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拍照角色不能选中的问题修复

guodong 1 年之前
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b3f708accc

+ 7 - 6
GameClient/Assets/Game/HotUpdate/Data/PhotographSceneManager.cs

@@ -105,23 +105,24 @@ namespace GFGGame
         //拍照角色
         //拍照角色
         private void UpdatePhotographBody(GameObject sceneObj, GameObject parentObj)
         private void UpdatePhotographBody(GameObject sceneObj, GameObject parentObj)
         {
         {
-            PhotographDataManager.Instance.dressUpObj.setSceneObj(sceneObj, false, false, parentObj, false);
+            PhotographDataManager.Instance.dressUpObj.setSceneObj(sceneObj, false, false, parentObj, false, async ()=> 
+            {
+                SetRoleBoxCollider(parentObj);
+            });
             PhotographDataManager.Instance.dressUpObj.PutOnDressUpData(MyDressUpHelper.dressUpObj.DressUpDataClone());
             PhotographDataManager.Instance.dressUpObj.PutOnDressUpData(MyDressUpHelper.dressUpObj.DressUpDataClone());
-            SetRoleBoxCollider(parentObj);
         }
         }
 
 
-        private void SetRoleBoxCollider(GameObject parentObj)
+        private async void SetRoleBoxCollider(GameObject parentObj)
         {
         {
             for (int i = 0; i < parentObj.transform.childCount; i++)
             for (int i = 0; i < parentObj.transform.childCount; i++)
             {
             {
                 Transform transform = parentObj.transform.GetChild(i);
                 Transform transform = parentObj.transform.GetChild(i);
-                if (transform.name != DressUpUtil.BODY_ANIMATION_NAME)
+                if (transform.gameObject.GetComponent<SpriteRenderer>() != null)
                 {
                 {
                     SetBoxCollider2DToGameObject(transform.gameObject);
                     SetBoxCollider2DToGameObject(transform.gameObject);
                 }
                 }
             }
             }
-            //await Task.Delay(16);
-            PhotographUtil.Instance.SetGameObjectCenter(parentObj);
+            await PhotographUtil.Instance.SetGameObjectCenter(parentObj);
         }
         }
 
 
         //向Transform添加SpriteRenderer并设置资源
         //向Transform添加SpriteRenderer并设置资源

+ 9 - 9
GameClient/Assets/Game/HotUpdate/DressUp/DressUpObj.cs

@@ -488,24 +488,24 @@ namespace GFGGame
             }
             }
         }
         }
 
 
-        private void CheckRemoveSameType(int type)
+        private void CheckRemoveSameType(int subType)
         {
         {
             int count = 0;
             int count = 0;
             int firstTeshuId = 0;
             int firstTeshuId = 0;
             for (int i = 0; i < _dressUpData.itemList.Count; i++)
             for (int i = 0; i < _dressUpData.itemList.Count; i++)
             {
             {
                 int itemID = (int)_dressUpData.itemList[i];
                 int itemID = (int)_dressUpData.itemList[i];
-                int subType = ItemUtilCS.GetItemSubType(itemID);
-                if (subType == type
-                    || (type == ConstDressUpItemType.LIAN_YI_QUN && (subType == ConstDressUpItemType.SHANG_YI || subType == ConstDressUpItemType.XIA_ZHUANG || subType == ConstDressUpItemType.NEI_DA))
-                    || (type == ConstDressUpItemType.SHANG_YI && subType == ConstDressUpItemType.LIAN_YI_QUN)
-                    || (type == ConstDressUpItemType.XIA_ZHUANG && subType == ConstDressUpItemType.LIAN_YI_QUN)
-                    || (type == ConstDressUpItemType.NEI_DA && subType == ConstDressUpItemType.LIAN_YI_QUN))
+                int itemSubType = ItemUtilCS.GetItemSubType(itemID);
+                if (itemSubType == subType
+                    || (subType == ConstDressUpItemType.LIAN_YI_QUN && (itemSubType == ConstDressUpItemType.SHANG_YI || itemSubType == ConstDressUpItemType.XIA_ZHUANG || itemSubType == ConstDressUpItemType.NEI_DA))
+                    || (subType == ConstDressUpItemType.SHANG_YI && itemSubType == ConstDressUpItemType.LIAN_YI_QUN)
+                    || (subType == ConstDressUpItemType.XIA_ZHUANG && itemSubType == ConstDressUpItemType.LIAN_YI_QUN)
+                    || (subType == ConstDressUpItemType.NEI_DA && itemSubType == ConstDressUpItemType.LIAN_YI_QUN))
                 {
                 {
                     Remove(itemID);
                     Remove(itemID);
                     i--;
                     i--;
                 }
                 }
-                if (subType > ConstDressUpItemType.TE_SHU)
+                if (itemSubType > ConstDressUpItemType.TE_SHU)
                 {
                 {
                     if (count == 0)
                     if (count == 0)
                     {
                     {
@@ -514,7 +514,7 @@ namespace GFGGame
                     count++;
                     count++;
                 }
                 }
             }
             }
-            if (type > ConstDressUpItemType.TE_SHU && count >= 3)
+            if (subType > ConstDressUpItemType.TE_SHU && count >= 3)
             {
             {
                 //特殊饰品最多穿三件,第四件会自动顶掉第一件
                 //特殊饰品最多穿三件,第四件会自动顶掉第一件
                 Remove(firstTeshuId);
                 Remove(firstTeshuId);

+ 0 - 20
GameClient/Assets/Game/HotUpdate/DressUp/DressUpPart.cs

@@ -1,20 +0,0 @@
-using FairyGUI;
-using UnityEngine;
-
-namespace GFGGame
-{
-
-    public class DressUpPart : MonoBehaviour
-    {
-        public TimerCallback OnTimer;
-
-        private void OnDestroy()
-        {
-            if(OnTimer != null)
-            {
-                Timers.inst.Remove(OnTimer);
-            }
-            OnTimer = null;
-        }
-    }
-}

+ 0 - 11
GameClient/Assets/Game/HotUpdate/DressUp/DressUpPart.cs.meta

@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 307d9ed9723f6ad4bba9ba08cfbfea5b
-MonoImporter:
-  externalObjects: {}
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 2 - 2
GameClient/Assets/Game/HotUpdate/DressUp/DressUpUtil.cs

@@ -340,10 +340,10 @@ namespace GFGGame
                 //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
                 //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
                 parentObj.transform.localPosition = dressUpBodyOffsetInfo.OffsetPosition;
                 parentObj.transform.localPosition = dressUpBodyOffsetInfo.OffsetPosition;
                 parentObj.transform.rotation = dressUpBodyOffsetInfo.Rotation;
                 parentObj.transform.rotation = dressUpBodyOffsetInfo.Rotation;
-                gameObj.transform.localPosition = Vector3.zero;
-                gameObj.transform.rotation = Quaternion.identity;
                 //.SetPositionAndRotation(Vector3.zero, Quaternion.identity); 
                 //.SetPositionAndRotation(Vector3.zero, Quaternion.identity); 
             }
             }
+            gameObj.transform.localPosition = Vector3.zero;
+            gameObj.transform.rotation = Quaternion.identity;
             gameObj.name = objName;
             gameObj.name = objName;
             gameObj.transform.SetParent(parentObj.transform, false);
             gameObj.transform.SetParent(parentObj.transform, false);
             var render = gameObj.GetComponent<CubismRenderController>();
             var render = gameObj.GetComponent<CubismRenderController>();