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- using FairyGUI;
- using System;
- using UI.DressUp;
- using UnityEngine;
- namespace GFGGame
- {
- public class PhotographView : BaseView
- {
- private UI_PhotographUI _ui;
- private GameObject _scenePrefab;
- private GameObject _sceneObject;
- private DressUpObjDataCache equipDataCache;
- protected override void OnInit()
- {
- base.OnInit();
- packageName = UI_PhotographUI.PACKAGE_NAME;
- _ui = UI_PhotographUI.Create();
- viewCom = _ui.target;
- isfullScreen = true;
- _ui.m_btnBack.onClick.Add(OnClickBtnBack);
- _scenePrefab = GFGAsset.Load<GameObject>(ResPathUtil.GetPrefabPath("ScenePhotograph"));
- }
- protected override void OnShown()
- {
- base.OnShown();
- // Debug.Log("Length:" + EquipDataCache.cacher.equipDatas.Length);
- // Debug.Log("bgId:" + EquipDataCache.cacher.bgId);
- // Debug.Log("suitId:" + EquipDataCache.cacher.suitId);
- if (_sceneObject == null)
- {
- _sceneObject = GameObject.Instantiate(_scenePrefab);
- // _sceneObject.sortingOrder = 1000;
- EquipDataCache.cacher.setSceneObj(_sceneObject);
- }
- equipDataCache = EquipDataCache.cacher;
- UpdateBg();
- UpdateBody();
- }
- //背景
- private void UpdateBg()
- {
- int[] bgId = { equipDataCache.bgId };
- SceneController.UpdateRole(bgId, _sceneObject, false, null, false);
- }
- //主角
- private void UpdateBody()
- {
- // CustomSuitData suitSavedData = CustomSuitDataManager.GetCurrentSuitList();
- int[] equipDatas = equipDataCache.equipDatas;
- SceneController.UpdateRole(equipDatas, _sceneObject, false, null, false);
- if (equipDataCache.IsSuitPic && equipDataCache.suitId > 0)
- {
- SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(equipDataCache.suitId);
- DressUpUtil.UpdateBody(suitCfg.picRes, _sceneObject);
- }
- }
- //合照NPC
- private void UpdateNpc()
- {
- }
- //场景道具
- private void UpdateScene()
- {
- }
- //边框
- private void UpdateBorder()
- {
- }
- //滤镜效果
- private void UpdateEffect()
- {
- }
- private void OnClickBtnBack()
- {
- this.Hide();
- // ViewManager.Show(ViewName.DRESS_UP_VIEW);
- EventAgent.DispatchEvent(ConstMessage.CLOSE_PHOTOGRAPHVIEW);
- }
- protected override void OnHide()
- {
- base.OnHide();
- if (_sceneObject != null)
- {
- GameObject.Destroy(_sceneObject);
- _sceneObject = null;
- }
- equipDataCache = null;
- }
- public override void Dispose()
- {
- if (_scenePrefab != null)
- {
- GameObject.Destroy(_scenePrefab);
- _scenePrefab = null;
- }
- base.Dispose();
- }
- }
- }
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