DressUpUtil.cs 20 KB

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  1. using UnityEngine;
  2. using Live2D.Cubism.Rendering;
  3. using System.IO;
  4. using FairyGUI;
  5. using UnityEngine.Rendering;
  6. namespace GFGGame
  7. {
  8. public class DressUpUtil
  9. {
  10. private const string HEAD_DEFAULT_RES_NAME = "head";
  11. private const string BODY_DEFAULT_RES_NAME = "body";
  12. private const string ROLE_OBJ_NAME = "Role";
  13. private const string HEAD_SPRITE_NAME = "Head";
  14. private const string BODY_SPRITE_NAME = "Body";
  15. public const string BODY_ANIMATION_NAME = "Body_a";
  16. private const string BODY_EFFECT_OBJ_NAME = "Body_eff";
  17. public const string FORMAT_SPRITE_NAME = "T{0}_s{1}";
  18. private const string FORMAT_ANIMATION_NAME = "T{0}_a{1}";
  19. private const string FORMAT_EFFECT_OBJ_NAME = "T{0}_e{1}";
  20. public static void AddItem(int itemID, GameObject sceneObj, bool needSetMask = false, bool showAni = true, GameObject parentObj = null, int resLayer = 0)
  21. {
  22. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  23. if (itemCfg != null)
  24. {
  25. // GameObject parentObj = null;
  26. if (parentObj == null)
  27. {
  28. if (itemCfg.subType == ConstDressUpItemType.BEI_JING || DressUpMenuItemCfg1Array.Instance.CheckIsSceneTypeBySubType(itemCfg.subType))
  29. {
  30. parentObj = sceneObj;
  31. }
  32. else
  33. {
  34. //角色
  35. Transform role = sceneObj.transform.Find(ROLE_OBJ_NAME);
  36. parentObj = role.gameObject;
  37. }
  38. }
  39. if (resLayer > 0)
  40. {
  41. string layerName = "";
  42. switch (resLayer)
  43. {
  44. case 1:
  45. layerName = itemCfg.resLayer1;
  46. break;
  47. case 2:
  48. layerName = itemCfg.resLayer2;
  49. break;
  50. case 3:
  51. layerName = itemCfg.resLayer3;
  52. break;
  53. }
  54. if (!string.IsNullOrEmpty(layerName))
  55. {
  56. updateLayerRes(itemCfg, parentObj, resLayer, needSetMask, showAni);
  57. }
  58. // updateLayerRes(itemCfg, parentObj, resLayer, resLayer == 2, needSetMask, showAni);
  59. }
  60. else
  61. {
  62. //普通层
  63. if (!string.IsNullOrEmpty(itemCfg.resLayer1))
  64. {
  65. updateLayerRes(itemCfg, parentObj, 1, needSetMask, showAni);
  66. }
  67. //第二层
  68. if (!string.IsNullOrEmpty(itemCfg.resLayer2))
  69. {
  70. updateLayerRes(itemCfg, parentObj, 2, needSetMask, showAni);
  71. }
  72. //第三层
  73. if (!string.IsNullOrEmpty(itemCfg.resLayer3))
  74. {
  75. updateLayerRes(itemCfg, parentObj, 3, needSetMask, showAni);
  76. }
  77. }
  78. }
  79. }
  80. public static void RemoveItem(int itemID, GameObject sceneObj, GameObject parentObj = null)
  81. {
  82. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  83. if (itemCfg != null)
  84. {
  85. if (parentObj == null)
  86. {
  87. if (itemCfg.subType == ConstDressUpItemType.BEI_JING || DressUpMenuItemCfg1Array.Instance.CheckIsSceneTypeBySubType(itemCfg.subType))
  88. {
  89. parentObj = sceneObj;
  90. }
  91. else
  92. {
  93. //角色
  94. Transform role = sceneObj.transform.Find(ROLE_OBJ_NAME);
  95. parentObj = role.gameObject;
  96. }
  97. }
  98. string spritObjName;
  99. string aniObjName;
  100. //默认层
  101. if (!string.IsNullOrEmpty(itemCfg.resLayer1))
  102. {
  103. spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 1);
  104. TryClearSpriteObj(parentObj, spritObjName);
  105. aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 1);
  106. TryRemoveObj(parentObj, aniObjName);
  107. aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, 1);
  108. TryRemoveObj(parentObj, aniObjName);
  109. }
  110. //特殊层
  111. if (!string.IsNullOrEmpty(itemCfg.resLayer2))
  112. {
  113. spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 2);
  114. TryClearSpriteObj(parentObj, spritObjName);
  115. aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 2);
  116. TryRemoveObj(parentObj, aniObjName);
  117. aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, 2);
  118. TryRemoveObj(parentObj, aniObjName);
  119. }
  120. //第三层
  121. if (!string.IsNullOrEmpty(itemCfg.resLayer3))
  122. {
  123. spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 3);
  124. TryClearSpriteObj(parentObj, spritObjName);
  125. aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 3);
  126. TryRemoveObj(parentObj, aniObjName);
  127. aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, 3);
  128. TryRemoveObj(parentObj, aniObjName);
  129. }
  130. }
  131. }
  132. public static void InitHead(GameObject sceneObj, bool needSetMask = false, GameObject parentObj = null)
  133. {
  134. var roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME);
  135. parentObj = parentObj == null ? roleTf.gameObject : parentObj;
  136. string res = HEAD_DEFAULT_RES_NAME;
  137. Transform transform_t = parentObj.transform.Find(HEAD_SPRITE_NAME);
  138. if (transform_t != null)
  139. {
  140. return;
  141. }
  142. AddSpriteObj(res, "png", HEAD_SPRITE_NAME, parentObj, 1, needSetMask);
  143. }
  144. public static void UpdateWholeBody(string res, GameObject sceneObj, bool isAni = false, string effRes = null, bool needSetMask = false, GameObject parentObj = null)
  145. {
  146. InitHead(sceneObj, needSetMask, parentObj);
  147. UpdateBodyOnly(res, sceneObj, isAni, effRes, needSetMask, parentObj);
  148. }
  149. public static void UpdateBodyOnly(string res, GameObject sceneObj, bool isAni = false, string effRes = null, bool needSetMask = false, GameObject parentObj = null)
  150. {
  151. //角色
  152. var roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME);
  153. parentObj = parentObj == null ? roleTf.gameObject : parentObj;
  154. if (res == null)
  155. {
  156. res = BODY_DEFAULT_RES_NAME;
  157. }
  158. //清理旧的
  159. TryClearSpriteObj(parentObj, BODY_SPRITE_NAME);
  160. var removeBodyAni = TryRemoveObj(parentObj, BODY_ANIMATION_NAME);
  161. TryRemoveObj(parentObj, BODY_EFFECT_OBJ_NAME);
  162. if (isAni)
  163. {
  164. AddAnimationObj(res, BODY_ANIMATION_NAME, parentObj, 0);
  165. }
  166. else
  167. {
  168. AddSpriteObj(res, "png", BODY_SPRITE_NAME, parentObj, 0, needSetMask);
  169. if(removeBodyAni)
  170. {
  171. parentObj.transform.SetPositionAndRotation(new Vector3(), new Quaternion());
  172. }
  173. }
  174. //特效
  175. if (!string.IsNullOrEmpty(effRes))
  176. {
  177. TryAddEffectObj(effRes, BODY_EFFECT_OBJ_NAME, parentObj, 0);
  178. }
  179. }
  180. public static void AddAssetReleaser(GameObject gameObj, string resPath)
  181. {
  182. var assetDisposer = gameObj.AddComponent<AssetReleaser>();
  183. assetDisposer.resPath = resPath;
  184. }
  185. public static void ChangeAssetReleaser(GameObject gameObj, string resPath)
  186. {
  187. var assetDisposer = gameObj.GetComponent<AssetReleaser>();
  188. if (assetDisposer == null)
  189. {
  190. assetDisposer = gameObj.AddComponent<AssetReleaser>();
  191. }
  192. assetDisposer.resPath = resPath;
  193. }
  194. private static void updateLayerRes(ItemCfg itemCfg, GameObject parentObj, int layerId, bool needSetMask, bool showAni = true)
  195. {
  196. ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType);
  197. string res = itemCfg.res;
  198. int sortingOrder = typeCfg.defaultLayer;
  199. switch (layerId)
  200. {
  201. case 1:
  202. res = itemCfg.resLayer1 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer1);
  203. break;
  204. case 2:
  205. sortingOrder = typeCfg.specialLayer;
  206. res = itemCfg.resLayer2 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer2);
  207. break;
  208. case 3:
  209. sortingOrder = typeCfg.thirdlLayer;
  210. res = itemCfg.resLayer3 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer3);
  211. break;
  212. }
  213. //清理旧的
  214. var spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, layerId);
  215. TryClearSpriteObj(parentObj, spritObjName);
  216. var aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, layerId);
  217. TryRemoveObj(parentObj, aniObjName);
  218. string ext = ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType);
  219. //这里需要先添加静态图,防止加载动画有延迟,出现光头
  220. GameObject spriteObj = AddSpriteObj(res, ext, spritObjName, parentObj, sortingOrder, needSetMask);
  221. if (showAni)
  222. {
  223. var aniObj = AddAnimationObj(res, aniObjName, parentObj, sortingOrder);
  224. if (aniObj != null && spriteObj != null)
  225. {
  226. Timers.inst.Add(0.03f, 1, (obj) =>
  227. {
  228. if (parentObj != null && parentObj.transform != null)
  229. {
  230. Transform tf = parentObj.transform.Find(spritObjName);
  231. if (tf != null && tf.gameObject != null && tf.gameObject.activeInHierarchy)
  232. {
  233. var assetDisposer = tf.gameObject.GetComponent<AssetReleaser>();
  234. if (assetDisposer != null)
  235. {
  236. if (!string.IsNullOrEmpty(assetDisposer.resPath))
  237. {
  238. string resPath = ResPathUtil.GetDressUpPath(res, ext);
  239. if (assetDisposer.resPath == resPath)
  240. {
  241. TryClearSpriteObj(parentObj, spritObjName);
  242. }
  243. }
  244. }
  245. }
  246. }
  247. });
  248. }
  249. }
  250. aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, layerId);
  251. TryRemoveObj(parentObj, aniObjName);
  252. TryAddEffectObj(res, aniObjName, parentObj, sortingOrder);
  253. }
  254. private static GameObject AddSpriteObj(string res, string ext, string objName, GameObject parentObj, int sortingOrder, bool needSetMask)
  255. {
  256. string resPath = ResPathUtil.GetDressUpPath(res, ext);
  257. if (!VEngine.Versions.Contains(resPath))
  258. {
  259. return null;
  260. }
  261. SpriteRenderer spr = null;
  262. var gameObj = parentObj.transform.Find(objName)?.gameObject;
  263. if (gameObj == null)
  264. {
  265. gameObj = new GameObject(objName);
  266. gameObj.transform.SetParent(parentObj.transform, false);
  267. AddAssetReleaser(gameObj, resPath);
  268. }
  269. spr = gameObj.GetComponent<SpriteRenderer>();
  270. if (spr == null)
  271. {
  272. spr = gameObj.AddComponent<SpriteRenderer>();
  273. }
  274. float tx, ty;
  275. LoadSpritePos(res, out tx, out ty);
  276. gameObj.transform.localPosition = new Vector3(tx, ty, gameObj.transform.localPosition.z);
  277. Sprite sp = GFGAsset.Load<Sprite>(resPath);
  278. spr.sprite = sp;
  279. spr.sortingOrder = sortingOrder;
  280. if (needSetMask)
  281. {
  282. spr.maskInteraction = SpriteMaskInteraction.VisibleInsideMask;
  283. if (parentObj.transform.parent != null && parentObj.transform.parent.name == "targetRole")
  284. {
  285. spr.maskInteraction = SpriteMaskInteraction.VisibleOutsideMask;
  286. }
  287. else
  288. {
  289. spr.maskInteraction = SpriteMaskInteraction.VisibleInsideMask;
  290. }
  291. }
  292. else
  293. {
  294. spr.maskInteraction = SpriteMaskInteraction.None;
  295. }
  296. return gameObj;
  297. }
  298. public static void TryClearSpriteObj(GameObject parentObj, string spritObjName)
  299. {
  300. if (parentObj == null)
  301. {
  302. return;
  303. }
  304. Transform transform_t = parentObj.transform.Find(spritObjName);
  305. if (transform_t != null)
  306. {
  307. GameObject gameObj_t = transform_t.gameObject;
  308. if (gameObj_t != null)
  309. {
  310. //SpriteRenderer spr = null;
  311. //spr = gameObj_t.GetComponent<SpriteRenderer>();
  312. //if(spr != null)
  313. //{
  314. // spr.sprite = null;
  315. //}
  316. // var assetDisposer = gameObj_t.GetComponent<AssetReleaser>();
  317. // if (assetDisposer != null)
  318. // {
  319. // if (!string.IsNullOrEmpty(assetDisposer.resPath))
  320. // {
  321. // GFGAsset.Release(assetDisposer.resPath);
  322. // assetDisposer.resPath = null;
  323. // }
  324. // }
  325. // SpriteRenderer spr = gameObj_t.GetComponent<SpriteRenderer>();
  326. // if (spr != null)
  327. // {
  328. // GameObject.Destroy(spr);
  329. // }
  330. GameObject.DestroyImmediate(gameObj_t);
  331. }
  332. }
  333. }
  334. private static GameObject AddAnimationObj(string res, string objName, GameObject parentObj, int sortingOrder)
  335. {
  336. string resPath = ResPathUtil.GetDressUpAnimationPath(res);
  337. if (!VEngine.Versions.Contains(resPath))
  338. {
  339. return null;
  340. }
  341. var prefab = GFGAsset.Load<GameObject>(resPath);
  342. var gameObj = GameObject.Instantiate(prefab);
  343. AddAssetReleaser(gameObj, resPath);
  344. if(objName == BODY_ANIMATION_NAME)
  345. {
  346. //如果是动作动画,就根据动画位置及角度信息设置给Role对象
  347. parentObj.transform.SetPositionAndRotation(gameObj.transform.localPosition, gameObj.transform.localRotation);
  348. gameObj.transform.SetPositionAndRotation(new Vector3(), new Quaternion());
  349. }
  350. gameObj.name = objName;
  351. gameObj.transform.SetParent(parentObj.transform, false);
  352. var render = gameObj.GetComponent<CubismRenderController>();
  353. if (render == null && gameObj.transform.childCount > 0)
  354. {
  355. var childObj = gameObj.transform.GetChild(0);
  356. if (childObj != null)
  357. {
  358. render = childObj.GetComponent<CubismRenderController>();
  359. }
  360. }
  361. if (render != null && render.gameObject.activeSelf == true)
  362. {
  363. render.SortingOrder = sortingOrder;
  364. }
  365. SetParticleSortingOrder(gameObj, sortingOrder);
  366. return gameObj;
  367. }
  368. private static bool TryRemoveObj(GameObject parentObj, string aniObjName)
  369. {
  370. if (parentObj == null)
  371. {
  372. return false;
  373. }
  374. Transform transform = parentObj.transform.Find(aniObjName);
  375. if (transform != null)
  376. {
  377. GameObject gameObj = transform.gameObject;
  378. if (gameObj != null)
  379. {
  380. GameObject.DestroyImmediate(gameObj);
  381. return true;
  382. }
  383. }
  384. return false;
  385. }
  386. public static GameObject CreateAnimationObj(string resPath)
  387. {
  388. // string resPath = ResPathUtil.GetCardAnimationPath(res);
  389. var prefab = GFGAsset.Load<GameObject>(resPath);
  390. if (prefab == null)
  391. {
  392. return null;
  393. }
  394. var gameObj = GameObject.Instantiate(prefab);
  395. AddAssetReleaser(gameObj, resPath);
  396. return gameObj;
  397. }
  398. private static void TryAddEffectObj(string res, string objName, GameObject parentObj, int sortingOrder)
  399. {
  400. var resPath = ResPathUtil.GetDressUpEffectPath(res);
  401. if (!VEngine.Versions.Contains(resPath))
  402. {
  403. return;
  404. }
  405. GameObject effPre = GFGAsset.Load<GameObject>(resPath);
  406. var gameObj = GameObject.Instantiate(effPre);
  407. AddAssetReleaser(gameObj, resPath);
  408. gameObj.transform.SetParent(parentObj.transform);
  409. gameObj.name = objName;
  410. var sortingGroup = gameObj.transform.GetComponent<SortingGroup>();
  411. if (sortingGroup == null)
  412. {
  413. sortingGroup = gameObj.AddComponent<SortingGroup>();
  414. }
  415. sortingGroup.sortingOrder = sortingOrder + 1;//特效层默认高一个层级
  416. //SetParticleSortingOrder(gameObj, sortingOrder + 1);//特效层默认高一个层级
  417. }
  418. public static void LoadSpritePos(string res, out float tx, out float ty)
  419. {
  420. string resPath = ResPathUtil.GetDressUpPath(res, "bytes");
  421. if (VEngine.Versions.Contains(resPath))
  422. {
  423. var asset = GFGAsset.Load<TextAsset>(resPath);
  424. if (asset != null)
  425. {
  426. var st = new MemoryStream(asset.bytes);
  427. var br = new BinaryReader(st);
  428. tx = br.ReadInt32() / 100f;
  429. ty = -br.ReadInt32() / 100f;
  430. GFGAsset.Release(resPath);
  431. return;
  432. }
  433. }
  434. tx = 0;
  435. ty = 0;
  436. }
  437. public static void SetParticleSortingOrder(GameObject gameObj, int sortingOrder, bool isAdd = false)
  438. {
  439. ParticleSystem[] particles = gameObj.transform.GetComponentsInChildren<ParticleSystem>();
  440. for (int i = 0; i < particles.Length; i++)
  441. {
  442. var renderer = particles[i].GetComponent<Renderer>();
  443. if (renderer != null)
  444. {
  445. if (isAdd)
  446. {
  447. renderer.sortingOrder = renderer.sortingOrder + sortingOrder;
  448. }
  449. else
  450. {
  451. renderer.sortingOrder = sortingOrder;
  452. }
  453. }
  454. }
  455. }
  456. public static void SetSpriteRenderSortingOrder(GameObject gameObj, int sortingOrder, bool isAdd = false)
  457. {
  458. SpriteRenderer[] spriteRenders = gameObj.transform.GetComponentsInChildren<SpriteRenderer>();
  459. for (int i = 0; i < spriteRenders.Length; i++)
  460. {
  461. if (isAdd)
  462. {
  463. spriteRenders[i].sortingOrder = spriteRenders[i].sortingOrder + sortingOrder;
  464. }
  465. else
  466. {
  467. spriteRenders[i].sortingOrder = sortingOrder;
  468. }
  469. }
  470. }
  471. }
  472. }