SceneController.cs 10 KB

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  1. using System;
  2. using UnityEngine;
  3. using System.Collections;
  4. using YooAsset;
  5. using Live2D.Cubism.Rendering;
  6. //using System.Collections.Generic;
  7. using FairyGUI;
  8. //using DG.Tweening;
  9. namespace GFGGame
  10. {
  11. public class SceneController
  12. {
  13. public static void UpdateMainScene(GameObject sceneObj)
  14. {
  15. //背景0
  16. Transform tf = sceneObj.transform.Find("Bg");
  17. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  18. var resPath = RoleDataManager.GetMainBgRes();
  19. SpriteHelper.AddSpriteTo(spr, resPath);
  20. //角色
  21. CustomSuitData suitSavedData = CustomSuitDataManager.GetCurrentSuitData();
  22. MyDressUpHelper.dressUpObj.setSceneObj(sceneObj.transform.Find("Scene").gameObject, false, true, null,
  23. false);
  24. MyDressUpHelper.dressUpObj.PutOnDressUpData(suitSavedData.dressUpData);
  25. }
  26. public static void UpdateDialogBg(string value, GameObject sceneObj)
  27. {
  28. StoryDialogDataManager.Instance.waitBgChange = false;
  29. Transform bg = sceneObj.transform.Find("Bg");
  30. Transform bgNext = sceneObj.transform.Find("BgNext");
  31. SpriteRenderer bgSpr = bg.GetComponent<SpriteRenderer>();
  32. SpriteRenderer bgNextSpr = bgNext.GetComponent<SpriteRenderer>();
  33. if (value == "0")
  34. {
  35. SpriteHelper.RemoveSpriteFrom(bgSpr);
  36. }
  37. else
  38. {
  39. var resPath = ResPathUtil.GetSceneBgPath(value);
  40. if (bgSpr.sprite == null)
  41. {
  42. SpriteHelper.AddSpriteTo(bgSpr, resPath);
  43. }
  44. else
  45. {
  46. StoryDialogDataManager.Instance.waitBgChange = true;
  47. StoryDialogDataManager.Instance.dialogShowDelay = 0.4f;
  48. SetSpriteRendererAlpha(bgSpr, 1f);
  49. SpriteHelper.AddSpriteTo(bgNextSpr, resPath);
  50. FairyGUI.Timers.inst.StartCoroutine(LastBgFadeOut());
  51. IEnumerator LastBgFadeOut()
  52. {
  53. while (true)
  54. {
  55. if (bgSpr != null)
  56. {
  57. if (bgSpr.enabled && bgSpr.color.a > 0f)
  58. {
  59. SetSpriteRendererAlpha(bgSpr, bgSpr.color.a - 0.033f);
  60. }
  61. else
  62. {
  63. SpriteHelper.AddSpriteTo(bgSpr, resPath);
  64. SetSpriteRendererAlpha(bgSpr, 1f);
  65. SpriteHelper.RemoveSpriteFrom(bgNextSpr);
  66. break;
  67. }
  68. }
  69. else
  70. {
  71. break;
  72. }
  73. yield return new WaitForEndOfFrame();
  74. }
  75. StoryDialogDataManager.Instance.waitBgChange = false;
  76. }
  77. }
  78. }
  79. }
  80. public static void InitPicFaceAsync(string faceValue, GameObject sceneObj, Action onComplete = null)
  81. {
  82. Transform face = sceneObj.transform.Find("Pic/Face");
  83. if (face == null)
  84. {
  85. Debug.LogError("Face transform not found!");
  86. onComplete?.Invoke();
  87. return;
  88. }
  89. SpriteRenderer sprFace = face.GetComponent<SpriteRenderer>();
  90. if (sprFace == null)
  91. {
  92. Debug.LogError("SpriteRenderer component not found on Face object!");
  93. onComplete?.Invoke();
  94. return;
  95. }
  96. if (faceValue == "0")
  97. {
  98. SpriteHelper.RemoveSpriteFrom(sprFace);
  99. onComplete?.Invoke();
  100. }
  101. else
  102. {
  103. var resPath = ResPathUtil.GetNpcPicFacePath(faceValue);
  104. // 异步加载位置信息
  105. DressUpUtil.LoadSpritePosAsync(resPath, (tx, ty) =>
  106. {
  107. face.localPosition = new Vector3(tx, ty, face.localPosition.z);
  108. // 异步添加精灵
  109. SpriteHelper.AddSpriteToAsync(sprFace, resPath, () => { onComplete?.Invoke(); });
  110. });
  111. }
  112. }
  113. public static string _lastDialogPic;
  114. public static async void UpdateDialogPic(string value, GameObject sceneObj)
  115. {
  116. StoryDialogDataManager.Instance.waitPicFade = false;
  117. Transform tf = sceneObj.transform.Find("Pic");
  118. Transform face = sceneObj.transform.Find("Pic/Face");
  119. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  120. SpriteRenderer sprFace = face.GetComponent<SpriteRenderer>();
  121. // 立绘切换 脸消失
  122. if (_lastDialogPic != value)
  123. {
  124. SpriteHelper.RemoveSpriteFrom(sprFace);
  125. }
  126. _lastDialogPic = value;
  127. if (value == "0")
  128. {
  129. SpriteHelper.RemoveSpriteFrom(spr);
  130. SpriteHelper.RemoveSpriteFrom(sprFace);
  131. }
  132. else
  133. {
  134. StoryDialogDataManager.Instance.waitPicFade = true;
  135. var resPath = ResPathUtil.GetNpcPicSPath(value);
  136. SpriteHelper.AddSpriteTo(spr, resPath);
  137. SetSpriteRendererAlpha(spr, 0f);
  138. SetSpriteRendererAlpha(sprFace, 0f);
  139. FairyGUI.Timers.inst.StartCoroutine(UpdateDialogPicAlpha());
  140. IEnumerator UpdateDialogPicAlpha()
  141. {
  142. while (true)
  143. {
  144. if (spr != null)
  145. {
  146. if (spr.enabled && spr.color.a < 1f)
  147. {
  148. SetSpriteRendererAlpha(spr, spr.color.a + 0.055f);
  149. SetSpriteRendererAlpha(sprFace, spr.color.a);
  150. }
  151. else
  152. {
  153. break;
  154. }
  155. }
  156. else
  157. {
  158. break;
  159. }
  160. yield return new WaitForEndOfFrame();
  161. }
  162. StoryDialogDataManager.Instance.waitPicFade = false;
  163. }
  164. }
  165. }
  166. public static void UpdateDialogAnim(string value, GameObject animObj)
  167. {
  168. if (value == "0")
  169. {
  170. if (animObj != null)
  171. {
  172. PrefabManager.Instance.Restore(animObj);
  173. animObj = null;
  174. }
  175. }
  176. else
  177. {
  178. string res = value.Split('/')[1];
  179. string path = ResPathUtil.GetStoryDialogCGPath(value, res);
  180. // 使用局部变量捕获当前animObj的值
  181. GameObject currentAnimObj = animObj;
  182. PrefabManager.Instance.InstantiateAsync(
  183. path,
  184. (go) =>
  185. {
  186. if (currentAnimObj != null)
  187. {
  188. PrefabManager.Instance.Restore(currentAnimObj);
  189. }
  190. if (go != null)
  191. {
  192. animObj = go; // 这里可以直接赋值给ref参数
  193. // 加载完成后可以在这里执行额外初始化
  194. }
  195. else
  196. {
  197. Debug.LogError($"Failed to load animation: {path}");
  198. animObj = null;
  199. }
  200. }
  201. );
  202. }
  203. }
  204. // 更新人物表情 - 异步版本
  205. public static void UpdateEmojiAni(string value, GameObject animObj)
  206. {
  207. if (value == "0")
  208. {
  209. if (animObj != null)
  210. {
  211. PrefabManager.Instance.Restore(animObj);
  212. animObj = null;
  213. }
  214. }
  215. else
  216. {
  217. // 使用局部变量捕获当前animObj的值
  218. GameObject currentAnimObj = animObj;
  219. value = string.Format("DressUp/{0}", value);
  220. string res = value.Split('/')[1];
  221. string path = ResPathUtil.GetStoryDialogCGPath(value, res);
  222. PrefabManager.Instance.InstantiateAsync(
  223. path,
  224. (go) =>
  225. {
  226. if (currentAnimObj != null)
  227. {
  228. PrefabManager.Instance.Restore(currentAnimObj);
  229. }
  230. if (go != null)
  231. {
  232. animObj = go;
  233. animObj.transform.position = new Vector3(0, -9, 0);
  234. animObj.transform.localScale = new Vector3(2.5f, 2.5f, 2.5f);
  235. }
  236. else
  237. {
  238. Debug.LogError($"Failed to load emoji animation: {path}");
  239. animObj = null;
  240. }
  241. }
  242. );
  243. }
  244. }
  245. public static void ControlBgVisible(GameObject sceneObj, bool isShow)
  246. {
  247. Transform bg = sceneObj.transform.Find("Bg");
  248. Transform bgNext = sceneObj.transform.Find("BgNext");
  249. bg.gameObject.SetActive(isShow);
  250. bgNext.gameObject.SetActive(isShow);
  251. }
  252. public static void SetSpriteRendererAlpha(SpriteRenderer spr, float a)
  253. {
  254. Color c = spr.color;
  255. c.a = a;
  256. spr.color = c;
  257. }
  258. public static void UpdateFightTarget(string value, GameObject sceneObj)
  259. {
  260. Transform tf = sceneObj.transform.Find("Npc");
  261. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  262. var resPath = ResPathUtil.GetNpcPicFPath(value);
  263. SpriteHelper.AddSpriteTo(spr, resPath);
  264. }
  265. }
  266. }