using UnityEngine; using Live2D.Cubism.Rendering; using System.IO; using FairyGUI; using UnityEngine.Rendering; using YooAsset; namespace GFGGame { public class DressUpUtil { private const string HEAD_DEFAULT_RES_NAME = "head"; private const string BODY_DEFAULT_RES_NAME = "body"; private const string ROLE_OBJ_NAME = "Role"; private const string HEAD_SPRITE_NAME = "Head"; private const string BODY_SPRITE_NAME = "Body"; public const string BODY_ANIMATION_NAME = "Body_a"; private const string BODY_EFFECT_OBJ_NAME = "Body_eff"; public const string FORMAT_SPRITE_NAME = "T{0}_s{1}"; private const string FORMAT_ANIMATION_NAME = "T{0}_a{1}"; private const string FORMAT_EFFECT_OBJ_NAME = "T{0}_e{1}"; public static void AddItem(int itemID, GameObject sceneObj, bool needSetMask = false, bool showAni = true, GameObject parentObj = null, int resLayer = 0) { ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID); if (itemCfg != null) { // GameObject parentObj = null; if (parentObj == null) { if (itemCfg.subType == ConstDressUpItemType.BEI_JING || DressUpMenuItemCfg1Array.Instance.CheckIsSceneTypeBySubType(itemCfg.subType)) { parentObj = sceneObj; } else { //角色 Transform role = sceneObj.transform.Find(ROLE_OBJ_NAME); parentObj = role.gameObject; } } showAni = showAni || itemCfg.subType == ConstDressUpItemType.ZHUANG_RONG; if (resLayer > 0) { string layerName = ""; switch (resLayer) { case 1: layerName = itemCfg.resLayer1; break; case 2: layerName = itemCfg.resLayer2; break; case 3: layerName = itemCfg.resLayer3; break; } if (!string.IsNullOrEmpty(layerName)) { updateLayerRes(itemCfg, parentObj, resLayer, needSetMask, showAni); } // updateLayerRes(itemCfg, parentObj, resLayer, resLayer == 2, needSetMask, showAni); } else { //普通层 if (!string.IsNullOrEmpty(itemCfg.resLayer1)) { updateLayerRes(itemCfg, parentObj, 1, needSetMask, showAni); } //第二层 if (!string.IsNullOrEmpty(itemCfg.resLayer2)) { updateLayerRes(itemCfg, parentObj, 2, needSetMask, showAni); } //第三层 if (!string.IsNullOrEmpty(itemCfg.resLayer3)) { updateLayerRes(itemCfg, parentObj, 3, needSetMask, showAni); } } } } public static void RemoveItem(int itemID, GameObject sceneObj, GameObject parentObj = null) { ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID); if (itemCfg != null) { if (parentObj == null) { if (itemCfg.subType == ConstDressUpItemType.BEI_JING || DressUpMenuItemCfg1Array.Instance.CheckIsSceneTypeBySubType(itemCfg.subType)) { parentObj = sceneObj; } else { //角色 Transform role = sceneObj.transform.Find(ROLE_OBJ_NAME); parentObj = role.gameObject; } } string spritObjName; string aniObjName; //默认层 if (!string.IsNullOrEmpty(itemCfg.resLayer1)) { spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 1); TryRemoveObj(parentObj, spritObjName); aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 1); TryRemoveObj(parentObj, aniObjName); aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, 1); TryRemoveObj(parentObj, aniObjName); } //特殊层 if (!string.IsNullOrEmpty(itemCfg.resLayer2)) { spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 2); TryRemoveObj(parentObj, spritObjName); aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 2); TryRemoveObj(parentObj, aniObjName); aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, 2); TryRemoveObj(parentObj, aniObjName); } //第三层 if (!string.IsNullOrEmpty(itemCfg.resLayer3)) { spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 3); TryRemoveObj(parentObj, spritObjName); aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 3); TryRemoveObj(parentObj, aniObjName); aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, 3); TryRemoveObj(parentObj, aniObjName); } } } public static void UpdateHead(bool show, GameObject sceneObj, bool needSetMask = false, GameObject parentObj = null) { var roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME); parentObj = parentObj == null ? roleTf.gameObject : parentObj; string resPath = ResPathUtil.GetDressUpPath(HEAD_DEFAULT_RES_NAME); Transform transform_t = parentObj.transform.Find(HEAD_SPRITE_NAME); if (show) { if (transform_t != null) { transform_t.gameObject.SetActive(true); return; } AddSpriteObj(resPath, "png", HEAD_SPRITE_NAME, parentObj, 1, needSetMask); } else { if (transform_t == null) { return; } transform_t.gameObject.SetActive(false); } } public static void UpdateBody(string actionRes, GameObject sceneObj, bool needSetMask = false, GameObject parentObj = null) { //角色 var roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME); parentObj = parentObj == null ? roleTf.gameObject : parentObj; var extPng = "png"; if (!string.IsNullOrEmpty(actionRes)) { string resPath = ResPathUtil.GetDressUpAnimationPath(actionRes); if (GetGameObjExisted(parentObj, BODY_ANIMATION_NAME, resPath) != null) { return; } } else { string resPath = ResPathUtil.GetDressUpPath(BODY_DEFAULT_RES_NAME, extPng); if (GetGameObjExisted(parentObj, BODY_SPRITE_NAME, resPath) != null) { return; } } var removeBodyAni = TryRemoveObj(parentObj, BODY_ANIMATION_NAME); TryRemoveObj(parentObj, BODY_EFFECT_OBJ_NAME); TryRemoveObj(parentObj, BODY_SPRITE_NAME); if (!string.IsNullOrEmpty(actionRes)) { var addAniObj = AddAnimationObj(actionRes, BODY_ANIMATION_NAME, parentObj, 0); //特效 TryAddEffectObj(actionRes, BODY_EFFECT_OBJ_NAME, parentObj, 0, addAniObj != null); } else { AddSpriteObj(ResPathUtil.GetDressUpPath(BODY_DEFAULT_RES_NAME), extPng, BODY_SPRITE_NAME, parentObj, 0, needSetMask); if (removeBodyAni) { parentObj.transform.SetPositionAndRotation(new Vector3(), new Quaternion()); } } } public static void AddAssetReleaser(GameObject gameObj, string resPath) { var assetDisposer = gameObj.AddComponent(); assetDisposer.resPath = resPath; } public static void ChangeAssetReleaser(GameObject gameObj, string resPath) { var assetDisposer = gameObj.GetComponent(); if (assetDisposer == null) { assetDisposer = gameObj.AddComponent(); } assetDisposer.resPath = resPath; } private static void updateLayerRes(ItemCfg itemCfg, GameObject parentObj, int layerId, bool needSetMask, bool showAni = true) { ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType); string res = ResPathUtil.GetDressUpItemLayerRes(itemCfg, layerId); string resPath = ResPathUtil.GetDressUpPath(itemCfg, layerId); int sortingOrder = typeCfg.defaultLayer; if (layerId == 2) { sortingOrder = typeCfg.specialLayer; } else if (layerId == 3) { sortingOrder = typeCfg.thirdlLayer; } //清理旧的 var spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, layerId); TryRemoveObj(parentObj, spritObjName); var objName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, layerId); TryRemoveObj(parentObj, objName); string ext = ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType); GameObject spriteObj = null; if (DressUpMenuItemCfg1Array.Instance.CheckIsDefaultType(itemCfg.subType)) { //默认类型的部件需要先添加静态图,防止加载动画有延迟,出现光头 spriteObj = AddSpriteObj(resPath, ext, spritObjName, parentObj, sortingOrder, needSetMask); } GameObject addAniObj = null; if (showAni) { addAniObj = AddAnimationObj(res, objName, parentObj, sortingOrder); if (addAniObj != null && spriteObj != null) { var dressUpPart = addAniObj.GetComponent(); if (dressUpPart == null) { dressUpPart = addAniObj.AddComponent(); } dressUpPart.OnTimer = (obj) => { if (parentObj != null && parentObj.transform != null) { Transform tf = parentObj.transform.Find(spritObjName); if (tf != null && tf.gameObject != null && tf.gameObject.activeInHierarchy) { var assetDisposer = tf.gameObject.GetComponent(); if (assetDisposer != null) { if (!string.IsNullOrEmpty(assetDisposer.resPath)) { string resPath = ResPathUtil.GetDressUpPath(itemCfg, layerId); if (assetDisposer.resPath == resPath) { TryRemoveObj(parentObj, spritObjName); } } } } } }; Timers.inst.Add(0.03f, 1, dressUpPart.OnTimer); } } if (spriteObj == null && addAniObj == null) { //如果两个都没有,就添加静态图 spriteObj = AddSpriteObj(resPath, ext, spritObjName, parentObj, sortingOrder, needSetMask); } objName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, layerId); TryRemoveObj(parentObj, objName); TryAddEffectObj(res, objName, parentObj, sortingOrder, addAniObj != null); } private static GameObject AddSpriteObj(string resPath, string ext, string objName, GameObject parentObj, int sortingOrder, bool needSetMask) { if (!YooAssets.CheckDressUpResExist(resPath)) { return null; } var gameObj = GetGameObjExisted(parentObj, objName, resPath); if (gameObj != null) { return gameObj; } SpriteRenderer spr = null; gameObj = parentObj.transform.Find(objName)?.gameObject; if (gameObj == null) { gameObj = new GameObject(objName); gameObj.transform.SetParent(parentObj.transform, false); AddAssetReleaser(gameObj, resPath); } spr = gameObj.GetComponent(); if (spr == null) { spr = gameObj.AddComponent(); } float tx, ty; LoadSpritePos(resPath, out tx, out ty); gameObj.transform.localPosition = new Vector3(tx, ty, gameObj.transform.localPosition.z); Sprite sp = GFGAsset.Load(resPath); spr.sprite = sp; spr.sortingOrder = sortingOrder; if (needSetMask) { spr.maskInteraction = SpriteMaskInteraction.VisibleInsideMask; if (parentObj.transform.parent != null && parentObj.transform.parent.name == "targetRole") { spr.maskInteraction = SpriteMaskInteraction.VisibleOutsideMask; } else { spr.maskInteraction = SpriteMaskInteraction.VisibleInsideMask; } } else { spr.maskInteraction = SpriteMaskInteraction.None; } return gameObj; } private static GameObject AddAnimationObj(string res, string objName, GameObject parentObj, int sortingOrder) { string resPath = ResPathUtil.GetDressUpAnimationPath(res); var gameObj = GetGameObjExisted(parentObj, objName, resPath); if (gameObj != null) { return gameObj; } gameObj = CreateAnimationObj(resPath); if(gameObj == null) { return null; } if (objName == BODY_ANIMATION_NAME) { //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.SetPositionAndRotation(gameObj.transform.localPosition, gameObj.transform.localRotation); gameObj.transform.SetPositionAndRotation(new Vector3(), new Quaternion()); } gameObj.name = objName; gameObj.transform.SetParent(parentObj.transform, false); var render = gameObj.GetComponent(); if (render == null && gameObj.transform.childCount > 0) { var childObj = gameObj.transform.GetChild(0); if (childObj != null) { render = childObj.GetComponent(); } } if (render != null && render.gameObject.activeSelf == true) { render.SortingOrder = sortingOrder; } SetRenderersOrder(gameObj, sortingOrder); return gameObj; } private static GameObject TryAddEffectObj(string res, string objName, GameObject parentObj, int sortingOrder, bool inAniDir) { var resPath = ResPathUtil.GetDressUpEffectPath(res, inAniDir); var gameObj = GetGameObjExisted(parentObj, objName, resPath); if (gameObj != null) { return gameObj; } gameObj = CreateAnimationObj(resPath); if (gameObj == null) { return null; } gameObj.transform.SetParent(parentObj.transform, false); gameObj.name = objName; var sortingGroup = gameObj.transform.GetComponent(); if (sortingGroup != null) { GameObject.Destroy(sortingGroup); } SetRenderersOrder(gameObj, sortingOrder + 1);//特效层默认高一个层级 return gameObj; } private static bool TryRemoveObj(GameObject parentObj, string objName) { if (parentObj == null) { return false; } Transform transform = parentObj.transform.Find(objName); if (transform != null) { GameObject gameObj = transform.gameObject; if (gameObj != null) { GameObject.DestroyImmediate(gameObj); return true; } } return false; } private static GameObject GetGameObjExisted(GameObject parentObj, string objName, string resPath) { if (parentObj == null) { return null; } Transform transform = parentObj.transform.Find(objName); if (transform != null) { GameObject gameObj = transform.gameObject; if (gameObj != null) { var assetReleaser = gameObj.GetComponent(); if (assetReleaser != null) { if (assetReleaser.resPath == resPath) { return gameObj; } } } } return null; } public static GameObject CreateAnimationObj(string resPath) { if (!YooAssets.CheckDressUpResExist(resPath)) { return null; } var prefab = GFGAsset.Load(resPath); var gameObj = GameObject.Instantiate(prefab); AddAssetReleaser(gameObj, resPath); return gameObj; } public static void LoadSpritePos(string resPath, out float tx, out float ty) { resPath = resPath.Replace(".png", ".bytes"); if (YooAssets.CheckDressUpResExist(resPath)) { var asset = GFGAsset.Load(resPath); if (asset != null) { var st = new MemoryStream(asset.bytes); var br = new BinaryReader(st); tx = br.ReadInt32() / 100f; ty = -br.ReadInt32() / 100f; GFGAsset.Release(resPath); return; } } tx = 0; ty = 0; } public static void SetRenderersOrder(GameObject gameObj, int sortingOrder, bool isAdd = false) { var meshRenderers = gameObj.transform.GetComponentsInChildren(); for (int i = 0; i < meshRenderers.Length; i++) { var renderer = meshRenderers[i].GetComponent(); if (renderer != null) { if (isAdd) { renderer.sortingOrder = renderer.sortingOrder + sortingOrder; } else { renderer.sortingOrder = sortingOrder; } } } ParticleSystem[] particles = gameObj.transform.GetComponentsInChildren(); for (int i = 0; i < particles.Length; i++) { var renderer = particles[i].GetComponent(); if (renderer != null) { if (isAdd) { renderer.sortingOrder = renderer.sortingOrder + sortingOrder; } else { renderer.sortingOrder = sortingOrder; } } } } public static void SetSpriteRenderSortingOrder(GameObject gameObj, int sortingOrder, bool isAdd = false) { SpriteRenderer[] spriteRenders = gameObj.transform.GetComponentsInChildren(); for (int i = 0; i < spriteRenders.Length; i++) { if (isAdd) { spriteRenders[i].sortingOrder = spriteRenders[i].sortingOrder + sortingOrder; } else { spriteRenders[i].sortingOrder = sortingOrder; } } } } }