resPath = ResPathUtil.GetIconPath(itemCfg);
  130. UI_ListItem item = UI_ListItem.Proxy(obj);
  131. item.target.data = _listData[index];
  132. item.m_loaIcon.url = resPath;
  133. item.m_txtName.text = itemCfg.name;
  134. }
  135. private void OnListItemClick(EventContext context)
  136. {
  137. int itemID = (int)((context.data as GObject).data);
  138. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  139. EnumPhotographType type = (EnumPhotographType)_ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex;
  140. switch (type)
  141. {
  142. case EnumPhotographType.BG:
  143. UpdateBg(itemCfg);
  144. break;
  145. case EnumPhotographType.BORDER:
  146. if (_listData.IndexOf(itemID) == 0)
  147. {
  148. Transform tf = _sceneObject.transform.Find(BorderResPath);
  149. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  150. if (spr != null)
  151. {
  152. GameObject.Destroy(spr);
  153. }
  154. return;
  155. }
  156. UpdateBorder(itemCfg);
  157. break;
  158. case EnumPhotographType.NPC:
  159. UpdateNpc(itemCfg);
  160. break;
  161. case EnumPhotographType.SCENE:
  162. AddSceneItem(itemCfg, false);
  163. break;
  164. case EnumPhotographType.EFFECT:
  165. break;
  166. }
  167. }
  168. /************************************************************场景*********************************************************/
  169. private void OnTouchUIBegin(EventContext context)
  170. {
  171. context.CaptureTouch();
  172. if (_ui.m_ComSelectRes.target.visible == true) return;//添加道具不监听场景点击
  173. if (Stage.inst.touchCount > 1 && hitGameObj != null || Stage.inst.touchCount == 1 && context.inputEvent.touchId != 0) return;//两根手指&&两指不是同时按下||一根手指但属于中途换指
  174. if (PhotographDataManager.Instance.IsTouchUI(this.viewCom)) return;
  175. RaycastHit2D[] hit2Ds = Physics2D.RaycastAll(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero);
  176. if (hit2Ds.Length > 0)
  177. {
  178. // maxLayer++;
  179. lastPos = Vector2.zero;
  180. hitGameObj = SceneController.GetFirstHitObj(hit2Ds);
  181. _ui.m_comSelectBox.m_btnDelete.visible = true;
  182. if (hitGameObj.name == "Body")//主角不可删除
  183. {
  184. _ui.m_comSelectBox.m_btnDelete.visible = false;
  185. }
  186. _ui.m_comSelectBox.target.visible = false;
  187. if (hitGameObj.name != BgResName)//背景不可改动层级
  188. {
  189. hitGameObj = hitGameObj.transform.parent.gameObject;
  190. PhotographDataManager.Instance.SetItemLayer(hitGameObj, maxLayer);
  191. maxLayer = PhotographDataManager.Instance.GetMaxLayer(hitGameObj, maxLayer) + 1;
  192. _ui.m_comSelectBox.target.visible = true;
  193. if (!_equipDistance.ContainsKey(hitGameObj))
  194. {
  195. SceneController.SetGameObjectCenter(hitGameObj);
  196. }
  197. }
  198. memoryHitGameObj = hitGameObj;
  199. distance = Input.mousePosition - Camera.main.WorldToScreenPoint(hitGameObj.transform.position);
  200. Vector3 localEulerAngles = hitGameObj.transform.localEulerAngles;
  201. float rotation = 0;
  202. if (localEulerAngles.y == 0)
  203. {
  204. rotation = -hitGameObj.transform.localEulerAngles.z;
  205. }
  206. else
  207. {
  208. if (hitGameObj.transform.localEulerAngles.z > 180)
  209. {
  210. rotation = hitGameObj.transform.localEulerAngles.z - 360;
  211. }
  212. else
  213. {
  214. rotation = hitGameObj.transform.localEulerAngles.z;
  215. }
  216. }
  217. _ui.m_comSelectBox.target.rotation = rotation;// localEulerAngles.y != 0 ? hitGameObj.transform.localEulerAngles.z : -hitGameObj.transform.localEulerAngles.z;
  218. Debug.Log("rotation:" + _ui.m_comSelectBox.target.rotation + " " + _ui.m_comSelectBox.target.rotationX + " " + _ui.m_comSelectBox.target.rotationY);
  219. _ui.m_comSelectBox.target.size = SceneController.GetGameObjectSize(hitGameObj);
  220. ControllerSelectBoxPos();
  221. }
  222. }
  223. private void OnTouchUIMove(EventContext context)
  224. {
  225. if (hitGameObj == null) return;//未选中任何物体
  226. if (Stage.inst.touchCount > 1) return; //只监听1根手指
  227. if (PhotographDataManager.Instance.IsTouchUI(this.viewCom)) return;
  228. Debug.Log("拖动");
  229. ControllerObjectPos();
  230. ControllerSelectBoxPos();
  231. }
  232. private void OnTouchUIEnd(EventContext context)
  233. {
  234. // if (Stage.inst.touchCount > 1 || context.inputEvent.touchId != 0) return; //只监听1根手指
  235. hitGameObj = null;
  236. }
  237. //选中物体的位置
  238. private void ControllerObjectPos()
  239. {
  240. hitGameObj.transform.position = Camera.main.ScreenToWorldPoint(Input.mousePosition - distance);
  241. if (hitGameObj.name == BgResName)
  242. {
  243. PhotographDataManager.Instance.SetBgPos(hitGameObj, _ui.target.size);
  244. }
  245. }
  246. //选中框的位置
  247. private void ControllerSelectBoxPos()
  248. {
  249. Vector2 objScreenPos = Camera.main.WorldToScreenPoint(hitGameObj.transform.position);
  250. Vector2 localPos = this.viewCom.GlobalToLocal(new Vector2(objScreenPos.x, (Screen.height - objScreenPos.y)));
  251. _ui.m_comSelectBox.target.position = localPos;
  252. }
  253. private void OnTouchBtnSizeBegin(EventContext context)
  254. {
  255. InputEvent inputEvent = (InputEvent)context.data;
  256. Vector2 pt0 = this.viewCom.GlobalToLocal(new Vector2(inputEvent.x, inputEvent.y));
  257. Vector2 screenPos = this.viewCom.GlobalToLocal(_ui.m_comSelectBox.m_btnSize.LocalToGlobal(Vector2.zero));
  258. Vector2 pt1 = new Vector2(screenPos.x, screenPos.y);
  259. Vector2 pt2 = new Vector2(_ui.m_comSelectBox.target.x, _ui.m_comSelectBox.target.y);
  260. lastDistance = Vector2.Distance(pt0, pt2);
  261. if (!_equipDistance.ContainsKey(memoryHitGameObj))
  262. {
  263. float distance = Vector2.Distance(pt1, pt2) / memoryHitGameObj.transform.localScale.x;
  264. Debug.Log("distance:" + distance + " pt1:" + pt1 + " pt2:" + pt2);
  265. _equipDistance.Add(memoryHitGameObj, distance);
  266. }
  267. }
  268. private void OnTouchBtnSizeMove(EventContext context)
  269. {
  270. if (memoryHitGameObj == null) return;
  271. InputEvent inputEvent = (InputEvent)context.data;
  272. Vector2 pt1 = this.viewCom.GlobalToLocal(new Vector2(inputEvent.x, inputEvent.y));
  273. Vector2 pt2 = new Vector2(_ui.m_comSelectBox.target.x, _ui.m_comSelectBox.target.y);
  274. Vector2 curPos = pt1 - pt2;
  275. float angle = Vector3.Angle(lastPos, curPos); //求出两向量之间的夹角
  276. Vector3 normal = Vector3.Cross(lastPos, curPos);//叉乘求出法线向量
  277. angle *= Mathf.Sign(Vector3.Dot(normal, Vector3.forward)); //Mathf.Sign()求符号,Vector3.Dot()求方向,求法线向量与物体上方向向量点乘,结果为1或-1,修正旋转方向
  278. lastPos = curPos;
  279. ControllerRotate(angle, memoryHitGameObj);
  280. float dist = Vector2.Distance(pt1, pt2);
  281. float ss = dist / lastDistance;
  282. Debug.Log("dist:" + dist + " lastDistance:" + lastDistance + " ss:" + ss);
  283. float newValue = Mathf.Clamp(ss * memoryHitGameObj.transform.localScale.x, 0.1f, 2);
  284. ControllerScale(newValue, memoryHitGameObj);
  285. if (newValue <= 0.1f) return;
  286. Debug.Log("ss:" + ss + " newValue:" + newValue);
  287. lastDistance = dist;
  288. Debug.Log("newValue:" + newValue);
  289. }
  290. private void OnTouchBtnSizeEnd(EventContext context)
  291. {
  292. lastPos = Vector2.zero;
  293. }
  294. //双指缩放
  295. private void OnPinch(EventContext context)
  296. {
  297. if (hitGameObj == null) return;
  298. if (hitGameObj.name == BgResName) return;//背景不可以缩放、旋转
  299. GTween.Kill(hitGameObj);
  300. PinchGesture gesture = (PinchGesture)context.sender;
  301. float newValue = Mathf.Clamp(hitGameObj.transform.localScale.x + gesture.delta, 0.3f, 2);
  302. Debug.Log("双指缩放:" + newValue);
  303. ControllerScale(newValue, hitGameObj);
  304. }
  305. //双指旋转
  306. private void OnRotate(EventContext context)
  307. {
  308. Debug.Log("双指旋转hitGameObj:" + hitGameObj);
  309. if (hitGameObj == null) return;
  310. Debug.Log("双指旋转name:" + hitGameObj.name);
  311. if (hitGameObj.name == BgResName) return;//背景不可以缩放、旋转
  312. // isTwoTouchPoint = true;
  313. GTween.Kill(hitGameObj.transform);
  314. RotationGesture gesture = (RotationGesture)context.sender;
  315. Debug.Log("双指旋转:" + gesture.delta);
  316. ControllerRotate(gesture.delta, hitGameObj);
  317. }
  318. private void ControllerScale(float value, GameObject gameObject)
  319. {
  320. if (value > MaxScale || value < MinScale) return;
  321. gameObject.transform.localScale = new Vector3(value, value, 1);
  322. Vector2 size = SceneController.GetGameObjectSize(gameObject);
  323. _ui.m_comSelectBox.target.size = size;
  324. // _ui.m_comSelectBox.target.SetSize(size.x, size.y);
  325. }
  326. private void ControllerRotate(float value, GameObject gameObject)
  327. {
  328. gameObject.transform.Rotate(Vector3.forward, -value, Space.World);
  329. _ui.m_comSelectBox.target.rotation += value;
  330. }
  331. private void UpdateBg(ItemCfg itemCfg)
  332. {
  333. Transform tf = _sceneObject.transform.Find(BgResPath);
  334. string resPath = ResPathUtil.GetDressUpPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
  335. SceneController.SetSpriteRendererToTransform(tf, resPath);
  336. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  337. spr.sortingOrder = ItemTypeCfgArray.Instance.GetCfg(ConstDressUpItemType.BEI_JING).defaultLayer;
  338. SceneController.SetBoxCollider2DToGameObject(tf.gameObject);
  339. }
  340. //主角
  341. private void UpdateBody()
  342. {
  343. GameObject bodyParent = _sceneObject.transform.Find(RolePath).gameObject;
  344. SceneController.UpdatePhotographBody(_equipRoleData.ToArray(), _sceneObject, bodyParent);
  345. maxLayer = PhotographDataManager.Instance.GetMaxLayer(bodyParent, maxLayer) + 1;
  346. }
  347. //添加初始场景道具
  348. private void UpdateScene()
  349. {
  350. ICollection keys = _equipSceneData.Keys;
  351. foreach (int key in keys)
  352. {
  353. for (int i = 0; i < _equipSceneData[key].Count; i++)
  354. {
  355. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(key);
  356. int defaultLayer = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType).defaultLayer;
  357. AddSceneItem(itemCfg, true);
  358. }
  359. }
  360. }
  361. private void UpdateNpc(ItemCfg itemCfg)
  362. {
  363. maxLayer++;
  364. Transform tf = _sceneObject.transform.Find(NpcResPath);
  365. string resPath = ResPathUtil.GetNpcPicFPath(itemCfg.res);
  366. SceneController.SetSpriteRendererToTransform(tf, resPath);
  367. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  368. spr.sortingOrder = maxLayer;
  369. tf.localPosition = new Vector2(-spr.bounds.center.x, -spr.bounds.center.y);
  370. SceneController.SetBoxCollider2DToGameObject(tf.gameObject);
  371. }
  372. private void UpdateBorder(ItemCfg itemCfg)
  373. {
  374. Transform tf = _sceneObject.transform.Find(BorderResPath);
  375. string resPath = ResPathUtil.GetPhotographFPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
  376. SceneController.SetSpriteRendererToTransform(tf, resPath);
  377. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  378. spr.sortingOrder = 10000;//边框在所有道具的上边
  379. }
  380. private void UpdateEffect()
  381. {
  382. }
  383. private void AddSceneItem(ItemCfg itemCfg, bool isDefaultLayer)
  384. {
  385. int index = 0;
  386. GameObject parentGameObj;
  387. if (itemCfg.resLayer2 > 0)
  388. {
  389. if (!isDefaultLayer)
  390. {
  391. PhotographDataManager.Instance.AddEquipItem(_equipSceneData, itemCfg.id, out _equipSceneData);
  392. }
  393. index = _equipSceneData[itemCfg.id].Count - 1;
  394. parentGameObj = new GameObject(string.Format("{0}_{1}_{2}", itemCfg.id, index, 1));
  395. SceneController.AddItemToScene(_sceneObject, parentGameObj, itemCfg.id, 2, itemCfg.resLayer2);
  396. maxLayer = PhotographDataManager.Instance.GetMaxLayer(parentGameObj, maxLayer) + 1;
  397. if (!isDefaultLayer)
  398. {
  399. PhotographDataManager.Instance.SetItemLayer(parentGameObj, maxLayer);
  400. }
  401. }
  402. if (itemCfg.resLayer1 > 0)
  403. {
  404. if (!isDefaultLayer)
  405. {
  406. PhotographDataManager.Instance.AddEquipItem(_equipSceneData, itemCfg.id, out _equipSceneData);
  407. }
  408. index = _equipSceneData[itemCfg.id].Count - 1;
  409. parentGameObj = new GameObject(string.Format("{0}_{1}_{2}", itemCfg.id, index, 0));
  410. SceneController.AddItemToScene(_sceneObject, parentGameObj, itemCfg.id, 1, itemCfg.resLayer1);
  411. maxLayer = PhotographDataManager.Instance.GetMaxLayer(parentGameObj, maxLayer) + 1;
  412. if (!isDefaultLayer)
  413. {
  414. PhotographDataManager.Instance.SetItemLayer(parentGameObj, maxLayer);
  415. }
  416. }
  417. }
  418. private void OnClickBtnBg()
  419. {
  420. _ui.m_ComSelectRes.target.visible = false;
  421. // GuideController.TryGuideOpenPhotographView(null);
  422. }
  423. private void OnClickLoaGuide()
  424. {
  425. _ui.m_loaGuide1.enabled = true;
  426. _ui.m_loaGuide.enabled = false;
  427. _ui.m_ComSelectRes.target.visible = false;
  428. }
  429. private void OnClickLoaGuide1()
  430. {
  431. _ui.m_loaGuide1.enabled = false;
  432. _ui.m_ComSelectRes.target.visible = false;
  433. }
  434. private void OnTouchBtnFlipBegin()//翻转
  435. {
  436. Transform transform = memoryHitGameObj.transform;
  437. if (memoryHitGameObj.name == RoleName)
  438. {
  439. transform.Rotate(Vector3.up, 180, Space.Self);
  440. return;
  441. }
  442. for (int i = 0; i < transform.childCount; i++)
  443. {
  444. transform.GetChild(i).Rotate(Vector3.up, 180, Space.Self);
  445. }
  446. }
  447. private void OnTouchBtnFlipEnd()
  448. {
  449. }
  450. private void OnTouchBtnDeleteBegin()//删除
  451. {
  452. if (memoryHitGameObj.transform.name == RolePath)
  453. {
  454. return;
  455. }
  456. else if (memoryHitGameObj.transform.name == NpcPath)
  457. {
  458. SpriteRenderer spriteRenderer = memoryHitGameObj.transform.GetChild(0).GetComponent<SpriteRenderer>();
  459. if (spriteRenderer != null)
  460. {
  461. GameObject.Destroy(spriteRenderer);
  462. }
  463. }
  464. else
  465. {
  466. GameObject.DestroyImmediate(memoryHitGameObj);
  467. }
  468. _ui.m_comSelectBox.target.visible = false;
  469. }
  470. private void OnTouchBtnDeleteEnd()
  471. {
  472. }
  473. private void SetUIView()
  474. {
  475. _ui.m_ComSelectRes.target.visible = true;
  476. _ui.m_comSelectBox.target.visible = false;
  477. hitGameObj = null;
  478. memoryHitGameObj = null;
  479. }
  480. private void OnClickBtnPhotograph()
  481. {
  482. _ui.target.visible = false;
  483. Timers.inst.StartCoroutine(ScreenShotTex());// ();
  484. }
  485. private IEnumerator ScreenShotTex()
  486. {
  487. _ui.target.visible = false;
  488. yield return new WaitForEndOfFrame();
  489. Rect rect = new Rect(0, 0, UnityEngine.Screen.width, UnityEngine.Screen.height);
  490. Texture2D tex = new Texture2D((int)rect.width, (int)rect.height, TextureFormat.ARGB32, false);//新建一个Texture2D对象
  491. tex.ReadPixels(rect, 0, 0);//读取像素,屏幕左下角为0点
  492. tex.Apply();//保存像素信息
  493. ViewManager.Show<PhotographSaveView>(tex);
  494. _ui.target.visible = true;
  495. }
  496. private void OnClickBtnBack()
  497. {
  498. this.Hide();
  499. // ViewManager.Show(ViewName.DRESS_UP_VIEW);
  500. EventAgent.DispatchEvent(ConstMessage.CLOSE_PHOTOGRAPHVIEW);
  501. }
  502. protected override void OnHide()
  503. {
  504. base.OnHide();
  505. if (_sceneObject != null)
  506. {
  507. GameObject.Destroy(_sceneObject);
  508. _sceneObject = null;
  509. }
  510. // equipDataCache = null;
  511. _equipRoleData.Clear();
  512. _equipSceneData.Clear();
  513. hitGameObj = null;
  514. memoryHitGameObj = null;
  515. pinchGesture.onAction.Remove(OnPinch);
  516. rotationGesture.onAction.Remove(OnRotate);
  517. pinchGesture = null;
  518. rotationGesture = null;
  519. }
  520. public override void Dispose()
  521. {
  522. if (_scenePrefab != null)
  523. {
  524. GameObject.Destroy(_scenePrefab);
  525. _scenePrefab = null;
  526. }
  527. base.Dispose();
  528. }
  529. protected override void UpdateToCheckGuide(object param)
  530. {
  531. if (!ViewManager.CheckIsTopView(this.viewCom)) return;
  532. GuideController.TryGuide(_ui.m_ComSelectRes.m_comBtnTab.m_btn2, ConstGuideId.PHOTOGRAPH, 4, "可以自由添加已有道具");
  533. GuideController.TryGuide(_ui.m_loaGuide, ConstGuideId.PHOTOGRAPH, 5, "点击空白处查看整体效果");
  534. GuideController.TryGuide(_ui.m_loaGuide1, ConstGuideId.PHOTOGRAPH, 6, "双指可控制放大缩小,或点击边框上的按键控制");
  535. GuideController.TryGuide(_ui.m_btnPhotograph, ConstGuideId.PHOTOGRAPH, 7, "点击拍照,可以记录和分享美照啦");
  536. GuideController.TryCompleteGuide(ConstGuideId.PHOTOGRAPH, 7);
  537. }
  538. }
  539. }