DressUpLayerOperation.cs 9.1 KB

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  1. using ET;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using YooAsset;
  5. namespace GFGGame
  6. {
  7. public class DressUpLayerOperation : DressUpOperationBase
  8. {
  9. private enum EAction
  10. {
  11. Layer,
  12. Body,
  13. Head
  14. }
  15. public const int PRE_RENDER_FRAME = 1;
  16. private ItemCfg itemCfg;
  17. private GameObject parentObj;
  18. private int layerId;
  19. private bool needSetMask;
  20. private bool showAni;
  21. private string resPath;
  22. private string effectResPath;
  23. private int preRendering;
  24. private ResourceDownloaderOperation downloaderOperation;
  25. private EAction actionType;
  26. private List<GameObject> preloadList = new List<GameObject>();
  27. public DressUpLayerOperation(GameObject parentObj, bool needSetMask, bool showAni, string resPath, string effectResPath)
  28. {
  29. this.parentObj = parentObj;
  30. this.needSetMask = needSetMask;
  31. this.resPath = resPath;
  32. this.effectResPath = effectResPath;
  33. this.showAni = showAni;
  34. preRendering = 0;
  35. }
  36. public void InitLayer(ItemCfg itemCfg, int layerId)
  37. {
  38. this.itemCfg = itemCfg;
  39. this.layerId = layerId;
  40. actionType = EAction.Layer;
  41. }
  42. public void InitBody()
  43. {
  44. actionType = EAction.Body;
  45. }
  46. public void InitHead()
  47. {
  48. actionType = EAction.Head;
  49. }
  50. /// <summary>
  51. /// 取消下载
  52. /// </summary>
  53. public void Cancel()
  54. {
  55. if (_steps != EDressUpSteps.Done)
  56. {
  57. if (downloaderOperation != null)
  58. {
  59. downloaderOperation.CancelDownload();
  60. }
  61. _steps = EDressUpSteps.Done;
  62. Status = EOperationStatus.Failed;
  63. Error = "User cancel.";
  64. }
  65. }
  66. internal override void UpdateView()
  67. {
  68. ViewManager.Hide<ModalStatusView>();
  69. foreach (var t in preloadList)
  70. {
  71. Live2dAnimationManager.Instance.FinishPreDrawed(t);
  72. }
  73. preloadList.Clear();
  74. preloadList = null;
  75. switch (actionType)
  76. {
  77. case EAction.Layer:
  78. UpdateLayer();
  79. break;
  80. case EAction.Body:
  81. UpdateBody();
  82. break;
  83. case EAction.Head:
  84. UpdateHead();
  85. break;
  86. default:
  87. break;
  88. }
  89. }
  90. internal override void Release()
  91. {
  92. downloaderOperation = null;
  93. this.itemCfg = null;
  94. this.parentObj = null;
  95. preloadList?.Clear();
  96. preloadList = null;
  97. }
  98. internal override void Start()
  99. {
  100. _steps = EDressUpSteps.Check;
  101. Update();
  102. }
  103. internal override void Update()
  104. {
  105. if (_steps == EDressUpSteps.None || _steps == EDressUpSteps.Done)
  106. return;
  107. if (_steps == EDressUpSteps.Check)
  108. {
  109. CheckLoadRes();
  110. }
  111. if(_steps == EDressUpSteps.Loading)
  112. {
  113. Progress = downloaderOperation.Progress;
  114. if(downloaderOperation.IsDone)
  115. {
  116. if (downloaderOperation.Status == EOperationStatus.Succeed)
  117. {
  118. CheckPreDraw();
  119. }
  120. else
  121. {
  122. _steps = EDressUpSteps.Done;
  123. Status = EOperationStatus.Failed;
  124. }
  125. }
  126. }
  127. if(_steps == EDressUpSteps.PreDrawing)
  128. {
  129. Debug.Log($"preRendering {preRendering} {resPath} {TimeHelper.ClientNow()}");
  130. if(preRendering <= 0)
  131. {
  132. _steps = EDressUpSteps.Done;
  133. Status = EOperationStatus.Succeed;
  134. }
  135. preRendering--;
  136. }
  137. }
  138. private void CheckLoadRes()
  139. {
  140. List<string> locations = new List<string>();
  141. if(!string.IsNullOrEmpty(resPath))
  142. {
  143. //需加载
  144. locations.Add(this.resPath);
  145. }
  146. if(!string.IsNullOrEmpty(effectResPath))
  147. {
  148. //需加载
  149. locations.Add(effectResPath);
  150. }
  151. if(locations.Count == 0)
  152. {
  153. _steps = EDressUpSteps.Done;
  154. Status = EOperationStatus.Succeed;
  155. return;
  156. }
  157. downloaderOperation = YooAssets.CreateBundleDownloader(locations.ToArray(), 3, 3);
  158. if(downloaderOperation.TotalDownloadCount == 0)
  159. {
  160. //文件已在本地,不需要下载
  161. CheckPreDraw();
  162. return;
  163. }
  164. ViewManager.Show<ModalStatusView>("加载中...");
  165. //下载
  166. _steps = EDressUpSteps.Loading;
  167. downloaderOperation.BeginDownload();
  168. }
  169. private void CheckPreDraw()
  170. {
  171. if(!string.IsNullOrEmpty(resPath))
  172. {
  173. if (showAni)
  174. {
  175. _steps = EDressUpSteps.PreDrawing;
  176. //设置预渲染帧数
  177. preRendering = PRE_RENDER_FRAME;
  178. //预渲染
  179. var t = Live2dAnimationManager.Instance.PreDraw(resPath);
  180. preloadList.Add(t);
  181. Debug.Log($"PreDraw {resPath} {TimeHelper.ClientNow()}");
  182. return;
  183. }
  184. }
  185. _steps = EDressUpSteps.Done;
  186. Status = EOperationStatus.Succeed;
  187. }
  188. private void UpdateLayer()
  189. {
  190. //清理旧的
  191. var spritObjName = string.Format(DressUpUtil.FORMAT_SPRITE_NAME, itemCfg.subType, layerId);
  192. DressUpUtil.TryRemoveObj(parentObj, spritObjName);
  193. var aniObjName = string.Format(DressUpUtil.FORMAT_ANIMATION_NAME, itemCfg.subType, layerId);
  194. DressUpUtil.TryRemoveObj(parentObj, aniObjName);
  195. string effectObjName = string.Format(DressUpUtil.FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, layerId);
  196. DressUpUtil.TryRemoveObj(parentObj, effectObjName);
  197. //添加新的
  198. int sortingOrder = ItemTypeCfgArray.Instance.GetSortingOrder(itemCfg.subType, layerId);
  199. if (this.showAni)
  200. {
  201. DressUpUtil.AddAnimationObj(resPath, aniObjName, parentObj, sortingOrder);
  202. }
  203. else
  204. {
  205. string ext = ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType);
  206. DressUpUtil.AddSpriteObj(resPath, spritObjName, parentObj, sortingOrder, needSetMask);
  207. }
  208. if (!string.IsNullOrEmpty(effectResPath))
  209. {
  210. DressUpUtil.TryAddEffectObj(effectResPath, effectObjName, parentObj, sortingOrder);
  211. }
  212. }
  213. private void UpdateBody()
  214. {
  215. var spritObjName = DressUpUtil.BODY_SPRITE_NAME;
  216. var aniObjName = DressUpUtil.BODY_ANIMATION_NAME;
  217. var effectObjName = DressUpUtil.BODY_EFFECT_OBJ_NAME;
  218. int sortingOrder = 0;
  219. var removeBodyAni = DressUpUtil.TryRemoveObj(parentObj, aniObjName);
  220. DressUpUtil.TryRemoveObj(parentObj, effectObjName);
  221. DressUpUtil.TryRemoveObj(parentObj, spritObjName);
  222. if (this.showAni)
  223. {
  224. DressUpUtil.AddAnimationObj(this.resPath, aniObjName, parentObj, sortingOrder);
  225. }
  226. else
  227. {
  228. DressUpUtil.AddSpriteObj(this.resPath, spritObjName, parentObj, sortingOrder, needSetMask);
  229. if (removeBodyAni)
  230. {
  231. parentObj.transform.SetPositionAndRotation(new Vector3(), new Quaternion());
  232. }
  233. }
  234. if (!string.IsNullOrEmpty(effectResPath))
  235. {
  236. DressUpUtil.TryAddEffectObj(effectResPath, effectObjName, parentObj, sortingOrder);
  237. }
  238. }
  239. private void UpdateHead()
  240. {
  241. var spritObjName = DressUpUtil.HEAD_SPRITE_NAME;
  242. int sortingOrder = 1;
  243. Transform transform_t = parentObj.transform.Find(spritObjName);
  244. if (!string.IsNullOrEmpty(this.resPath))
  245. {
  246. if (transform_t != null)
  247. {
  248. transform_t.gameObject.SetActive(true);
  249. return;
  250. }
  251. DressUpUtil.AddSpriteObj(resPath, spritObjName, parentObj, sortingOrder, needSetMask);
  252. }
  253. else
  254. {
  255. if (transform_t == null)
  256. {
  257. return;
  258. }
  259. transform_t.gameObject.SetActive(false);
  260. }
  261. }
  262. }
  263. }