using FairyGUI; using System; using System.Collections; using System.Collections.Generic; using System.Drawing; using UI.DressUp; using UnityEditor; using UnityEngine; using UnityEngine.EventSystems; namespace GFGGame { public class PhotographView : BaseView { private UI_PhotographUI _ui; private GameObject _scenePrefab; private GameObject _sceneObject; private const int MAX_COUNT = 8; private const float MaxScale = 2; private const float MinScale = 0.1f; private const string BgResPath = "Bg/BgRes"; private const string BorderResPath = "Border/BorderRes"; private const string NpcResPath = "Scene/Npc/NpcRes"; 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 _listData = null;//当前选择的资源数据 private List _itemGameObjs;// = new List(); public 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 lastDistance = 0;//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 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_loaGuide.onClick.Add(OnClickLoaGuide); _ui.m_loaGuide1.onClick.Add(OnClickLoaGuide1); _ui.m_btnChoose.onClick.Add(SetUIView); _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_btnUp.onClick.Add(OnClickBtnUp); _ui.m_btnDown.onClick.Add(OnClickBtnDown); } protected override void OnShown() { base.OnShown(); Input.multiTouchEnabled = true; PhotographDataManager.Instance.ClassifyEquipData(); _equipSceneData = PhotographDataManager.Instance._equipSceneData; 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); rotationGesture = new RotationGesture(_ui.target); rotationGesture.onAction.Add(OnRotate); _ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex = 0; RefreshList(EnumPhotographType.BG); SetUIView(); PhotographSceneManager.Instance.AddBgItem(ItemCfgArray.Instance.GetCfg(EquipDataCache.cacher.bgId)); PhotographSceneManager.Instance.AddBodyItem(); UpdateScene(); PhotographDataManager.Instance.SetLayer(null, "refresh"); if (GuideDataManager.IsGuideFinish(ConstGuideId.PHOTOGRAPH) > 0) { _ui.m_loaGuide.enabled = false; _ui.m_loaGuide1.enabled = false; } else { _ui.m_loaGuide.enabled = true; _ui.m_loaGuide1.enabled = false; } // CreatTex(); } /************************************************************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; _listData = PhotographDataManager.Instance.GetListData(index); _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) { if (_itemGameObjs.Count >= MAX_COUNT) { PromptController.Instance.ShowFloatTextPrompt("最多穿戴" + MAX_COUNT + "件物品"); return; } 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: PhotographSceneManager.Instance.AddBgItem(itemCfg); break; case EnumPhotographType.BORDER: PhotographSceneManager.Instance.AddBorderItem(itemCfg); break; case EnumPhotographType.NPC: PhotographSceneManager.Instance.AddNpcItem(itemCfg); break; case EnumPhotographType.SCENE: AddSceneItem(itemCfg, true); break; case EnumPhotographType.EFFECT: 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, false); } } } private void AddSceneItem(ItemCfg itemCfg, bool setLayer) { Vector2 pos = Vector2.zero; if (itemCfg.resLayer2 > 0) { GameObject parentGameObj2 = new GameObject(string.Format("{0}_{1}", itemCfg.id, 2)); PhotographSceneManager.Instance.AddSceneItem(parentGameObj2, itemCfg, itemCfg.resLayer2, setLayer); if (setLayer) { parentGameObj2.transform.localPosition = -parentGameObj2.transform.GetChild(0).localPosition; pos = parentGameObj2.transform.localPosition; } } if (itemCfg.resLayer1 > 0) { GameObject parentGameObj1 = new GameObject(string.Format("{0}_{1}", itemCfg.id, 1)); PhotographSceneManager.Instance.AddSceneItem(parentGameObj1, itemCfg, itemCfg.resLayer1, setLayer); if (setLayer) { if (itemCfg.resLayer2 > 0) { parentGameObj1.transform.localPosition = pos; } else { parentGameObj1.transform.localPosition = -parentGameObj1.transform.GetChild(0).localPosition; } } } // GameObject parentGameObj2; } /************************************************************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) { lastPos = Vector2.zero; 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 != BgResName)//背景不可改动层级 { hitGameObj = hitGameObj.transform.parent.gameObject; _ui.m_comSelectBox.target.visible = true; PhotographDataManager.Instance.SetLayer(hitGameObj, "top"); if (!_equipDistance.ContainsKey(hitGameObj)) { SceneController.SetGameObjectCenter(hitGameObj); } } memoryHitGameObj = hitGameObj; distance = Input.mousePosition - Camera.main.WorldToScreenPoint(hitGameObj.transform.position); Vector3 localEulerAngles = hitGameObj.transform.localEulerAngles; float rotation = 0; if (localEulerAngles.y == 0) { rotation = -hitGameObj.transform.localEulerAngles.z; } else { if (hitGameObj.transform.localEulerAngles.z > 180) { rotation = hitGameObj.transform.localEulerAngles.z - 360; } else { rotation = 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 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) { hitGameObj = null; } //选中物体的位置 private void ControllerObjectPos() { hitGameObj.transform.position = Camera.main.ScreenToWorldPoint(Input.mousePosition - distance); if (hitGameObj.name == BgResName) { PhotographDataManager.Instance.SetBgPos(hitGameObj, _ui.target.size); } } //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 pt0 = this.viewCom.GlobalToLocal(new Vector2(inputEvent.x, inputEvent.y)); Vector2 screenPos = this.viewCom.GlobalToLocal(_ui.m_comSelectBox.m_btnSize.LocalToGlobal(Vector2.zero)); Vector2 pt1 = new Vector2(screenPos.x, screenPos.y); Vector2 pt2 = new Vector2(_ui.m_comSelectBox.target.x, _ui.m_comSelectBox.target.y); lastDistance = Vector2.Distance(pt0, pt2); if (!_equipDistance.ContainsKey(memoryHitGameObj)) { float distance = Vector2.Distance(pt1, pt2) / memoryHitGameObj.transform.localScale.x; Debug.Log("distance:" + distance + " pt1:" + pt1 + " pt2:" + pt2); _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 / lastDistance; Debug.Log("dist:" + dist + " lastDistance:" + lastDistance + " ss:" + ss); float newValue = Mathf.Clamp(ss * memoryHitGameObj.transform.localScale.x, 0.1f, 2); ControllerScale(newValue, memoryHitGameObj); if (newValue <= 0.1f) return; Debug.Log("ss:" + ss + " newValue:" + newValue); lastDistance = dist; Debug.Log("newValue:" + newValue); } private void OnTouchBtnSizeEnd(EventContext context) { lastPos = Vector2.zero; } //双指缩放 private void OnPinch(EventContext context) { if (hitGameObj == null) return; if (hitGameObj.name == BgResName) 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); } //双指旋转 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 == BgResName) 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, 1); Vector2 size = SceneController.GetGameObjectSize(gameObject); _ui.m_comSelectBox.target.size = size; } private void ControllerRotate(float value, GameObject gameObject) { gameObject.transform.Rotate(Vector3.forward, -value, Space.World); _ui.m_comSelectBox.target.rotation += value; } private void OnClickBtnBg() { _ui.m_ComSelectRes.target.visible = false; } private void OnClickLoaGuide() { _ui.m_loaGuide1.enabled = true; _ui.m_loaGuide.enabled = false; _ui.m_ComSelectRes.target.visible = false; } private void OnClickLoaGuide1() { _ui.m_loaGuide1.enabled = false; _ui.m_ComSelectRes.target.visible = false; } private void OnTouchBtnFlipBegin()//翻转 { Transform transform = memoryHitGameObj.transform; if (memoryHitGameObj.name == RoleName) { transform.Rotate(Vector3.up, 180, Space.Self); return; } 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.name == RolePath) { return; } else if (memoryHitGameObj.transform.name == NpcName) { SpriteRenderer spriteRenderer = memoryHitGameObj.transform.GetChild(0).GetComponent(); if (spriteRenderer != null) { GameObject.Destroy(spriteRenderer); } } else { GameObject.DestroyImmediate(memoryHitGameObj); } _itemGameObjs.Remove(memoryHitGameObj); _ui.m_comSelectBox.target.visible = false; } private void SetUIView() { _ui.m_ComSelectRes.target.visible = true; _ui.m_comSelectBox.target.visible = false; hitGameObj = null; memoryHitGameObj = null; } private void OnClickBtnUp() { PhotographDataManager.Instance.SetLayer(memoryHitGameObj, "up"); } private void OnClickBtnDown() { PhotographDataManager.Instance.SetLayer(memoryHitGameObj, "down"); } 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; } _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(); } protected override void UpdateToCheckGuide(object param) { if (!ViewManager.CheckIsTopView(this.viewCom)) return; GuideController.TryGuide(_ui.m_ComSelectRes.m_comBtnTab.m_btn2, ConstGuideId.PHOTOGRAPH, 4, "可以自由添加已有道具"); GuideController.TryGuide(_ui.m_loaGuide, ConstGuideId.PHOTOGRAPH, 5, "点击空白处查看整体效果", -1, true, (int)(_ui.m_loaGuide.y + _ui.m_loaGuide.height - 250)); GuideController.TryGuide(_ui.m_loaGuide1, ConstGuideId.PHOTOGRAPH, 6, "双指可控制放大缩小,或点击边框上的按键控制", -1, true, (int)(_ui.m_loaGuide1.y + _ui.m_loaGuide1.height - 250)); GuideController.TryGuide(_ui.m_btnPhotograph, ConstGuideId.PHOTOGRAPH, 7, "点击拍照,可以记录和分享美照啦"); GuideController.TryCompleteGuide(ConstGuideId.PHOTOGRAPH, 7); } } }