DressUpUtil.cs 11 KB

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  1. using UnityEngine;
  2. using System;
  3. using Live2D.Cubism.Rendering;
  4. using System.IO;
  5. namespace GFGGame
  6. {
  7. public class DressUpUtil
  8. {
  9. private const string BODY_DEFAULT_RES_NAME = "renmo";
  10. private const string ROLE_OBJ_NAME = "Role";
  11. private const string BODY_OBJ_NAME = "Body";
  12. private const string BODY_EFFECT_OBJ_NAME = "Body_eff";
  13. private const string FORMAT_OBJ_NAME = "T{0}_{1}";
  14. private const string FORMAT_EFFECT_OBJ_NAME = "T{0}_eff";
  15. private const string FORMAT_LAYER_RES_NAME_WITH_T = "{0}_t";
  16. public static void AddItem(int itemID, GameObject sceneObj, bool needSetMask = false)
  17. {
  18. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  19. if (itemCfg != null)
  20. {
  21. GameObject parentObj = null;
  22. if (itemCfg.subType == ConstDressUpItemType.BEI_JING)
  23. {
  24. parentObj = sceneObj;
  25. }
  26. else
  27. {
  28. //角色
  29. Transform role = sceneObj.transform.Find(ROLE_OBJ_NAME);
  30. parentObj = role.gameObject;
  31. }
  32. //普通层
  33. if (itemCfg.resLayer1 > 0)
  34. {
  35. updateLayerRes(itemCfg, parentObj, 1, itemCfg.resLayer1 == 2, needSetMask);
  36. }
  37. //特殊层
  38. if (itemCfg.resLayer2 > 0)
  39. {
  40. updateLayerRes(itemCfg, parentObj, 2, itemCfg.resLayer2 == 2, needSetMask);
  41. }
  42. //特效
  43. if (itemCfg.effLayer > 0)
  44. {
  45. var objName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType);
  46. ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType);
  47. int sortingOrder = typeCfg.defaultLayer;
  48. if (itemCfg.effLayer == 2)
  49. {
  50. sortingOrder = typeCfg.specialLayer;
  51. }
  52. AddEffectObj(itemCfg.res, objName, parentObj, sortingOrder);
  53. }
  54. }
  55. }
  56. public static void RemoveItem(int itemID, GameObject sceneObj)
  57. {
  58. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  59. if (itemCfg != null)
  60. {
  61. GameObject parentObj = null;
  62. if (itemCfg.subType == (int)ConstDressUpItemType.BEI_JING)
  63. {
  64. parentObj = sceneObj;
  65. }
  66. else
  67. {
  68. //角色
  69. Transform role = sceneObj.transform.Find(ROLE_OBJ_NAME);
  70. parentObj = role.gameObject;
  71. }
  72. string objName;
  73. //默认层
  74. if (itemCfg.resLayer1 > 0)
  75. {
  76. objName = string.Format(FORMAT_OBJ_NAME, itemCfg.subType, 1);
  77. Transform transform = parentObj.transform.Find(objName);
  78. if (transform != null)
  79. {
  80. GameObject gameObj = transform.gameObject;
  81. if (gameObj != null)
  82. {
  83. GameObject.DestroyImmediate(gameObj);
  84. }
  85. }
  86. }
  87. //特殊层
  88. if (itemCfg.resLayer2 > 0)
  89. {
  90. objName = string.Format(FORMAT_OBJ_NAME, itemCfg.subType, 2);
  91. Transform transform_t = parentObj.transform.Find(objName);
  92. if (transform_t != null)
  93. {
  94. GameObject gameObj_t = transform_t.gameObject;
  95. if (gameObj_t != null)
  96. {
  97. GameObject.DestroyImmediate(gameObj_t);
  98. }
  99. }
  100. }
  101. //特效
  102. if (itemCfg.effLayer > 0)
  103. {
  104. string effObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType);
  105. var effTf = parentObj.transform.Find(effObjName);
  106. if (effTf != null)
  107. {
  108. GameObject.DestroyImmediate(effTf.gameObject);
  109. }
  110. }
  111. }
  112. }
  113. public static void UpdateBody(string res, GameObject sceneObj, bool isAni = false, string effRes = null, bool needSetMask = false)
  114. {
  115. //角色
  116. Transform roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME);
  117. GameObject roleObj = roleTf.gameObject;
  118. if (res == null)
  119. {
  120. res = BODY_DEFAULT_RES_NAME;
  121. }
  122. var objName = BODY_OBJ_NAME;
  123. Transform tf = roleObj.transform.Find(objName);
  124. if (tf != null)
  125. {
  126. GameObject.DestroyImmediate(tf.gameObject);
  127. tf = null;
  128. }
  129. if (isAni)
  130. {
  131. AddAnimationObj(res, objName, roleObj, 0);
  132. }
  133. else
  134. {
  135. AddSpriteObj(res, "png", objName, roleObj, 0, needSetMask);
  136. }
  137. //特效
  138. objName = BODY_EFFECT_OBJ_NAME;
  139. tf = roleObj.transform.Find(objName);
  140. if (tf != null)
  141. {
  142. GameObject.DestroyImmediate(tf.gameObject);
  143. }
  144. if (!string.IsNullOrEmpty(effRes))
  145. {
  146. AddEffectObj(effRes, objName, roleObj, 0);
  147. }
  148. }
  149. public static void AddAssetReleaser(GameObject gameObj, string resPath)
  150. {
  151. var assetDisposer = gameObj.AddComponent<AssetReleaser>();
  152. assetDisposer.resPath = resPath;
  153. }
  154. private static void updateLayerRes(ItemCfg itemCfg, GameObject parentObj, int layerId, bool isT, bool needSetMask)
  155. {
  156. ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType);
  157. string objName = string.Format(FORMAT_OBJ_NAME, typeCfg.type, layerId);
  158. string res = itemCfg.res;
  159. int sortingOrder = typeCfg.defaultLayer;
  160. if (layerId == 2)
  161. {
  162. sortingOrder = typeCfg.specialLayer;
  163. }
  164. if (isT)
  165. {
  166. res = string.Format(FORMAT_LAYER_RES_NAME_WITH_T, res);
  167. }
  168. Transform tf = parentObj.transform.Find(objName);
  169. if (tf != null)
  170. {
  171. GameObject.DestroyImmediate(tf.gameObject);
  172. tf = null;
  173. }
  174. if (itemCfg.isAni > 0)
  175. {
  176. AddAnimationObj(res, objName, parentObj, sortingOrder);
  177. }
  178. else
  179. {
  180. string ext = ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType);
  181. AddSpriteObj(res, ext, objName, parentObj, sortingOrder, needSetMask);
  182. }
  183. }
  184. private static GameObject AddSpriteObj(string res, string ext, string objName, GameObject parentObj, int sortingOrder, bool needSetMask)
  185. {
  186. string resPath = ResPathUtil.GetDressUpPath(res, ext);
  187. SpriteRenderer spr = null;
  188. var gameObj = new GameObject(objName);
  189. spr = gameObj.AddComponent<SpriteRenderer>();
  190. AddAssetReleaser(gameObj, resPath);
  191. gameObj.transform.SetParent(parentObj.transform, false);
  192. float tx, ty;
  193. LoadSpritePos(res, out tx, out ty);
  194. gameObj.transform.localPosition = new Vector3(tx, ty, gameObj.transform.localPosition.z);
  195. Sprite sp = GFGAsset.Load<Sprite>(resPath);
  196. spr.sprite = sp;
  197. spr.sortingOrder = sortingOrder;
  198. if (needSetMask)
  199. {
  200. spr.maskInteraction = SpriteMaskInteraction.VisibleInsideMask;
  201. }
  202. else
  203. {
  204. spr.maskInteraction = SpriteMaskInteraction.None;
  205. }
  206. return gameObj;
  207. }
  208. private static GameObject AddAnimationObj(string res, string objName, GameObject parentObj, int sortingOrder)
  209. {
  210. string resPath = ResPathUtil.GetDressUpAnimationPath(res);
  211. var prefab = GFGAsset.Load<GameObject>(resPath);
  212. var gameObj = GameObject.Instantiate(prefab);
  213. AddAssetReleaser(gameObj, resPath);
  214. gameObj.name = objName;
  215. gameObj.transform.SetParent(parentObj.transform, false);
  216. var render = gameObj.GetComponent<CubismRenderController>();
  217. if (render == null && gameObj.transform.childCount > 0)
  218. {
  219. var childObj = gameObj.transform.GetChild(0);
  220. if (childObj != null)
  221. {
  222. render = childObj.GetComponent<CubismRenderController>();
  223. }
  224. }
  225. if (render != null)
  226. {
  227. render.SortingOrder = sortingOrder;
  228. }
  229. SetParticleSortingOrder(gameObj, sortingOrder);
  230. return gameObj;
  231. }
  232. public static GameObject AddAnimationObj(string res)
  233. {
  234. string resPath = ResPathUtil.GetCardAnimationPath(res);
  235. var prefab = GFGAsset.Load<GameObject>(resPath);
  236. if (prefab == null)
  237. {
  238. return null;
  239. }
  240. var gameObj = GameObject.Instantiate(prefab);
  241. AddAssetReleaser(gameObj, resPath);
  242. return gameObj;
  243. }
  244. private static GameObject AddEffectObj(string res, string objName, GameObject parentObj, int sortingOrder)
  245. {
  246. var resPath = ResPathUtil.GetDressUpEffectPath(res);
  247. GameObject effPre = GFGAsset.Load<GameObject>(resPath);
  248. var gameObj = GameObject.Instantiate(effPre);
  249. AddAssetReleaser(gameObj, resPath);
  250. gameObj.transform.SetParent(parentObj.transform);
  251. gameObj.name = objName;
  252. SetParticleSortingOrder(gameObj, sortingOrder);
  253. return gameObj;
  254. }
  255. public static void LoadSpritePos(string res, out float tx, out float ty)
  256. {
  257. string resPath = ResPathUtil.GetDressUpPath(res, "bytes");
  258. if (VEngine.Versions.Contains(resPath))
  259. {
  260. var asset = GFGAsset.Load<TextAsset>(resPath);
  261. if (asset != null)
  262. {
  263. var st = new MemoryStream(asset.bytes);
  264. var br = new BinaryReader(st);
  265. tx = br.ReadInt32() / 100f;
  266. ty = -br.ReadInt32() / 100f;
  267. GFGAsset.Release(resPath);
  268. return;
  269. }
  270. }
  271. tx = 0;
  272. ty = 0;
  273. }
  274. private static void SetParticleSortingOrder(GameObject gameObj, int sortingOrder)
  275. {
  276. var count = gameObj.transform.childCount;
  277. for (int i = 0; i < count; i++)
  278. {
  279. var tf = gameObj.transform.GetChild(i);
  280. var ps = tf.GetComponent<ParticleSystem>();
  281. if (ps != null)
  282. {
  283. var renderer = ps.GetComponent<Renderer>();
  284. if (renderer != null)
  285. {
  286. renderer.sortingOrder = sortingOrder;
  287. }
  288. }
  289. }
  290. }
  291. }
  292. }