| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561 | using UnityEngine;using Live2D.Cubism.Rendering;using System.IO;using FairyGUI;using UnityEngine.Rendering;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 res = 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(res, "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(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<AssetReleaser>();            assetDisposer.resPath = resPath;        }        public static void ChangeAssetReleaser(GameObject gameObj, string resPath)        {            var assetDisposer = gameObj.GetComponent<AssetReleaser>();            if (assetDisposer == null)            {                assetDisposer = gameObj.AddComponent<AssetReleaser>();            }            assetDisposer.resPath = resPath;        }        public static string GetDressUpItemLayerRes(ItemCfg itemCfg, int layerId)        {            string res = itemCfg.res;            switch (layerId)            {                case 1:                    res = itemCfg.resLayer1 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer1);                    break;                case 2:                    res = itemCfg.resLayer2 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer2);                    break;                case 3:                    res = itemCfg.resLayer3 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer3);                    break;            }            return res;        }        private static void updateLayerRes(ItemCfg itemCfg, GameObject parentObj, int layerId, bool needSetMask, bool showAni = true)        {            ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType);            string res = GetDressUpItemLayerRes(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);            //这里需要先添加静态图,防止加载动画有延迟,出现光头            GameObject spriteObj = AddSpriteObj(res, 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<DressUpPart>();                    if(dressUpPart == null)                    {                        dressUpPart = addAniObj.AddComponent<DressUpPart>();                    }                    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<AssetReleaser>();                                if (assetDisposer != null)                                {                                    if (!string.IsNullOrEmpty(assetDisposer.resPath))                                    {                                        string resPath = ResPathUtil.GetDressUpPath(res, ext);                                        if (assetDisposer.resPath == resPath)                                        {                                            TryRemoveObj(parentObj, spritObjName);                                        }                                    }                                }                            }                        }                    };                    Timers.inst.Add(0.03f, 1, dressUpPart.OnTimer);                }            }            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 res, string ext, string objName, GameObject parentObj, int sortingOrder, bool needSetMask)        {            string resPath = ResPathUtil.GetDressUpPath(res, ext);            if (!VEngine.Versions.Contains(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<SpriteRenderer>();            if (spr == null)            {                spr = gameObj.AddComponent<SpriteRenderer>();            }            float tx, ty;            LoadSpritePos(res, out tx, out ty);            gameObj.transform.localPosition = new Vector3(tx, ty, gameObj.transform.localPosition.z);            Sprite sp = GFGAsset.Load<Sprite>(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);            if (!VEngine.Versions.Contains(resPath))            {                return null;            }            var gameObj = GetGameObjExisted(parentObj, objName, resPath);            if (gameObj != null)            {                return gameObj;            }            var prefab = GFGAsset.Load<GameObject>(resPath);            gameObj = GameObject.Instantiate(prefab);            AddAssetReleaser(gameObj, resPath);            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<CubismRenderController>();            if (render == null && gameObj.transform.childCount > 0)            {                var childObj = gameObj.transform.GetChild(0);                if (childObj != null)                {                    render = childObj.GetComponent<CubismRenderController>();                }            }            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);            if (!VEngine.Versions.Contains(resPath))            {                return null;            }            var gameObj = GetGameObjExisted(parentObj, objName, resPath);            if (gameObj != null)            {                return gameObj;            }            GameObject effPre = GFGAsset.Load<GameObject>(resPath);            gameObj = GameObject.Instantiate(effPre);            AddAssetReleaser(gameObj, resPath);            gameObj.transform.SetParent(parentObj.transform, false);            gameObj.name = objName;            var sortingGroup = gameObj.transform.GetComponent<SortingGroup>();            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<AssetReleaser>();                    if (assetReleaser != null)                    {                        if (assetReleaser.resPath == resPath)                        {                            return gameObj;                        }                    }                }            }            return null;        }        public static GameObject CreateAnimationObj(string resPath)        {            // string resPath = ResPathUtil.GetCardAnimationPath(res);            var prefab = GFGAsset.Load<GameObject>(resPath);            if (prefab == null)            {                return null;            }            var gameObj = GameObject.Instantiate(prefab);            AddAssetReleaser(gameObj, resPath);            return gameObj;        }        public static void LoadSpritePos(string res, out float tx, out float ty)        {            string resPath = ResPathUtil.GetDressUpPath(res, "bytes");            if (VEngine.Versions.Contains(resPath))            {                var asset = GFGAsset.Load<TextAsset>(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<MeshRenderer>();            for (int i = 0; i < meshRenderers.Length; i++)            {                var renderer = meshRenderers[i].GetComponent<Renderer>();                if (renderer != null)                {                    if (isAdd)                    {                        renderer.sortingOrder = renderer.sortingOrder + sortingOrder;                    }                    else                    {                        renderer.sortingOrder = sortingOrder;                    }                }            }            ParticleSystem[] particles = gameObj.transform.GetComponentsInChildren<ParticleSystem>();            for (int i = 0; i < particles.Length; i++)            {                var renderer = particles[i].GetComponent<Renderer>();                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<SpriteRenderer>();            for (int i = 0; i < spriteRenders.Length; i++)            {                if (isAdd)                {                    spriteRenders[i].sortingOrder = spriteRenders[i].sortingOrder + sortingOrder;                }                else                {                    spriteRenders[i].sortingOrder = sortingOrder;                }            }        }    }}
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