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							- using UnityEngine;
 
- using Live2D.Cubism.Rendering;
 
- using System.IO;
 
- using FairyGUI;
 
- namespace GFGGame
 
- {
 
-     public class DressUpUtil
 
-     {
 
-         private const string BODY_DEFAULT_RES_NAME = "renmo";
 
-         private const string ROLE_OBJ_NAME = "Role";
 
-         private const string BODY_SPRITE_NAME = "Body";
 
-         private const string BODY_ANIMATION_NAME = "Body_a";
 
-         private const string BODY_EFFECT_OBJ_NAME = "Body_eff";
 
-         private 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}_eff";
 
-         private const string FORMAT_LAYER_RES_NAME_WITH_T = "{0}_t";
 
-         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)
 
-                     {
 
-                         parentObj = sceneObj;
 
-                     }
 
-                     else
 
-                     {
 
-                         //角色
 
-                         Transform role = sceneObj.transform.Find(ROLE_OBJ_NAME);
 
-                         parentObj = role.gameObject;
 
-                     }
 
-                 }
 
-                 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);
 
-                     }
 
-                 }
 
-                 //特效
 
-                 if (itemCfg.effLayer > 0)
 
-                 {
 
-                     var objName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType);
 
-                     ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType);
 
-                     int sortingOrder = typeCfg.defaultLayer;
 
-                     if (itemCfg.effLayer == 2)
 
-                     {
 
-                         sortingOrder = typeCfg.specialLayer;
 
-                     }
 
-                     AddEffectObj(itemCfg.res, objName, parentObj, sortingOrder);
 
-                 }
 
-             }
 
-         }
 
-         public static void RemoveItem(int itemID, GameObject sceneObj)
 
-         {
 
-             ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
 
-             if (itemCfg != null)
 
-             {
 
-                 GameObject parentObj = null;
 
-                 if (itemCfg.subType == (int)ConstDressUpItemType.BEI_JING)
 
-                 {
 
-                     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);
 
-                     TryClearSpriteObj(parentObj, spritObjName);
 
-                     aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 1);
 
-                     TryRemoveAnimationObj(parentObj, aniObjName);
 
-                 }
 
-                 //特殊层
 
-                 if (!string.IsNullOrEmpty(itemCfg.resLayer2))
 
-                 {
 
-                     spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 2);
 
-                     TryClearSpriteObj(parentObj, spritObjName);
 
-                     aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 2);
 
-                     TryRemoveAnimationObj(parentObj, aniObjName);
 
-                 }
 
-                 //第三层
 
-                 if (!string.IsNullOrEmpty(itemCfg.resLayer3))
 
-                 {
 
-                     spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 3);
 
-                     TryClearSpriteObj(parentObj, spritObjName);
 
-                     aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 3);
 
-                     TryRemoveAnimationObj(parentObj, aniObjName);
 
-                 }
 
-                 //特效
 
-                 if (itemCfg.effLayer > 0)
 
-                 {
 
-                     string effObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType);
 
-                     var effTf = parentObj.transform.Find(effObjName);
 
-                     if (effTf != null)
 
-                     {
 
-                         GameObject.DestroyImmediate(effTf.gameObject);
 
-                     }
 
-                 }
 
-             }
 
-         }
 
-         public static void UpdateBody(string res, GameObject sceneObj, bool isAni = false, string effRes = null, bool needSetMask = false, GameObject parentObj = null)
 
-         {
 
-             //角色
 
-             var roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME);
 
-             parentObj = parentObj == null ? roleTf.gameObject : parentObj;
 
-             if (res == null)
 
-             {
 
-                 res = BODY_DEFAULT_RES_NAME;
 
-             }
 
-             //清理旧的
 
-             TryClearSpriteObj(parentObj, BODY_SPRITE_NAME);
 
-             TryRemoveAnimationObj(parentObj, BODY_ANIMATION_NAME);
 
-             if (isAni)
 
-             {
 
-                 AddAnimationObj(res, BODY_ANIMATION_NAME, parentObj, 0);
 
-             }
 
-             else
 
-             {
 
-                 AddSpriteObj(res, "png", BODY_SPRITE_NAME, parentObj, 0, needSetMask);
 
-             }
 
-             //特效
 
-             var tf = parentObj.transform.Find(BODY_EFFECT_OBJ_NAME);
 
-             if (tf != null)
 
-             {
 
-                 GameObject.DestroyImmediate(tf.gameObject);
 
-             }
 
-             if (!string.IsNullOrEmpty(effRes))
 
-             {
 
-                 AddEffectObj(effRes, BODY_EFFECT_OBJ_NAME, parentObj, 0);
 
-             }
 
-         }
 
-         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;
 
-         }
 
-         private static void updateLayerRes(ItemCfg itemCfg, GameObject parentObj, int layerId, bool needSetMask, bool showAni = true)
 
-         {
 
-             ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType);
 
-             string res = itemCfg.res;
 
-             int sortingOrder = typeCfg.defaultLayer;
 
-             switch (layerId)
 
-             {
 
-                 case 1:
 
-                     res = itemCfg.resLayer1 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer1);
 
-                     break;
 
-                 case 2:
 
-                     sortingOrder = typeCfg.specialLayer;
 
-                     res = itemCfg.resLayer2 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer2);
 
-                     break;
 
-                 case 3:
 
-                     sortingOrder = typeCfg.thirdlLayer;
 
-                     res = itemCfg.resLayer3 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer3);
 
-                     break;
 
-             }
 
-             //清理旧的
 
-             var spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, layerId);
 
-             TryClearSpriteObj(parentObj, spritObjName);
 
-             var aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, layerId);
 
-             TryRemoveAnimationObj(parentObj, aniObjName);
 
-             string ext = ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType);
 
-             AddSpriteObj(res, ext, spritObjName, parentObj, sortingOrder, needSetMask);
 
-             if (itemCfg.isAni > 0 && showAni)
 
-             {
 
-                 AddAnimationObj(res, aniObjName, parentObj, sortingOrder);
 
-                 Timers.inst.Add(0.03f, 1, (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)
 
-                                     {
 
-                                         TryClearSpriteObj(parentObj, spritObjName);
 
-                                     }
 
-                                 }
 
-                             }
 
-                         }
 
-                     }
 
-                 });
 
-             }
 
-         }
 
-         private static GameObject AddSpriteObj(string res, string ext, string objName, GameObject parentObj, int sortingOrder, bool needSetMask)
 
-         {
 
-             string resPath = ResPathUtil.GetDressUpPath(res, ext);
 
-             SpriteRenderer spr = null;
 
-             var 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;
 
-             }
 
-             else
 
-             {
 
-                 spr.maskInteraction = SpriteMaskInteraction.None;
 
-             }
 
-             return gameObj;
 
-         }
 
-         private static void TryClearSpriteObj(GameObject parentObj, string spritObjName)
 
-         {
 
-             if (parentObj == null)
 
-             {
 
-                 return;
 
-             }
 
-             Transform transform_t = parentObj.transform.Find(spritObjName);
 
-             if (transform_t != null)
 
-             {
 
-                 GameObject gameObj_t = transform_t.gameObject;
 
-                 if (gameObj_t != null)
 
-                 {
 
-                     GameObject.DestroyImmediate(gameObj_t);
 
-                     //SpriteRenderer spr = null;
 
-                     //spr = gameObj_t.GetComponent<SpriteRenderer>();
 
-                     //if(spr != null)
 
-                     //{
 
-                     //    spr.sprite = null;
 
-                     //}
 
-                     //var assetDisposer = gameObj_t.GetComponent<AssetReleaser>();
 
-                     //if(assetDisposer != null)
 
-                     //{
 
-                     //    if (!string.IsNullOrEmpty(assetDisposer.resPath))
 
-                     //    {
 
-                     //        GFGAsset.Release(assetDisposer.resPath);
 
-                     //        assetDisposer.resPath = null;
 
-                     //    }
 
-                     //}
 
-                 }
 
-             }
 
-         }
 
-         private static GameObject AddAnimationObj(string res, string objName, GameObject parentObj, int sortingOrder)
 
-         {
 
-             string resPath = ResPathUtil.GetDressUpAnimationPath(res);
 
-             var prefab = GFGAsset.Load<GameObject>(resPath);
 
-             var gameObj = GameObject.Instantiate(prefab);
 
-             AddAssetReleaser(gameObj, resPath);
 
-             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.SortingOrder = sortingOrder;
 
-             }
 
-             SetParticleSortingOrder(gameObj, sortingOrder);
 
-             return gameObj;
 
-         }
 
-         private static void TryRemoveAnimationObj(GameObject parentObj, string aniObjName)
 
-         {
 
-             if (parentObj == null)
 
-             {
 
-                 return;
 
-             }
 
-             Transform transform = parentObj.transform.Find(aniObjName);
 
-             if (transform != null)
 
-             {
 
-                 GameObject gameObj = transform.gameObject;
 
-                 if (gameObj != null)
 
-                 {
 
-                     GameObject.DestroyImmediate(gameObj);
 
-                 }
 
-             }
 
-         }
 
-         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;
 
-         }
 
-         private static GameObject AddEffectObj(string res, string objName, GameObject parentObj, int sortingOrder)
 
-         {
 
-             var resPath = ResPathUtil.GetDressUpEffectPath(res);
 
-             GameObject effPre = GFGAsset.Load<GameObject>(resPath);
 
-             var gameObj = GameObject.Instantiate(effPre);
 
-             AddAssetReleaser(gameObj, resPath);
 
-             gameObj.transform.SetParent(parentObj.transform);
 
-             gameObj.name = objName;
 
-             SetParticleSortingOrder(gameObj, sortingOrder);
 
-             return gameObj;
 
-         }
 
-         private 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 SetParticleSortingOrder(GameObject gameObj, int sortingOrder, bool isAdd = false)
 
-         {
 
-             var count = gameObj.transform.childCount;
 
-             for (int i = 0; i < count; i++)
 
-             {
 
-                 var tf = gameObj.transform.GetChild(i);
 
-                 var ps = tf.GetComponent<ParticleSystem>();
 
-                 if (ps != null)
 
-                 {
 
-                     var renderer = ps.GetComponent<Renderer>();
 
-                     if (renderer != null)
 
-                     {
 
-                         if (isAdd)
 
-                         {
 
-                             renderer.sortingOrder = renderer.sortingOrder + sortingOrder;
 
-                         }
 
-                         else
 
-                         {
 
-                             renderer.sortingOrder = sortingOrder;
 
-                         }
 
-                     }
 
-                 }
 
-             }
 
-         }
 
-     }
 
- }
 
 
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