DressUpUtil.cs 19 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}_eff";
  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)
  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. //特效
  79. if (itemCfg.effLayer > 0)
  80. {
  81. var objName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType);
  82. ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType);
  83. int sortingOrder = typeCfg.defaultLayer;
  84. if (itemCfg.effLayer == 2)
  85. {
  86. sortingOrder = typeCfg.specialLayer;
  87. }
  88. else if(itemCfg.effLayer == 3)
  89. {
  90. sortingOrder = typeCfg.thirdlLayer;
  91. }
  92. AddEffectObj(itemCfg.res, objName, parentObj, sortingOrder);
  93. }
  94. }
  95. }
  96. public static void RemoveItem(int itemID, GameObject sceneObj, GameObject parentObj = null)
  97. {
  98. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  99. if (itemCfg != null)
  100. {
  101. if (parentObj == null)
  102. {
  103. if (itemCfg.subType == ConstDressUpItemType.BEI_JING)
  104. {
  105. parentObj = sceneObj;
  106. }
  107. else
  108. {
  109. //角色
  110. Transform role = sceneObj.transform.Find(ROLE_OBJ_NAME);
  111. parentObj = role.gameObject;
  112. }
  113. }
  114. string spritObjName;
  115. string aniObjName;
  116. //默认层
  117. if (!string.IsNullOrEmpty(itemCfg.resLayer1))
  118. {
  119. spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 1);
  120. TryClearSpriteObj(parentObj, spritObjName);
  121. aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 1);
  122. TryRemoveAnimationObj(parentObj, aniObjName);
  123. }
  124. //特殊层
  125. if (!string.IsNullOrEmpty(itemCfg.resLayer2))
  126. {
  127. spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 2);
  128. TryClearSpriteObj(parentObj, spritObjName);
  129. aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 2);
  130. TryRemoveAnimationObj(parentObj, aniObjName);
  131. }
  132. //第三层
  133. if (!string.IsNullOrEmpty(itemCfg.resLayer3))
  134. {
  135. spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 3);
  136. TryClearSpriteObj(parentObj, spritObjName);
  137. aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 3);
  138. TryRemoveAnimationObj(parentObj, aniObjName);
  139. }
  140. //特效
  141. if (itemCfg.effLayer > 0)
  142. {
  143. string effObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType);
  144. var effTf = parentObj.transform.Find(effObjName);
  145. if (effTf != null)
  146. {
  147. GameObject.DestroyImmediate(effTf.gameObject);
  148. }
  149. }
  150. }
  151. }
  152. public static void InitHead(GameObject sceneObj, bool needSetMask = false, GameObject parentObj = null)
  153. {
  154. var roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME);
  155. parentObj = parentObj == null ? roleTf.gameObject : parentObj;
  156. string res = HEAD_DEFAULT_RES_NAME;
  157. Transform transform_t = parentObj.transform.Find(HEAD_SPRITE_NAME);
  158. if (transform_t != null)
  159. {
  160. return;
  161. }
  162. AddSpriteObj(res, "png", HEAD_SPRITE_NAME, parentObj, 1, needSetMask);
  163. }
  164. public static void UpdateWholeBody(string res, GameObject sceneObj, bool isAni = false, string effRes = null, bool needSetMask = false, GameObject parentObj = null)
  165. {
  166. InitHead(sceneObj, needSetMask, parentObj);
  167. UpdateBodyOnly(res, sceneObj, isAni, effRes, needSetMask, parentObj);
  168. }
  169. public static void UpdateBodyOnly(string res, GameObject sceneObj, bool isAni = false, string effRes = null, bool needSetMask = false, GameObject parentObj = null)
  170. {
  171. //角色
  172. var roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME);
  173. parentObj = parentObj == null ? roleTf.gameObject : parentObj;
  174. if (res == null)
  175. {
  176. res = BODY_DEFAULT_RES_NAME;
  177. }
  178. //清理旧的
  179. TryClearSpriteObj(parentObj, BODY_SPRITE_NAME);
  180. TryRemoveAnimationObj(parentObj, BODY_ANIMATION_NAME);
  181. if (isAni)
  182. {
  183. AddAnimationObj(res, BODY_ANIMATION_NAME, parentObj, 0);
  184. }
  185. else
  186. {
  187. AddSpriteObj(res, "png", BODY_SPRITE_NAME, parentObj, 0, needSetMask);
  188. }
  189. //特效
  190. var tf = parentObj.transform.Find(BODY_EFFECT_OBJ_NAME);
  191. if (tf != null)
  192. {
  193. GameObject.DestroyImmediate(tf.gameObject);
  194. }
  195. if (!string.IsNullOrEmpty(effRes))
  196. {
  197. AddEffectObj(effRes, BODY_EFFECT_OBJ_NAME, parentObj, 0);
  198. }
  199. }
  200. public static void AddAssetReleaser(GameObject gameObj, string resPath)
  201. {
  202. var assetDisposer = gameObj.AddComponent<AssetReleaser>();
  203. assetDisposer.resPath = resPath;
  204. }
  205. public static void ChangeAssetReleaser(GameObject gameObj, string resPath)
  206. {
  207. var assetDisposer = gameObj.GetComponent<AssetReleaser>();
  208. if (assetDisposer == null)
  209. {
  210. assetDisposer = gameObj.AddComponent<AssetReleaser>();
  211. }
  212. assetDisposer.resPath = resPath;
  213. }
  214. private static void updateLayerRes(ItemCfg itemCfg, GameObject parentObj, int layerId, bool needSetMask, bool showAni = true)
  215. {
  216. ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType);
  217. string res = itemCfg.res;
  218. int sortingOrder = typeCfg.defaultLayer;
  219. switch (layerId)
  220. {
  221. case 1:
  222. res = itemCfg.resLayer1 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer1);
  223. break;
  224. case 2:
  225. sortingOrder = typeCfg.specialLayer;
  226. res = itemCfg.resLayer2 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer2);
  227. break;
  228. case 3:
  229. sortingOrder = typeCfg.thirdlLayer;
  230. res = itemCfg.resLayer3 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer3);
  231. break;
  232. }
  233. //清理旧的
  234. var spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, layerId);
  235. TryClearSpriteObj(parentObj, spritObjName);
  236. var aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, layerId);
  237. TryRemoveAnimationObj(parentObj, aniObjName);
  238. string ext = ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType);
  239. //这里需要先添加静态图,防止加载动画有延迟,出现光头
  240. GameObject gameObject = AddSpriteObj(res, ext, spritObjName, parentObj, sortingOrder, needSetMask);
  241. if (itemCfg.isAni > 0 && showAni)
  242. {
  243. AddAnimationObj(res, aniObjName, parentObj, sortingOrder);
  244. Timers.inst.Add(0.03f, 1, (obj) =>
  245. {
  246. if (parentObj != null && parentObj.transform != null)
  247. {
  248. Transform tf = parentObj.transform.Find(spritObjName);
  249. if (tf != null && tf.gameObject != null && tf.gameObject.activeInHierarchy)
  250. {
  251. var assetDisposer = tf.gameObject.GetComponent<AssetReleaser>();
  252. if (assetDisposer != null)
  253. {
  254. if (!string.IsNullOrEmpty(assetDisposer.resPath))
  255. {
  256. string resPath = ResPathUtil.GetDressUpPath(res, ext);
  257. if (assetDisposer.resPath == resPath)
  258. {
  259. TryClearSpriteObj(parentObj, spritObjName);
  260. }
  261. }
  262. }
  263. }
  264. }
  265. });
  266. }
  267. }
  268. private static GameObject AddSpriteObj(string res, string ext, string objName, GameObject parentObj, int sortingOrder, bool needSetMask)
  269. {
  270. string resPath = ResPathUtil.GetDressUpPath(res, ext);
  271. SpriteRenderer spr = null;
  272. var gameObj = parentObj.transform.Find(objName)?.gameObject;
  273. if (gameObj == null)
  274. {
  275. gameObj = new GameObject(objName);
  276. gameObj.transform.SetParent(parentObj.transform, false);
  277. AddAssetReleaser(gameObj, resPath);
  278. }
  279. spr = gameObj.GetComponent<SpriteRenderer>();
  280. if (spr == null)
  281. {
  282. spr = gameObj.AddComponent<SpriteRenderer>();
  283. }
  284. float tx, ty;
  285. LoadSpritePos(res, out tx, out ty);
  286. gameObj.transform.localPosition = new Vector3(tx, ty, gameObj.transform.localPosition.z);
  287. Sprite sp = GFGAsset.Load<Sprite>(resPath);
  288. spr.sprite = sp;
  289. spr.sortingOrder = sortingOrder;
  290. if (needSetMask)
  291. {
  292. spr.maskInteraction = SpriteMaskInteraction.VisibleInsideMask;
  293. }
  294. else
  295. {
  296. spr.maskInteraction = SpriteMaskInteraction.None;
  297. }
  298. return gameObj;
  299. }
  300. public static void TryClearSpriteObj(GameObject parentObj, string spritObjName)
  301. {
  302. if (parentObj == null)
  303. {
  304. return;
  305. }
  306. Transform transform_t = parentObj.transform.Find(spritObjName);
  307. if (transform_t != null)
  308. {
  309. GameObject gameObj_t = transform_t.gameObject;
  310. if (gameObj_t != null)
  311. {
  312. //SpriteRenderer spr = null;
  313. //spr = gameObj_t.GetComponent<SpriteRenderer>();
  314. //if(spr != null)
  315. //{
  316. // spr.sprite = null;
  317. //}
  318. // var assetDisposer = gameObj_t.GetComponent<AssetReleaser>();
  319. // if (assetDisposer != null)
  320. // {
  321. // if (!string.IsNullOrEmpty(assetDisposer.resPath))
  322. // {
  323. // GFGAsset.Release(assetDisposer.resPath);
  324. // assetDisposer.resPath = null;
  325. // }
  326. // }
  327. // SpriteRenderer spr = gameObj_t.GetComponent<SpriteRenderer>();
  328. // if (spr != null)
  329. // {
  330. // GameObject.Destroy(spr);
  331. // }
  332. GameObject.DestroyImmediate(gameObj_t);
  333. }
  334. }
  335. }
  336. private static GameObject AddAnimationObj(string res, string objName, GameObject parentObj, int sortingOrder)
  337. {
  338. string resPath = ResPathUtil.GetDressUpAnimationPath(res);
  339. var prefab = GFGAsset.Load<GameObject>(resPath);
  340. var gameObj = GameObject.Instantiate(prefab);
  341. AddAssetReleaser(gameObj, resPath);
  342. gameObj.name = objName;
  343. gameObj.transform.SetParent(parentObj.transform, false);
  344. var render = gameObj.GetComponent<CubismRenderController>();
  345. if (render == null && gameObj.transform.childCount > 0)
  346. {
  347. var childObj = gameObj.transform.GetChild(0);
  348. if (childObj != null)
  349. {
  350. render = childObj.GetComponent<CubismRenderController>();
  351. }
  352. }
  353. if (render != null && render.gameObject.activeSelf == true)
  354. {
  355. render.SortingOrder = sortingOrder;
  356. }
  357. SetParticleSortingOrder(gameObj, sortingOrder);
  358. return gameObj;
  359. }
  360. private static void TryRemoveAnimationObj(GameObject parentObj, string aniObjName)
  361. {
  362. if (parentObj == null)
  363. {
  364. return;
  365. }
  366. Transform transform = parentObj.transform.Find(aniObjName);
  367. if (transform != null)
  368. {
  369. GameObject gameObj = transform.gameObject;
  370. if (gameObj != null)
  371. {
  372. GameObject.DestroyImmediate(gameObj);
  373. }
  374. }
  375. }
  376. public static GameObject CreateAnimationObj(string resPath)
  377. {
  378. // string resPath = ResPathUtil.GetCardAnimationPath(res);
  379. var prefab = GFGAsset.Load<GameObject>(resPath);
  380. if (prefab == null)
  381. {
  382. return null;
  383. }
  384. var gameObj = GameObject.Instantiate(prefab);
  385. AddAssetReleaser(gameObj, resPath);
  386. return gameObj;
  387. }
  388. private static GameObject AddEffectObj(string res, string objName, GameObject parentObj, int sortingOrder)
  389. {
  390. var resPath = ResPathUtil.GetDressUpEffectPath(res);
  391. GameObject effPre = GFGAsset.Load<GameObject>(resPath);
  392. var gameObj = GameObject.Instantiate(effPre);
  393. AddAssetReleaser(gameObj, resPath);
  394. gameObj.transform.SetParent(parentObj.transform);
  395. gameObj.name = objName;
  396. var sortingGroup = gameObj.transform.GetComponent<SortingGroup>();
  397. if (sortingGroup == null)
  398. {
  399. sortingGroup = gameObj.AddComponent<SortingGroup>();
  400. }
  401. sortingGroup.sortingOrder = sortingOrder + 1;//特效层默认高一个层级
  402. //SetParticleSortingOrder(gameObj, sortingOrder + 1);//特效层默认高一个层级
  403. return gameObj;
  404. }
  405. public static void LoadSpritePos(string res, out float tx, out float ty)
  406. {
  407. string resPath = ResPathUtil.GetDressUpPath(res, "bytes");
  408. if (VEngine.Versions.Contains(resPath))
  409. {
  410. var asset = GFGAsset.Load<TextAsset>(resPath);
  411. if (asset != null)
  412. {
  413. var st = new MemoryStream(asset.bytes);
  414. var br = new BinaryReader(st);
  415. tx = br.ReadInt32() / 100f;
  416. ty = -br.ReadInt32() / 100f;
  417. GFGAsset.Release(resPath);
  418. return;
  419. }
  420. }
  421. tx = 0;
  422. ty = 0;
  423. }
  424. public static void SetParticleSortingOrder(GameObject gameObj, int sortingOrder, bool isAdd = false)
  425. {
  426. ParticleSystem[] particles = gameObj.transform.GetComponentsInChildren<ParticleSystem>();
  427. for (int i = 0; i < particles.Length; i++)
  428. {
  429. var renderer = particles[i].GetComponent<Renderer>();
  430. if (renderer != null)
  431. {
  432. if (isAdd)
  433. {
  434. renderer.sortingOrder = renderer.sortingOrder + sortingOrder;
  435. }
  436. else
  437. {
  438. renderer.sortingOrder = sortingOrder;
  439. }
  440. }
  441. }
  442. }
  443. public static void SetSpriteRenderSortingOrder(GameObject gameObj, int sortingOrder, bool isAdd = false)
  444. {
  445. SpriteRenderer[] spriteRenders = gameObj.transform.GetComponentsInChildren<SpriteRenderer>();
  446. for (int i = 0; i < spriteRenders.Length; i++)
  447. {
  448. if (isAdd)
  449. {
  450. spriteRenders[i].sortingOrder = spriteRenders[i].sortingOrder + sortingOrder;
  451. }
  452. else
  453. {
  454. spriteRenders[i].sortingOrder = sortingOrder;
  455. }
  456. }
  457. }
  458. }
  459. }