PhotographView.cs 25 KB

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  1. using FairyGUI;
  2. using System;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using UI.DressUp;
  6. using UnityEngine;
  7. using UnityEngine.EventSystems;
  8. namespace GFGGame
  9. {
  10. public class PhotographView : BaseView
  11. {
  12. private UI_PhotographUI _ui;
  13. private GameObject _scenePrefab;
  14. private GameObject _sceneObject;
  15. private DressUpObjDataCache equipDataCache;
  16. private const string MOVE = "MOVE";
  17. private const string SCALE = "SCALE";
  18. private const string ROTATION = "ROTATION";
  19. private const float MaxScale = 2;
  20. private const float MinScale = 0.1f;
  21. private GameObject bodyParent;
  22. private GameObject bgParent;
  23. private GameObject npcParent;
  24. private GameObject borderParent;
  25. private GameObject sceneParent;
  26. private List<int> _listData = null;//当前选择的资源数据
  27. private List<int> _equipRoleData = new List<int>();//当前穿戴的角色数据
  28. private Dictionary<int, List<int>> _equipSceneData = new Dictionary<int, List<int>>();//当前穿戴的场景数据
  29. private Dictionary<GameObject, float> _equipDistance = new Dictionary<GameObject, float>();
  30. private GameObject hitGameObj;//当前选中的物体(单指拖动,双指缩放旋转)
  31. private GameObject memoryHitGameObj;//当前选中的物体(单指缩放旋转)
  32. private Vector3 distance = Vector3.zero;//点击位置和点击物体原点的距离,用于
  33. private Vector2 lastPos = Vector2.zero;//上一次移动后从物体中心到鼠标位置的方向
  34. // private float _startDistance;//从物体中心到缩放按钮的距离
  35. private SwipeGesture swipeGesture;
  36. private PinchGesture pinchGesture;
  37. private RotationGesture rotationGesture;
  38. private bool isTwoTouchPoint = false;
  39. private int maxLayer = int.MinValue;//最上层的层级数
  40. protected override void OnInit()
  41. {
  42. base.OnInit();
  43. packageName = UI_PhotographUI.PACKAGE_NAME;
  44. _ui = UI_PhotographUI.Create();
  45. viewCom = _ui.target;
  46. isfullScreen = true;
  47. _ui.m_btnBg.onClick.Add(OnClickBtnBg);
  48. _ui.m_btnChoose.onClick.Add(OnClickBtnChoose);
  49. _ui.m_btnBack.onClick.Add(OnClickBtnBack);
  50. _ui.m_btnPhotograph.onClick.Add(OnClickBtnPhotograph);
  51. _ui.m_ComSelectRes.m_list.itemRenderer = RenderListItem;
  52. _ui.m_ComSelectRes.m_list.onClickItem.Add(OnListItemClick);
  53. _ui.m_ComSelectRes.m_comBtnTab.m_c1.onChanged.Add(OnContorllerChanged);
  54. _scenePrefab = GFGAsset.Load<GameObject>(ResPathUtil.GetPrefabPath("ScenePhotograph"));
  55. _ui.target.onTouchBegin.Add(OnTouchUIBegin);
  56. _ui.target.onTouchMove.Add(OnTouchUIMove);
  57. _ui.target.onTouchEnd.Add(OnTouchUIEnd);
  58. _ui.m_comSelectBox.m_btnSize.onTouchBegin.Add(OnTouchBtnSizeBegin);
  59. _ui.m_comSelectBox.m_btnSize.onTouchMove.Add(OnTouchBtnSizeMove);
  60. _ui.m_comSelectBox.m_btnSize.onTouchEnd.Add(OnTouchBtnSizeEnd);
  61. _ui.m_comSelectBox.m_btnFlip.onTouchBegin.Add(OnTouchBtnFlipBegin);
  62. _ui.m_comSelectBox.m_btnFlip.onTouchEnd.Add(OnTouchBtnFlipEnd);
  63. _ui.m_comSelectBox.m_btnDelete.onTouchBegin.Add(OnTouchBtnDeleteBegin);
  64. _ui.m_comSelectBox.m_btnDelete.onTouchEnd.Add(OnTouchBtnDeleteEnd);
  65. }
  66. protected override void OnShown()
  67. {
  68. base.OnShown();
  69. Input.multiTouchEnabled = true;
  70. equipDataCache = EquipDataCache.cacher;
  71. if (_sceneObject == null)
  72. {
  73. _sceneObject = GameObject.Instantiate(_scenePrefab);
  74. EquipDataCache.cacher.setSceneObj(_sceneObject);
  75. bgParent = _sceneObject.transform.Find("Bg").gameObject;
  76. bodyParent = _sceneObject.transform.Find("Scene/Role").gameObject;
  77. sceneParent = _sceneObject.transform.Find("Scene").gameObject;
  78. npcParent = _sceneObject.transform.Find("Scene/Npc").gameObject;
  79. borderParent = _sceneObject.transform.Find("Border").gameObject;
  80. }
  81. pinchGesture = new PinchGesture(_ui.target);
  82. pinchGesture.onAction.Add(OnPinch);
  83. rotationGesture = new RotationGesture(_ui.target);
  84. rotationGesture.onAction.Add(OnRotate);
  85. _ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex = 0;
  86. OnClickBtnChoose();
  87. RefreshList(EnumPhotographType.BG);
  88. DisposeEquipData();
  89. // SceneController.UpdatePhotographBgOrNpcOrBorder(_sceneObject, EnumPhotographType.BG, equipDataCache.bgId);
  90. UpdateBg(ItemCfgArray.Instance.GetCfg(equipDataCache.bgId));
  91. UpdateBody();
  92. UpdateScene();
  93. }
  94. /************************************************************UI界面*********************************************************/
  95. private void OnContorllerChanged(EventContext context)
  96. {
  97. int index = _ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex;
  98. RefreshList((EnumPhotographType)index);
  99. }
  100. private void RefreshList(EnumPhotographType index)
  101. {
  102. _ui.m_ComSelectRes.m_list.numItems = 0;
  103. switch (index)
  104. {
  105. case EnumPhotographType.BG:
  106. _listData = PhotographDataManager.Instance.listBgData;
  107. break;
  108. case EnumPhotographType.NPC:
  109. _listData = PhotographDataManager.Instance.listNpcData;
  110. break;
  111. case EnumPhotographType.SCENE:
  112. _listData = PhotographDataManager.Instance.listSceneData;
  113. break;
  114. case EnumPhotographType.BORDER:
  115. _listData = PhotographDataManager.Instance.listBorderData;
  116. break;
  117. case EnumPhotographType.EFFECT:
  118. _listData = PhotographDataManager.Instance.listEffectData;
  119. break;
  120. }
  121. _ui.m_ComSelectRes.m_list.numItems = _listData.Count;
  122. }
  123. private void RenderListItem(int index, GObject obj)
  124. {
  125. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_listData[index]);
  126. string resPath = ResPathUtil.GetIconPath(itemCfg);
  127. UI_ListItem item = UI_ListItem.Proxy(obj);
  128. item.target.data = _listData[index];
  129. item.m_loaIcon.url = resPath;
  130. item.m_txtName.text = itemCfg.name;
  131. }
  132. private void OnListItemClick(EventContext context)
  133. {
  134. int itemID = (int)((context.data as GObject).data);
  135. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  136. EnumPhotographType type = (EnumPhotographType)_ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex;
  137. switch (type)
  138. {
  139. case EnumPhotographType.BG:
  140. UpdateBg(itemCfg);
  141. break;
  142. case EnumPhotographType.BORDER:
  143. if (_listData.IndexOf(itemID) == 0)
  144. {
  145. Transform tf = _sceneObject.transform.Find("Border/BorderRes");
  146. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  147. if (spr != null)
  148. {
  149. GameObject.Destroy(spr);
  150. }
  151. return;
  152. }
  153. UpdateBorder(itemCfg);
  154. break;
  155. case EnumPhotographType.NPC:
  156. UpdateNpc(itemCfg);
  157. break;
  158. case EnumPhotographType.SCENE:
  159. AddSceneItem(itemCfg, false, maxLayer);
  160. break;
  161. case EnumPhotographType.EFFECT:
  162. break;
  163. }
  164. }
  165. /************************************************************场景*********************************************************/
  166. private void OnTouchUIBegin(EventContext context)
  167. {
  168. context.CaptureTouch();
  169. if (_ui.m_ComSelectRes.target.visible == true) return;//添加道具不监听场景点击
  170. if (Stage.inst.touchCount > 1 && hitGameObj != null || Stage.inst.touchCount == 1 && context.inputEvent.touchId != 0) return;//两根手指&&两指不是同时按下||一根手指但属于中途换指
  171. if (PhotographDataManager.Instance.IsTouchUI(this.viewCom)) return;
  172. RaycastHit2D[] hit2Ds = Physics2D.RaycastAll(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero);
  173. if (hit2Ds.Length > 0)
  174. {
  175. maxLayer++;
  176. hitGameObj = SceneController.GetFirstHitObj(hit2Ds);
  177. _ui.m_comSelectBox.m_btnDelete.visible = true;
  178. if (hitGameObj.name == "Body")//主角不可删除
  179. {
  180. _ui.m_comSelectBox.m_btnDelete.visible = false;
  181. }
  182. _ui.m_comSelectBox.target.visible = false;
  183. if (hitGameObj.name != "BgRes")//背景不可改动层级
  184. {
  185. hitGameObj.GetComponent<SpriteRenderer>().sortingOrder = maxLayer;
  186. hitGameObj = hitGameObj.transform.parent.gameObject;
  187. _ui.m_comSelectBox.target.visible = true;
  188. }
  189. distance = Input.mousePosition - Camera.main.WorldToScreenPoint(hitGameObj.transform.position);
  190. // if (memoryHitParentGameObj == null || memoryHitParentGameObj as GameObject != hitParentGameObj)
  191. // {
  192. lastPos = Vector2.zero;
  193. _ui.m_comSelectBox.target.rotation = -hitGameObj.transform.eulerAngles.z;
  194. _ui.m_comSelectBox.target.size = SceneController.GetGameObjectSize(hitGameObj);
  195. // }
  196. memoryHitGameObj = hitGameObj;
  197. ControllerSelectBoxPos();
  198. }
  199. }
  200. private void OnTouchUIMove(EventContext context)
  201. {
  202. if (hitGameObj == null) return;//未选中任何物体
  203. if (Stage.inst.touchCount > 1) return; //只监听1根手指
  204. if (PhotographDataManager.Instance.IsTouchUI(this.viewCom)) return;
  205. Debug.Log("拖动");
  206. ControllerObjectPos();
  207. ControllerSelectBoxPos();
  208. }
  209. private void OnTouchUIEnd(EventContext context)
  210. {
  211. if (Stage.inst.touchCount > 1 || context.inputEvent.touchId != 0) return; //只监听1根手指
  212. hitGameObj = null;
  213. // if (Stage.inst.touchCount == 0)
  214. // {
  215. // isTwoTouchPoint = false;
  216. // }
  217. }
  218. //选中物体的位置
  219. private void ControllerObjectPos()
  220. {
  221. hitGameObj.transform.position = Camera.main.ScreenToWorldPoint(Input.mousePosition - distance);
  222. if (hitGameObj.name == "BgRes")
  223. {
  224. Vector2 size = hitGameObj.GetComponent<SpriteRenderer>().size;
  225. Vector2 uiSize = _ui.target.size;
  226. float deviationWidth = (size.x - uiSize.x / 100) / 2;
  227. float deviationHeigh = (size.y - uiSize.y / 100) / 2;
  228. Vector2 pos = hitGameObj.transform.position;
  229. if (pos.x <= -deviationWidth)
  230. {
  231. hitGameObj.transform.position = new Vector2(-deviationWidth, hitGameObj.transform.position.y);
  232. }
  233. if (pos.x >= deviationWidth)
  234. {
  235. hitGameObj.transform.position = new Vector2(deviationWidth, hitGameObj.transform.position.y);
  236. }
  237. if (pos.y <= -deviationHeigh)
  238. {
  239. hitGameObj.transform.position = new Vector2(hitGameObj.transform.position.x, -deviationHeigh);
  240. }
  241. if (pos.y >= deviationHeigh)
  242. {
  243. hitGameObj.transform.position = new Vector2(hitGameObj.transform.position.x, deviationHeigh);
  244. }
  245. }
  246. }
  247. //选中框的位置
  248. private void ControllerSelectBoxPos()
  249. {
  250. // SceneController.SetGameObjectCenter(hitGameObj);
  251. Vector2 objScreenPos = Camera.main.WorldToScreenPoint(hitGameObj.transform.position);
  252. Vector2 localPos = this.viewCom.GlobalToLocal(new Vector2(objScreenPos.x, (Screen.height - objScreenPos.y)));
  253. _ui.m_comSelectBox.target.position = localPos;
  254. }
  255. private void OnTouchBtnSizeBegin(EventContext context)
  256. {
  257. // GameObject memoryHitParentGameObj = this.memoryHitParentGameObj as GameObject;
  258. InputEvent inputEvent = (InputEvent)context.data;
  259. Vector2 screenPos = this.viewCom.GlobalToLocal(_ui.m_comSelectBox.m_btnSize.LocalToGlobal(Vector2.zero));
  260. Vector2 pt = new Vector2(screenPos.x, screenPos.y);
  261. Vector2 pt2 = new Vector2(_ui.m_comSelectBox.target.x, _ui.m_comSelectBox.target.y);
  262. if (!_equipDistance.ContainsKey(memoryHitGameObj))
  263. {
  264. float distance = Vector2.Distance(pt, pt2) / memoryHitGameObj.transform.localScale.x;
  265. _equipDistance.Add(memoryHitGameObj, distance);
  266. }
  267. // _startDistance = _equipDistance[memoryHitGameObj];
  268. // Debug.Log("_startDistance:" + _startDistance);
  269. }
  270. private void OnTouchBtnSizeMove(EventContext context)
  271. {
  272. // GameObject memoryHitParentGameObj = this.memoryHitParentGameObj as GameObject;
  273. if (memoryHitGameObj == null) return;
  274. InputEvent inputEvent = (InputEvent)context.data;
  275. Vector2 pt1 = this.viewCom.GlobalToLocal(new Vector2(inputEvent.x, inputEvent.y));
  276. Vector2 pt2 = new Vector2(_ui.m_comSelectBox.target.x, _ui.m_comSelectBox.target.y);
  277. Vector2 curPos = pt1 - pt2;
  278. float angle = Vector3.Angle(lastPos, curPos); //求出两向量之间的夹角
  279. Vector3 normal = Vector3.Cross(lastPos, curPos);//叉乘求出法线向量
  280. angle *= Mathf.Sign(Vector3.Dot(normal, Vector3.forward)); //Mathf.Sign()求符号,Vector3.Dot()求方向,求法线向量与物体上方向向量点乘,结果为1或-1,修正旋转方向
  281. lastPos = curPos;
  282. ControllerRotate(angle, memoryHitGameObj);
  283. float dist = Vector2.Distance(pt1, pt2);
  284. float ss = dist / _equipDistance[memoryHitGameObj];
  285. float newValue = Mathf.Clamp(ss, 0.1f, 2);
  286. ControllerScale(newValue, memoryHitGameObj);
  287. }
  288. private void OnTouchBtnSizeEnd(EventContext context)
  289. {
  290. lastPos = Vector2.zero;
  291. }
  292. //双指缩放
  293. private void OnPinch(EventContext context)
  294. {
  295. if (hitGameObj == null) return;
  296. if (hitGameObj.name == "BgRes") return;//背景不可以缩放、旋转
  297. // isTwoTouchPoint = true;
  298. GTween.Kill(hitGameObj);
  299. PinchGesture gesture = (PinchGesture)context.sender;
  300. float newValue = Mathf.Clamp(hitGameObj.transform.localScale.x + gesture.delta, 0.3f, 2);
  301. Debug.Log("双指缩放:" + newValue);
  302. ControllerScale(newValue, hitGameObj);
  303. }
  304. private void OnRotate(EventContext context)
  305. {
  306. Debug.Log("双指旋转hitGameObj:" + hitGameObj);
  307. if (hitGameObj == null) return;
  308. Debug.Log("双指旋转name:" + hitGameObj.name);
  309. if (hitGameObj.name == "BgRes") return;//背景不可以缩放、旋转
  310. // isTwoTouchPoint = true;
  311. GTween.Kill(hitGameObj.transform);
  312. RotationGesture gesture = (RotationGesture)context.sender;
  313. Debug.Log("双指旋转:" + gesture.delta);
  314. ControllerRotate(gesture.delta, hitGameObj);
  315. }
  316. private void ControllerScale(float value, GameObject gameObject)
  317. {
  318. if (value > MaxScale || value < MinScale) return;
  319. gameObject.transform.localScale = new Vector3(value, value, value);
  320. Vector2 size = SceneController.GetGameObjectSize(gameObject);
  321. _ui.m_comSelectBox.target.SetSize(size.x, size.y);
  322. }
  323. private void ControllerRotate(float value, GameObject gameObject)
  324. {
  325. gameObject.transform.Rotate(Vector3.forward, -value, Space.World);
  326. _ui.m_comSelectBox.target.rotation += value;
  327. }
  328. private void UpdateBg(ItemCfg itemCfg)
  329. {
  330. Transform tf = _sceneObject.transform.Find("Bg/BgRes");
  331. string resPath = ResPathUtil.GetDressUpPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
  332. SceneController.UpdatePhotographBgOrNpcOrBorder(_sceneObject, itemCfg == null ? equipDataCache.bgId : itemCfg.id, tf, resPath);
  333. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  334. spr.sortingOrder = ItemTypeCfgArray.Instance.GetCfg(ConstDressUpItemType.BEI_JING).defaultLayer;
  335. SceneController.PhotographAddCollider(tf.gameObject);
  336. }
  337. //主角
  338. private void UpdateBody()
  339. {
  340. SceneController.UpdatePhotographBody(_equipRoleData.ToArray(), _sceneObject, false, null, false, bodyParent);
  341. int layer = _sceneObject.transform.Find("Scene/Role/Body").GetComponent<SpriteRenderer>().sortingOrder;
  342. maxLayer = layer < maxLayer ? maxLayer : layer;
  343. }
  344. //添加初始场景道具
  345. private void UpdateScene()
  346. {
  347. ICollection keys = _equipSceneData.Keys;
  348. foreach (int key in keys)
  349. {
  350. for (int i = 0; i < _equipSceneData[key].Count; i++)
  351. {
  352. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(key);
  353. int defaultLayer = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType).defaultLayer;
  354. AddSceneItem(itemCfg, true, defaultLayer);
  355. }
  356. }
  357. }
  358. private void UpdateNpc(ItemCfg itemCfg)
  359. {
  360. maxLayer++;
  361. Transform tf = _sceneObject.transform.Find("Scene/Npc/NpcRes");
  362. string resPath = ResPathUtil.GetNpcPicFPath(itemCfg.res);
  363. SceneController.UpdatePhotographBgOrNpcOrBorder(_sceneObject, itemCfg.id, tf, resPath);
  364. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  365. spr.sortingOrder = maxLayer;
  366. SceneController.PhotographAddCollider(tf.gameObject);
  367. }
  368. private void UpdateBorder(ItemCfg itemCfg)
  369. {
  370. Transform tf = _sceneObject.transform.Find("Border/BorderRes");
  371. string resPath = ResPathUtil.GetPhotographFPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
  372. SceneController.UpdatePhotographBgOrNpcOrBorder(_sceneObject, itemCfg.id, tf, resPath);
  373. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  374. spr.sortingOrder = 1000;
  375. }
  376. private void UpdateEffect()
  377. {
  378. }
  379. private void AddSceneItem(ItemCfg itemCfg, bool isDefaultLayer, int layer)
  380. {
  381. maxLayer = layer < maxLayer ? maxLayer : layer;
  382. if (!isDefaultLayer)
  383. {
  384. maxLayer = layer + 1;
  385. layer = maxLayer;
  386. }
  387. int index = 0;
  388. GameObject parentGameObj;
  389. if (itemCfg.resLayer1 > 0)
  390. {
  391. if (!isDefaultLayer)
  392. {
  393. PhotographDataManager.Instance.AddEquipItem(_equipSceneData, itemCfg.id, out _equipSceneData);
  394. }
  395. index = _equipSceneData[itemCfg.id].Count - 1;
  396. parentGameObj = new GameObject(string.Format("{0}_{1}_{2}", itemCfg.id, index, 0));
  397. SceneController.AddItemToScene(_sceneObject, parentGameObj, itemCfg.id, itemCfg.resLayer1);
  398. SpriteRenderer spr = parentGameObj.transform.GetChild(0).GetComponent<SpriteRenderer>();
  399. spr.sortingOrder = layer;
  400. }
  401. if (itemCfg.resLayer2 > 0)
  402. {
  403. if (!isDefaultLayer)
  404. {
  405. PhotographDataManager.Instance.AddEquipItem(_equipSceneData, itemCfg.id, out _equipSceneData);
  406. }
  407. index = _equipSceneData[itemCfg.id].Count - 1;
  408. parentGameObj = new GameObject(string.Format("{0}_{1}_{2}", itemCfg.id, index, 1));
  409. SceneController.AddItemToScene(_sceneObject, parentGameObj, itemCfg.id, itemCfg.resLayer2);
  410. SpriteRenderer spr = parentGameObj.transform.GetChild(0).GetComponent<SpriteRenderer>();
  411. spr.sortingOrder = layer;
  412. }
  413. }
  414. private void DisposeEquipData()
  415. {
  416. for (int i = 0; i < equipDataCache.equipDatas.Length; i++)
  417. {
  418. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(equipDataCache.equipDatas[i]);
  419. if (itemCfg.subType == ConstDressUpItemType.QIAN_JING || itemCfg.subType == ConstDressUpItemType.BEI_SHI || itemCfg.subType == ConstDressUpItemType.HUAN_JING)
  420. {
  421. PhotographDataManager.Instance.AddEquipItem(_equipSceneData, itemCfg.id, out _equipSceneData);
  422. }
  423. else
  424. {
  425. _equipRoleData.Add(equipDataCache.equipDatas[i]);
  426. }
  427. }
  428. }
  429. private void OnClickBtnBg()
  430. {
  431. _ui.m_ComSelectRes.target.visible = false;
  432. }
  433. private void OnTouchBtnFlipBegin()//翻转
  434. {
  435. Transform transform = memoryHitGameObj.transform;
  436. for (int i = 0; i < transform.childCount; i++)
  437. {
  438. transform.GetChild(i).Rotate(Vector3.up, 180, Space.Self);
  439. }
  440. }
  441. private void OnTouchBtnFlipEnd()
  442. {
  443. }
  444. private void OnTouchBtnDeleteBegin()//删除
  445. {
  446. if (memoryHitGameObj.transform.gameObject == bodyParent)
  447. {
  448. return;
  449. }
  450. else if (memoryHitGameObj.transform.gameObject == npcParent)
  451. {
  452. SpriteRenderer spriteRenderer = memoryHitGameObj.transform.GetChild(0).GetComponent<SpriteRenderer>();
  453. if (spriteRenderer != null)
  454. {
  455. GameObject.Destroy(spriteRenderer);
  456. }
  457. }
  458. else
  459. {
  460. GameObject.DestroyImmediate(memoryHitGameObj);
  461. }
  462. _ui.m_comSelectBox.target.visible = false;
  463. }
  464. private void OnTouchBtnDeleteEnd()
  465. {
  466. }
  467. private void OnClickBtnChoose()
  468. {
  469. _ui.m_ComSelectRes.target.visible = true;
  470. _ui.m_comSelectBox.target.visible = false;
  471. hitGameObj = null;
  472. memoryHitGameObj = null;
  473. }
  474. private void OnClickBtnPhotograph()
  475. {
  476. _ui.target.visible = false;
  477. Timers.inst.StartCoroutine(ScreenShotTex());// ();
  478. }
  479. private IEnumerator ScreenShotTex()
  480. {
  481. _ui.target.visible = false;
  482. yield return new WaitForEndOfFrame();
  483. Rect rect = new Rect(0, 0, UnityEngine.Screen.width, UnityEngine.Screen.height);
  484. Texture2D tex = new Texture2D((int)rect.width, (int)rect.height, TextureFormat.ARGB32, false);//新建一个Texture2D对象
  485. tex.ReadPixels(rect, 0, 0);//读取像素,屏幕左下角为0点
  486. tex.Apply();//保存像素信息
  487. ViewManager.Show<PhotographSaveView>(tex);
  488. _ui.target.visible = true;
  489. }
  490. private void OnClickBtnBack()
  491. {
  492. this.Hide();
  493. // ViewManager.Show(ViewName.DRESS_UP_VIEW);
  494. EventAgent.DispatchEvent(ConstMessage.CLOSE_PHOTOGRAPHVIEW);
  495. }
  496. protected override void OnHide()
  497. {
  498. base.OnHide();
  499. if (_sceneObject != null)
  500. {
  501. GameObject.Destroy(_sceneObject);
  502. _sceneObject = null;
  503. }
  504. equipDataCache = null;
  505. _equipRoleData.Clear();
  506. _equipSceneData.Clear();
  507. hitGameObj = null;
  508. memoryHitGameObj = null;
  509. pinchGesture.onAction.Remove(OnPinch);
  510. rotationGesture.onAction.Remove(OnRotate);
  511. pinchGesture = null;
  512. rotationGesture = null;
  513. }
  514. public override void Dispose()
  515. {
  516. if (_scenePrefab != null)
  517. {
  518. GameObject.Destroy(_scenePrefab);
  519. _scenePrefab = null;
  520. }
  521. base.Dispose();
  522. }
  523. }
  524. }