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 const string MOVE = "MOVE"; private const string SCALE = "SCALE"; private const string ROTATION = "ROTATION"; private const float MaxScale = 2; private const float MinScale = 0.1f; private GameObject bodyParent; private GameObject bgParent; private GameObject npcParent; private GameObject borderParent; private GameObject sceneParent; 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 Dictionary> _equipSceneData = new Dictionary>();//当前穿戴的场景数据 private Dictionary _equipDistance = new Dictionary(); private GameObject hitGameObj;//当前选中的物体(单指拖动,双指缩放旋转) private GameObject memoryHitGameObj;//当前选中的物体(单指缩放旋转) private Vector3 distance = Vector3.zero;//点击位置和点击物体原点的距离,用于 private Vector2 lastPos = Vector2.zero;//上一次移动后从物体中心到鼠标位置的方向 // private float _startDistance;//从物体中心到缩放按钮的距离 private SwipeGesture swipeGesture; private PinchGesture pinchGesture; private RotationGesture rotationGesture; private bool isTwoTouchPoint = false; private int maxLayer = int.MinValue;//最上层的层级数 protected override void OnInit() { base.OnInit(); packageName = UI_PhotographUI.PACKAGE_NAME; _ui = UI_PhotographUI.Create(); viewCom = _ui.target; isfullScreen = true; _ui.m_btnBg.onClick.Add(OnClickBtnBg); _ui.m_btnChoose.onClick.Add(OnClickBtnChoose); _ui.m_btnBack.onClick.Add(OnClickBtnBack); _ui.m_btnPhotograph.onClick.Add(OnClickBtnPhotograph); _ui.m_ComSelectRes.m_list.itemRenderer = RenderListItem; _ui.m_ComSelectRes.m_list.onClickItem.Add(OnListItemClick); _ui.m_ComSelectRes.m_comBtnTab.m_c1.onChanged.Add(OnContorllerChanged); _scenePrefab = GFGAsset.Load(ResPathUtil.GetPrefabPath("ScenePhotograph")); _ui.target.onTouchBegin.Add(OnTouchUIBegin); _ui.target.onTouchMove.Add(OnTouchUIMove); _ui.target.onTouchEnd.Add(OnTouchUIEnd); _ui.m_comSelectBox.m_btnSize.onTouchBegin.Add(OnTouchBtnSizeBegin); _ui.m_comSelectBox.m_btnSize.onTouchMove.Add(OnTouchBtnSizeMove); _ui.m_comSelectBox.m_btnSize.onTouchEnd.Add(OnTouchBtnSizeEnd); _ui.m_comSelectBox.m_btnFlip.onTouchBegin.Add(OnTouchBtnFlipBegin); _ui.m_comSelectBox.m_btnFlip.onTouchEnd.Add(OnTouchBtnFlipEnd); _ui.m_comSelectBox.m_btnDelete.onTouchBegin.Add(OnTouchBtnDeleteBegin); _ui.m_comSelectBox.m_btnDelete.onTouchEnd.Add(OnTouchBtnDeleteEnd); } protected override void OnShown() { base.OnShown(); Input.multiTouchEnabled = true; equipDataCache = EquipDataCache.cacher; if (_sceneObject == null) { _sceneObject = GameObject.Instantiate(_scenePrefab); EquipDataCache.cacher.setSceneObj(_sceneObject); bgParent = _sceneObject.transform.Find("Bg").gameObject; bodyParent = _sceneObject.transform.Find("Scene/Role").gameObject; sceneParent = _sceneObject.transform.Find("Scene").gameObject; npcParent = _sceneObject.transform.Find("Scene/Npc").gameObject; borderParent = _sceneObject.transform.Find("Border").gameObject; } pinchGesture = new PinchGesture(_ui.target); pinchGesture.onAction.Add(OnPinch); rotationGesture = new RotationGesture(_ui.target); rotationGesture.onAction.Add(OnRotate); _ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex = 0; OnClickBtnChoose(); RefreshList(EnumPhotographType.BG); DisposeEquipData(); // SceneController.UpdatePhotographBgOrNpcOrBorder(_sceneObject, EnumPhotographType.BG, equipDataCache.bgId); UpdateBg(ItemCfgArray.Instance.GetCfg(equipDataCache.bgId)); UpdateBody(); UpdateScene(); } /************************************************************UI界面*********************************************************/ private void OnContorllerChanged(EventContext context) { int index = _ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex; RefreshList((EnumPhotographType)index); } private void RefreshList(EnumPhotographType index) { _ui.m_ComSelectRes.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_ComSelectRes.m_list.numItems = _listData.Count; } private void RenderListItem(int index, GObject obj) { ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_listData[index]); string resPath = ResPathUtil.GetIconPath(itemCfg); UI_ListItem item = UI_ListItem.Proxy(obj); item.target.data = _listData[index]; item.m_loaIcon.url = resPath; item.m_txtName.text = itemCfg.name; } private void OnListItemClick(EventContext context) { int itemID = (int)((context.data as GObject).data); ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID); EnumPhotographType type = (EnumPhotographType)_ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex; switch (type) { case EnumPhotographType.BG: UpdateBg(itemCfg); break; case EnumPhotographType.BORDER: if (_listData.IndexOf(itemID) == 0) { Transform tf = _sceneObject.transform.Find("Border/BorderRes"); SpriteRenderer spr = tf.GetComponent(); if (spr != null) { GameObject.Destroy(spr); } return; } UpdateBorder(itemCfg); break; case EnumPhotographType.NPC: UpdateNpc(itemCfg); break; case EnumPhotographType.SCENE: AddSceneItem(itemCfg, false, maxLayer); break; case EnumPhotographType.EFFECT: break; } } /************************************************************场景*********************************************************/ private void OnTouchUIBegin(EventContext context) { context.CaptureTouch(); if (_ui.m_ComSelectRes.target.visible == true) return;//添加道具不监听场景点击 if (Stage.inst.touchCount > 1 && hitGameObj != null || Stage.inst.touchCount == 1 && context.inputEvent.touchId != 0) return;//两根手指&&两指不是同时按下||一根手指但属于中途换指 if (PhotographDataManager.Instance.IsTouchUI(this.viewCom)) return; RaycastHit2D[] hit2Ds = Physics2D.RaycastAll(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero); if (hit2Ds.Length > 0) { maxLayer++; hitGameObj = SceneController.GetFirstHitObj(hit2Ds); _ui.m_comSelectBox.m_btnDelete.visible = true; if (hitGameObj.name == "Body")//主角不可删除 { _ui.m_comSelectBox.m_btnDelete.visible = false; } _ui.m_comSelectBox.target.visible = false; if (hitGameObj.name != "BgRes")//背景不可改动层级 { hitGameObj.GetComponent().sortingOrder = maxLayer; hitGameObj = hitGameObj.transform.parent.gameObject; _ui.m_comSelectBox.target.visible = true; } distance = Input.mousePosition - Camera.main.WorldToScreenPoint(hitGameObj.transform.position); lastPos = Vector2.zero; _ui.m_comSelectBox.target.rotation = -hitGameObj.transform.eulerAngles.z; _ui.m_comSelectBox.target.size = SceneController.GetGameObjectSize(hitGameObj); memoryHitGameObj = hitGameObj; ControllerSelectBoxPos(); } } private void OnTouchUIMove(EventContext context) { if (hitGameObj == null) return;//未选中任何物体 if (Stage.inst.touchCount > 1) return; //只监听1根手指 if (PhotographDataManager.Instance.IsTouchUI(this.viewCom)) return; Debug.Log("拖动"); ControllerObjectPos(); ControllerSelectBoxPos(); } private void OnTouchUIEnd(EventContext context) { if (Stage.inst.touchCount > 1 || context.inputEvent.touchId != 0) return; //只监听1根手指 hitGameObj = null; } //选中物体的位置 private void ControllerObjectPos() { hitGameObj.transform.position = Camera.main.ScreenToWorldPoint(Input.mousePosition - distance); if (hitGameObj.name == "BgRes") { Vector2 size = hitGameObj.GetComponent().size; Vector2 uiSize = _ui.target.size; float deviationWidth = (size.x - uiSize.x / 100) / 2; float deviationHeigh = (size.y - uiSize.y / 100) / 2; Vector2 pos = hitGameObj.transform.position; if (pos.x <= -deviationWidth) { hitGameObj.transform.position = new Vector2(-deviationWidth, hitGameObj.transform.position.y); } if (pos.x >= deviationWidth) { hitGameObj.transform.position = new Vector2(deviationWidth, hitGameObj.transform.position.y); } if (pos.y <= -deviationHeigh) { hitGameObj.transform.position = new Vector2(hitGameObj.transform.position.x, -deviationHeigh); } if (pos.y >= deviationHeigh) { hitGameObj.transform.position = new Vector2(hitGameObj.transform.position.x, deviationHeigh); } } } //选中框的位置 private void ControllerSelectBoxPos() { Vector2 objScreenPos = Camera.main.WorldToScreenPoint(hitGameObj.transform.position); Vector2 localPos = this.viewCom.GlobalToLocal(new Vector2(objScreenPos.x, (Screen.height - objScreenPos.y))); _ui.m_comSelectBox.target.position = localPos; } private void OnTouchBtnSizeBegin(EventContext context) { InputEvent inputEvent = (InputEvent)context.data; Vector2 screenPos = this.viewCom.GlobalToLocal(_ui.m_comSelectBox.m_btnSize.LocalToGlobal(Vector2.zero)); Vector2 pt = new Vector2(screenPos.x, screenPos.y); Vector2 pt2 = new Vector2(_ui.m_comSelectBox.target.x, _ui.m_comSelectBox.target.y); if (!_equipDistance.ContainsKey(memoryHitGameObj)) { float distance = Vector2.Distance(pt, pt2) / memoryHitGameObj.transform.localScale.x; _equipDistance.Add(memoryHitGameObj, distance); } } private void OnTouchBtnSizeMove(EventContext context) { if (memoryHitGameObj == null) return; InputEvent inputEvent = (InputEvent)context.data; Vector2 pt1 = this.viewCom.GlobalToLocal(new Vector2(inputEvent.x, inputEvent.y)); Vector2 pt2 = new Vector2(_ui.m_comSelectBox.target.x, _ui.m_comSelectBox.target.y); Vector2 curPos = pt1 - pt2; float angle = Vector3.Angle(lastPos, curPos); //求出两向量之间的夹角 Vector3 normal = Vector3.Cross(lastPos, curPos);//叉乘求出法线向量 angle *= Mathf.Sign(Vector3.Dot(normal, Vector3.forward)); //Mathf.Sign()求符号,Vector3.Dot()求方向,求法线向量与物体上方向向量点乘,结果为1或-1,修正旋转方向 lastPos = curPos; ControllerRotate(angle, memoryHitGameObj); float dist = Vector2.Distance(pt1, pt2); float ss = dist / _equipDistance[memoryHitGameObj]; float newValue = Mathf.Clamp(ss, 0.1f, 2); ControllerScale(newValue, memoryHitGameObj); } private void OnTouchBtnSizeEnd(EventContext context) { lastPos = Vector2.zero; } //双指缩放 private void OnPinch(EventContext context) { if (hitGameObj == null) return; if (hitGameObj.name == "BgRes") return;//背景不可以缩放、旋转 GTween.Kill(hitGameObj); PinchGesture gesture = (PinchGesture)context.sender; float newValue = Mathf.Clamp(hitGameObj.transform.localScale.x + gesture.delta, 0.3f, 2); Debug.Log("双指缩放:" + newValue); ControllerScale(newValue, hitGameObj); } private void OnRotate(EventContext context) { Debug.Log("双指旋转hitGameObj:" + hitGameObj); if (hitGameObj == null) return; Debug.Log("双指旋转name:" + hitGameObj.name); if (hitGameObj.name == "BgRes") return;//背景不可以缩放、旋转 // isTwoTouchPoint = true; GTween.Kill(hitGameObj.transform); RotationGesture gesture = (RotationGesture)context.sender; Debug.Log("双指旋转:" + gesture.delta); ControllerRotate(gesture.delta, hitGameObj); } private void ControllerScale(float value, GameObject gameObject) { if (value > MaxScale || value < MinScale) return; gameObject.transform.localScale = new Vector3(value, value, value); Vector2 size = SceneController.GetGameObjectSize(gameObject); _ui.m_comSelectBox.target.SetSize(size.x, size.y); } private void ControllerRotate(float value, GameObject gameObject) { gameObject.transform.Rotate(Vector3.forward, -value, Space.World); _ui.m_comSelectBox.target.rotation += value; } private void UpdateBg(ItemCfg itemCfg) { Transform tf = _sceneObject.transform.Find("Bg/BgRes"); string resPath = ResPathUtil.GetDressUpPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType)); SceneController.UpdatePhotographBgOrNpcOrBorder(_sceneObject, itemCfg == null ? equipDataCache.bgId : itemCfg.id, tf, resPath); SpriteRenderer spr = tf.GetComponent(); spr.sortingOrder = ItemTypeCfgArray.Instance.GetCfg(ConstDressUpItemType.BEI_JING).defaultLayer; SceneController.PhotographAddCollider(tf.gameObject); } //主角 private void UpdateBody() { SceneController.UpdatePhotographBody(_equipRoleData.ToArray(), _sceneObject, false, null, false, bodyParent); int layer = _sceneObject.transform.Find("Scene/Role/Body").GetComponent().sortingOrder; maxLayer = layer < maxLayer ? maxLayer : layer; } //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, defaultLayer); } } } private void UpdateNpc(ItemCfg itemCfg) { maxLayer++; Transform tf = _sceneObject.transform.Find("Scene/Npc/NpcRes"); string resPath = ResPathUtil.GetNpcPicFPath(itemCfg.res); SceneController.UpdatePhotographBgOrNpcOrBorder(_sceneObject, itemCfg.id, tf, resPath); SpriteRenderer spr = tf.GetComponent(); spr.sortingOrder = maxLayer; tf.localPosition = new Vector2(-spr.bounds.center.x, -spr.bounds.center.y); SceneController.PhotographAddCollider(tf.gameObject); } private void UpdateBorder(ItemCfg itemCfg) { Transform tf = _sceneObject.transform.Find("Border/BorderRes"); string resPath = ResPathUtil.GetPhotographFPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType)); SceneController.UpdatePhotographBgOrNpcOrBorder(_sceneObject, itemCfg.id, tf, resPath); SpriteRenderer spr = tf.GetComponent(); spr.sortingOrder = 1000; } private void UpdateEffect() { } private void AddSceneItem(ItemCfg itemCfg, bool isDefaultLayer, int layer) { maxLayer = layer < maxLayer ? maxLayer : layer; if (!isDefaultLayer) { maxLayer = layer + 1; layer = maxLayer; } int index = 0; GameObject parentGameObj; 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, itemCfg.resLayer1); SpriteRenderer spr = parentGameObj.transform.GetChild(0).GetComponent(); spr.sortingOrder = layer; } 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, itemCfg.resLayer2); SpriteRenderer spr = parentGameObj.transform.GetChild(0).GetComponent(); spr.sortingOrder = layer; } } private void DisposeEquipData() { 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) { PhotographDataManager.Instance.AddEquipItem(_equipSceneData, itemCfg.id, out _equipSceneData); } else { _equipRoleData.Add(equipDataCache.equipDatas[i]); } } } private void OnClickBtnBg() { _ui.m_ComSelectRes.target.visible = false; } private void OnTouchBtnFlipBegin()//翻转 { Transform transform = memoryHitGameObj.transform; for (int i = 0; i < transform.childCount; i++) { transform.GetChild(i).Rotate(Vector3.up, 180, Space.Self); } } private void OnTouchBtnFlipEnd() { } private void OnTouchBtnDeleteBegin()//删除 { if (memoryHitGameObj.transform.gameObject == bodyParent) { return; } else if (memoryHitGameObj.transform.gameObject == npcParent) { SpriteRenderer spriteRenderer = memoryHitGameObj.transform.GetChild(0).GetComponent(); if (spriteRenderer != null) { GameObject.Destroy(spriteRenderer); } } else { GameObject.DestroyImmediate(memoryHitGameObj); } _ui.m_comSelectBox.target.visible = false; } private void OnTouchBtnDeleteEnd() { } private void OnClickBtnChoose() { _ui.m_ComSelectRes.target.visible = true; _ui.m_comSelectBox.target.visible = false; hitGameObj = null; memoryHitGameObj = null; } private void OnClickBtnPhotograph() { _ui.target.visible = false; Timers.inst.StartCoroutine(ScreenShotTex());// (); } private IEnumerator ScreenShotTex() { _ui.target.visible = false; yield return new WaitForEndOfFrame(); Rect rect = new Rect(0, 0, UnityEngine.Screen.width, UnityEngine.Screen.height); Texture2D tex = new Texture2D((int)rect.width, (int)rect.height, TextureFormat.ARGB32, false);//新建一个Texture2D对象 tex.ReadPixels(rect, 0, 0);//读取像素,屏幕左下角为0点 tex.Apply();//保存像素信息 ViewManager.Show(tex); _ui.target.visible = true; } 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; _equipRoleData.Clear(); _equipSceneData.Clear(); hitGameObj = null; memoryHitGameObj = null; pinchGesture.onAction.Remove(OnPinch); rotationGesture.onAction.Remove(OnRotate); pinchGesture = null; rotationGesture = null; } public override void Dispose() { if (_scenePrefab != null) { GameObject.Destroy(_scenePrefab); _scenePrefab = null; } base.Dispose(); } } }