DressUpUtil.cs 21 KB

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  1. using UnityEngine;
  2. using Live2D.Cubism.Rendering;
  3. using System.IO;
  4. using FairyGUI;
  5. using UnityEngine.Rendering;
  6. namespace GFGGame
  7. {
  8. public class DressUpUtil
  9. {
  10. private const string HEAD_DEFAULT_RES_NAME = "head";
  11. private const string BODY_DEFAULT_RES_NAME = "body";
  12. private const string ROLE_OBJ_NAME = "Role";
  13. private const string HEAD_SPRITE_NAME = "Head";
  14. private const string BODY_SPRITE_NAME = "Body";
  15. public const string BODY_ANIMATION_NAME = "Body_a";
  16. private const string BODY_EFFECT_OBJ_NAME = "Body_eff";
  17. public const string FORMAT_SPRITE_NAME = "T{0}_s{1}";
  18. private const string FORMAT_ANIMATION_NAME = "T{0}_a{1}";
  19. private const string FORMAT_EFFECT_OBJ_NAME = "T{0}_e{1}";
  20. public static void AddItem(int itemID, GameObject sceneObj, bool needSetMask = false, bool showAni = true, GameObject parentObj = null, int resLayer = 0)
  21. {
  22. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  23. if (itemCfg != null)
  24. {
  25. // GameObject parentObj = null;
  26. if (parentObj == null)
  27. {
  28. if (itemCfg.subType == ConstDressUpItemType.BEI_JING || DressUpMenuItemCfg1Array.Instance.CheckIsSceneTypeBySubType(itemCfg.subType))
  29. {
  30. parentObj = sceneObj;
  31. }
  32. else
  33. {
  34. //角色
  35. Transform role = sceneObj.transform.Find(ROLE_OBJ_NAME);
  36. parentObj = role.gameObject;
  37. }
  38. }
  39. showAni = showAni || itemCfg.subType == ConstDressUpItemType.ZHUANG_RONG;
  40. if (resLayer > 0)
  41. {
  42. string layerName = "";
  43. switch (resLayer)
  44. {
  45. case 1:
  46. layerName = itemCfg.resLayer1;
  47. break;
  48. case 2:
  49. layerName = itemCfg.resLayer2;
  50. break;
  51. case 3:
  52. layerName = itemCfg.resLayer3;
  53. break;
  54. }
  55. if (!string.IsNullOrEmpty(layerName))
  56. {
  57. updateLayerRes(itemCfg, parentObj, resLayer, needSetMask, showAni);
  58. }
  59. // updateLayerRes(itemCfg, parentObj, resLayer, resLayer == 2, needSetMask, showAni);
  60. }
  61. else
  62. {
  63. //普通层
  64. if (!string.IsNullOrEmpty(itemCfg.resLayer1))
  65. {
  66. updateLayerRes(itemCfg, parentObj, 1, needSetMask, showAni);
  67. }
  68. //第二层
  69. if (!string.IsNullOrEmpty(itemCfg.resLayer2))
  70. {
  71. updateLayerRes(itemCfg, parentObj, 2, needSetMask, showAni);
  72. }
  73. //第三层
  74. if (!string.IsNullOrEmpty(itemCfg.resLayer3))
  75. {
  76. updateLayerRes(itemCfg, parentObj, 3, needSetMask, showAni);
  77. }
  78. }
  79. }
  80. }
  81. public static void RemoveItem(int itemID, GameObject sceneObj, GameObject parentObj = null)
  82. {
  83. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  84. if (itemCfg != null)
  85. {
  86. if (parentObj == null)
  87. {
  88. if (itemCfg.subType == ConstDressUpItemType.BEI_JING || DressUpMenuItemCfg1Array.Instance.CheckIsSceneTypeBySubType(itemCfg.subType))
  89. {
  90. parentObj = sceneObj;
  91. }
  92. else
  93. {
  94. //角色
  95. Transform role = sceneObj.transform.Find(ROLE_OBJ_NAME);
  96. parentObj = role.gameObject;
  97. }
  98. }
  99. string spritObjName;
  100. string aniObjName;
  101. //默认层
  102. if (!string.IsNullOrEmpty(itemCfg.resLayer1))
  103. {
  104. spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 1);
  105. TryClearSpriteObj(parentObj, spritObjName);
  106. aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 1);
  107. TryRemoveObj(parentObj, aniObjName);
  108. aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, 1);
  109. TryRemoveObj(parentObj, aniObjName);
  110. }
  111. //特殊层
  112. if (!string.IsNullOrEmpty(itemCfg.resLayer2))
  113. {
  114. spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 2);
  115. TryClearSpriteObj(parentObj, spritObjName);
  116. aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 2);
  117. TryRemoveObj(parentObj, aniObjName);
  118. aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, 2);
  119. TryRemoveObj(parentObj, aniObjName);
  120. }
  121. //第三层
  122. if (!string.IsNullOrEmpty(itemCfg.resLayer3))
  123. {
  124. spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 3);
  125. TryClearSpriteObj(parentObj, spritObjName);
  126. aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 3);
  127. TryRemoveObj(parentObj, aniObjName);
  128. aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, 3);
  129. TryRemoveObj(parentObj, aniObjName);
  130. }
  131. }
  132. }
  133. public static void InitHead(GameObject sceneObj, bool needSetMask = false, GameObject parentObj = null)
  134. {
  135. var roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME);
  136. parentObj = parentObj == null ? roleTf.gameObject : parentObj;
  137. string res = HEAD_DEFAULT_RES_NAME;
  138. Transform transform_t = parentObj.transform.Find(HEAD_SPRITE_NAME);
  139. if (transform_t != null)
  140. {
  141. return;
  142. }
  143. AddSpriteObj(res, "png", HEAD_SPRITE_NAME, parentObj, 1, needSetMask);
  144. }
  145. public static void UpdateWholeBody(string res, GameObject sceneObj, bool isAni = false, string effRes = null, bool needSetMask = false, GameObject parentObj = null)
  146. {
  147. InitHead(sceneObj, needSetMask, parentObj);
  148. UpdateBodyOnly(res, sceneObj, isAni, effRes, needSetMask, parentObj);
  149. }
  150. public static void UpdateBodyOnly(string res, GameObject sceneObj, bool isAni = false, string effRes = null, bool needSetMask = false, GameObject parentObj = null)
  151. {
  152. //角色
  153. var roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME);
  154. parentObj = parentObj == null ? roleTf.gameObject : parentObj;
  155. if (res == null)
  156. {
  157. res = BODY_DEFAULT_RES_NAME;
  158. }
  159. //清理旧的
  160. TryClearSpriteObj(parentObj, BODY_SPRITE_NAME);
  161. var removeBodyAni = TryRemoveObj(parentObj, BODY_ANIMATION_NAME);
  162. TryRemoveObj(parentObj, BODY_EFFECT_OBJ_NAME);
  163. if (isAni)
  164. {
  165. AddAnimationObj(res, BODY_ANIMATION_NAME, parentObj, 0);
  166. }
  167. else
  168. {
  169. AddSpriteObj(res, "png", BODY_SPRITE_NAME, parentObj, 0, needSetMask);
  170. if (removeBodyAni)
  171. {
  172. parentObj.transform.SetPositionAndRotation(new Vector3(), new Quaternion());
  173. }
  174. }
  175. //特效
  176. if (!string.IsNullOrEmpty(effRes))
  177. {
  178. TryAddEffectObj(effRes, BODY_EFFECT_OBJ_NAME, parentObj, 0, false);
  179. }
  180. }
  181. public static void AddAssetReleaser(GameObject gameObj, string resPath)
  182. {
  183. var assetDisposer = gameObj.AddComponent<AssetReleaser>();
  184. assetDisposer.resPath = resPath;
  185. }
  186. public static void ChangeAssetReleaser(GameObject gameObj, string resPath)
  187. {
  188. var assetDisposer = gameObj.GetComponent<AssetReleaser>();
  189. if (assetDisposer == null)
  190. {
  191. assetDisposer = gameObj.AddComponent<AssetReleaser>();
  192. }
  193. assetDisposer.resPath = resPath;
  194. }
  195. public static string GetDressUpItemLayerRes(ItemCfg itemCfg, int layerId)
  196. {
  197. string res = itemCfg.res;
  198. switch (layerId)
  199. {
  200. case 1:
  201. res = itemCfg.resLayer1 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer1);
  202. break;
  203. case 2:
  204. res = itemCfg.resLayer2 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer2);
  205. break;
  206. case 3:
  207. res = itemCfg.resLayer3 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer3);
  208. break;
  209. }
  210. return res;
  211. }
  212. private static void updateLayerRes(ItemCfg itemCfg, GameObject parentObj, int layerId, bool needSetMask, bool showAni = true)
  213. {
  214. ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType);
  215. string res = GetDressUpItemLayerRes(itemCfg, layerId);
  216. int sortingOrder = typeCfg.defaultLayer;
  217. if(layerId == 2)
  218. {
  219. sortingOrder = typeCfg.specialLayer;
  220. }
  221. else if(layerId == 3)
  222. {
  223. sortingOrder = typeCfg.thirdlLayer;
  224. }
  225. //清理旧的
  226. var spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, layerId);
  227. TryClearSpriteObj(parentObj, spritObjName);
  228. var aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, layerId);
  229. TryRemoveObj(parentObj, aniObjName);
  230. string ext = ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType);
  231. //这里需要先添加静态图,防止加载动画有延迟,出现光头
  232. GameObject spriteObj = AddSpriteObj(res, ext, spritObjName, parentObj, sortingOrder, needSetMask);
  233. GameObject aniObj = null;
  234. if (showAni)
  235. {
  236. aniObj = AddAnimationObj(res, aniObjName, parentObj, sortingOrder);
  237. if (aniObj != null && spriteObj != null)
  238. {
  239. Timers.inst.Add(0.03f, 1, (obj) =>
  240. {
  241. if (parentObj != null && parentObj.transform != null)
  242. {
  243. Transform tf = parentObj.transform.Find(spritObjName);
  244. if (tf != null && tf.gameObject != null && tf.gameObject.activeInHierarchy)
  245. {
  246. var assetDisposer = tf.gameObject.GetComponent<AssetReleaser>();
  247. if (assetDisposer != null)
  248. {
  249. if (!string.IsNullOrEmpty(assetDisposer.resPath))
  250. {
  251. string resPath = ResPathUtil.GetDressUpPath(res, ext);
  252. if (assetDisposer.resPath == resPath)
  253. {
  254. TryClearSpriteObj(parentObj, spritObjName);
  255. }
  256. }
  257. }
  258. }
  259. }
  260. });
  261. }
  262. }
  263. aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, layerId);
  264. TryRemoveObj(parentObj, aniObjName);
  265. TryAddEffectObj(res, aniObjName, parentObj, sortingOrder, aniObj != null);
  266. }
  267. private static GameObject AddSpriteObj(string res, string ext, string objName, GameObject parentObj, int sortingOrder, bool needSetMask)
  268. {
  269. string resPath = ResPathUtil.GetDressUpPath(res, ext);
  270. if (!VEngine.Versions.Contains(resPath))
  271. {
  272. return null;
  273. }
  274. SpriteRenderer spr = null;
  275. var gameObj = parentObj.transform.Find(objName)?.gameObject;
  276. if (gameObj == null)
  277. {
  278. gameObj = new GameObject(objName);
  279. gameObj.transform.SetParent(parentObj.transform, false);
  280. AddAssetReleaser(gameObj, resPath);
  281. }
  282. spr = gameObj.GetComponent<SpriteRenderer>();
  283. if (spr == null)
  284. {
  285. spr = gameObj.AddComponent<SpriteRenderer>();
  286. }
  287. float tx, ty;
  288. LoadSpritePos(res, out tx, out ty);
  289. gameObj.transform.localPosition = new Vector3(tx, ty, gameObj.transform.localPosition.z);
  290. Sprite sp = GFGAsset.Load<Sprite>(resPath);
  291. spr.sprite = sp;
  292. spr.sortingOrder = sortingOrder;
  293. if (needSetMask)
  294. {
  295. spr.maskInteraction = SpriteMaskInteraction.VisibleInsideMask;
  296. if (parentObj.transform.parent != null && parentObj.transform.parent.name == "targetRole")
  297. {
  298. spr.maskInteraction = SpriteMaskInteraction.VisibleOutsideMask;
  299. }
  300. else
  301. {
  302. spr.maskInteraction = SpriteMaskInteraction.VisibleInsideMask;
  303. }
  304. }
  305. else
  306. {
  307. spr.maskInteraction = SpriteMaskInteraction.None;
  308. }
  309. return gameObj;
  310. }
  311. public static void TryClearSpriteObj(GameObject parentObj, string spritObjName)
  312. {
  313. if (parentObj == null)
  314. {
  315. return;
  316. }
  317. Transform transform_t = parentObj.transform.Find(spritObjName);
  318. if (transform_t != null)
  319. {
  320. GameObject gameObj_t = transform_t.gameObject;
  321. if (gameObj_t != null)
  322. {
  323. //SpriteRenderer spr = null;
  324. //spr = gameObj_t.GetComponent<SpriteRenderer>();
  325. //if(spr != null)
  326. //{
  327. // spr.sprite = null;
  328. //}
  329. // var assetDisposer = gameObj_t.GetComponent<AssetReleaser>();
  330. // if (assetDisposer != null)
  331. // {
  332. // if (!string.IsNullOrEmpty(assetDisposer.resPath))
  333. // {
  334. // GFGAsset.Release(assetDisposer.resPath);
  335. // assetDisposer.resPath = null;
  336. // }
  337. // }
  338. // SpriteRenderer spr = gameObj_t.GetComponent<SpriteRenderer>();
  339. // if (spr != null)
  340. // {
  341. // GameObject.Destroy(spr);
  342. // }
  343. GameObject.DestroyImmediate(gameObj_t);
  344. }
  345. }
  346. }
  347. private static GameObject AddAnimationObj(string res, string objName, GameObject parentObj, int sortingOrder)
  348. {
  349. string resPath = ResPathUtil.GetDressUpAnimationPath(res);
  350. if (!VEngine.Versions.Contains(resPath))
  351. {
  352. return null;
  353. }
  354. var prefab = GFGAsset.Load<GameObject>(resPath);
  355. var gameObj = GameObject.Instantiate(prefab);
  356. AddAssetReleaser(gameObj, resPath);
  357. if (objName == BODY_ANIMATION_NAME)
  358. {
  359. //如果是动作动画,就根据动画位置及角度信息设置给Role对象
  360. parentObj.transform.SetPositionAndRotation(gameObj.transform.localPosition, gameObj.transform.localRotation);
  361. gameObj.transform.SetPositionAndRotation(new Vector3(), new Quaternion());
  362. }
  363. gameObj.name = objName;
  364. gameObj.transform.SetParent(parentObj.transform, false);
  365. var render = gameObj.GetComponent<CubismRenderController>();
  366. if (render == null && gameObj.transform.childCount > 0)
  367. {
  368. var childObj = gameObj.transform.GetChild(0);
  369. if (childObj != null)
  370. {
  371. render = childObj.GetComponent<CubismRenderController>();
  372. }
  373. }
  374. if (render != null && render.gameObject.activeSelf == true)
  375. {
  376. render.SortingOrder = sortingOrder;
  377. }
  378. SetRenderersOrder(gameObj, sortingOrder);
  379. return gameObj;
  380. }
  381. private static bool TryRemoveObj(GameObject parentObj, string aniObjName)
  382. {
  383. if (parentObj == null)
  384. {
  385. return false;
  386. }
  387. Transform transform = parentObj.transform.Find(aniObjName);
  388. if (transform != null)
  389. {
  390. GameObject gameObj = transform.gameObject;
  391. if (gameObj != null)
  392. {
  393. GameObject.DestroyImmediate(gameObj);
  394. return true;
  395. }
  396. }
  397. return false;
  398. }
  399. public static GameObject CreateAnimationObj(string resPath)
  400. {
  401. // string resPath = ResPathUtil.GetCardAnimationPath(res);
  402. var prefab = GFGAsset.Load<GameObject>(resPath);
  403. if (prefab == null)
  404. {
  405. return null;
  406. }
  407. var gameObj = GameObject.Instantiate(prefab);
  408. AddAssetReleaser(gameObj, resPath);
  409. return gameObj;
  410. }
  411. private static void TryAddEffectObj(string res, string objName, GameObject parentObj, int sortingOrder, bool inAni)
  412. {
  413. var resPath = ResPathUtil.GetDressUpEffectPath(res, inAni);
  414. if (!VEngine.Versions.Contains(resPath))
  415. {
  416. return;
  417. }
  418. GameObject effPre = GFGAsset.Load<GameObject>(resPath);
  419. var gameObj = GameObject.Instantiate(effPre);
  420. AddAssetReleaser(gameObj, resPath);
  421. gameObj.transform.SetParent(parentObj.transform, false);
  422. gameObj.name = objName;
  423. var sortingGroup = gameObj.transform.GetComponent<SortingGroup>();
  424. if (sortingGroup != null)
  425. {
  426. GameObject.Destroy(sortingGroup);
  427. }
  428. SetRenderersOrder(gameObj, sortingOrder + 1);//特效层默认高一个层级
  429. }
  430. public static void LoadSpritePos(string res, out float tx, out float ty)
  431. {
  432. string resPath = ResPathUtil.GetDressUpPath(res, "bytes");
  433. if (VEngine.Versions.Contains(resPath))
  434. {
  435. var asset = GFGAsset.Load<TextAsset>(resPath);
  436. if (asset != null)
  437. {
  438. var st = new MemoryStream(asset.bytes);
  439. var br = new BinaryReader(st);
  440. tx = br.ReadInt32() / 100f;
  441. ty = -br.ReadInt32() / 100f;
  442. GFGAsset.Release(resPath);
  443. return;
  444. }
  445. }
  446. tx = 0;
  447. ty = 0;
  448. }
  449. public static void SetRenderersOrder(GameObject gameObj, int sortingOrder, bool isAdd = false)
  450. {
  451. var meshRenderers = gameObj.transform.GetComponentsInChildren<MeshRenderer>();
  452. for (int i = 0; i < meshRenderers.Length; i++)
  453. {
  454. var renderer = meshRenderers[i].GetComponent<Renderer>();
  455. if (renderer != null)
  456. {
  457. if (isAdd)
  458. {
  459. renderer.sortingOrder = renderer.sortingOrder + sortingOrder;
  460. }
  461. else
  462. {
  463. renderer.sortingOrder = sortingOrder;
  464. }
  465. }
  466. }
  467. ParticleSystem[] particles = gameObj.transform.GetComponentsInChildren<ParticleSystem>();
  468. for (int i = 0; i < particles.Length; i++)
  469. {
  470. var renderer = particles[i].GetComponent<Renderer>();
  471. if (renderer != null)
  472. {
  473. if (isAdd)
  474. {
  475. renderer.sortingOrder = renderer.sortingOrder + sortingOrder;
  476. }
  477. else
  478. {
  479. renderer.sortingOrder = sortingOrder;
  480. }
  481. }
  482. }
  483. }
  484. public static void SetSpriteRenderSortingOrder(GameObject gameObj, int sortingOrder, bool isAdd = false)
  485. {
  486. SpriteRenderer[] spriteRenders = gameObj.transform.GetComponentsInChildren<SpriteRenderer>();
  487. for (int i = 0; i < spriteRenders.Length; i++)
  488. {
  489. if (isAdd)
  490. {
  491. spriteRenders[i].sortingOrder = spriteRenders[i].sortingOrder + sortingOrder;
  492. }
  493. else
  494. {
  495. spriteRenders[i].sortingOrder = sortingOrder;
  496. }
  497. }
  498. }
  499. }
  500. }