|  | @@ -25,10 +25,12 @@ namespace GFGGame
 | 
	
		
			
				|  |  |          private const string RolePath = "Scene/Role";
 | 
	
		
			
				|  |  |          private const string RoleName = "Role";
 | 
	
		
			
				|  |  |          private const string NpcPath = "Scene/Npc";
 | 
	
		
			
				|  |  | +        private const string NpcName = "Npc";
 | 
	
		
			
				|  |  |          private const string BgResName = "BgRes";
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |          private List<int> _listData = null;//当前选择的资源数据
 | 
	
		
			
				|  |  | -        private List<GameObject> _itemGameObjs = new List<GameObject>();
 | 
	
		
			
				|  |  | +        private List<GameObject> _itemGameObjs;// = new List<GameObject>();
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  |          public Dictionary<int, List<int>> _equipSceneData = new Dictionary<int, List<int>>();//当前穿戴的场景数据
 | 
	
		
			
				|  |  |          private Dictionary<GameObject, float> _equipDistance = new Dictionary<GameObject, float>();
 | 
	
		
			
				|  |  |  
 | 
	
	
		
			
				|  | @@ -82,7 +84,7 @@ namespace GFGGame
 | 
	
		
			
				|  |  |              _ui.m_comSelectBox.m_btnFlip.onTouchEnd.Add(OnTouchBtnFlipEnd);
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |              _ui.m_comSelectBox.m_btnDelete.onTouchBegin.Add(OnTouchBtnDeleteBegin);
 | 
	
		
			
				|  |  | -            _ui.m_comSelectBox.m_btnDelete.onTouchEnd.Add(OnTouchBtnDeleteEnd);
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |              _ui.m_btnUp.onClick.Add(OnClickBtnUp);
 | 
	
		
			
				|  |  |              _ui.m_btnDown.onClick.Add(OnClickBtnDown);
 | 
	
	
		
			
				|  | @@ -97,11 +99,13 @@ namespace GFGGame
 | 
	
		
			
				|  |  |              PhotographDataManager.Instance.ClassifyEquipData();
 | 
	
		
			
				|  |  |              _equipSceneData = PhotographDataManager.Instance._equipSceneData;
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -            _itemGameObjs.Clear();
 | 
	
		
			
				|  |  | +            PhotographDataManager.Instance.itemGameObjs.Clear();
 | 
	
		
			
				|  |  | +            _itemGameObjs = PhotographDataManager.Instance.itemGameObjs;
 | 
	
		
			
				|  |  |              if (_sceneObject == null)
 | 
	
		
			
				|  |  |              {
 | 
	
		
			
				|  |  |                  _sceneObject = GameObject.Instantiate(_scenePrefab);
 | 
	
		
			
				|  |  |                  EquipDataCache.cacher.setSceneObj(_sceneObject);
 | 
	
		
			
				|  |  | +                PhotographSceneManager.Instance.sceneObject = _sceneObject;
 | 
	
		
			
				|  |  |              }
 | 
	
		
			
				|  |  |              pinchGesture = new PinchGesture(_ui.target);
 | 
	
		
			
				|  |  |              pinchGesture.onAction.Add(OnPinch);
 | 
	
	
		
			
				|  | @@ -112,13 +116,18 @@ namespace GFGGame
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |              RefreshList(EnumPhotographType.BG);
 | 
	
		
			
				|  |  |              SetUIView();
 | 
	
		
			
				|  |  | -            UpdateBg(ItemCfgArray.Instance.GetCfg(EquipDataCache.cacher.bgId));
 | 
	
		
			
				|  |  | -            UpdateBody();
 | 
	
		
			
				|  |  | +            // UpdateBg(ItemCfgArray.Instance.GetCfg(EquipDataCache.cacher.bgId));
 | 
	
		
			
				|  |  | +            PhotographSceneManager.Instance.AddBgItem(ItemCfgArray.Instance.GetCfg(EquipDataCache.cacher.bgId));
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +            // UpdateBody();
 | 
	
		
			
				|  |  | +            PhotographSceneManager.Instance.AddBodyItem();
 | 
	
		
			
				|  |  |              UpdateScene();
 | 
	
		
			
				|  |  | -            for (int i = 0; i < _itemGameObjs.Count; i++)
 | 
	
		
			
				|  |  | -            {
 | 
	
		
			
				|  |  | -                PhotographDataManager.Instance.SetLayer(_itemGameObjs[i], i * 100, "up");
 | 
	
		
			
				|  |  | -            }
 | 
	
		
			
				|  |  | +            // for (int i = 0; i < _itemGameObjs.Count; i++)
 | 
	
		
			
				|  |  | +            // {
 | 
	
		
			
				|  |  | +            //     PhotographDataManager.Instance.ChangeLayer(_itemGameObjs[i], i * 100, "up");
 | 
	
		
			
				|  |  | +            // }
 | 
	
		
			
				|  |  | +            PhotographDataManager.Instance.SetLayer(null, "refresh");
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  |              if (GuideDataManager.GetGuideCountCopy(ConstGuideId.PHOTOGRAPH) > 0)
 | 
	
		
			
				|  |  |              {
 | 
	
		
			
				|  |  |                  _ui.m_loaGuide.enabled = false;
 | 
	
	
		
			
				|  | @@ -168,30 +177,21 @@ namespace GFGGame
 | 
	
		
			
				|  |  |              switch (type)
 | 
	
		
			
				|  |  |              {
 | 
	
		
			
				|  |  |                  case EnumPhotographType.BG:
 | 
	
		
			
				|  |  | -                    UpdateBg(itemCfg);
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +                    PhotographSceneManager.Instance.AddBgItem(itemCfg);
 | 
	
		
			
				|  |  |                      break;
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |                  case EnumPhotographType.BORDER:
 | 
	
		
			
				|  |  | -                    if (_listData.IndexOf(itemID) == 0)
 | 
	
		
			
				|  |  | -                    {
 | 
	
		
			
				|  |  | -                        Transform tf = _sceneObject.transform.Find(BorderResPath);
 | 
	
		
			
				|  |  | -                        SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
 | 
	
		
			
				|  |  | -                        if (spr != null)
 | 
	
		
			
				|  |  | -                        {
 | 
	
		
			
				|  |  | -                            GameObject.Destroy(spr);
 | 
	
		
			
				|  |  | -                        }
 | 
	
		
			
				|  |  | -                        return;
 | 
	
		
			
				|  |  | -                    }
 | 
	
		
			
				|  |  | -                    UpdateBorder(itemCfg);
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +                    PhotographSceneManager.Instance.AddBorderItem(itemCfg);
 | 
	
		
			
				|  |  |                      break;
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |                  case EnumPhotographType.NPC:
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -                    UpdateNpc(itemCfg);
 | 
	
		
			
				|  |  | +                    PhotographSceneManager.Instance.AddNpcItem(itemCfg);
 | 
	
		
			
				|  |  |                      break;
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |                  case EnumPhotographType.SCENE:
 | 
	
		
			
				|  |  | -
 | 
	
		
			
				|  |  |                      AddSceneItem(itemCfg, false, true);
 | 
	
		
			
				|  |  |                      break;
 | 
	
		
			
				|  |  |                  case EnumPhotographType.EFFECT:
 | 
	
	
		
			
				|  | @@ -199,6 +199,33 @@ namespace GFGGame
 | 
	
		
			
				|  |  |                      break;
 | 
	
		
			
				|  |  |              }
 | 
	
		
			
				|  |  |          }
 | 
	
		
			
				|  |  | +        //添加初始场景道具
 | 
	
		
			
				|  |  | +        private void UpdateScene()
 | 
	
		
			
				|  |  | +        {
 | 
	
		
			
				|  |  | +            ICollection keys = _equipSceneData.Keys;
 | 
	
		
			
				|  |  | +            foreach (int key in keys)
 | 
	
		
			
				|  |  | +            {
 | 
	
		
			
				|  |  | +                for (int i = 0; i < _equipSceneData[key].Count; i++)
 | 
	
		
			
				|  |  | +                {
 | 
	
		
			
				|  |  | +                    ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(key);
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +                    AddSceneItem(itemCfg, true, false);
 | 
	
		
			
				|  |  | +                }
 | 
	
		
			
				|  |  | +            }
 | 
	
		
			
				|  |  | +        }
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +        private void AddSceneItem(ItemCfg itemCfg, bool isDefaultLayer, bool setLayer)
 | 
	
		
			
				|  |  | +        {
 | 
	
		
			
				|  |  | +            if (itemCfg.resLayer2 > 0)
 | 
	
		
			
				|  |  | +            {
 | 
	
		
			
				|  |  | +                PhotographSceneManager.Instance.AddSceneItem(itemCfg, itemCfg.resLayer2, setLayer);
 | 
	
		
			
				|  |  | +            }
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +            if (itemCfg.resLayer1 > 0)
 | 
	
		
			
				|  |  | +            {
 | 
	
		
			
				|  |  | +                PhotographSceneManager.Instance.AddSceneItem(itemCfg, itemCfg.resLayer1, setLayer);
 | 
	
		
			
				|  |  | +            }
 | 
	
		
			
				|  |  | +        }
 | 
	
		
			
				|  |  |          /************************************************************场景*********************************************************/
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |          private void OnTouchUIBegin(EventContext context)
 | 
	
	
		
			
				|  | @@ -228,14 +255,7 @@ namespace GFGGame
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |                      _ui.m_comSelectBox.target.visible = true;
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -                    int index = _itemGameObjs.IndexOf(hitGameObj);
 | 
	
		
			
				|  |  | -                    GameObject gameObject = _itemGameObjs[index];
 | 
	
		
			
				|  |  | -                    _itemGameObjs.RemoveAt(index);
 | 
	
		
			
				|  |  | -                    _itemGameObjs.Add(gameObject);
 | 
	
		
			
				|  |  | -                    for (int i = 0; i < _itemGameObjs.Count; i++)
 | 
	
		
			
				|  |  | -                    {
 | 
	
		
			
				|  |  | -                        PhotographDataManager.Instance.SetLayer(_itemGameObjs[i], i * 100, "up");
 | 
	
		
			
				|  |  | -                    }
 | 
	
		
			
				|  |  | +                    PhotographDataManager.Instance.SetLayer(hitGameObj, "top");
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |                      if (!_equipDistance.ContainsKey(hitGameObj))
 | 
	
		
			
				|  |  |                      {
 | 
	
	
		
			
				|  | @@ -263,13 +283,14 @@ namespace GFGGame
 | 
	
		
			
				|  |  |                          rotation = hitGameObj.transform.localEulerAngles.z;
 | 
	
		
			
				|  |  |                      }
 | 
	
		
			
				|  |  |                  }
 | 
	
		
			
				|  |  | -                _ui.m_comSelectBox.target.rotation = rotation;// localEulerAngles.y != 0 ? hitGameObj.transform.localEulerAngles.z : -hitGameObj.transform.localEulerAngles.z;
 | 
	
		
			
				|  |  | +                _ui.m_comSelectBox.target.rotation = rotation;
 | 
	
		
			
				|  |  |                  Debug.Log("rotation:" + _ui.m_comSelectBox.target.rotation + "   " + _ui.m_comSelectBox.target.rotationX + "    " + _ui.m_comSelectBox.target.rotationY);
 | 
	
		
			
				|  |  |                  _ui.m_comSelectBox.target.size = SceneController.GetGameObjectSize(hitGameObj);
 | 
	
		
			
				|  |  |                  ControllerSelectBoxPos();
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |              }
 | 
	
		
			
				|  |  |          }
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  |          private void OnTouchUIMove(EventContext context)
 | 
	
		
			
				|  |  |          {
 | 
	
		
			
				|  |  |              if (hitGameObj == null) return;//未选中任何物体
 | 
	
	
		
			
				|  | @@ -282,7 +303,6 @@ namespace GFGGame
 | 
	
		
			
				|  |  |          }
 | 
	
		
			
				|  |  |          private void OnTouchUIEnd(EventContext context)
 | 
	
		
			
				|  |  |          {
 | 
	
		
			
				|  |  | -            // if (Stage.inst.touchCount > 1 || context.inputEvent.touchId != 0) return; //只监听1根手指
 | 
	
		
			
				|  |  |              hitGameObj = null;
 | 
	
		
			
				|  |  |          }
 | 
	
		
			
				|  |  |  
 | 
	
	
		
			
				|  | @@ -404,132 +424,9 @@ namespace GFGGame
 | 
	
		
			
				|  |  |          }
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -        private void UpdateBg(ItemCfg itemCfg)
 | 
	
		
			
				|  |  | -        {
 | 
	
		
			
				|  |  | -            Transform tf = _sceneObject.transform.Find(BgResPath);
 | 
	
		
			
				|  |  | -            string resPath = ResPathUtil.GetDressUpPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
 | 
	
		
			
				|  |  | -            SceneController.SetSpriteRendererToTransform(tf, resPath);
 | 
	
		
			
				|  |  | -            SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
 | 
	
		
			
				|  |  | -            spr.sortingOrder = ItemTypeCfgArray.Instance.GetCfg(ConstDressUpItemType.BEI_JING).defaultLayer;
 | 
	
		
			
				|  |  | -            SceneController.SetBoxCollider2DToGameObject(tf.gameObject);
 | 
	
		
			
				|  |  | -        }
 | 
	
		
			
				|  |  | -        //主角
 | 
	
		
			
				|  |  | -        private void UpdateBody()
 | 
	
		
			
				|  |  | -        {
 | 
	
		
			
				|  |  | -            GameObject bodyParent = _sceneObject.transform.Find(RolePath).gameObject;
 | 
	
		
			
				|  |  | -            SceneController.UpdatePhotographBody(PhotographDataManager.Instance._equipRoleData.ToArray(), _sceneObject, bodyParent);
 | 
	
		
			
				|  |  | -            AddItemGameObject(bodyParent, false);
 | 
	
		
			
				|  |  | -
 | 
	
		
			
				|  |  | -        }
 | 
	
		
			
				|  |  | -        //添加初始场景道具
 | 
	
		
			
				|  |  | -        private void UpdateScene()
 | 
	
		
			
				|  |  | -        {
 | 
	
		
			
				|  |  | -            ICollection keys = _equipSceneData.Keys;
 | 
	
		
			
				|  |  | -            foreach (int key in keys)
 | 
	
		
			
				|  |  | -            {
 | 
	
		
			
				|  |  | -                for (int i = 0; i < _equipSceneData[key].Count; i++)
 | 
	
		
			
				|  |  | -                {
 | 
	
		
			
				|  |  | -                    ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(key);
 | 
	
		
			
				|  |  | -                    int defaultLayer = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType).defaultLayer;
 | 
	
		
			
				|  |  | -                    AddSceneItem(itemCfg, true, false);
 | 
	
		
			
				|  |  | -                }
 | 
	
		
			
				|  |  | -            }
 | 
	
		
			
				|  |  | -        }
 | 
	
		
			
				|  |  | -        private void UpdateNpc(ItemCfg itemCfg)
 | 
	
		
			
				|  |  | -        {
 | 
	
		
			
				|  |  | -            Transform tf = _sceneObject.transform.Find(NpcResPath);
 | 
	
		
			
				|  |  | -            string resPath = ResPathUtil.GetNpcPicFPath(itemCfg.res);
 | 
	
		
			
				|  |  | -            SceneController.SetSpriteRendererToTransform(tf, resPath);
 | 
	
		
			
				|  |  | -            SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
 | 
	
		
			
				|  |  | -
 | 
	
		
			
				|  |  | -            tf.localPosition = new Vector2(-spr.bounds.center.x, -spr.bounds.center.y);
 | 
	
		
			
				|  |  | -            SceneController.SetBoxCollider2DToGameObject(tf.gameObject);
 | 
	
		
			
				|  |  | -            AddItemGameObject(tf.parent.gameObject, true);
 | 
	
		
			
				|  |  | -
 | 
	
		
			
				|  |  | -        }
 | 
	
		
			
				|  |  | -        private void UpdateBorder(ItemCfg itemCfg)
 | 
	
		
			
				|  |  | -        {
 | 
	
		
			
				|  |  | -            Transform tf = _sceneObject.transform.Find(BorderResPath);
 | 
	
		
			
				|  |  | -            string resPath = ResPathUtil.GetPhotographFPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
 | 
	
		
			
				|  |  | -            SceneController.SetSpriteRendererToTransform(tf, resPath);
 | 
	
		
			
				|  |  | -            SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
 | 
	
		
			
				|  |  | -            spr.sortingOrder = 10000;//边框在所有道具的上边
 | 
	
		
			
				|  |  | -        }
 | 
	
		
			
				|  |  | -        private void UpdateEffect()
 | 
	
		
			
				|  |  | -        {
 | 
	
		
			
				|  |  | -
 | 
	
		
			
				|  |  | -        }
 | 
	
		
			
				|  |  | -
 | 
	
		
			
				|  |  | -
 | 
	
		
			
				|  |  | -        private void AddSceneItem(ItemCfg itemCfg, bool isDefaultLayer, bool setLayer)
 | 
	
		
			
				|  |  | -        {
 | 
	
		
			
				|  |  | -            int index = 0;
 | 
	
		
			
				|  |  | -
 | 
	
		
			
				|  |  | -            GameObject parentGameObj;
 | 
	
		
			
				|  |  | -            if (itemCfg.resLayer2 > 0)
 | 
	
		
			
				|  |  | -            {
 | 
	
		
			
				|  |  | -                if (!isDefaultLayer)
 | 
	
		
			
				|  |  | -                {
 | 
	
		
			
				|  |  | -                    PhotographDataManager.Instance.AddEquipItem(_equipSceneData, itemCfg.id, out _equipSceneData);
 | 
	
		
			
				|  |  | -                }
 | 
	
		
			
				|  |  | -                index = _equipSceneData[itemCfg.id].Count - 1;
 | 
	
		
			
				|  |  | -                parentGameObj = new GameObject(string.Format("{0}_{1}_{2}", itemCfg.id, index, 1));
 | 
	
		
			
				|  |  | -                SceneController.AddItemToScene(_sceneObject, parentGameObj, itemCfg.id, 2, itemCfg.resLayer2);
 | 
	
		
			
				|  |  | -
 | 
	
		
			
				|  |  | -                AddItemGameObject(parentGameObj, setLayer);
 | 
	
		
			
				|  |  | -
 | 
	
		
			
				|  |  | -            }
 | 
	
		
			
				|  |  | -            if (itemCfg.resLayer1 > 0)
 | 
	
		
			
				|  |  | -            {
 | 
	
		
			
				|  |  | -                if (!isDefaultLayer)
 | 
	
		
			
				|  |  | -                {
 | 
	
		
			
				|  |  | -                    PhotographDataManager.Instance.AddEquipItem(_equipSceneData, itemCfg.id, out _equipSceneData);
 | 
	
		
			
				|  |  | -                }
 | 
	
		
			
				|  |  | -                index = _equipSceneData[itemCfg.id].Count - 1;
 | 
	
		
			
				|  |  | -
 | 
	
		
			
				|  |  | -                parentGameObj = new GameObject(string.Format("{0}_{1}_{2}", itemCfg.id, index, 0));
 | 
	
		
			
				|  |  | -                SceneController.AddItemToScene(_sceneObject, parentGameObj, itemCfg.id, 1, itemCfg.resLayer1);
 | 
	
		
			
				|  |  | -
 | 
	
		
			
				|  |  | -                AddItemGameObject(parentGameObj, setLayer);
 | 
	
		
			
				|  |  | -
 | 
	
		
			
				|  |  | -            }
 | 
	
		
			
				|  |  | -        }
 | 
	
		
			
				|  |  | -
 | 
	
		
			
				|  |  | -        private void AddItemGameObject(GameObject parentGameObj, bool setLayer)
 | 
	
		
			
				|  |  | -        {
 | 
	
		
			
				|  |  | -            _itemGameObjs.Add(parentGameObj);
 | 
	
		
			
				|  |  | -
 | 
	
		
			
				|  |  | -            if (setLayer)
 | 
	
		
			
				|  |  | -            {
 | 
	
		
			
				|  |  | -                int index = _itemGameObjs.Count - 1;
 | 
	
		
			
				|  |  | -                PhotographDataManager.Instance.SetLayer(_itemGameObjs[index], index * 100, "up");
 | 
	
		
			
				|  |  | -            }
 | 
	
		
			
				|  |  | -            _itemGameObjs.Sort((GameObject a, GameObject b) =>
 | 
	
		
			
				|  |  | -            {
 | 
	
		
			
				|  |  | -
 | 
	
		
			
				|  |  | -                int layerA = PhotographDataManager.Instance.GetMinLayer(a);
 | 
	
		
			
				|  |  | -                int layerB = PhotographDataManager.Instance.GetMinLayer(b);
 | 
	
		
			
				|  |  | -                if (layerA < layerB)
 | 
	
		
			
				|  |  | -                {
 | 
	
		
			
				|  |  | -                    return -1;
 | 
	
		
			
				|  |  | -                }
 | 
	
		
			
				|  |  | -                else if (layerA > layerB)
 | 
	
		
			
				|  |  | -                {
 | 
	
		
			
				|  |  | -                    return 1;
 | 
	
		
			
				|  |  | -                }
 | 
	
		
			
				|  |  | -                return 0;
 | 
	
		
			
				|  |  | -            });
 | 
	
		
			
				|  |  | -
 | 
	
		
			
				|  |  | -        }
 | 
	
		
			
				|  |  | -
 | 
	
		
			
				|  |  | -
 | 
	
		
			
				|  |  | -
 | 
	
		
			
				|  |  | -
 | 
	
		
			
				|  |  |          private void OnClickBtnBg()
 | 
	
		
			
				|  |  |          {
 | 
	
		
			
				|  |  |              _ui.m_ComSelectRes.target.visible = false;
 | 
	
		
			
				|  |  | -            // GuideController.TryGuideOpenPhotographView(null);
 | 
	
		
			
				|  |  | -
 | 
	
		
			
				|  |  |          }
 | 
	
		
			
				|  |  |          private void OnClickLoaGuide()
 | 
	
		
			
				|  |  |          {
 | 
	
	
		
			
				|  | @@ -566,7 +463,7 @@ namespace GFGGame
 | 
	
		
			
				|  |  |              {
 | 
	
		
			
				|  |  |                  return;
 | 
	
		
			
				|  |  |              }
 | 
	
		
			
				|  |  | -            else if (memoryHitGameObj.transform.name == NpcPath)
 | 
	
		
			
				|  |  | +            else if (memoryHitGameObj.transform.name == NpcName)
 | 
	
		
			
				|  |  |              {
 | 
	
		
			
				|  |  |                  SpriteRenderer spriteRenderer = memoryHitGameObj.transform.GetChild(0).GetComponent<SpriteRenderer>();
 | 
	
		
			
				|  |  |                  if (spriteRenderer != null)
 | 
	
	
		
			
				|  | @@ -580,12 +477,8 @@ namespace GFGGame
 | 
	
		
			
				|  |  |              }
 | 
	
		
			
				|  |  |              _itemGameObjs.Remove(memoryHitGameObj);
 | 
	
		
			
				|  |  |              _ui.m_comSelectBox.target.visible = false;
 | 
	
		
			
				|  |  | -
 | 
	
		
			
				|  |  |          }
 | 
	
		
			
				|  |  | -        private void OnTouchBtnDeleteEnd()
 | 
	
		
			
				|  |  | -        {
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -        }
 | 
	
		
			
				|  |  |          private void SetUIView()
 | 
	
		
			
				|  |  |          {
 | 
	
		
			
				|  |  |              _ui.m_ComSelectRes.target.visible = true;
 | 
	
	
		
			
				|  | @@ -597,46 +490,15 @@ namespace GFGGame
 | 
	
		
			
				|  |  |          private void OnClickBtnUp()
 | 
	
		
			
				|  |  |          {
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -            int index = _itemGameObjs.IndexOf(memoryHitGameObj);
 | 
	
		
			
				|  |  | -            if (index < 0)
 | 
	
		
			
				|  |  | -            {
 | 
	
		
			
				|  |  | -                PromptController.Instance.ShowFloatTextPrompt("未选中任物品");
 | 
	
		
			
				|  |  | -                return;
 | 
	
		
			
				|  |  | -            }
 | 
	
		
			
				|  |  | -            if (index == _itemGameObjs.Count - 1)
 | 
	
		
			
				|  |  | -            {
 | 
	
		
			
				|  |  | -                PromptController.Instance.ShowFloatTextPrompt("已经在最上层了");
 | 
	
		
			
				|  |  | -                return;
 | 
	
		
			
				|  |  | -            }
 | 
	
		
			
				|  |  | -
 | 
	
		
			
				|  |  | -            GameObject gameObject = _itemGameObjs[index];
 | 
	
		
			
				|  |  | -            _itemGameObjs.RemoveAt(index);
 | 
	
		
			
				|  |  | -            _itemGameObjs.Insert((index + 1), gameObject);
 | 
	
		
			
				|  |  | -            PhotographDataManager.Instance.SetLayer(memoryHitGameObj, (index + 1) * 100, "up");
 | 
	
		
			
				|  |  | -            PhotographDataManager.Instance.SetLayer(_itemGameObjs[index], index * 100, "down");
 | 
	
		
			
				|  |  | +            PhotographDataManager.Instance.SetLayer(memoryHitGameObj, "up");
 | 
	
		
			
				|  |  |          }
 | 
	
		
			
				|  |  |          private void OnClickBtnDown()
 | 
	
		
			
				|  |  |          {
 | 
	
		
			
				|  |  | +            PhotographDataManager.Instance.SetLayer(memoryHitGameObj, "down");
 | 
	
		
			
				|  |  | +        }
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -            int index = _itemGameObjs.IndexOf(memoryHitGameObj);
 | 
	
		
			
				|  |  | -            if (index < 0)
 | 
	
		
			
				|  |  | -            {
 | 
	
		
			
				|  |  | -                PromptController.Instance.ShowFloatTextPrompt("未选中任物品");
 | 
	
		
			
				|  |  | -                return;
 | 
	
		
			
				|  |  | -            }
 | 
	
		
			
				|  |  | -            if (index == 0)
 | 
	
		
			
				|  |  | -            {
 | 
	
		
			
				|  |  | -                PromptController.Instance.ShowFloatTextPrompt("已经在最下层了");
 | 
	
		
			
				|  |  | -                return;
 | 
	
		
			
				|  |  | -            }
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -            GameObject gameObject = _itemGameObjs[index];
 | 
	
		
			
				|  |  | -            _itemGameObjs.RemoveAt(index);
 | 
	
		
			
				|  |  | -            _itemGameObjs.Insert((index - 1), gameObject);
 | 
	
		
			
				|  |  | -            PhotographDataManager.Instance.SetLayer(memoryHitGameObj, (index - 1) * 100, "down");
 | 
	
		
			
				|  |  | -            PhotographDataManager.Instance.SetLayer(_itemGameObjs[index], index * 100, "up");
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -        }
 | 
	
		
			
				|  |  |          private void OnClickBtnPhotograph()
 | 
	
		
			
				|  |  |          {
 | 
	
		
			
				|  |  |              _ui.target.visible = false;
 |