DressUpObj.cs 19 KB

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  1. using System.Collections.Generic;
  2. using UnityEngine;
  3. using System;
  4. using System.Linq;
  5. using ET;
  6. namespace GFGGame
  7. {
  8. public class DressUpObj
  9. {
  10. private GameObject _sceneObj;
  11. private GameObject _roleObj;
  12. private bool _needSetMask;
  13. private bool _showSceneType = true;
  14. private bool _showBg = true;
  15. private DressUpData _dressUpData = new DressUpData();
  16. public int bgId
  17. {
  18. get
  19. {
  20. return _dressUpData.bgId;
  21. }
  22. }
  23. public int suitId
  24. {
  25. get
  26. {
  27. return _dressUpData.suitId;
  28. }
  29. }
  30. public int actionId
  31. {
  32. get
  33. {
  34. return _dressUpData.actionId;
  35. }
  36. }
  37. public bool IsAction
  38. {
  39. get
  40. {
  41. return _dressUpData.actionId > 0;
  42. }
  43. }
  44. public bool HasSuitActionRes
  45. {
  46. get
  47. {
  48. if (_dressUpData.suitId > 0)
  49. {
  50. return SuitCfgArray.Instance.CheckSuitHasAction(_dressUpData.suitId);
  51. }
  52. return false;
  53. }
  54. }
  55. public List<int> itemList
  56. {
  57. get
  58. {
  59. return _dressUpData.itemList.ToList();
  60. }
  61. }
  62. /// <summary>
  63. ///
  64. /// </summary>
  65. /// <param name="sceneObj"></param>
  66. /// <param name="needSetMask"></param>
  67. /// <param name="showSceneType"></param>
  68. /// <param name="roleObj"></param>
  69. /// <param name="showBg"></param>
  70. /// <param name="resetData">是否重置装备数据</param>
  71. public void setSceneObj(GameObject sceneObj, bool needSetMask = false, bool showSceneType = true, GameObject roleObj = null, bool showBg = true)
  72. {
  73. if (_sceneObj != null && _sceneObj != sceneObj)
  74. {
  75. GameObject.Destroy(_sceneObj);
  76. }
  77. _sceneObj = sceneObj;
  78. _needSetMask = needSetMask;
  79. _showSceneType = showSceneType;
  80. _showBg = showBg;
  81. _roleObj = roleObj;
  82. if(_dressUpData.IsNew)
  83. {
  84. PutOnDefaultDressUpData();
  85. }
  86. else
  87. {
  88. UpdateRoleView();
  89. }
  90. }
  91. public DressUpData DressUpDataClone()
  92. {
  93. return _dressUpData.Clone();
  94. }
  95. public void Dispose()
  96. {
  97. _sceneObj = null;
  98. _dressUpData = null;
  99. }
  100. //传入一个服装部件Id,判断是否有与此部件同类型服装已穿着
  101. public bool CheckSameTypeIsOn(int itemId)
  102. {
  103. int subType = ItemUtilCS.GetItemSubType(itemId);
  104. for (int i = 0; i < _dressUpData.itemList.Count; i++)
  105. {
  106. int _subType = ItemUtilCS.GetItemSubType(_dressUpData.itemList[i]);
  107. if (subType == _subType) return true;
  108. }
  109. return false;
  110. }
  111. /// <summary>
  112. /// 仅判断换装部件是否已穿着
  113. /// </summary>
  114. /// <param name="itemId"></param>
  115. /// <returns></returns>
  116. public bool CheckDressUpItemIsOn(int itemId)
  117. {
  118. if (itemId == _dressUpData.bgId)
  119. {
  120. return true;
  121. }
  122. return _dressUpData.itemList.Contains(itemId);
  123. }
  124. /// <summary>
  125. /// 仅判断套装是否穿上
  126. /// </summary>
  127. /// <param name="id"></param>
  128. /// <returns></returns>
  129. public bool CheckSuitIsOn(int id)
  130. {
  131. SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(id);
  132. if (suitCfg == null)
  133. {
  134. return false;
  135. }
  136. int[] items = suitCfg.partsArr;
  137. foreach (int itemId in items)
  138. {
  139. if (_dressUpData.actionId == id)
  140. {
  141. if (SuitCfgArray.Instance.CheckActionContainsItem(itemId, id))
  142. {
  143. continue;
  144. }
  145. }
  146. bool isOn = CheckDressUpItemIsOn(itemId);
  147. if (!isOn)
  148. {
  149. return false;
  150. }
  151. }
  152. return true;
  153. }
  154. public void AddOrRemove(int itemId, bool checkDefault, bool isAdd = false, bool isRemove = false)
  155. {
  156. int subType = ItemUtilCS.GetItemSubType(itemId);
  157. if (subType == ConstDressUpItemType.BEI_JING)
  158. {
  159. if (!_showBg)
  160. {
  161. if (DressUpMenuItemCfg1Array.Instance.CheckIsSceneType(itemId))
  162. {
  163. return;
  164. }
  165. }
  166. _dressUpData.bgId = itemId;
  167. bool showAni = IsAction || DressUpMenuItemCfg1Array.Instance.CheckIsSceneType(itemId);
  168. DressUpUtil.AddItem(_dressUpData.bgId, _sceneObj, _needSetMask, showAni, _roleObj);
  169. }
  170. else
  171. {
  172. if (!CheckDressUpItemIsOn(itemId))
  173. {
  174. if (!isRemove)
  175. {
  176. checkRemoveSameType(subType);
  177. Add(itemId);
  178. }
  179. }
  180. else
  181. {
  182. if (!isAdd)
  183. {
  184. Remove(itemId);
  185. }
  186. }
  187. if (checkDefault)
  188. {
  189. checkDefaultItem();
  190. }
  191. }
  192. }
  193. public void checkRemoveSameType(int type)
  194. {
  195. int count = 0;
  196. int firstTeshuId = 0;
  197. for (int i = 0; i < _dressUpData.itemList.Count; i++)
  198. {
  199. int itemID = (int)_dressUpData.itemList[i];
  200. int subType = ItemUtilCS.GetItemSubType(itemID);
  201. if (subType == type
  202. || (type == ConstDressUpItemType.LIAN_YI_QUN && (subType == ConstDressUpItemType.SHANG_YI || subType == ConstDressUpItemType.XIA_ZHUANG || subType == ConstDressUpItemType.NEI_DA))
  203. || (type == ConstDressUpItemType.SHANG_YI && subType == ConstDressUpItemType.LIAN_YI_QUN)
  204. || (type == ConstDressUpItemType.XIA_ZHUANG && subType == ConstDressUpItemType.LIAN_YI_QUN)
  205. || (type == ConstDressUpItemType.NEI_DA && subType == ConstDressUpItemType.LIAN_YI_QUN))
  206. {
  207. Remove(itemID);
  208. i--;
  209. }
  210. if (subType > ConstDressUpItemType.TE_SHU)
  211. {
  212. if (count == 0)
  213. {
  214. firstTeshuId = itemID;
  215. }
  216. count++;
  217. }
  218. }
  219. if (type > ConstDressUpItemType.TE_SHU && count >= 3)
  220. {
  221. //特殊饰品最多穿三件,第四件会自动顶掉第一件
  222. Remove(firstTeshuId);
  223. }
  224. }
  225. //脱掉所有换装,换成默认装(不处理背景)
  226. public void TakeOffAll(bool checkDefault = true)
  227. {
  228. _dressUpData.suitId = 0;
  229. _dressUpData.actionId = 0;
  230. foreach (int itemID in itemList)
  231. {
  232. AddOrRemove(itemID, false, false, true);
  233. }
  234. if (checkDefault)
  235. {
  236. checkDefaultItem();
  237. UpdateWholeBodyView();
  238. }
  239. RoleLevelCfg roleLevelCfg = RoleLevelCfgArray.Instance.GetCfg(GameGlobal.myNumericComponent.GetAsInt(NumericType.Lvl));
  240. // FightDataManager.Instance.score = roleLevelCfg.baseScore;
  241. // foreach (int itemId in _dressUpData.itemList)
  242. // {
  243. // FightDataManager.Instance.score += ItemDataManager.GetItemAdditionScore(itemId, InstanceZonesDataManager.currentScoreType, InstanceZonesDataManager.currentFightTags);
  244. // }
  245. }
  246. //穿上或脱掉一个动作
  247. public void PutOnOrTakeOffAction(int actionId)
  248. {
  249. if (_dressUpData.actionId == actionId)
  250. {
  251. CancelAction();
  252. }
  253. else
  254. {
  255. PutOnAction(actionId);
  256. }
  257. }
  258. //当穿一件部件时检查是否需要取消动作,如果需要则取消该动作
  259. public void CheckCancelActionWhenPutOn(int itemId)
  260. {
  261. if (_dressUpData.actionId > 0)
  262. {
  263. bool replaceableByAction = SuitCfgArray.Instance.CheckItemReaplaceableByAction(itemId, _dressUpData.actionId);
  264. if (!replaceableByAction)
  265. {
  266. CancelAction();
  267. _dressUpData.actionId = 0;
  268. }
  269. }
  270. }
  271. //刷新视图,用于新设置sceneobj后的初始显示
  272. private void UpdateRoleView()
  273. {
  274. PutOnDressUpData(DressUpDataClone());
  275. }
  276. /// <summary>
  277. /// 尝试穿戴配置套装
  278. /// </summary>
  279. /// <param name="id">套装id</param>
  280. /// <param name="tryShowAction">尝试穿上动作</param>
  281. /// <param name="excludeType">排除类型列表</param>
  282. /// <param name="showOptional">是否显示可选部件</param>
  283. /// <param name="CheckOwn">是否只显示主角拥有的部件</param>
  284. public void PutOnSuitCfg(int id, bool tryShowAction, int[] excludeType = null, bool showOptional = true, bool CheckOwn = true)
  285. {
  286. if (_dressUpData.suitId == id)
  287. {
  288. return;
  289. }
  290. TakeOffAll(false);
  291. _dressUpData.suitId = id;
  292. _dressUpData.actionId = (HasSuitActionRes && tryShowAction) ? id : 0;
  293. SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(_dressUpData.suitId);
  294. List<int> items = new List<int>(suitCfg.partsArr);
  295. if (showOptional)
  296. {
  297. if (suitCfg.partsOptionalArr != null && suitCfg.partsOptionalArr.Length > 0)
  298. {
  299. items.AddRange(suitCfg.partsOptionalArr);
  300. }
  301. }
  302. int subType = 0;
  303. foreach (int itemId in items)
  304. {
  305. if (!CheckOwn || DressUpMenuItemDataManager.CheckHasItem(itemId))
  306. {
  307. subType = ItemUtilCS.GetItemSubType(itemId);
  308. bool replaceableByAction = SuitCfgArray.Instance.CheckItemReaplaceableByAction(itemId, suitId);
  309. if (!IsAction || replaceableByAction)
  310. {
  311. if (excludeType == null || Array.IndexOf(excludeType, subType) < 0)
  312. {
  313. AddOrRemove(itemId, false, true);
  314. }
  315. }
  316. }
  317. }
  318. checkDefaultItem();
  319. UpdateWholeBodyView();
  320. }
  321. //穿戴一组换装数据
  322. public void PutOnDressUpData(DressUpData dressUpData)
  323. {
  324. TakeOffAll(false);
  325. _dressUpData.suitId = dressUpData.suitId;
  326. _dressUpData.actionId = dressUpData.actionId;
  327. if (dressUpData.bgId > 0)
  328. {
  329. AddOrRemove(dressUpData.bgId, false);
  330. }
  331. foreach (int itemID in dressUpData.itemList)
  332. {
  333. AddOrRemove(itemID, false, true);
  334. }
  335. checkDefaultItem();
  336. UpdateWholeBodyView();
  337. }
  338. //穿戴默认换装数据
  339. public void PutOnDefaultDressUpData()
  340. {
  341. PutOnDressUpData(DressUpData.CreateDefault());
  342. }
  343. //穿戴一组散件数据(会先脱掉原来的再穿)
  344. public void PutOnItemList(List<int> itemList)
  345. {
  346. TakeOffAll(false);
  347. foreach (int itemID in itemList)
  348. {
  349. AddOrRemove(itemID, false, true);
  350. }
  351. checkDefaultItem();
  352. UpdateWholeBodyView();
  353. }
  354. public int GetItemIdBuyType(int subType)
  355. {
  356. for (int i = 0; i < itemList.Count; i++)
  357. {
  358. if (itemList[i] != ConstItemID.DEFULT_LIAN_YI_QUN && itemList[i] != ConstItemID.DEFULT_NEI_DA && itemList[i] != ConstItemID.DEFULT_XIA_ZHUANG && itemList[i] != ConstItemID.DEFULT_FA_XING)
  359. {
  360. if (subType == ItemUtilCS.GetItemSubType(itemList[i]))
  361. {
  362. return itemList[i];
  363. }
  364. }
  365. }
  366. if (suitId > 0)
  367. {
  368. return suitId;
  369. }
  370. return 0;
  371. }
  372. private void Add(int itemId)
  373. {
  374. if (!_showSceneType)
  375. {
  376. if (DressUpMenuItemCfg1Array.Instance.CheckIsSceneType(itemId))
  377. {
  378. return;
  379. }
  380. }
  381. if (!_dressUpData.itemList.Contains(itemId))
  382. {
  383. _dressUpData.itemList.Add(itemId);
  384. bool showAni = IsAction || DressUpMenuItemCfg1Array.Instance.CheckIsSceneType(itemId);
  385. DressUpUtil.AddItem(itemId, _sceneObj, _needSetMask, showAni, _roleObj);
  386. // FightDataManager.Instance.score += ItemDataManager.GetItemAdditionScore(itemId, InstanceZonesDataManager.currentScoreType, InstanceZonesDataManager.currentFightTags);
  387. }
  388. }
  389. private void Remove(int itemId)
  390. {
  391. if (_dressUpData.itemList == null)
  392. {
  393. return;
  394. }
  395. if (_dressUpData.itemList.Contains(itemId))
  396. {
  397. _dressUpData.itemList.Remove(itemId);
  398. DressUpUtil.RemoveItem(itemId, _sceneObj, _roleObj);
  399. // FightDataManager.Instance.score -= ItemDataManager.GetItemAdditionScore(itemId, InstanceZonesDataManager.currentScoreType, InstanceZonesDataManager.currentFightTags);
  400. }
  401. }
  402. //检测当前穿戴是否是一件完整套装,且只穿了一件套装,返回套装id
  403. private int CheckCurDressIsSuit()
  404. {
  405. var suitId = 0;
  406. var suitIdList = new List<int>();
  407. for (int i = 0; i < _dressUpData.itemList.Count; i++)
  408. {
  409. int itemSuitId = SuitCfgArray.Instance.GetSuitIdOfItem(_dressUpData.itemList[i]);
  410. if (!suitIdList.Contains(itemSuitId))
  411. {
  412. suitIdList.Add(itemSuitId);
  413. }
  414. }
  415. foreach (var itemSuitId in suitIdList)
  416. {
  417. if (CheckSuitIsOn(itemSuitId))
  418. {
  419. suitId = itemSuitId;
  420. break;
  421. }
  422. }
  423. _dressUpData.suitId = suitId;
  424. return _dressUpData.suitId;
  425. }
  426. private void checkDefaultItem()
  427. {
  428. //是否有头发
  429. bool hasFaXing = false;
  430. //检查默认资源
  431. //是否有连衣裙
  432. bool hasLianYiQun = false;
  433. //是否有内搭
  434. bool hasNeiDa = false;
  435. //是否有上衣
  436. bool hasShangYi = false;
  437. //是否有下装
  438. bool hasXiaZhuang = false;
  439. //是否有默认内搭
  440. bool hasNeiDaDefault = false;
  441. //是否有默认下装
  442. bool hasXiaZhuangDefault = false;
  443. for (int i = 0; i < _dressUpData.itemList.Count; i++)
  444. {
  445. int itemID = (int)_dressUpData.itemList[i];
  446. int subType = ItemUtilCS.GetItemSubType(itemID);
  447. if (subType == (int)ConstDressUpItemType.FA_XING)
  448. {
  449. hasFaXing = true;
  450. }
  451. else if (subType == ConstDressUpItemType.LIAN_YI_QUN)
  452. {
  453. hasLianYiQun = true;
  454. }
  455. else if (subType == ConstDressUpItemType.NEI_DA)
  456. {
  457. hasNeiDa = true;
  458. }
  459. else if (subType == ConstDressUpItemType.XIA_ZHUANG)
  460. {
  461. hasXiaZhuang = true;
  462. }
  463. else if (subType == ConstDressUpItemType.SHANG_YI)
  464. {
  465. hasShangYi = true;
  466. }
  467. if (itemID == ConstItemID.DEFULT_NEI_DA)
  468. {
  469. hasNeiDaDefault = true;
  470. }
  471. else if (itemID == ConstItemID.DEFULT_XIA_ZHUANG)
  472. {
  473. hasXiaZhuangDefault = true;
  474. }
  475. }
  476. if (!hasFaXing)
  477. {
  478. Add(ConstItemID.DEFULT_FA_XING);
  479. }
  480. if (!IsAction)
  481. {
  482. if (!hasLianYiQun)
  483. {
  484. if (!hasShangYi && (!hasNeiDa || hasNeiDaDefault) && (!hasXiaZhuang || hasXiaZhuangDefault))
  485. {
  486. Remove(ConstItemID.DEFULT_XIA_ZHUANG);
  487. Remove(ConstItemID.DEFULT_NEI_DA);
  488. Add(ConstItemID.DEFULT_LIAN_YI_QUN);
  489. }
  490. else
  491. {
  492. if (!hasXiaZhuang)
  493. {
  494. Add(ConstItemID.DEFULT_XIA_ZHUANG);
  495. }
  496. if (!hasNeiDa)
  497. {
  498. Add(ConstItemID.DEFULT_NEI_DA);
  499. }
  500. }
  501. }
  502. }
  503. CheckCurDressIsSuit();
  504. }
  505. //更新整个身体层(包括头和躯干)
  506. private void UpdateWholeBodyView()
  507. {
  508. if (IsAction)
  509. {
  510. SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(_dressUpData.actionId);
  511. var hasAniRes = !string.IsNullOrEmpty(suitCfg.aniRes);
  512. var res = hasAniRes ? suitCfg.aniRes : suitCfg.picRes;
  513. DressUpUtil.UpdateWholeBody(res, _sceneObj, hasAniRes, suitCfg.effRes, false, _roleObj);
  514. }
  515. else
  516. {
  517. DressUpUtil.UpdateWholeBody(null, _sceneObj, false, null, _needSetMask, _roleObj);
  518. }
  519. }
  520. //穿上一个动作
  521. public void PutOnAction(int actionId)
  522. {
  523. _dressUpData.actionId = actionId;
  524. foreach (int itemId in itemList)
  525. {
  526. bool replaceableByAction = SuitCfgArray.Instance.CheckItemReaplaceableByAction(itemId, _dressUpData.actionId);
  527. if (!replaceableByAction)
  528. {
  529. AddOrRemove(itemId, false, false, true);
  530. }
  531. }
  532. checkDefaultItem();
  533. UpdateWholeBodyView();
  534. }
  535. //取消动作
  536. public void CancelAction()
  537. {
  538. if (_dressUpData.actionId <= 0)
  539. {
  540. return;
  541. }
  542. _dressUpData.actionId = 0;
  543. checkDefaultItem();
  544. UpdateWholeBodyView();
  545. }
  546. }
  547. }