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- using UnityEngine;
- using Live2D.Cubism.Rendering;
- using System.IO;
- using FairyGUI;
- using UnityEngine.Rendering;
- using YooAsset;
- using System.Collections.Generic;
- namespace GFGGame
- {
- public class DressUpUtil
- {
- public const string HEAD_DEFAULT_RES_NAME = "head";
- public const string BODY_DEFAULT_RES_NAME = "body";
- public const string ROLE_OBJ_NAME = "Role";
- public const string HEAD_SPRITE_NAME = "Head";
- public const string BODY_SPRITE_NAME = "Body";
- public const string BODY_ANIMATION_NAME = "Body_a";
- public const string BODY_EFFECT_OBJ_NAME = "Body_eff";
- public const string FORMAT_SPRITE_NAME = "T{0}_s{1}";
- public const string FORMAT_ANIMATION_NAME = "T{0}_a{1}";
- public const string FORMAT_EFFECT_OBJ_NAME = "T{0}_e{1}";
- //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) return;
- // if (parentObj == null)
- // {
- // if (itemCfg.subType == ConstDressUpItemType.BEI_JING || DressUpMenuItemCfg1Array.Instance.CheckIsSceneTypeBySubType(itemCfg.subType))
- // {
- // parentObj = sceneObj;
- // }
- // else
- // {
- // //角色
- // Transform role = sceneObj.transform.Find(ROLE_OBJ_NAME);
- // parentObj = role.gameObject;
- // }
- // }
- // showAni = showAni || itemCfg.subType == ConstDressUpItemType.ZHUANG_RONG;
- // 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);
- // }
- // }
- // 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);
- // }
- // }
- //}
- public static List<DressUpLayerOperation> AddItemAsync(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) return null;
- if (parentObj == null)
- {
- if (itemCfg.subType == ConstDressUpItemType.BEI_JING || DressUpMenuItemCfg1Array.Instance.CheckIsSceneTypeBySubType(itemCfg.subType))
- {
- parentObj = sceneObj;
- }
- else
- {
- //角色
- Transform role = sceneObj.transform.Find(ROLE_OBJ_NAME);
- parentObj = role.gameObject;
- }
- }
- showAni = showAni || itemCfg.subType == ConstDressUpItemType.ZHUANG_RONG;
- List<DressUpLayerOperation> handlers = new List<DressUpLayerOperation>();
- DressUpLayerOperation handler;
- 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))
- {
- handler = UpdateLayerResAsync(itemCfg, parentObj, resLayer, needSetMask, showAni);
- if (handler != null) handlers.Add(handler);
- }
- }
- else
- {
- //普通层
- if (!string.IsNullOrEmpty(itemCfg.resLayer1))
- {
- handler = UpdateLayerResAsync(itemCfg, parentObj, 1, needSetMask, showAni);
- if (handler != null) handlers.Add(handler);
- }
- //第二层
- if (!string.IsNullOrEmpty(itemCfg.resLayer2))
- {
- handler = UpdateLayerResAsync(itemCfg, parentObj, 2, needSetMask, showAni);
- if (handler != null) handlers.Add(handler);
- }
- //第三层
- if (!string.IsNullOrEmpty(itemCfg.resLayer3))
- {
- handler = UpdateLayerResAsync(itemCfg, parentObj, 3, needSetMask, showAni);
- if (handler != null) handlers.Add(handler);
- }
- }
- if(handlers.Count > 0)
- {
- return handlers;
- }
- return null;
- }
- public static void RemoveItem(int itemID, GameObject sceneObj, GameObject parentObj = null)
- {
- ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
- if (itemCfg != null)
- {
- if (parentObj == null)
- {
- if (itemCfg.subType == ConstDressUpItemType.BEI_JING || DressUpMenuItemCfg1Array.Instance.CheckIsSceneTypeBySubType(itemCfg.subType))
- {
- 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);
- TryRemoveObj(parentObj, spritObjName);
- aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 1);
- TryRemoveObj(parentObj, aniObjName);
- aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, 1);
- TryRemoveObj(parentObj, aniObjName);
- }
- //特殊层
- if (!string.IsNullOrEmpty(itemCfg.resLayer2))
- {
- spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 2);
- TryRemoveObj(parentObj, spritObjName);
- aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 2);
- TryRemoveObj(parentObj, aniObjName);
- aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, 2);
- TryRemoveObj(parentObj, aniObjName);
- }
- //第三层
- if (!string.IsNullOrEmpty(itemCfg.resLayer3))
- {
- spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 3);
- TryRemoveObj(parentObj, spritObjName);
- aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 3);
- TryRemoveObj(parentObj, aniObjName);
- aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, 3);
- TryRemoveObj(parentObj, aniObjName);
- }
- }
- }
- public static DressUpRemoveOperation RemoveItemAsync(int itemID, GameObject sceneObj, GameObject parentObj = null)
- {
- var operation = new DressUpRemoveOperation(itemID, sceneObj, parentObj);
- operation.Begin();
- return operation;
- }
- //public static void UpdateHead(bool show, GameObject sceneObj, bool needSetMask = false, GameObject parentObj = null)
- //{
- // var roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME);
- // parentObj = parentObj == null ? roleTf.gameObject : parentObj;
- // string resPath = ResPathUtil.GetDressUpPath(HEAD_DEFAULT_RES_NAME);
- // Transform transform_t = parentObj.transform.Find(HEAD_SPRITE_NAME);
- // if (show)
- // {
- // if (transform_t != null)
- // {
- // transform_t.gameObject.SetActive(true);
- // return;
- // }
- // AddSpriteObj(resPath, HEAD_SPRITE_NAME, parentObj, 1, needSetMask);
- // }
- // else
- // {
- // if (transform_t == null)
- // {
- // return;
- // }
- // transform_t.gameObject.SetActive(false);
- // }
- //}
- public static DressUpLayerOperation UpdateHeadAsync(bool show, GameObject sceneObj, bool needSetMask = false, GameObject parentObj = null)
- {
- var roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME);
- parentObj = parentObj == null ? roleTf.gameObject : parentObj;
- string res = null;
- string resPath = null;
- if(show)
- {
- res = HEAD_DEFAULT_RES_NAME;
- resPath = ResPathUtil.GetDressUpPath(res);
- }
- DressUpLayerOperation handler = new DressUpLayerOperation(parentObj, needSetMask, false, resPath, null);
- handler.InitHead();
- handler.Begin();
- return handler;
- }
- //public static void UpdateBody(string actionRes, GameObject sceneObj, bool needSetMask = false, GameObject parentObj = null)
- //{
- // //角色
- // var roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME);
- // parentObj = parentObj == null ? roleTf.gameObject : parentObj;
- // var extPng = "png";
- // if (!string.IsNullOrEmpty(actionRes))
- // {
- // string resPath = ResPathUtil.GetDressUpAnimationPath(actionRes);
- // if (GetGameObjExisted(parentObj, BODY_ANIMATION_NAME, resPath) != null)
- // {
- // return;
- // }
- // }
- // else
- // {
- // string resPath = ResPathUtil.GetDressUpPath(BODY_DEFAULT_RES_NAME, extPng);
- // if (GetGameObjExisted(parentObj, BODY_SPRITE_NAME, resPath) != null)
- // {
- // return;
- // }
- // }
- // var removeBodyAni = TryRemoveObj(parentObj, BODY_ANIMATION_NAME);
- // TryRemoveObj(parentObj, BODY_EFFECT_OBJ_NAME);
- // TryRemoveObj(parentObj, BODY_SPRITE_NAME);
- // if (!string.IsNullOrEmpty(actionRes))
- // {
- // string aniResPath = ResPathUtil.GetDressUpAnimationPath(actionRes);
- // var addAniObj = AddAnimationObj(aniResPath, BODY_ANIMATION_NAME, parentObj, 0);
- // //特效
- // var resPath = ResPathUtil.GetDressUpEffectPath(actionRes, addAniObj != null);
- // TryAddEffectObj(resPath, BODY_EFFECT_OBJ_NAME, parentObj, 0);
- // }
- // else
- // {
- // AddSpriteObj(ResPathUtil.GetDressUpPath(BODY_DEFAULT_RES_NAME), BODY_SPRITE_NAME, parentObj, 0, needSetMask);
- // if (removeBodyAni)
- // {
- // parentObj.transform.SetPositionAndRotation(new Vector3(), new Quaternion());
- // }
- // }
- //}
- public static DressUpLayerOperation UpdateBodyAsync(string actionRes, GameObject sceneObj, bool needSetMask = false, GameObject parentObj = null)
- {
- //角色
- var roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME);
- parentObj = parentObj == null ? roleTf.gameObject : parentObj;
- var extPng = "png";
- string resPath = null;
- string effectResPath = null;
- string objName;
- bool showAni = !string.IsNullOrEmpty(actionRes);
- string aniResPath = null;
- if (showAni)
- {
- aniResPath = ResPathUtil.GetDressUpAnimationPath(actionRes);
- if(!YooAssets.CheckResExist(aniResPath))
- {
- showAni = false;
- }
- }
- if(showAni)
- {
- resPath = aniResPath;
- objName = BODY_ANIMATION_NAME;
- //特效
- effectResPath = ResPathUtil.GetDressUpEffectPath(actionRes, true);
- if (!YooAssets.CheckResExist(effectResPath))
- {
- effectResPath = null;
- }
- }
- else
- {
- resPath = ResPathUtil.GetDressUpPath(BODY_DEFAULT_RES_NAME, extPng);
- objName = BODY_SPRITE_NAME;
- }
- if (GetGameObjExisted(parentObj, objName, resPath) != null || !YooAssets.CheckResExist(resPath))
- {
- return null;
- }
- DressUpLayerOperation handler = new DressUpLayerOperation(parentObj, needSetMask, showAni, resPath, effectResPath);
- handler.InitBody();
- handler.Begin();
- return handler;
- }
- //private static void UpdateLayerRes(ItemCfg itemCfg, GameObject parentObj, int layerId, bool needSetMask, bool showAni = true)
- //{
- // string res = ResPathUtil.GetDressUpItemLayerRes(itemCfg, layerId);
- // string resPath = ResPathUtil.GetDressUpPath(itemCfg, layerId);
- // int sortingOrder = ItemTypeCfgArray.Instance.GetSortingOrder(itemCfg.subType, layerId);
- // //清理旧的
- // var spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, layerId);
- // TryRemoveObj(parentObj, spritObjName);
- // var objName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, layerId);
- // TryRemoveObj(parentObj, objName);
- // string ext = ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType);
- // GameObject spriteObj = null;
- // if (DressUpMenuItemCfg1Array.Instance.CheckIsDefaultType(itemCfg.subType))
- // {
- // //默认类型的部件需要先添加静态图,防止加载动画有延迟,出现光头
- // spriteObj = AddSpriteObj(resPath, spritObjName, parentObj, sortingOrder, needSetMask);
- // }
- // GameObject addAniObj = null;
- // if (showAni)
- // {
- // string aniResPath = ResPathUtil.GetDressUpAnimationPath(res);
- // addAniObj = AddAnimationObj(aniResPath, objName, parentObj, sortingOrder);
- // if (addAniObj != null && spriteObj != null)
- // {
- // var dressUpPart = addAniObj.GetComponent<DressUpPart>();
- // if (dressUpPart == null)
- // {
- // dressUpPart = addAniObj.AddComponent<DressUpPart>();
- // }
- // dressUpPart.OnTimer = (obj) =>
- // {
- // if (parentObj != null && parentObj.transform != null)
- // {
- // string resPath = ResPathUtil.GetDressUpPath(itemCfg, layerId);
- // spriteObj = GetGameObjExisted(parentObj, spritObjName, resPath);
- // if (spriteObj != null)
- // {
- // PrefabManager.Instance.Restore(spriteObj);
- // }
- // //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(itemCfg, layerId);
- // // if (assetDisposer.resPath == resPath)
- // // {
- // // TryRemoveObj(parentObj, spritObjName);
- // // }
- // // }
- // // }
- // //}
- // }
- // };
- // Timers.inst.Add(0.03f, 1, dressUpPart.OnTimer);
- // }
- // }
- // if (spriteObj == null && addAniObj == null)
- // {
- // //如果两个都没有,就添加静态图
- // spriteObj = AddSpriteObj(resPath, spritObjName, parentObj, sortingOrder, needSetMask);
- // }
- // objName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, layerId);
- // TryRemoveObj(parentObj, objName);
- // resPath = ResPathUtil.GetDressUpEffectPath(res, addAniObj != null);
- // TryAddEffectObj(resPath, objName, parentObj, sortingOrder);
- //}
- private static DressUpLayerOperation UpdateLayerResAsync(ItemCfg itemCfg, GameObject parentObj, int layerId, bool needSetMask, bool showAni = true)
- {
- string res = ResPathUtil.GetDressUpItemLayerRes(itemCfg, layerId);
- string resPath;
- string aniResPath = null;
- //根据资源存在与否再次检查是否播放动画
- if (showAni)
- {
- aniResPath = ResPathUtil.GetDressUpAnimationPath(res);
- if(!YooAssets.CheckResExist(aniResPath))
- {
- showAni = false;
- }
- }
- string objName;
- if (showAni)
- {
- resPath = aniResPath;
- objName = string.Format(DressUpUtil.FORMAT_ANIMATION_NAME, itemCfg.subType, layerId);
- }
- else
- {
- resPath = ResPathUtil.GetDressUpPath(itemCfg, layerId);
- objName = string.Format(DressUpUtil.FORMAT_SPRITE_NAME, itemCfg.subType, layerId);
- }
- var gameObj = DressUpUtil.GetGameObjExisted(parentObj, objName, resPath);
- if (gameObj != null || !YooAssets.CheckResExist(resPath))
- {
- return null;
- }
- //特效
- string effectResPath = ResPathUtil.GetDressUpEffectPath(res, showAni);
- if (!YooAssets.CheckResExist(effectResPath))
- {
- effectResPath = null;
- }
- DressUpLayerOperation handler = new DressUpLayerOperation(parentObj, needSetMask, showAni, resPath, effectResPath);
- handler.InitLayer(itemCfg, layerId);
- handler.Begin();
- return handler;
- }
- public static GameObject AddSpriteObj(string resPath, string objName, GameObject parentObj, int sortingOrder, bool needSetMask)
- {
- if (!YooAssets.CheckResExist(resPath))
- {
- return null;
- }
- var gameObj = GetGameObjExisted(parentObj, objName, resPath);
- if (gameObj != null)
- {
- return gameObj;
- }
- SpriteRenderer spr = null;
- gameObj = parentObj.transform.Find(objName)?.gameObject;
- if (gameObj == null)
- {
- gameObj = new GameObject(objName);
- gameObj.transform.SetParent(parentObj.transform, false);
- }
- spr = gameObj.GetComponent<SpriteRenderer>();
- if (spr == null)
- {
- spr = gameObj.AddComponent<SpriteRenderer>();
- }
- float tx, ty;
- LoadSpritePos(resPath, out tx, out ty);
- gameObj.transform.localPosition = new Vector3(tx, ty, gameObj.transform.localPosition.z);
- SpriteHelper.AddSpriteTo(spr, resPath);
- spr.sortingOrder = sortingOrder;
- if (needSetMask)
- {
- spr.maskInteraction = SpriteMaskInteraction.VisibleInsideMask;
- if (parentObj.transform.parent != null && parentObj.transform.parent.name == "targetRole")
- {
- spr.maskInteraction = SpriteMaskInteraction.VisibleOutsideMask;
- }
- else
- {
- spr.maskInteraction = SpriteMaskInteraction.VisibleInsideMask;
- }
- }
- else
- {
- spr.maskInteraction = SpriteMaskInteraction.None;
- }
- return gameObj;
- }
- public static GameObject AddAnimationObj(string resPath, string objName, GameObject parentObj, int sortingOrder)
- {
- var gameObj = GetGameObjExisted(parentObj, objName, resPath);
- if (gameObj != null)
- {
- return gameObj;
- }
- gameObj = CreateObj(resPath);
- if(gameObj == null)
- {
- return null;
- }
- if (objName == BODY_ANIMATION_NAME)
- {
- //如果是动作动画,就根据动画位置及角度信息设置给Role对象
- parentObj.transform.SetPositionAndRotation(gameObj.transform.localPosition, gameObj.transform.localRotation);
- gameObj.transform.SetPositionAndRotation(new Vector3(), new Quaternion());
- }
- 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.gameObject.activeSelf == true)
- {
- render.SortingOrder = sortingOrder;
- }
- SetRenderersOrder(gameObj, sortingOrder);
- return gameObj;
- }
- public static GameObject TryAddEffectObj(string resPath, string objName, GameObject parentObj, int sortingOrder)
- {
- var gameObj = GetGameObjExisted(parentObj, objName, resPath);
- if (gameObj != null)
- {
- return gameObj;
- }
- gameObj = CreateObj(resPath);
- if (gameObj == null)
- {
- return null;
- }
- gameObj.transform.SetParent(parentObj.transform, false);
- gameObj.name = objName;
- var sortingGroup = gameObj.transform.GetComponent<SortingGroup>();
- if (sortingGroup != null)
- {
- GameObject.Destroy(sortingGroup);
- }
- SetRenderersOrder(gameObj, sortingOrder + 1);//特效层默认高一个层级
- return gameObj;
- }
- public static bool TryRemoveObj(GameObject parentObj, string objName)
- {
- if (parentObj == null)
- {
- return false;
- }
- Transform transform = parentObj.transform.Find(objName);
- if (transform != null)
- {
- GameObject gameObj = transform.gameObject;
- if (gameObj != null)
- {
- PrefabManager.Instance.Restore(gameObj);
- return true;
- }
- }
- return false;
- }
- public static GameObject GetGameObjExisted(GameObject parentObj, string objName, string resPath)
- {
- if (parentObj == null)
- {
- return null;
- }
- Transform transform = parentObj.transform.Find(objName);
- if (transform != null)
- {
- GameObject gameObj = transform.gameObject;
- if (gameObj != null)
- {
- var assetReleaser = gameObj.GetComponent<AssetReleaser>();
- if (assetReleaser != null)
- {
- if (assetReleaser.ResPath == resPath)
- {
- return gameObj;
- }
- }
- }
- }
- return null;
- }
- public static GameObject CreateObj(string resPath)
- {
- if (!YooAssets.CheckResExist(resPath))
- {
- return null;
- }
- //var handle = YooAssets.LoadAssetSync<Sprite>(resPath);
- //Sprite sp = handle.AssetObject as Sprite;
- var gameObj = PrefabManager.Instance.SpawnSync(resPath);
- //AddAssetReleaser(gameObj, resPath);
- return gameObj;
- }
- public static void LoadSpritePos(string resPath, out float tx, out float ty)
- {
- int index = resPath.LastIndexOf('.');
- resPath = resPath.Substring(0, index) + ".bytes";
- //resPath = resPath.Replace(".png", ".bytes");
- //resPath = resPath.Replace(".jpg", ".bytes");
- if (YooAssets.CheckResExist(resPath))
- {
- //var asset = GFGAsset.Load<TextAsset>(resPath);
- var handle = YooAssets.LoadAssetSync<TextAsset>(resPath);
- TextAsset asset = handle.AssetObject as TextAsset;
- var st = new MemoryStream(asset.bytes);
- var br = new BinaryReader(st);
- tx = br.ReadInt32() / 100f;
- ty = -br.ReadInt32() / 100f;
- //GFGAsset.Release(resPath);
- handle.Release();
- }
- else
- {
- tx = 0;
- ty = 0;
- }
- }
- private static void SetRenderersOrder(GameObject gameObj, int sortingOrder, bool isAdd = false)
- {
- var meshRenderers = gameObj.transform.GetComponentsInChildren<MeshRenderer>();
- for (int i = 0; i < meshRenderers.Length; i++)
- {
- var renderer = meshRenderers[i].GetComponent<Renderer>();
- if (renderer != null)
- {
- if (isAdd)
- {
- renderer.sortingOrder = renderer.sortingOrder + sortingOrder;
- }
- else
- {
- renderer.sortingOrder = sortingOrder;
- }
- }
- }
- ParticleSystem[] particles = gameObj.transform.GetComponentsInChildren<ParticleSystem>();
- for (int i = 0; i < particles.Length; i++)
- {
- var renderer = particles[i].GetComponent<Renderer>();
- if (renderer != null)
- {
- if (isAdd)
- {
- renderer.sortingOrder = renderer.sortingOrder + sortingOrder;
- }
- else
- {
- renderer.sortingOrder = sortingOrder;
- }
- }
- }
- }
- //public static void SetSpriteRenderSortingOrder(GameObject gameObj, int sortingOrder, bool isAdd = false)
- //{
- // SpriteRenderer[] spriteRenders = gameObj.transform.GetComponentsInChildren<SpriteRenderer>();
- // for (int i = 0; i < spriteRenders.Length; i++)
- // {
- // if (isAdd)
- // {
- // spriteRenders[i].sortingOrder = spriteRenders[i].sortingOrder + sortingOrder;
- // }
- // else
- // {
- // spriteRenders[i].sortingOrder = sortingOrder;
- // }
- // }
- //}
- }
- }
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