DressUpUtil.cs 19 KB

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  1. using UnityEngine;
  2. using Live2D.Cubism.Rendering;
  3. using System.IO;
  4. using FairyGUI;
  5. namespace GFGGame
  6. {
  7. public class DressUpUtil
  8. {
  9. private const string HEAD_DEFAULT_RES_NAME = "head";
  10. private const string BODY_DEFAULT_RES_NAME = "body";
  11. private const string ROLE_OBJ_NAME = "Role";
  12. private const string HEAD_SPRITE_NAME = "Head";
  13. private const string BODY_SPRITE_NAME = "Body";
  14. public const string BODY_ANIMATION_NAME = "Body_a";
  15. private const string BODY_EFFECT_OBJ_NAME = "Body_eff";
  16. public const string FORMAT_SPRITE_NAME = "T{0}_s{1}";
  17. private const string FORMAT_ANIMATION_NAME = "T{0}_a{1}";
  18. private const string FORMAT_EFFECT_OBJ_NAME = "T{0}_eff";
  19. public static void AddItem(int itemID, GameObject sceneObj, bool needSetMask = false, bool showAni = true, GameObject parentObj = null, int resLayer = 0)
  20. {
  21. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  22. if (itemCfg != null)
  23. {
  24. // GameObject parentObj = null;
  25. if (parentObj == null)
  26. {
  27. if (itemCfg.subType == ConstDressUpItemType.BEI_JING)
  28. {
  29. parentObj = sceneObj;
  30. }
  31. else
  32. {
  33. //角色
  34. Transform role = sceneObj.transform.Find(ROLE_OBJ_NAME);
  35. parentObj = role.gameObject;
  36. }
  37. }
  38. if (resLayer > 0)
  39. {
  40. string layerName = "";
  41. switch (resLayer)
  42. {
  43. case 1:
  44. layerName = itemCfg.resLayer1;
  45. break;
  46. case 2:
  47. layerName = itemCfg.resLayer2;
  48. break;
  49. case 3:
  50. layerName = itemCfg.resLayer3;
  51. break;
  52. }
  53. if (!string.IsNullOrEmpty(layerName))
  54. {
  55. updateLayerRes(itemCfg, parentObj, resLayer, needSetMask, showAni);
  56. }
  57. // updateLayerRes(itemCfg, parentObj, resLayer, resLayer == 2, needSetMask, showAni);
  58. }
  59. else
  60. {
  61. //普通层
  62. if (!string.IsNullOrEmpty(itemCfg.resLayer1))
  63. {
  64. updateLayerRes(itemCfg, parentObj, 1, needSetMask, showAni);
  65. }
  66. //第二层
  67. if (!string.IsNullOrEmpty(itemCfg.resLayer2))
  68. {
  69. updateLayerRes(itemCfg, parentObj, 2, needSetMask, showAni);
  70. }
  71. //第三层
  72. if (!string.IsNullOrEmpty(itemCfg.resLayer3))
  73. {
  74. updateLayerRes(itemCfg, parentObj, 3, needSetMask, showAni);
  75. }
  76. }
  77. //特效
  78. if (itemCfg.effLayer > 0)
  79. {
  80. var objName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType);
  81. ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType);
  82. int sortingOrder = typeCfg.defaultLayer;
  83. if (itemCfg.effLayer == 2)
  84. {
  85. sortingOrder = typeCfg.specialLayer;
  86. }
  87. else if(itemCfg.effLayer == 3)
  88. {
  89. sortingOrder = typeCfg.thirdlLayer;
  90. }
  91. AddEffectObj(itemCfg.res, objName, parentObj, sortingOrder);
  92. }
  93. }
  94. }
  95. public static void RemoveItem(int itemID, GameObject sceneObj, GameObject parentObj = null)
  96. {
  97. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  98. if (itemCfg != null)
  99. {
  100. if (parentObj == null)
  101. {
  102. if (itemCfg.subType == ConstDressUpItemType.BEI_JING)
  103. {
  104. parentObj = sceneObj;
  105. }
  106. else
  107. {
  108. //角色
  109. Transform role = sceneObj.transform.Find(ROLE_OBJ_NAME);
  110. parentObj = role.gameObject;
  111. }
  112. }
  113. string spritObjName;
  114. string aniObjName;
  115. //默认层
  116. if (!string.IsNullOrEmpty(itemCfg.resLayer1))
  117. {
  118. spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 1);
  119. TryClearSpriteObj(parentObj, spritObjName);
  120. aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 1);
  121. TryRemoveAnimationObj(parentObj, aniObjName);
  122. }
  123. //特殊层
  124. if (!string.IsNullOrEmpty(itemCfg.resLayer2))
  125. {
  126. spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 2);
  127. TryClearSpriteObj(parentObj, spritObjName);
  128. aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 2);
  129. TryRemoveAnimationObj(parentObj, aniObjName);
  130. }
  131. //第三层
  132. if (!string.IsNullOrEmpty(itemCfg.resLayer3))
  133. {
  134. spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 3);
  135. TryClearSpriteObj(parentObj, spritObjName);
  136. aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 3);
  137. TryRemoveAnimationObj(parentObj, aniObjName);
  138. }
  139. //特效
  140. if (itemCfg.effLayer > 0)
  141. {
  142. string effObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType);
  143. var effTf = parentObj.transform.Find(effObjName);
  144. if (effTf != null)
  145. {
  146. GameObject.DestroyImmediate(effTf.gameObject);
  147. }
  148. }
  149. }
  150. }
  151. public static void InitHead(GameObject sceneObj, bool needSetMask = false, GameObject parentObj = null)
  152. {
  153. var roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME);
  154. parentObj = parentObj == null ? roleTf.gameObject : parentObj;
  155. string res = HEAD_DEFAULT_RES_NAME;
  156. Transform transform_t = parentObj.transform.Find(HEAD_SPRITE_NAME);
  157. if (transform_t != null)
  158. {
  159. return;
  160. }
  161. AddSpriteObj(res, "png", HEAD_SPRITE_NAME, parentObj, 1, needSetMask);
  162. }
  163. public static void UpdateWholeBody(string res, GameObject sceneObj, bool isAni = false, string effRes = null, bool needSetMask = false, GameObject parentObj = null)
  164. {
  165. InitHead(sceneObj, needSetMask, parentObj);
  166. UpdateBodyOnly(res, sceneObj, isAni, effRes, needSetMask, parentObj);
  167. }
  168. public static void UpdateBodyOnly(string res, GameObject sceneObj, bool isAni = false, string effRes = null, bool needSetMask = false, GameObject parentObj = null)
  169. {
  170. //角色
  171. var roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME);
  172. parentObj = parentObj == null ? roleTf.gameObject : parentObj;
  173. if (res == null)
  174. {
  175. res = BODY_DEFAULT_RES_NAME;
  176. }
  177. //清理旧的
  178. TryClearSpriteObj(parentObj, BODY_SPRITE_NAME);
  179. TryRemoveAnimationObj(parentObj, BODY_ANIMATION_NAME);
  180. if (isAni)
  181. {
  182. AddAnimationObj(res, BODY_ANIMATION_NAME, parentObj, 0);
  183. }
  184. else
  185. {
  186. AddSpriteObj(res, "png", BODY_SPRITE_NAME, parentObj, 0, needSetMask);
  187. }
  188. //特效
  189. var tf = parentObj.transform.Find(BODY_EFFECT_OBJ_NAME);
  190. if (tf != null)
  191. {
  192. GameObject.DestroyImmediate(tf.gameObject);
  193. }
  194. if (!string.IsNullOrEmpty(effRes))
  195. {
  196. AddEffectObj(effRes, BODY_EFFECT_OBJ_NAME, parentObj, 0);
  197. }
  198. }
  199. public static void AddAssetReleaser(GameObject gameObj, string resPath)
  200. {
  201. var assetDisposer = gameObj.AddComponent<AssetReleaser>();
  202. assetDisposer.resPath = resPath;
  203. }
  204. public static void ChangeAssetReleaser(GameObject gameObj, string resPath)
  205. {
  206. var assetDisposer = gameObj.GetComponent<AssetReleaser>();
  207. if (assetDisposer == null)
  208. {
  209. assetDisposer = gameObj.AddComponent<AssetReleaser>();
  210. }
  211. assetDisposer.resPath = resPath;
  212. }
  213. private static void updateLayerRes(ItemCfg itemCfg, GameObject parentObj, int layerId, bool needSetMask, bool showAni = true)
  214. {
  215. ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType);
  216. string res = itemCfg.res;
  217. int sortingOrder = typeCfg.defaultLayer;
  218. switch (layerId)
  219. {
  220. case 1:
  221. res = itemCfg.resLayer1 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer1);
  222. break;
  223. case 2:
  224. sortingOrder = typeCfg.specialLayer;
  225. res = itemCfg.resLayer2 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer2);
  226. break;
  227. case 3:
  228. sortingOrder = typeCfg.thirdlLayer;
  229. res = itemCfg.resLayer3 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer3);
  230. break;
  231. }
  232. //清理旧的
  233. var spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, layerId);
  234. TryClearSpriteObj(parentObj, spritObjName);
  235. var aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, layerId);
  236. TryRemoveAnimationObj(parentObj, aniObjName);
  237. string ext = ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType);
  238. //这里需要先添加静态图,防止加载动画有延迟,出现光头
  239. GameObject gameObject = AddSpriteObj(res, ext, spritObjName, parentObj, sortingOrder, needSetMask);
  240. if (itemCfg.isAni > 0 && showAni)
  241. {
  242. AddAnimationObj(res, aniObjName, parentObj, sortingOrder);
  243. Timers.inst.Add(0.03f, 1, (obj) =>
  244. {
  245. if (parentObj != null && parentObj.transform != null)
  246. {
  247. Transform tf = parentObj.transform.Find(spritObjName);
  248. if (tf != null && tf.gameObject != null && tf.gameObject.activeInHierarchy)
  249. {
  250. var assetDisposer = tf.gameObject.GetComponent<AssetReleaser>();
  251. if (assetDisposer != null)
  252. {
  253. if (!string.IsNullOrEmpty(assetDisposer.resPath))
  254. {
  255. string resPath = ResPathUtil.GetDressUpPath(res, ext);
  256. if (assetDisposer.resPath == resPath)
  257. {
  258. TryClearSpriteObj(parentObj, spritObjName);
  259. }
  260. }
  261. }
  262. }
  263. }
  264. });
  265. }
  266. }
  267. private static GameObject AddSpriteObj(string res, string ext, string objName, GameObject parentObj, int sortingOrder, bool needSetMask)
  268. {
  269. string resPath = ResPathUtil.GetDressUpPath(res, ext);
  270. SpriteRenderer spr = null;
  271. var gameObj = parentObj.transform.Find(objName)?.gameObject;
  272. if (gameObj == null)
  273. {
  274. gameObj = new GameObject(objName);
  275. gameObj.transform.SetParent(parentObj.transform, false);
  276. AddAssetReleaser(gameObj, resPath);
  277. }
  278. spr = gameObj.GetComponent<SpriteRenderer>();
  279. if (spr == null)
  280. {
  281. spr = gameObj.AddComponent<SpriteRenderer>();
  282. }
  283. float tx, ty;
  284. LoadSpritePos(res, out tx, out ty);
  285. gameObj.transform.localPosition = new Vector3(tx, ty, gameObj.transform.localPosition.z);
  286. Sprite sp = GFGAsset.Load<Sprite>(resPath);
  287. spr.sprite = sp;
  288. spr.sortingOrder = sortingOrder;
  289. if (needSetMask)
  290. {
  291. spr.maskInteraction = SpriteMaskInteraction.VisibleInsideMask;
  292. }
  293. else
  294. {
  295. spr.maskInteraction = SpriteMaskInteraction.None;
  296. }
  297. return gameObj;
  298. }
  299. public static void TryClearSpriteObj(GameObject parentObj, string spritObjName)
  300. {
  301. if (parentObj == null)
  302. {
  303. return;
  304. }
  305. Transform transform_t = parentObj.transform.Find(spritObjName);
  306. if (transform_t != null)
  307. {
  308. GameObject gameObj_t = transform_t.gameObject;
  309. if (gameObj_t != null)
  310. {
  311. //SpriteRenderer spr = null;
  312. //spr = gameObj_t.GetComponent<SpriteRenderer>();
  313. //if(spr != null)
  314. //{
  315. // spr.sprite = null;
  316. //}
  317. // var assetDisposer = gameObj_t.GetComponent<AssetReleaser>();
  318. // if (assetDisposer != null)
  319. // {
  320. // if (!string.IsNullOrEmpty(assetDisposer.resPath))
  321. // {
  322. // GFGAsset.Release(assetDisposer.resPath);
  323. // assetDisposer.resPath = null;
  324. // }
  325. // }
  326. // SpriteRenderer spr = gameObj_t.GetComponent<SpriteRenderer>();
  327. // if (spr != null)
  328. // {
  329. // GameObject.Destroy(spr);
  330. // }
  331. GameObject.DestroyImmediate(gameObj_t);
  332. }
  333. }
  334. }
  335. private static GameObject AddAnimationObj(string res, string objName, GameObject parentObj, int sortingOrder)
  336. {
  337. string resPath = ResPathUtil.GetDressUpAnimationPath(res);
  338. var prefab = GFGAsset.Load<GameObject>(resPath);
  339. var gameObj = GameObject.Instantiate(prefab);
  340. AddAssetReleaser(gameObj, resPath);
  341. gameObj.name = objName;
  342. gameObj.transform.SetParent(parentObj.transform, false);
  343. var render = gameObj.GetComponent<CubismRenderController>();
  344. if (render == null && gameObj.transform.childCount > 0)
  345. {
  346. var childObj = gameObj.transform.GetChild(0);
  347. if (childObj != null)
  348. {
  349. render = childObj.GetComponent<CubismRenderController>();
  350. }
  351. }
  352. if (render != null && render.gameObject.activeSelf == true)
  353. {
  354. render.SortingOrder = sortingOrder;
  355. }
  356. SetParticleSortingOrder(gameObj, sortingOrder);
  357. return gameObj;
  358. }
  359. private static void TryRemoveAnimationObj(GameObject parentObj, string aniObjName)
  360. {
  361. if (parentObj == null)
  362. {
  363. return;
  364. }
  365. Transform transform = parentObj.transform.Find(aniObjName);
  366. if (transform != null)
  367. {
  368. GameObject gameObj = transform.gameObject;
  369. if (gameObj != null)
  370. {
  371. GameObject.DestroyImmediate(gameObj);
  372. }
  373. }
  374. }
  375. public static GameObject CreateAnimationObj(string resPath)
  376. {
  377. // string resPath = ResPathUtil.GetCardAnimationPath(res);
  378. var prefab = GFGAsset.Load<GameObject>(resPath);
  379. if (prefab == null)
  380. {
  381. return null;
  382. }
  383. var gameObj = GameObject.Instantiate(prefab);
  384. AddAssetReleaser(gameObj, resPath);
  385. return gameObj;
  386. }
  387. private static GameObject AddEffectObj(string res, string objName, GameObject parentObj, int sortingOrder)
  388. {
  389. var resPath = ResPathUtil.GetDressUpEffectPath(res);
  390. GameObject effPre = GFGAsset.Load<GameObject>(resPath);
  391. var gameObj = GameObject.Instantiate(effPre);
  392. AddAssetReleaser(gameObj, resPath);
  393. gameObj.transform.SetParent(parentObj.transform);
  394. gameObj.name = objName;
  395. SetParticleSortingOrder(gameObj, sortingOrder);
  396. return gameObj;
  397. }
  398. public static void LoadSpritePos(string res, out float tx, out float ty)
  399. {
  400. string resPath = ResPathUtil.GetDressUpPath(res, "bytes");
  401. if (VEngine.Versions.Contains(resPath))
  402. {
  403. var asset = GFGAsset.Load<TextAsset>(resPath);
  404. if (asset != null)
  405. {
  406. var st = new MemoryStream(asset.bytes);
  407. var br = new BinaryReader(st);
  408. tx = br.ReadInt32() / 100f;
  409. ty = -br.ReadInt32() / 100f;
  410. GFGAsset.Release(resPath);
  411. return;
  412. }
  413. }
  414. tx = 0;
  415. ty = 0;
  416. }
  417. public static void SetParticleSortingOrder(GameObject gameObj, int sortingOrder, bool isAdd = false)
  418. {
  419. ParticleSystem[] particles = gameObj.transform.GetComponentsInChildren<ParticleSystem>();
  420. for (int i = 0; i < particles.Length; i++)
  421. {
  422. var renderer = particles[i].GetComponent<Renderer>();
  423. if (renderer != null)
  424. {
  425. if (isAdd)
  426. {
  427. renderer.sortingOrder = renderer.sortingOrder + sortingOrder;
  428. }
  429. else
  430. {
  431. renderer.sortingOrder = sortingOrder;
  432. }
  433. }
  434. }
  435. }
  436. public static void SetSpriteRenderSortingOrder(GameObject gameObj, int sortingOrder, bool isAdd = false)
  437. {
  438. SpriteRenderer[] spriteRenders = gameObj.transform.GetComponentsInChildren<SpriteRenderer>();
  439. for (int i = 0; i < spriteRenders.Length; i++)
  440. {
  441. if (isAdd)
  442. {
  443. spriteRenders[i].sortingOrder = spriteRenders[i].sortingOrder + sortingOrder;
  444. }
  445. else
  446. {
  447. spriteRenders[i].sortingOrder = sortingOrder;
  448. }
  449. }
  450. }
  451. }
  452. }