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							- 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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