using FairyGUI; using System; using System.Collections; using System.Collections.Generic; using UI.DressUp; using UnityEngine; using UnityEngine.EventSystems; namespace GFGGame { public class PhotographView : BaseView { private UI_PhotographUI _ui; private GameObject _scenePrefab; private GameObject _sceneObject; private DressUpObjDataCache equipDataCache; private List _listData = null;//当前选择的资源数据 private List equipRoleData = new List();//当前穿戴的角色数据 // private List equipSceneData = new List(); private Dictionary> equipSceneData = new Dictionary>();//当前穿戴的场景数据 protected override void OnInit() { base.OnInit(); packageName = UI_PhotographUI.PACKAGE_NAME; _ui = UI_PhotographUI.Create(); viewCom = _ui.target; isfullScreen = true; _ui.m_btnBack.onClick.Add(OnClickBtnBack); _ui.m_ComSelect.m_list.itemRenderer = RenderListItem; _ui.m_ComSelect.m_list.onClickItem.Add(OnListItemClick); _ui.m_ComSelect.m_c1.onChanged.Add(OnContorllerChanged); _scenePrefab = GFGAsset.Load(ResPathUtil.GetPrefabPath("ScenePhotograph")); } protected override void OnShown() { base.OnShown(); Input.multiTouchEnabled = true; if (_sceneObject == null) { _sceneObject = GameObject.Instantiate(_scenePrefab); EquipDataCache.cacher.setSceneObj(_sceneObject); } equipDataCache = EquipDataCache.cacher; _ui.m_ComSelect.m_c1.selectedIndex = 0; RefreshList(EnumPhotographType.BG); UpdateEquipData(); UpdateBgOrNpcOrBorder(EnumPhotographType.BG, equipDataCache.bgId); UpdateBody(); UpdateScene(); Timers.inst.Add(0.001f, 0, OnTimerListener); } /************************************************************UI界面*********************************************************/ private void OnContorllerChanged(EventContext context) { int index = _ui.m_ComSelect.m_c1.selectedIndex; RefreshList((EnumPhotographType)index); } private void RefreshList(EnumPhotographType index) { _ui.m_ComSelect.m_list.numItems = 0; switch (index) { case EnumPhotographType.BG: _listData = PhotographDataManager.Instance.listBgData; break; case EnumPhotographType.NPC: _listData = PhotographDataManager.Instance.listNpcData; break; case EnumPhotographType.SCENE: _listData = PhotographDataManager.Instance.listSceneData; break; case EnumPhotographType.BORDER: _listData = PhotographDataManager.Instance.listBorderData; break; case EnumPhotographType.EFFECT: _listData = PhotographDataManager.Instance.listEffectData; break; } _ui.m_ComSelect.m_list.numItems = _listData.Count; } private void RenderListItem(int index, GObject obj) { ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_listData[index]); string resPath = ResPathUtil.GetPhotographFPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType)); UI_ListItem item = UI_ListItem.Proxy(obj); item.target.data = _listData[index]; item.m_loaIcon.url = resPath; } private void OnListItemClick(EventContext context) { int itemID = (int)((context.data as GObject).data); EnumPhotographType type = (EnumPhotographType)_ui.m_ComSelect.m_c1.selectedIndex; switch (type) { case EnumPhotographType.BG: case EnumPhotographType.BORDER: case EnumPhotographType.NPC: UpdateBgOrNpcOrBorder(type, itemID); break; case EnumPhotographType.SCENE: if (!equipSceneData.ContainsKey(itemID)) { equipSceneData.Add(itemID, new List()); } equipSceneData[itemID].Add(itemID); AddScene(itemID, equipSceneData[itemID].Count - 1); break; case EnumPhotographType.EFFECT: break; } } /************************************************************场景*********************************************************/ private void OnTimerListener(object param) { // Debug.Log("点击鼠标:" + Input.GetMouseButtonDown(0)); if (Input.GetMouseButtonDown(0)) { if (Stage.isTouchOnUI) //点在了UI上 { Debug.Log("点击UI"); } else //没有点在UI上 { Debug.Log("点击场景"); } //从摄像机发出到点击坐标的射线 RaycastHit2D hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero); Vector2 pos = Input.mousePosition; if (hit.collider != null) { //划出射线,只有在scene视图中才能看到 // Debug.DrawLine(ray.origin, hitInfo.point, Color.red); GameObject gameObj = hit.collider.gameObject; Debug.Log("click object name is :" + gameObj.name); //当射线碰撞目标为boot类型的物品,执行拾取操作 if (gameObj.tag == "boot") { Debug.Log("pickup!"); } } } Debug.Log("触摸屏幕的手指个数:" + Input.touchCount); if (Input.touchCount <= 0) { return; } // for (var touch : Touch in Input.touches) // { if (Input.GetTouch(0).phase == TouchPhase.Began) { Debug.Log("触摸:" + "Began"); } if (Input.GetTouch(0).phase == TouchPhase.Moved) { Debug.Log("触摸:" + "Moved"); } if (Input.GetTouch(0).phase == TouchPhase.Stationary) { Debug.Log("触摸:" + "Stationary"); } if (Input.GetTouch(0).phase == TouchPhase.Ended) { Debug.Log("触摸:" + "Ended"); } } //背景 private void UpdateBgOrNpcOrBorder(EnumPhotographType type, int itemId) { SceneController.UpdatePhotographBgOrNpcOrBorder(_sceneObject, type, itemId); } //主角 private void UpdateBody() { // int[] equipDatas = equipDataCache.equipDatas; SceneController.UpdateRole(equipRoleData.ToArray(), _sceneObject, false, null, false); if (equipDataCache.IsSuitPic && equipDataCache.suitId > 0) { SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(equipDataCache.suitId); DressUpUtil.UpdateBody(suitCfg.picRes, _sceneObject); } GameObject gameObject = _sceneObject.transform.Find("Role/Body").gameObject; SceneController.PhotographAddCollider(gameObject); } //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++) { AddScene(key, i); } } } //场景添加道具 private void AddScene(int itemId, int index) { var gameObj = new GameObject(string.Format("{0}_{1}", itemId, index)); gameObj.transform.SetParent(_sceneObject.transform.Find("Scene"), false); // SceneController.UpdateRole(itemId, _sceneObject, false, null, false, gameObj); DressUpUtil.AddItem(itemId, _sceneObject, false, false, gameObj); for (int i = 0; i < gameObj.transform.childCount; i++) { SceneController.PhotographAddCollider(gameObj.transform.GetChild(i).gameObject); } } //滤镜效果 private void UpdateEffect() { } private void UpdateEquipData() { for (int i = 0; i < equipDataCache.equipDatas.Length; i++) { ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(equipDataCache.equipDatas[i]); if (itemCfg.subType == ConstDressUpItemType.QIAN_JING || itemCfg.subType == ConstDressUpItemType.BEI_SHI || itemCfg.subType == ConstDressUpItemType.HUAN_JING) { if (!equipSceneData.ContainsKey(itemCfg.id)) { equipSceneData.Add(itemCfg.id, new List()); } equipSceneData[itemCfg.id].Add(itemCfg.id); } else { equipRoleData.Add(equipDataCache.equipDatas[i]); } } } private void OnClickBtnBack() { this.Hide(); // ViewManager.Show(ViewName.DRESS_UP_VIEW); EventAgent.DispatchEvent(ConstMessage.CLOSE_PHOTOGRAPHVIEW); } protected override void OnHide() { base.OnHide(); if (_sceneObject != null) { GameObject.Destroy(_sceneObject); _sceneObject = null; } equipDataCache = null; } public override void Dispose() { if (_scenePrefab != null) { GameObject.Destroy(_scenePrefab); _scenePrefab = null; } base.Dispose(); } } }