| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329 | 
							- using UnityEngine;
 
- using System.Collections;
 
- using System;
 
- using UnityEditor;
 
- namespace GFGGame
 
- {
 
-     public class SceneController
 
-     {
 
-         public static void UpdateLoginScene(GameObject sceneObj)
 
-         {
 
-             //背景
 
-             Transform tf = sceneObj.transform.Find("Bg");
 
-             SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
 
-             var resPath = ResPathUtil.GetDressUpPath("jhsy_bg", "jpg");
 
-             Sprite sp = GFGAsset.Load<Sprite>(resPath);
 
-             DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);
 
-             spr.sprite = sp;
 
-             //角色
 
-             DressUpUtil.UpdateBody("ui_loginrole", sceneObj, true, null);
 
-         }
 
-         public static void UpdateMainScene(GameObject sceneObj)
 
-         {
 
-             //背景
 
-             Transform tf = sceneObj.transform.Find("Bg");
 
-             SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
 
-             var resPath = ResPathUtil.GetDressUpPath("zjm_bg1", "jpg");
 
-             Sprite sp = GFGAsset.Load<Sprite>(resPath);
 
-             DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);
 
-             spr.sprite = sp;
 
-             //角色
 
-             CustomSuitData suitSavedData = CustomSuitDataManager.GetCurrentSuitList();
 
-             int[] equipDatas = suitSavedData.equipDatas;
 
-             UpdateRole(equipDatas, sceneObj, false);
 
-             if (suitSavedData.pic > 0 && suitSavedData.suitId > 0)
 
-             {
 
-                 SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(suitSavedData.suitId);
 
-                 DressUpUtil.UpdateBody(suitCfg.picRes, sceneObj, !string.IsNullOrEmpty(suitCfg.aniRes), suitCfg.effRes);
 
-             }
 
-             else
 
-             {
 
-                 DressUpUtil.UpdateBody(null, sceneObj);
 
-             }
 
-         }
 
-         public static void UpdateRole(int[] equipDatas, GameObject sceneObj, bool needSetMask = false, int[] exceptTypes = null, bool showAni = true, GameObject parentObj = null)
 
-         {
 
-             Reset(sceneObj);
 
-             int count = equipDatas.Length;
 
-             for (int i = 0; i < count; i++)
 
-             {
 
-                 int id = (int)equipDatas[i];
 
-                 if (exceptTypes != null)
 
-                 {
 
-                     int subType = ItemUtil.GetItemSubType(id);
 
-                     if (Array.IndexOf(exceptTypes, subType) >= 0)
 
-                     {
 
-                         continue;
 
-                     }
 
-                 }
 
-                 DressUpUtil.AddItem(id, sceneObj, needSetMask, showAni, parentObj);
 
-             }
 
-             DressUpUtil.UpdateBody(null, sceneObj, false, null, needSetMask, parentObj);
 
-         }
 
-         public static void UpdateDialogBg(string value, GameObject sceneObj)
 
-         {
 
-             Transform tf = sceneObj.transform.Find("Bg");
 
-             SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
 
-             if (value == "0")
 
-             {
 
-                 spr.sprite = null;
 
-             }
 
-             else
 
-             {
 
-                 var resPath = ResPathUtil.GetDressUpPath(value, "jpg");
 
-                 Sprite sp = GFGAsset.Load<Sprite>(resPath);
 
-                 DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);
 
-                 spr.sprite = sp;
 
-             }
 
-         }
 
-         public static void UpdateDialogPic(string value, GameObject sceneObj)
 
-         {
 
-             Transform tf = sceneObj.transform.Find("Pic");
 
-             SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
 
-             if (value == "0")
 
-             {
 
-                 spr.sprite = null;
 
-             }
 
-             else
 
-             {
 
-                 void UpdateDialogPicAlpha(object param)
 
-                 {
 
-                     Color c = spr.color;
 
-                     if (spr.enabled && c.a < 1f)
 
-                     {
 
-                         c.a += 0.05f;
 
-                         spr.color = c;
 
-                     }
 
-                     else
 
-                     {
 
-                         FairyGUI.Timers.inst.Remove(UpdateDialogPicAlpha);
 
-                     }
 
-                 }
 
-                 var resPath = ResPathUtil.GetNpcPicSPath(value);
 
-                 Sprite sp = GFGAsset.Load<Sprite>(resPath);
 
-                 DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);
 
-                 spr.sprite = sp;
 
-                 Color c = spr.color;
 
-                 c.a = 0f;
 
-                 spr.color = c;
 
-                 FairyGUI.Timers.inst.AddUpdate(UpdateDialogPicAlpha);
 
-             }
 
-         }
 
-         public static void UpdateFightTarget(string value, GameObject sceneObj)
 
-         {
 
-             Transform tf = sceneObj.transform.Find("Npc");
 
-             SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
 
-             var resPath = ResPathUtil.GetNpcPicFPath(value);
 
-             Sprite sp = GFGAsset.Load<Sprite>(resPath);
 
-             DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);
 
-             spr.sprite = sp;
 
-         }
 
-         private static void Reset(GameObject sceneObj)
 
-         {
 
-             //背景层次
 
-             Transform bg = sceneObj.transform.Find("Bg");
 
-             if (bg != null)
 
-             {
 
-                 SpriteRenderer spr = bg.GetComponent<SpriteRenderer>();
 
-                 if (spr != null)
 
-                 {
 
-                     ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(ConstDressUpItemType.BEI_JING);
 
-                     spr.sortingOrder = typeCfg.defaultLayer;
 
-                 }
 
-             }
 
-             //角色清理
 
-             Transform role = sceneObj.transform.Find("Role");
 
-             if (role != null)
 
-             {
 
-                 int childCount = role.childCount;
 
-                 for (int i = childCount - 1; i >= 0; --i)
 
-                 {
 
-                     Transform child = role.GetChild(i);
 
-                     if (child.gameObject.name != "Body")
 
-                     {
 
-                         GameObject.DestroyImmediate(child.gameObject);
 
-                     }
 
-                 }
 
-             }
 
-         }
 
-         public static void UpdatePhotographBgOrNpcOrBorder(GameObject sceneObj, EnumPhotographType type, int itemId, int maxlayer, out int maxLayer)
 
-         {
 
-             maxLayer = maxlayer;
 
-             string objName = "";
 
-             ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
 
-             var resPath = ""; ResPathUtil.GetDressUpPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
 
-             if (type == EnumPhotographType.BG)
 
-             {
 
-                 objName = "Bg/BgRes";
 
-                 resPath = ResPathUtil.GetDressUpPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
 
-             }
 
-             else if (type == EnumPhotographType.NPC)
 
-             {
 
-                 objName = "Scene/Npc/NpcRes";
 
-                 resPath = ResPathUtil.GetNpcPicFPath(itemCfg.res);
 
-             }
 
-             else if (type == EnumPhotographType.BORDER)
 
-             {
 
-                 objName = "Border/BorderRes";
 
-                 resPath = ResPathUtil.GetDressUpPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
 
-             }
 
-             Transform tf = sceneObj.transform.Find(objName);
 
-             tf.position = Vector3.zero;
 
-             SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
 
-             if (spr == null)
 
-             {
 
-                 tf.gameObject.AddComponent<SpriteRenderer>();
 
-                 spr = tf.GetComponent<SpriteRenderer>();
 
-             }
 
-             DressUpUtil.ChangeAssetReleaser(tf.gameObject, resPath);
 
-             Sprite sp = GFGAsset.Load<Sprite>(resPath);
 
-             spr.sprite = sp;
 
-             spr.size = spr.sprite.bounds.size;//将节点设置为原图大小
 
-             if (type == EnumPhotographType.BG)
 
-             {
 
-                 ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(ConstDressUpItemType.BEI_JING);
 
-                 spr.sortingOrder = typeCfg.defaultLayer;
 
-             }
 
-             if (type == EnumPhotographType.NPC)
 
-             {
 
-                 maxlayer++;
 
-                 maxLayer = maxlayer;
 
-                 spr.sortingOrder = maxLayer;
 
-             }
 
-             if (type != EnumPhotographType.BORDER)//边框不加碰撞盒
 
-             {
 
-                 PhotographAddCollider(tf.gameObject);
 
-             }
 
-         }
 
-         //添加碰撞盒
 
-         public static void PhotographAddCollider(GameObject gameObject)
 
-         {
 
-             BoxCollider2D polygonCollider2D = gameObject.GetComponent<BoxCollider2D>();
 
-             if (polygonCollider2D != null)
 
-             {
 
-                 GameObject.Destroy(polygonCollider2D);
 
-             }
 
-             polygonCollider2D = gameObject.AddComponent<BoxCollider2D>();
 
-             polygonCollider2D.isTrigger = true;
 
-         }
 
-         //场景添加单个道具
 
-         public static void AddScene(GameObject sceneObj, int itemId, int index, int resLayer = int.MinValue)
 
-         {
 
-             ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
 
-             //普通层
 
-             if (itemCfg.resLayer1 > 0)
 
-             {
 
-                 var parentGameObj = new GameObject(string.Format("{0}_{1}_{2}", itemId, index, itemCfg.resLayer1));
 
-                 parentGameObj.transform.SetParent(sceneObj.transform.Find("Scene"), false);
 
-                 DressUpUtil.AddItem(itemId, sceneObj, false, false, parentGameObj, itemCfg.resLayer1, resLayer);
 
-                 SceneController.PhotographAddCollider(parentGameObj.transform.GetChild(0).gameObject);
 
-             }
 
-             //特殊层
 
-             if (itemCfg.resLayer2 > 0)
 
-             {
 
-                 var parentGameObj = new GameObject(string.Format("{0}_{1}_{2}", itemId, index, itemCfg.resLayer2));
 
-                 parentGameObj.transform.SetParent(sceneObj.transform.Find("Scene"), false);
 
-                 DressUpUtil.AddItem(itemId, sceneObj, false, false, parentGameObj, itemCfg.resLayer2, resLayer);
 
-                 SceneController.PhotographAddCollider(parentGameObj.transform.GetChild(0).gameObject);
 
-             }
 
-         }
 
-         //传入父物体,根据所有子物体大小计算父物体边框大小
 
-         public static Vector2 GetGameObjectSize(GameObject parentObj)
 
-         {
 
-             Vector2 size = Vector2.one;
 
-             for (int i = 0; i < parentObj.transform.childCount; i++)
 
-             {
 
-                 GameObject childGameObj = parentObj.transform.GetChild(i).gameObject;
 
-                 BoxCollider2D boxCollider2D = childGameObj.GetComponent<BoxCollider2D>();
 
-                 if (boxCollider2D != null)
 
-                 {
 
-                     return boxCollider2D.size * childGameObj.transform.localScale * 100;
 
-                 }
 
-             }
 
-             return Vector2.zero;
 
-         }
 
-         //设置物体中心点
 
-         public static void SetGameObjectCenter(GameObject parentObj)
 
-         {
 
-             Transform parent = parentObj.transform;
 
-             Vector3 postion = parent.position;
 
-             Quaternion rotation = parent.rotation;
 
-             Vector3 scale = parent.localScale;
 
-             parent.position = Vector3.zero;
 
-             parent.rotation = Quaternion.Euler(Vector3.zero);
 
-             parent.localScale = Vector3.one;
 
-             Vector3 center = Vector3.zero;
 
-             Renderer[] renders = parent.GetComponentsInChildren<Renderer>();
 
-             foreach (Renderer child in renders)
 
-             {
 
-                 center += child.bounds.center;
 
-             }
 
-             center /= parent.GetComponentsInChildren<Transform>().Length;
 
-             Bounds bounds = new Bounds(center, Vector3.zero);
 
-             foreach (Renderer child in renders)
 
-             {
 
-                 bounds.Encapsulate(child.bounds);
 
-             }
 
-             parent.position = postion;
 
-             parent.rotation = rotation;
 
-             parent.localScale = scale;
 
-             foreach (Transform t in parent)
 
-             {
 
-                 t.position = t.position - bounds.center;
 
-             }
 
-             parent.transform.position = bounds.center + parent.position;
 
-         }
 
-         //输入变换前后的向量,返回旋转角度
 
-         public static float GetRotationAngle(Vector3 lastRotation, Vector3 curRotation)
 
-         {
 
-             float angle = Vector3.Angle(lastRotation, curRotation); //求出两向量之间的夹角 
 
-             Vector3 normal = Vector3.Cross(lastRotation, curRotation);//叉乘求出法线向量 
 
-             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 
 
-             return angle;
 
-         }
 
-         public static GameObject GetFirstHitObj(RaycastHit2D[] hit2Ds)
 
-         {
 
-             int layer = int.MinValue;
 
-             GameObject gameObject = null;
 
-             for (int i = 0; i < hit2Ds.Length; i++)
 
-             {
 
-                 SpriteRenderer spr = hit2Ds[i].collider.gameObject.GetComponent<SpriteRenderer>();
 
-                 if (spr && spr.sortingOrder > layer)
 
-                 {
 
-                     gameObject = hit2Ds[i].collider.gameObject;
 
-                     layer = spr.sortingOrder;
 
-                 }
 
-             }
 
-             return gameObject;
 
-         }
 
-     }
 
- }
 
 
  |