SceneController.cs 13 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. private static GameObject currentAnimObj; //保存obj
  14. public static void UpdateMainScene(GameObject sceneObj)
  15. {
  16. //背景0
  17. Transform tf = sceneObj.transform.Find("Bg");
  18. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  19. var resPath = RoleDataManager.GetMainBgRes();
  20. SpriteHelper.AddSpriteTo(spr, resPath);
  21. //角色
  22. CustomSuitData suitSavedData = CustomSuitDataManager.GetCurrentSuitData();
  23. MyDressUpHelper.dressUpObj.setSceneObj(sceneObj.transform.Find("Scene").gameObject, false, true, null,
  24. false);
  25. MyDressUpHelper.dressUpObj.PutOnDressUpData(suitSavedData.dressUpData);
  26. }
  27. public static void UpdateDialogBg(string value, GameObject sceneObj)
  28. {
  29. StoryDialogDataManager.Instance.waitBgChange = false;
  30. Transform bg = sceneObj.transform.Find("Bg");
  31. Transform bgNext = sceneObj.transform.Find("BgNext");
  32. SpriteRenderer bgSpr = bg.GetComponent<SpriteRenderer>();
  33. SpriteRenderer bgNextSpr = bgNext.GetComponent<SpriteRenderer>();
  34. if (value == "0")
  35. {
  36. SpriteHelper.RemoveSpriteFrom(bgSpr);
  37. }
  38. else
  39. {
  40. var resPath = ResPathUtil.GetSceneBgPath(value);
  41. if (bgSpr.sprite == null)
  42. {
  43. SpriteHelper.AddSpriteTo(bgSpr, resPath);
  44. }
  45. else
  46. {
  47. StoryDialogDataManager.Instance.waitBgChange = true;
  48. StoryDialogDataManager.Instance.dialogShowDelay = 0.4f;
  49. SetSpriteRendererAlpha(bgSpr, 1f);
  50. SpriteHelper.AddSpriteTo(bgNextSpr, resPath);
  51. FairyGUI.Timers.inst.StartCoroutine(LastBgFadeOut());
  52. IEnumerator LastBgFadeOut()
  53. {
  54. while (true)
  55. {
  56. if (bgSpr != null)
  57. {
  58. if (bgSpr.enabled && bgSpr.color.a > 0f)
  59. {
  60. SetSpriteRendererAlpha(bgSpr, bgSpr.color.a - 0.033f);
  61. }
  62. else
  63. {
  64. SpriteHelper.AddSpriteTo(bgSpr, resPath);
  65. SetSpriteRendererAlpha(bgSpr, 1f);
  66. SpriteHelper.RemoveSpriteFrom(bgNextSpr);
  67. break;
  68. }
  69. }
  70. else
  71. {
  72. break;
  73. }
  74. yield return new WaitForEndOfFrame();
  75. }
  76. StoryDialogDataManager.Instance.waitBgChange = false;
  77. }
  78. }
  79. }
  80. }
  81. public static void InitPicFaceAsync(string faceValue, GameObject sceneObj, Action onComplete = null)
  82. {
  83. Transform face = sceneObj.transform.Find("Pic/Face");
  84. if (face == null)
  85. {
  86. Debug.LogError("Face transform not found!");
  87. onComplete?.Invoke();
  88. return;
  89. }
  90. SpriteRenderer sprFace = face.GetComponent<SpriteRenderer>();
  91. if (sprFace == null)
  92. {
  93. Debug.LogError("SpriteRenderer component not found on Face object!");
  94. onComplete?.Invoke();
  95. return;
  96. }
  97. if (faceValue == "0")
  98. {
  99. SpriteHelper.RemoveSpriteFrom(sprFace);
  100. onComplete?.Invoke();
  101. }
  102. else
  103. {
  104. var resPath = ResPathUtil.GetNpcPicFacePath(faceValue);
  105. // 异步加载位置信息
  106. DressUpUtil.LoadSpritePosAsync(resPath, (tx, ty) =>
  107. {
  108. face.localPosition = new Vector3(tx, ty, face.localPosition.z);
  109. // 异步添加精灵
  110. SpriteHelper.AddSpriteToAsync(sprFace, resPath, () => { onComplete?.Invoke(); });
  111. });
  112. }
  113. }
  114. public static string _lastDialogPic;
  115. public static async void UpdateDialogPic(string value, GameObject sceneObj)
  116. {
  117. StoryDialogDataManager.Instance.waitPicFade = false;
  118. Transform tf = sceneObj.transform.Find("Pic");
  119. Transform face = sceneObj.transform.Find("Pic/Face");
  120. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  121. SpriteRenderer sprFace = face.GetComponent<SpriteRenderer>();
  122. // 立绘切换 脸消失
  123. if (_lastDialogPic != value)
  124. {
  125. SpriteHelper.RemoveSpriteFrom(sprFace);
  126. }
  127. _lastDialogPic = value;
  128. if (value == "0")
  129. {
  130. SpriteHelper.RemoveSpriteFrom(spr);
  131. SpriteHelper.RemoveSpriteFrom(sprFace);
  132. }
  133. else
  134. {
  135. StoryDialogDataManager.Instance.waitPicFade = true;
  136. var resPath = ResPathUtil.GetNpcPicSPath(value);
  137. SpriteHelper.AddSpriteTo(spr, resPath);
  138. SetSpriteRendererAlpha(spr, 0f);
  139. SetSpriteRendererAlpha(sprFace, 0f);
  140. FairyGUI.Timers.inst.StartCoroutine(UpdateDialogPicAlpha());
  141. IEnumerator UpdateDialogPicAlpha()
  142. {
  143. while (true)
  144. {
  145. if (spr != null)
  146. {
  147. if (spr.enabled && spr.color.a < 1f)
  148. {
  149. SetSpriteRendererAlpha(spr, spr.color.a + 0.055f);
  150. SetSpriteRendererAlpha(sprFace, spr.color.a);
  151. }
  152. else
  153. {
  154. break;
  155. }
  156. }
  157. else
  158. {
  159. break;
  160. }
  161. yield return new WaitForEndOfFrame();
  162. }
  163. StoryDialogDataManager.Instance.waitPicFade = false;
  164. }
  165. }
  166. }
  167. public static void UpdateDialogAnim(string value, GameObject animObj)
  168. {
  169. if (value == "0")
  170. {
  171. if (animObj != null)
  172. {
  173. PrefabManager.Instance.Restore(animObj);
  174. animObj = null;
  175. }
  176. }
  177. else
  178. {
  179. string res = value.Split('/')[1];
  180. string path = ResPathUtil.GetStoryDialogCGPath(value, res);
  181. // 使用局部变量捕获当前animObj的值
  182. GameObject currentAnimObj = animObj;
  183. PrefabManager.Instance.InstantiateAsync(
  184. path,
  185. (go) =>
  186. {
  187. if (currentAnimObj != null)
  188. {
  189. PrefabManager.Instance.Restore(currentAnimObj);
  190. }
  191. if (go != null)
  192. {
  193. animObj = go; // 这里可以直接赋值给ref参数
  194. // 加载完成后可以在这里执行额外初始化
  195. }
  196. else
  197. {
  198. Debug.LogError($"Failed to load animation: {path}");
  199. animObj = null;
  200. }
  201. }
  202. );
  203. }
  204. }
  205. public static void UpdateDialogAnim(string value, ref GameObject animObj)
  206. {
  207. if (value == "0")
  208. {
  209. if (animObj != null)
  210. {
  211. PrefabManager.Instance.Restore(animObj);
  212. animObj = null;
  213. }
  214. }
  215. else
  216. {
  217. string res = value.Split('/')[1];
  218. animObj = PrefabManager.Instance.InstantiateSync(ResPathUtil.GetStoryDialogCGPath(value, res));
  219. //StoryDialogDataManager.Instance.dialogShowDelay = 0.4f;
  220. }
  221. }
  222. // 更新人物表情 - 异步版本
  223. public static void UpdateEmojiAni(string value, GameObject animObj)
  224. {
  225. if (value == "0")
  226. {
  227. if (animObj != null)
  228. {
  229. PrefabManager.Instance.Restore(animObj);
  230. animObj = null;
  231. }
  232. }
  233. else
  234. {
  235. // 使用局部变量捕获当前animObj的值
  236. value = string.Format("DressUp/{0}", value);
  237. string res = value.Split('/')[1];
  238. string path = ResPathUtil.GetStoryDialogCGPath(value, res);
  239. PrefabManager.Instance.InstantiateAsync(
  240. path,
  241. (go) =>
  242. {
  243. if (currentAnimObj != null)
  244. {
  245. PrefabManager.Instance.Restore(currentAnimObj);
  246. }
  247. if (go != null)
  248. {
  249. animObj = go;
  250. currentAnimObj = animObj;
  251. animObj.transform.position = new Vector3(0, -9, 0);
  252. animObj.transform.localScale = new Vector3(2.5f, 2.5f, 2.5f);
  253. }
  254. else
  255. {
  256. Debug.LogError($"Failed to load emoji animation: {path}");
  257. animObj = null;
  258. }
  259. }
  260. );
  261. }
  262. }
  263. public static void DeleteAnimObj()
  264. {
  265. if (currentAnimObj != null)
  266. {
  267. PrefabManager.Instance.Restore(currentAnimObj);
  268. currentAnimObj = null;
  269. }
  270. }
  271. public static void UpdateEmojiAni(string value, ref GameObject animObj)
  272. {
  273. if (value == "0")
  274. {
  275. if (animObj != null)
  276. {
  277. PrefabManager.Instance.Restore(animObj);
  278. animObj = null;
  279. }
  280. }
  281. else
  282. {
  283. PrefabManager.Instance.Restore(animObj);
  284. animObj = null;
  285. value = string.Format("DressUp/{0}", value);
  286. string res = value.Split('/')[1];
  287. animObj = PrefabManager.Instance.InstantiateSync(ResPathUtil.GetStoryDialogCGPath(value, res));
  288. if (animObj == null)
  289. return;
  290. animObj.transform.position = new Vector3(0, -9, 0);
  291. animObj.transform.localScale = new Vector3(2.5f, 2.5f, 2.5f);
  292. //StoryDialogDataManager.Instance.dialogShowDelay = 0.4f;
  293. }
  294. }
  295. public static void ControlBgVisible(GameObject sceneObj, bool isShow)
  296. {
  297. Transform bg = sceneObj.transform.Find("Bg");
  298. Transform bgNext = sceneObj.transform.Find("BgNext");
  299. bg.gameObject.SetActive(isShow);
  300. bgNext.gameObject.SetActive(isShow);
  301. }
  302. public static void SetSpriteRendererAlpha(SpriteRenderer spr, float a)
  303. {
  304. Color c = spr.color;
  305. c.a = a;
  306. spr.color = c;
  307. }
  308. public static void UpdateFightTarget(string value, GameObject sceneObj)
  309. {
  310. Transform tf = sceneObj.transform.Find("Npc");
  311. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  312. var resPath = ResPathUtil.GetNpcPicFPath(value);
  313. SpriteHelper.AddSpriteTo(spr, resPath);
  314. }
  315. public static void InitPicFace(string faceValue, GameObject sceneObj)
  316. {
  317. Transform face = sceneObj.transform.Find("Pic/Face");
  318. SpriteRenderer sprFace = face.GetComponent<SpriteRenderer>();
  319. if (faceValue == "0")
  320. {
  321. SpriteHelper.RemoveSpriteFrom(sprFace);
  322. }
  323. else
  324. {
  325. var resPath = ResPathUtil.GetNpcPicFacePath(faceValue);
  326. float tx, ty;
  327. DressUpUtil.LoadSpritePos(resPath, out tx, out ty);
  328. face.localPosition = new Vector3(tx, ty, face.localPosition.z);
  329. SpriteHelper.AddSpriteTo(sprFace, resPath);
  330. }
  331. }
  332. }
  333. }