| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219 | using System.Collections.Generic;using FairyGUI;using UI.DressUp;using UnityEngine;namespace GFGGame{    public enum EnumPhotographType    {        BG,        NPC,        SCENE,        BORDER,        EFFECT    }    public class PhotographDataManager : SingletonBase<PhotographDataManager>    {        public List<int> _equipRoleData = new List<int>();//当前穿戴的角色数据        public Dictionary<int, List<int>> _equipSceneData = new Dictionary<int, List<int>>();//当前穿戴的场景数据        public List<int> listBgData = new List<int>();        public List<int> listNpcData = new List<int>();        public List<int> listSceneData = new List<int>();        public List<int> listBorderData = new List<int>();        public List<int> listEffectData = new List<int>();        public void Clear()        {            listBgData.Clear();            listNpcData.Clear();            listSceneData.Clear();            listBorderData.Clear();            listEffectData.Clear();        }        public void Add(int itemID)        {            ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);            if (itemCfg.itemType == ConstItemType.DRESS_UP)            {                if (itemCfg.subType == ConstDressUpItemType.BEI_JING)                {                    if (listBgData.IndexOf(itemID) < 0) listBgData.Add(itemID);                }                else if (itemCfg.subType == ConstDressUpItemType.QIAN_JING || itemCfg.subType == ConstDressUpItemType.BEI_SHI || itemCfg.subType == ConstDressUpItemType.HUAN_JING)                {                    if (listSceneData.IndexOf(itemID) < 0) listSceneData.Add(itemID);                }            }            else if (itemCfg.itemType == ConstItemType.ITEM)            {                if (itemCfg.subType == ConstItemSubType.NPC)                {                    if (listNpcData.IndexOf(itemID) < 0) listNpcData.Add(itemID);                }                else if (itemCfg.subType == ConstItemSubType.BOREDR)                {                    if (listBorderData.IndexOf(itemID) < 0) listBorderData.Add(itemID);                }                else if (itemCfg.subType == ConstItemSubType.EFFECT)                {                    if (listEffectData.IndexOf(itemID) < 0) listEffectData.Add(itemID);                }            }        }        //将穿戴数据分类        public void ClassifyEquipData()        {            _equipRoleData.Clear();            _equipSceneData.Clear();            for (int i = 0; i < EquipDataCache.cacher.equipDatas.Length; i++)            {                ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(EquipDataCache.cacher.equipDatas[i]);                if (itemCfg.subType == ConstDressUpItemType.QIAN_JING || itemCfg.subType == ConstDressUpItemType.BEI_SHI || itemCfg.subType == ConstDressUpItemType.HUAN_JING || itemCfg.subType == ConstDressUpItemType.FEN_WEI)                {                    PhotographDataManager.Instance.AddEquipItem(_equipSceneData, itemCfg.id, out _equipSceneData);                }                else                {                    _equipRoleData.Add(EquipDataCache.cacher.equipDatas[i]);                }            }        }        public void AddEquipItem(Dictionary<int, List<int>> _equipSceneData, int itemID, out Dictionary<int, List<int>> equipSceneData)        {            if (!_equipSceneData.ContainsKey(itemID))            {                _equipSceneData.Add(itemID, new List<int>());            }            _equipSceneData[itemID].Add(itemID);            equipSceneData = _equipSceneData;        }        public List<int> GetListData(EnumPhotographType index)        {            List<int> _listData = null;            switch (index)            {                case EnumPhotographType.BG:                    _listData = PhotographDataManager.Instance.listBgData;                    break;                case EnumPhotographType.NPC:                    _listData = PhotographDataManager.Instance.listNpcData;                    break;                case EnumPhotographType.SCENE:                    _listData = PhotographDataManager.Instance.listSceneData;                    break;                case EnumPhotographType.BORDER:                    _listData = PhotographDataManager.Instance.listBorderData;                    break;                case EnumPhotographType.EFFECT:                    _listData = PhotographDataManager.Instance.listEffectData;                    break;            }            return _listData;        }        //是否点击在UI上        public bool IsTouchUI(GComponent viewCom)        {            GObject obj = GRoot.inst.touchTarget;            UI_PhotographUI _viewCom = UI_PhotographUI.Proxy(viewCom);            return _viewCom.m_comSelectBox.m_btnSize.GetChild("icon").asLoader == obj || _viewCom.m_comSelectBox.m_btnDelete.GetChild("icon").asLoader == obj || _viewCom.m_comSelectBox.m_btnFlip.GetChild("icon").asLoader == obj || _viewCom.m_btnBack == obj || _viewCom.m_btnChoose.GetChild("icon").asLoader == obj || _viewCom.m_btnPhotograph.GetChild("icon").asLoader == obj;        }        //传入父物体,设置子物体层级        public void SetItemLayer(GameObject parentObj, int layer)        {            for (int i = 0; i < parentObj.transform.childCount; i++)            {                Transform tf = parentObj.transform.GetChild(i);                string[] strs = tf.name.Split('_');                if (strs.Length > 1 && strs[1] == "eff")//子物体是特效                {                    DressUpUtil.SetParticleSortingOrder(tf.gameObject, layer, true);                }            }            SpriteRenderer[] sps = parentObj.GetComponentsInChildren<SpriteRenderer>();            List<SpriteRenderer> listSp = new List<SpriteRenderer>(sps);            listSp = SortItemList(listSp);            for (int i = 0; i < listSp.Count; i++)            {                int sortingOrder = listSp[i].sortingOrder;                listSp[i].sortingOrder = layer + i;            }        }        private static List<SpriteRenderer> SortItemList(List<SpriteRenderer> arrayList)        {            arrayList.Sort((SpriteRenderer a, SpriteRenderer b) =>            {                int rarityA = a.sortingOrder;                int rarityB = b.sortingOrder;                if (rarityA < rarityB)                {                    return -1;                }                else if (rarityA > rarityB)                {                    return 1;                }                return 0;            });            return arrayList;        }        public int GetMaxLayer(GameObject parentObj, int maxLayer)        {            int layer = GetLayer(parentObj);            return maxLayer < layer ? layer : maxLayer;        }        public int GetLayer(GameObject parentObj)        {            int layer = int.MinValue;            for (int i = 0; i < parentObj.transform.childCount; i++)            {                Transform tf = parentObj.transform.GetChild(i);                SpriteRenderer sp = tf.GetComponent<SpriteRenderer>();                if (sp && layer < sp.sortingOrder)                {                    layer = sp.sortingOrder;                }            }            return layer;        }        public void SetBgPos(GameObject hitGameObj, Vector2 uiSize)        {            Vector2 size = hitGameObj.GetComponent<SpriteRenderer>().size;            float deviationWidth = (size.x - uiSize.x / 100) / 2;            float deviationHeigh = (size.y - uiSize.y / 100) / 2;            Vector2 pos = hitGameObj.transform.position;            if (pos.x <= -deviationWidth)            {                hitGameObj.transform.position = new Vector2(-deviationWidth, hitGameObj.transform.position.y);            }            if (pos.x >= deviationWidth)            {                hitGameObj.transform.position = new Vector2(deviationWidth, hitGameObj.transform.position.y);            }            if (pos.y <= -deviationHeigh)            {                hitGameObj.transform.position = new Vector2(hitGameObj.transform.position.x, -deviationHeigh);            }            if (pos.y >= deviationHeigh)            {                hitGameObj.transform.position = new Vector2(hitGameObj.transform.position.x, deviationHeigh);            }        }    }}
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