DressUpUtil.cs 19 KB

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  1. using UnityEngine;
  2. using Live2D.Cubism.Rendering;
  3. using System.IO;
  4. using FairyGUI;
  5. using System.Collections.Generic;
  6. namespace GFGGame
  7. {
  8. public class DressUpUtil
  9. {
  10. private const string BODY_DEFAULT_RES_NAME = "renmo";
  11. private const string ROLE_OBJ_NAME = "Role";
  12. private const string BODY_SPRITE_NAME = "Body";
  13. private const string BODY_ANIMATION_NAME = "Body_a";
  14. private const string BODY_EFFECT_OBJ_NAME = "Body_eff";
  15. private const string FORMAT_SPRITE_NAME = "T{0}_s{1}";
  16. private const string FORMAT_ANIMATION_NAME = "T{0}_a{1}";
  17. private const string FORMAT_EFFECT_OBJ_NAME = "T{0}_eff";
  18. private const string FORMAT_LAYER_RES_NAME_WITH_T = "{0}_t";
  19. public static void AddItem(int itemID, GameObject sceneObj, bool needSetMask = false, bool showAni = true, GameObject parentObj = null, int resLayer = 0)
  20. {
  21. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  22. if (itemCfg != null)
  23. {
  24. // GameObject parentObj = null;
  25. if (parentObj == null)
  26. {
  27. if (itemCfg.subType == ConstDressUpItemType.BEI_JING)
  28. {
  29. parentObj = sceneObj;
  30. }
  31. else
  32. {
  33. //角色
  34. Transform role = sceneObj.transform.Find(ROLE_OBJ_NAME);
  35. parentObj = role.gameObject;
  36. }
  37. }
  38. if (resLayer > 0)
  39. {
  40. string layerName = "";
  41. switch (resLayer)
  42. {
  43. case 1:
  44. layerName = itemCfg.resLayer1;
  45. break;
  46. case 2:
  47. layerName = itemCfg.resLayer2;
  48. break;
  49. case 3:
  50. layerName = itemCfg.resLayer3;
  51. break;
  52. }
  53. if (!string.IsNullOrEmpty(layerName))
  54. {
  55. updateLayerRes(itemCfg, parentObj, resLayer, needSetMask, showAni);
  56. }
  57. // updateLayerRes(itemCfg, parentObj, resLayer, resLayer == 2, needSetMask, showAni);
  58. }
  59. else
  60. {
  61. //普通层
  62. if (!string.IsNullOrEmpty(itemCfg.resLayer1))
  63. {
  64. updateLayerRes(itemCfg, parentObj, 1, needSetMask, showAni);
  65. }
  66. //第二层
  67. if (!string.IsNullOrEmpty(itemCfg.resLayer2))
  68. {
  69. updateLayerRes(itemCfg, parentObj, 2, needSetMask, showAni);
  70. }
  71. //第三层
  72. if (!string.IsNullOrEmpty(itemCfg.resLayer3))
  73. {
  74. updateLayerRes(itemCfg, parentObj, 3, needSetMask, showAni);
  75. }
  76. }
  77. //特效
  78. if (itemCfg.effLayer > 0)
  79. {
  80. var objName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType);
  81. ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType);
  82. int sortingOrder = typeCfg.defaultLayer;
  83. if (itemCfg.effLayer == 2)
  84. {
  85. sortingOrder = typeCfg.specialLayer;
  86. }
  87. AddEffectObj(itemCfg.res, objName, parentObj, sortingOrder);
  88. }
  89. }
  90. }
  91. public static void RemoveItem(int itemID, GameObject sceneObj)
  92. {
  93. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  94. if (itemCfg != null)
  95. {
  96. GameObject parentObj = null;
  97. if (itemCfg.subType == (int)ConstDressUpItemType.BEI_JING)
  98. {
  99. parentObj = sceneObj;
  100. }
  101. else
  102. {
  103. //角色
  104. Transform role = sceneObj.transform.Find(ROLE_OBJ_NAME);
  105. parentObj = role.gameObject;
  106. }
  107. string spritObjName;
  108. string aniObjName;
  109. //默认层
  110. if (!string.IsNullOrEmpty(itemCfg.resLayer1))
  111. {
  112. spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 1);
  113. TryClearSpriteObj(parentObj, spritObjName);
  114. aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 1);
  115. TryRemoveAnimationObj(parentObj, aniObjName);
  116. }
  117. //特殊层
  118. if (!string.IsNullOrEmpty(itemCfg.resLayer2))
  119. {
  120. spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 2);
  121. TryClearSpriteObj(parentObj, spritObjName);
  122. aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 2);
  123. TryRemoveAnimationObj(parentObj, aniObjName);
  124. }
  125. //第三层
  126. if (!string.IsNullOrEmpty(itemCfg.resLayer3))
  127. {
  128. spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 3);
  129. TryClearSpriteObj(parentObj, spritObjName);
  130. aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 3);
  131. TryRemoveAnimationObj(parentObj, aniObjName);
  132. }
  133. //特效
  134. if (itemCfg.effLayer > 0)
  135. {
  136. string effObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType);
  137. var effTf = parentObj.transform.Find(effObjName);
  138. if (effTf != null)
  139. {
  140. GameObject.DestroyImmediate(effTf.gameObject);
  141. }
  142. }
  143. }
  144. }
  145. public static void UpdateBody(string res, GameObject sceneObj, bool isAni = false, string effRes = null, bool needSetMask = false, GameObject parentObj = null)
  146. {
  147. //角色
  148. var roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME);
  149. parentObj = parentObj == null ? roleTf.gameObject : parentObj;
  150. if (res == null)
  151. {
  152. res = BODY_DEFAULT_RES_NAME;
  153. }
  154. //清理旧的
  155. TryClearSpriteObj(parentObj, BODY_SPRITE_NAME);
  156. TryRemoveAnimationObj(parentObj, BODY_ANIMATION_NAME);
  157. if (isAni)
  158. {
  159. AddAnimationObj(res, BODY_ANIMATION_NAME, parentObj, 0);
  160. }
  161. else
  162. {
  163. AddSpriteObj(res, "png", BODY_SPRITE_NAME, parentObj, 0, needSetMask);
  164. }
  165. //特效
  166. var tf = parentObj.transform.Find(BODY_EFFECT_OBJ_NAME);
  167. if (tf != null)
  168. {
  169. GameObject.DestroyImmediate(tf.gameObject);
  170. }
  171. if (!string.IsNullOrEmpty(effRes))
  172. {
  173. AddEffectObj(effRes, BODY_EFFECT_OBJ_NAME, parentObj, 0);
  174. }
  175. }
  176. public static void AddAssetReleaser(GameObject gameObj, string resPath)
  177. {
  178. var assetDisposer = gameObj.AddComponent<AssetReleaser>();
  179. assetDisposer.resPath = resPath;
  180. }
  181. public static void ChangeAssetReleaser(GameObject gameObj, string resPath)
  182. {
  183. var assetDisposer = gameObj.GetComponent<AssetReleaser>();
  184. if (assetDisposer == null)
  185. {
  186. assetDisposer = gameObj.AddComponent<AssetReleaser>();
  187. }
  188. assetDisposer.resPath = resPath;
  189. }
  190. private static void updateLayerRes(ItemCfg itemCfg, GameObject parentObj, int layerId, bool needSetMask, bool showAni = true)
  191. {
  192. ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType);
  193. string res = itemCfg.res;
  194. int sortingOrder = typeCfg.defaultLayer;
  195. switch (layerId)
  196. {
  197. case 1:
  198. res = itemCfg.resLayer1 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer1);
  199. break;
  200. case 2:
  201. sortingOrder = typeCfg.specialLayer;
  202. res = itemCfg.resLayer2 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer2);
  203. break;
  204. case 3:
  205. sortingOrder = typeCfg.thirdlLayer;
  206. res = itemCfg.resLayer3 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer3);
  207. break;
  208. }
  209. //清理旧的
  210. var spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, layerId);
  211. TryClearSpriteObj(parentObj, spritObjName);
  212. var aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, layerId);
  213. TryRemoveAnimationObj(parentObj, aniObjName);
  214. string ext = ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType);
  215. GameObject gameObject = AddSpriteObj(res, ext, spritObjName, parentObj, sortingOrder, needSetMask);
  216. if (itemCfg.subType == (int)ConstDressUpItemType.BEI_JING)
  217. {
  218. gameObject.layer = 6;//设置bg层
  219. }
  220. if (itemCfg.isAni > 0 && showAni)
  221. {
  222. AddAnimationObj(res, aniObjName, parentObj, sortingOrder);
  223. Timers.inst.Add(0.03f, 1, (obj) =>
  224. {
  225. if (parentObj != null && parentObj.transform != null)
  226. {
  227. Transform tf = parentObj.transform.Find(spritObjName);
  228. if (tf != null && tf.gameObject != null && tf.gameObject.activeInHierarchy)
  229. {
  230. var assetDisposer = tf.gameObject.GetComponent<AssetReleaser>();
  231. if (assetDisposer != null)
  232. {
  233. if (!string.IsNullOrEmpty(assetDisposer.resPath))
  234. {
  235. string resPath = ResPathUtil.GetDressUpPath(res, ext);
  236. if (assetDisposer.resPath == resPath)
  237. {
  238. TryClearSpriteObj(parentObj, spritObjName);
  239. }
  240. }
  241. }
  242. }
  243. }
  244. });
  245. }
  246. }
  247. private static GameObject AddSpriteObj(string res, string ext, string objName, GameObject parentObj, int sortingOrder, bool needSetMask)
  248. {
  249. string resPath = ResPathUtil.GetDressUpPath(res, ext);
  250. SpriteRenderer spr = null;
  251. var gameObj = parentObj.transform.Find(objName)?.gameObject;
  252. if (gameObj == null)
  253. {
  254. gameObj = new GameObject(objName);
  255. gameObj.transform.SetParent(parentObj.transform, false);
  256. AddAssetReleaser(gameObj, resPath);
  257. }
  258. spr = gameObj.GetComponent<SpriteRenderer>();
  259. if (spr == null)
  260. {
  261. spr = gameObj.AddComponent<SpriteRenderer>();
  262. }
  263. float tx, ty;
  264. LoadSpritePos(res, out tx, out ty);
  265. gameObj.transform.localPosition = new Vector3(tx, ty, gameObj.transform.localPosition.z);
  266. Sprite sp = GFGAsset.Load<Sprite>(resPath);
  267. spr.sprite = sp;
  268. spr.sortingOrder = sortingOrder;
  269. if (needSetMask)
  270. {
  271. spr.maskInteraction = SpriteMaskInteraction.VisibleInsideMask;
  272. }
  273. else
  274. {
  275. spr.maskInteraction = SpriteMaskInteraction.None;
  276. }
  277. return gameObj;
  278. }
  279. public static void TryClearSpriteObj(GameObject parentObj, string spritObjName)
  280. {
  281. if (parentObj == null)
  282. {
  283. return;
  284. }
  285. Transform transform_t = parentObj.transform.Find(spritObjName);
  286. if (transform_t != null)
  287. {
  288. GameObject gameObj_t = transform_t.gameObject;
  289. if (gameObj_t != null)
  290. {
  291. //SpriteRenderer spr = null;
  292. //spr = gameObj_t.GetComponent<SpriteRenderer>();
  293. //if(spr != null)
  294. //{
  295. // spr.sprite = null;
  296. //}
  297. // var assetDisposer = gameObj_t.GetComponent<AssetReleaser>();
  298. // if (assetDisposer != null)
  299. // {
  300. // if (!string.IsNullOrEmpty(assetDisposer.resPath))
  301. // {
  302. // GFGAsset.Release(assetDisposer.resPath);
  303. // assetDisposer.resPath = null;
  304. // }
  305. // }
  306. // SpriteRenderer spr = gameObj_t.GetComponent<SpriteRenderer>();
  307. // if (spr != null)
  308. // {
  309. // GameObject.Destroy(spr);
  310. // }
  311. GameObject.DestroyImmediate(gameObj_t);
  312. }
  313. }
  314. }
  315. private static GameObject AddAnimationObj(string res, string objName, GameObject parentObj, int sortingOrder)
  316. {
  317. string resPath = ResPathUtil.GetDressUpAnimationPath(res);
  318. var prefab = GFGAsset.Load<GameObject>(resPath);
  319. var gameObj = GameObject.Instantiate(prefab);
  320. AddAssetReleaser(gameObj, resPath);
  321. gameObj.name = objName;
  322. gameObj.transform.SetParent(parentObj.transform, false);
  323. var render = gameObj.GetComponent<CubismRenderController>();
  324. if (render == null && gameObj.transform.childCount > 0)
  325. {
  326. var childObj = gameObj.transform.GetChild(0);
  327. if (childObj != null)
  328. {
  329. render = childObj.GetComponent<CubismRenderController>();
  330. }
  331. }
  332. if (render != null)
  333. {
  334. render.SortingOrder = sortingOrder;
  335. }
  336. SetParticleSortingOrder(gameObj, sortingOrder);
  337. return gameObj;
  338. }
  339. private static void TryRemoveAnimationObj(GameObject parentObj, string aniObjName)
  340. {
  341. if (parentObj == null)
  342. {
  343. return;
  344. }
  345. Transform transform = parentObj.transform.Find(aniObjName);
  346. if (transform != null)
  347. {
  348. GameObject gameObj = transform.gameObject;
  349. if (gameObj != null)
  350. {
  351. GameObject.DestroyImmediate(gameObj);
  352. }
  353. }
  354. }
  355. public static GameObject CreateAnimationObj(string resPath)
  356. {
  357. // string resPath = ResPathUtil.GetCardAnimationPath(res);
  358. var prefab = GFGAsset.Load<GameObject>(resPath);
  359. if (prefab == null)
  360. {
  361. return null;
  362. }
  363. var gameObj = GameObject.Instantiate(prefab);
  364. AddAssetReleaser(gameObj, resPath);
  365. return gameObj;
  366. }
  367. private static GameObject AddEffectObj(string res, string objName, GameObject parentObj, int sortingOrder)
  368. {
  369. var resPath = ResPathUtil.GetDressUpEffectPath(res);
  370. GameObject effPre = GFGAsset.Load<GameObject>(resPath);
  371. var gameObj = GameObject.Instantiate(effPre);
  372. AddAssetReleaser(gameObj, resPath);
  373. gameObj.transform.SetParent(parentObj.transform);
  374. gameObj.name = objName;
  375. SetParticleSortingOrder(gameObj, sortingOrder);
  376. return gameObj;
  377. }
  378. private static void LoadSpritePos(string res, out float tx, out float ty)
  379. {
  380. string resPath = ResPathUtil.GetDressUpPath(res, "bytes");
  381. if (VEngine.Versions.Contains(resPath))
  382. {
  383. var asset = GFGAsset.Load<TextAsset>(resPath);
  384. if (asset != null)
  385. {
  386. var st = new MemoryStream(asset.bytes);
  387. var br = new BinaryReader(st);
  388. tx = br.ReadInt32() / 100f;
  389. ty = -br.ReadInt32() / 100f;
  390. GFGAsset.Release(resPath);
  391. return;
  392. }
  393. }
  394. tx = 0;
  395. ty = 0;
  396. }
  397. public static void SetParticleSortingOrder(GameObject gameObj, int sortingOrder, bool isAdd = false)
  398. {
  399. var count = gameObj.transform.childCount;
  400. for (int i = 0; i < count; i++)
  401. {
  402. var tf = gameObj.transform.GetChild(i);
  403. var ps = tf.GetComponent<ParticleSystem>();
  404. if (ps != null)
  405. {
  406. var renderer = ps.GetComponent<Renderer>();
  407. if (renderer != null)
  408. {
  409. if (isAdd)
  410. {
  411. renderer.sortingOrder = renderer.sortingOrder + sortingOrder;
  412. }
  413. else
  414. {
  415. renderer.sortingOrder = sortingOrder;
  416. }
  417. }
  418. }
  419. }
  420. }
  421. public static NTexture GetPrintscreenNTexture(Camera camera)
  422. {
  423. Rect rect = new Rect(0, 0, UnityEngine.Screen.width, UnityEngine.Screen.height);
  424. RenderTexture render = new RenderTexture((int)rect.width, (int)rect.height, 0);//创建一个RenderTexture对象
  425. camera.gameObject.SetActive(true);//启用截图相机
  426. camera.targetTexture = render;//设置截图相机的targetTexture为render
  427. RenderTexture.active = render;//激活RenderTexture
  428. camera.Render();//手动开启截图相机的渲染
  429. Texture2D tex = new Texture2D((int)rect.width, (int)rect.height, TextureFormat.ARGB32, false);//新建一个Texture2D对象
  430. tex.ReadPixels(rect, 0, 0);//读取像素
  431. tex.Apply();//保存像素信息
  432. camera.targetTexture = null;//重置截图相机的targetTexture
  433. RenderTexture.active = null;//关闭RenderTexture的激活状态
  434. Object.Destroy(render);//删除RenderTexture对象
  435. // camera.gameObject.SetActive(false);
  436. return new NTexture(tex);
  437. }
  438. }
  439. }