PhotographSceneManager.cs 8.3 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Threading.Tasks;
  4. using UnityEngine;
  5. using YooAsset;
  6. namespace GFGGame
  7. {
  8. public class PhotographSceneManager : SingletonBase<PhotographSceneManager>
  9. {
  10. public GameObject sceneObject;
  11. public async void AddBgItem(ItemCfg itemCfg)
  12. {
  13. Transform tf = sceneObject.transform.Find("Bg/BgRes");
  14. string resPath = ResPathUtil.GetSceneBgPath(itemCfg.res);
  15. await LoadManager.Instance.CheckResExsitedOrDownload(resPath);
  16. SetSpriteRendererToTransform(tf, resPath);
  17. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  18. spr.sortingOrder = -4000;
  19. SetBoxCollider2DToGameObject(tf.gameObject);
  20. }
  21. public void AddBorderItem(ItemCfg itemCfg)
  22. {
  23. Transform tf = sceneObject.transform.Find("Border/BorderRes");
  24. string resPath = ResPathUtil.GetPhotographBorderPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
  25. SetSpriteRendererToTransform(tf, resPath);
  26. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  27. spr.sortingOrder = 10000;//边框在所有道具的上边
  28. SetBoxCollider2DToGameObject(tf.gameObject);
  29. }
  30. public void AddNpcItem(ItemCfg itemCfg)
  31. {
  32. Transform tf = sceneObject.transform.Find("Scene/Npc/NpcRes");
  33. string resPath = ResPathUtil.GetNpcPicFPath(itemCfg.res);
  34. SetSpriteRendererToTransform(tf, resPath);
  35. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  36. tf.localPosition = new Vector2(-spr.bounds.center.x, -spr.bounds.center.y);
  37. SetBoxCollider2DToGameObject(tf.gameObject);
  38. AddItemGameObjectToList(tf.parent.gameObject, true);
  39. }
  40. public void AddBodyItem()
  41. {
  42. GameObject bodyParent = sceneObject.transform.Find("Scene/Role").gameObject;
  43. UpdatePhotographBody(sceneObject, bodyParent);
  44. AddItemGameObjectToList(bodyParent, false);
  45. }
  46. public async Task AddSceneItem(GameObject parentGameObj, ItemCfg itemCfg, int layer, bool setLayer, bool isOnlyEff = false)
  47. {
  48. await AddItemToScene(sceneObject, parentGameObj, itemCfg.id, layer);
  49. string layerName = string.Format("resLayer{0}", layer);
  50. string value = typeof(ItemCfg).GetField(layerName).GetValue(itemCfg).ToString();
  51. AddItemGameObjectToList(parentGameObj, setLayer);
  52. }
  53. //拍照场景添加单个道具
  54. public async Task AddItemToScene(GameObject sceneObj, GameObject parentGameObj, int itemId, int resLayer)
  55. {
  56. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  57. parentGameObj.transform.SetParent(sceneObj.transform.Find("Scene"), false);
  58. string layerName = string.Format("resLayer{0}", resLayer);
  59. string value = typeof(ItemCfg).GetField(layerName).GetValue(itemCfg).ToString();
  60. string res = value == "n" ? itemCfg.res : string.Format("{0}_{1}", itemCfg.res, value);
  61. string resPath = ResPathUtil.GetDressUpAnimationPath(res);
  62. var handler = DressUpUtil.AddItemAsync(itemId, sceneObj, false, true, parentGameObj, resLayer);
  63. if (handler != null)
  64. {
  65. foreach (var t in handler)
  66. {
  67. await t.Task;
  68. }
  69. foreach (var t in handler)
  70. {
  71. t.UpdateView();
  72. t.Release();
  73. }
  74. }
  75. if (YooAssets.CheckResExist(resPath))
  76. {
  77. parentGameObj.transform.localPosition = Vector3.zero;
  78. }
  79. else
  80. {
  81. if (parentGameObj.transform.childCount > 0)
  82. {
  83. GameObject gameObject = parentGameObj.transform.GetChild(0).gameObject;
  84. SetBoxCollider2DToGameObject(gameObject);
  85. }
  86. }
  87. await PhotographUtil.Instance.SetGameObjectCenter(parentGameObj);
  88. }
  89. //拍照角色
  90. private void UpdatePhotographBody(GameObject sceneObj, GameObject parentObj)
  91. {
  92. PhotographDataManager.Instance.dressUpObj.setSceneObj(sceneObj, false, false, parentObj, false, async ()=>
  93. {
  94. SetRoleBoxCollider(parentObj);
  95. });
  96. PhotographDataManager.Instance.dressUpObj.PutOnDressUpData(MyDressUpHelper.dressUpObj.DressUpDataClone());
  97. }
  98. private async void SetRoleBoxCollider(GameObject parentObj)
  99. {
  100. for (int i = 0; i < parentObj.transform.childCount; i++)
  101. {
  102. Transform transform = parentObj.transform.GetChild(i);
  103. if (transform.gameObject.GetComponent<SpriteRenderer>() != null)
  104. {
  105. SetBoxCollider2DToGameObject(transform.gameObject);
  106. }
  107. }
  108. await PhotographUtil.Instance.SetGameObjectCenter(parentObj);
  109. }
  110. //向Transform添加SpriteRenderer并设置资源
  111. private void SetSpriteRendererToTransform(Transform tf, string resPath)
  112. {
  113. tf.position = Vector3.zero;
  114. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  115. if (spr == null)
  116. {
  117. tf.gameObject.AddComponent<SpriteRenderer>();
  118. spr = tf.GetComponent<SpriteRenderer>();
  119. }
  120. SpriteHelper.AddSpriteTo(spr, resPath);
  121. spr.size = spr.sprite.bounds.size;//将节点设置为原图大小
  122. }
  123. //向GameObject添加BoxCollider2D
  124. private void SetBoxCollider2DToGameObject(GameObject gameObject)
  125. {
  126. BoxCollider2D polygonCollider2D = gameObject.GetComponent<BoxCollider2D>();
  127. if (polygonCollider2D != null)
  128. {
  129. GameObject.Destroy(polygonCollider2D);
  130. }
  131. polygonCollider2D = gameObject.AddComponent<BoxCollider2D>();
  132. polygonCollider2D.isTrigger = true;
  133. }
  134. private void AddItemGameObjectToList(GameObject parentGameObj, bool setLayer)
  135. {
  136. List<GameObject> itemGameObjs = PhotographDataManager.Instance.itemGameObjs;
  137. itemGameObjs.Add(parentGameObj);
  138. if (setLayer)
  139. {
  140. int index = itemGameObjs.Count - 1;
  141. PhotographUtil.Instance.ChangeLayer(itemGameObjs[index], index * PhotographDataManager.layerCount, "up");
  142. }
  143. itemGameObjs.Sort((GameObject a, GameObject b) =>
  144. {
  145. int layerA = PhotographUtil.Instance.GetMaxLayer(a);
  146. int layerB = PhotographUtil.Instance.GetMaxLayer(b);
  147. if (layerA < layerB)
  148. {
  149. return -1;
  150. }
  151. else if (layerA > layerB)
  152. {
  153. return 1;
  154. }
  155. return string.Compare(a.name, b.name);
  156. });
  157. }
  158. private List<GameObject> SortItemGameObjsLayer(List<GameObject> itemGameObjs)
  159. {
  160. itemGameObjs.Sort((GameObject a, GameObject b) =>
  161. {
  162. int layerA = PhotographUtil.Instance.GetMinLayer(a);
  163. int layerB = PhotographUtil.Instance.GetMinLayer(b);
  164. if (layerA < layerB)
  165. {
  166. return -1;
  167. }
  168. else if (layerA > layerB)
  169. {
  170. return 1;
  171. }
  172. return string.Compare(a.name, b.name);
  173. });
  174. return itemGameObjs;
  175. }
  176. //移除指定GameObject的BoxCollider2D
  177. public void DeleteBoxCollider2DFromGameObject(GameObject gameObject)
  178. {
  179. BoxCollider2D polygonCollider2D = gameObject.GetComponent<BoxCollider2D>();
  180. if (polygonCollider2D != null)
  181. {
  182. GameObject.Destroy(polygonCollider2D);
  183. }
  184. }
  185. //移除指定GameObject的SpriteRenderer
  186. public void DeleteSpriteRendererFromGameObject(GameObject gameObject)
  187. {
  188. SpriteRenderer spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
  189. if (spriteRenderer != null)
  190. {
  191. GameObject.Destroy(spriteRenderer);
  192. }
  193. }
  194. }
  195. }