PhotographSceneManager.cs 7.9 KB

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