PhotographSceneManager.cs 7.9 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. namespace GFGGame
  5. {
  6. public class PhotographSceneManager : SingletonBase<PhotographSceneManager>
  7. {
  8. public GameObject sceneObject;
  9. public void AddBgItem(ItemCfg itemCfg)
  10. {
  11. Transform tf = sceneObject.transform.Find("Bg/BgRes");
  12. string resPath = ResPathUtil.GetDressUpPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
  13. SetSpriteRendererToTransform(tf, resPath);
  14. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  15. spr.sortingOrder = -4000;
  16. SetBoxCollider2DToGameObject(tf.gameObject);
  17. }
  18. public void AddBorderItem(ItemCfg itemCfg)
  19. {
  20. Transform tf = sceneObject.transform.Find("Border/BorderRes");
  21. string resPath = ResPathUtil.GetPhotographBorderPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
  22. SetSpriteRendererToTransform(tf, resPath);
  23. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  24. spr.sortingOrder = 10000;//边框在所有道具的上边
  25. SetBoxCollider2DToGameObject(tf.gameObject);
  26. }
  27. public void AddNpcItem(ItemCfg itemCfg)
  28. {
  29. Transform tf = sceneObject.transform.Find("Scene/Npc/NpcRes");
  30. string resPath = ResPathUtil.GetNpcPicFPath(itemCfg.res);
  31. SetSpriteRendererToTransform(tf, resPath);
  32. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  33. tf.localPosition = new Vector2(-spr.bounds.center.x, -spr.bounds.center.y);
  34. SetBoxCollider2DToGameObject(tf.gameObject);
  35. AddItemGameObjectToList(tf.parent.gameObject, true);
  36. }
  37. public void AddBodyItem()
  38. {
  39. GameObject bodyParent = sceneObject.transform.Find("Scene/Role").gameObject;
  40. UpdatePhotographBody(sceneObject, bodyParent);
  41. AddItemGameObjectToList(bodyParent, false);
  42. }
  43. public void AddSceneItem(GameObject parentGameObj, ItemCfg itemCfg, int layer, bool setLayer, bool isOnlyEff = false)
  44. {
  45. AddItemToScene(sceneObject, parentGameObj, itemCfg.id, layer);
  46. string layerName = string.Format("resLayer{0}", layer);
  47. string value = typeof(ItemCfg).GetField(layerName).GetValue(itemCfg).ToString();
  48. AddItemGameObjectToList(parentGameObj, setLayer);
  49. }
  50. //拍照场景添加单个道具
  51. public void AddItemToScene(GameObject sceneObj, GameObject parentGameObj, int itemId, int resLayer)
  52. {
  53. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  54. parentGameObj.transform.SetParent(sceneObj.transform.Find("Scene"), false);
  55. string layerName = string.Format("resLayer{0}", resLayer);
  56. string value = typeof(ItemCfg).GetField(layerName).GetValue(itemCfg).ToString();
  57. string res = value == "n" ? itemCfg.res : string.Format("{0}_{1}", itemCfg.res, value);
  58. string resPath = ResPathUtil.GetDressUpAnimationPath(res);
  59. if (VEngine.Versions.Contains(resPath))
  60. {
  61. DressUpUtil.AddItem(itemId, sceneObj, false, true, parentGameObj, resLayer);
  62. parentGameObj.transform.localPosition = Vector3.zero;
  63. }
  64. else
  65. {
  66. DressUpUtil.AddItem(itemId, sceneObj, false, false, parentGameObj, resLayer);
  67. GameObject gameObject = parentGameObj.transform.GetChild(0).gameObject;
  68. SetBoxCollider2DToGameObject(gameObject);
  69. }
  70. PhotographUtil.Instance.SetGameObjectCenter(parentGameObj);
  71. }
  72. //拍照角色
  73. private void UpdatePhotographBody(GameObject sceneObj, GameObject parentObj)
  74. {
  75. PhotographDataManager.Instance.dressUpObj.setSceneObj(sceneObj, false, false, parentObj, false);
  76. PhotographDataManager.Instance.dressUpObj.PutOnDressUpData(MyDressUpHelper.dressUpObj.DressUpDataClone());
  77. for (int i = 0; i < parentObj.transform.childCount; i++)
  78. {
  79. Transform transform = parentObj.transform.GetChild(i);
  80. if (transform.name != DressUpUtil.BODY_ANIMATION_NAME)
  81. {
  82. SetBoxCollider2DToGameObject(transform.gameObject);
  83. }
  84. }
  85. PhotographUtil.Instance.SetGameObjectCenter(parentObj);
  86. }
  87. //向Transform添加SpriteRenderer并设置资源
  88. private void SetSpriteRendererToTransform(Transform tf, string resPath)
  89. {
  90. tf.position = Vector3.zero;
  91. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  92. if (spr == null)
  93. {
  94. tf.gameObject.AddComponent<SpriteRenderer>();
  95. spr = tf.GetComponent<SpriteRenderer>();
  96. }
  97. DressUpUtil.ChangeAssetReleaser(tf.gameObject, resPath);
  98. Sprite sp = GFGAsset.Load<Sprite>(resPath);
  99. if (sp == null) return;
  100. spr.sprite = sp;
  101. spr.size = spr.sprite.bounds.size;//将节点设置为原图大小
  102. }
  103. //向GameObject添加BoxCollider2D
  104. private void SetBoxCollider2DToGameObject(GameObject gameObject)
  105. {
  106. BoxCollider2D polygonCollider2D = gameObject.GetComponent<BoxCollider2D>();
  107. if (polygonCollider2D != null)
  108. {
  109. GameObject.Destroy(polygonCollider2D);
  110. }
  111. polygonCollider2D = gameObject.AddComponent<BoxCollider2D>();
  112. polygonCollider2D.isTrigger = true;
  113. }
  114. private void AddItemGameObjectToList(GameObject parentGameObj, bool setLayer)
  115. {
  116. List<GameObject> itemGameObjs = PhotographDataManager.Instance.itemGameObjs;
  117. itemGameObjs.Add(parentGameObj);
  118. if (setLayer)
  119. {
  120. int index = itemGameObjs.Count - 1;
  121. PhotographUtil.Instance.ChangeLayer(itemGameObjs[index], index * PhotographDataManager.layerCount, "up");
  122. }
  123. itemGameObjs.Sort((GameObject a, GameObject b) =>
  124. {
  125. int layerA = PhotographUtil.Instance.GetMaxLayer(a);
  126. int layerB = PhotographUtil.Instance.GetMaxLayer(b);
  127. if (layerA < layerB)
  128. {
  129. return -1;
  130. }
  131. else if (layerA > layerB)
  132. {
  133. return 1;
  134. }
  135. return string.Compare(a.name, b.name);
  136. });
  137. }
  138. private List<GameObject> SortItemGameObjsLayer(List<GameObject> itemGameObjs)
  139. {
  140. itemGameObjs.Sort((GameObject a, GameObject b) =>
  141. {
  142. int layerA = PhotographUtil.Instance.GetMinLayer(a);
  143. int layerB = PhotographUtil.Instance.GetMinLayer(b);
  144. if (layerA < layerB)
  145. {
  146. return -1;
  147. }
  148. else if (layerA > layerB)
  149. {
  150. return 1;
  151. }
  152. return string.Compare(a.name, b.name);
  153. });
  154. return itemGameObjs;
  155. }
  156. //移除指定GameObject的BoxCollider2D
  157. public void DeleteBoxCollider2DFromGameObject(GameObject gameObject)
  158. {
  159. BoxCollider2D polygonCollider2D = gameObject.GetComponent<BoxCollider2D>();
  160. if (polygonCollider2D != null)
  161. {
  162. GameObject.Destroy(polygonCollider2D);
  163. }
  164. }
  165. //移除指定GameObject的SpriteRenderer
  166. public void DeleteSpriteRendererFromGameObject(GameObject gameObject)
  167. {
  168. SpriteRenderer spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
  169. if (spriteRenderer != null)
  170. {
  171. GameObject.Destroy(spriteRenderer);
  172. }
  173. }
  174. }
  175. }