PhotographSceneManager.cs 8.7 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Threading.Tasks;
  4. using UnityEngine;
  5. using YooAsset;
  6. namespace GFGGame
  7. {
  8. public class PhotographSceneManager : SingletonBase<PhotographSceneManager>
  9. {
  10. public GameObject sceneObject;
  11. public async void AddBgItem(ItemCfg itemCfg)
  12. {
  13. Transform tf = sceneObject.transform.Find("Bg/BgRes");
  14. string resPath = ResPathUtil.GetSceneBgPath(itemCfg.res);
  15. await LoadManager.Instance.CheckResExsitedOrDownload(resPath);
  16. SetSpriteRendererToTransform(tf, resPath);
  17. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  18. spr.sortingOrder = -4000;
  19. SetBoxCollider2DToGameObject(tf.gameObject);
  20. }
  21. public void AddBorderItem(ItemCfg itemCfg)
  22. {
  23. Transform tf = sceneObject.transform.Find("Border/BorderRes");
  24. string resPath;
  25. if (itemCfg.id != ConstItemID.BORDERID)
  26. {
  27. resPath = ResPathUtil.GetPhotographBorderPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
  28. }
  29. // 默认无边框不用加载资源
  30. else
  31. {
  32. resPath = "";
  33. }
  34. SetSpriteRendererToTransform(tf, resPath);
  35. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  36. spr.sortingOrder = 10000;//边框在所有道具的上边
  37. SetBoxCollider2DToGameObject(tf.gameObject);
  38. }
  39. public void AddNpcItem(ItemCfg itemCfg)
  40. {
  41. Transform tf = sceneObject.transform.Find("Scene/Npc/NpcRes");
  42. string resPath = ResPathUtil.GetNpcPicFPath(itemCfg.res);
  43. SetSpriteRendererToTransform(tf, resPath);
  44. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  45. tf.localPosition = new Vector2(-spr.bounds.center.x, -spr.bounds.center.y);
  46. SetBoxCollider2DToGameObject(tf.gameObject);
  47. AddItemGameObjectToList(tf.parent.gameObject, true);
  48. }
  49. public void AddBodyItem()
  50. {
  51. GameObject bodyParent = sceneObject.transform.Find("Scene/Role").gameObject;
  52. UpdatePhotographBody(sceneObject, bodyParent);
  53. AddItemGameObjectToList(bodyParent, false);
  54. }
  55. public async Task AddSceneItem(GameObject parentGameObj, ItemCfg itemCfg, int layer, bool setLayer, bool isOnlyEff = false)
  56. {
  57. await AddItemToScene(sceneObject, parentGameObj, itemCfg.id, layer);
  58. string layerName = string.Format("resLayer{0}", layer);
  59. string value = typeof(ItemCfg).GetField(layerName).GetValue(itemCfg).ToString();
  60. AddItemGameObjectToList(parentGameObj, setLayer);
  61. }
  62. //拍照场景添加单个道具
  63. public async Task AddItemToScene(GameObject sceneObj, GameObject parentGameObj, int itemId, int resLayer)
  64. {
  65. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  66. parentGameObj.transform.SetParent(sceneObj.transform.Find("Scene"), false);
  67. string layerName = string.Format("resLayer{0}", resLayer);
  68. string value = typeof(ItemCfg).GetField(layerName).GetValue(itemCfg).ToString();
  69. string res = value == "n" ? itemCfg.res : string.Format("{0}_{1}", itemCfg.res, value);
  70. string resPath = ResPathUtil.GetDressUpAnimationPath(res);
  71. var handler = DressUpUtil.AddItemAsync(itemId, sceneObj, false, true, parentGameObj, resLayer);
  72. if (handler != null)
  73. {
  74. foreach (var t in handler)
  75. {
  76. await t.Task;
  77. }
  78. foreach (var t in handler)
  79. {
  80. t.UpdateView();
  81. t.Release();
  82. }
  83. }
  84. if (YooAssets.CheckResExist(resPath))
  85. {
  86. parentGameObj.transform.localPosition = Vector3.zero;
  87. }
  88. else
  89. {
  90. if (parentGameObj.transform.childCount > 0)
  91. {
  92. GameObject gameObject = parentGameObj.transform.GetChild(0).gameObject;
  93. SetBoxCollider2DToGameObject(gameObject);
  94. }
  95. }
  96. await PhotographUtil.Instance.SetGameObjectCenter(parentGameObj);
  97. }
  98. //拍照角色
  99. private void UpdatePhotographBody(GameObject sceneObj, GameObject parentObj)
  100. {
  101. PhotographDataManager.Instance.dressUpObj.setSceneObj(sceneObj, false, false, parentObj, false, async ()=>
  102. {
  103. SetRoleBoxCollider(parentObj);
  104. });
  105. PhotographDataManager.Instance.dressUpObj.PutOnDressUpData(MyDressUpHelper.dressUpObj.DressUpDataClone());
  106. }
  107. private async void SetRoleBoxCollider(GameObject parentObj)
  108. {
  109. for (int i = 0; i < parentObj.transform.childCount; i++)
  110. {
  111. Transform transform = parentObj.transform.GetChild(i);
  112. if (transform.gameObject.GetComponent<SpriteRenderer>() != null)
  113. {
  114. SetBoxCollider2DToGameObject(transform.gameObject);
  115. }
  116. }
  117. await PhotographUtil.Instance.SetGameObjectCenter(parentObj);
  118. }
  119. //向Transform添加SpriteRenderer并设置资源
  120. private void SetSpriteRendererToTransform(Transform tf, string resPath)
  121. {
  122. tf.position = Vector3.zero;
  123. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  124. if (spr == null)
  125. {
  126. tf.gameObject.AddComponent<SpriteRenderer>();
  127. spr = tf.GetComponent<SpriteRenderer>();
  128. }
  129. if(resPath != "")
  130. {
  131. SpriteHelper.AddSpriteTo(spr, resPath);
  132. spr.size = spr.sprite.bounds.size;//将节点设置为原图大小
  133. }
  134. else
  135. {
  136. spr.sprite = null;
  137. }
  138. }
  139. //向GameObject添加BoxCollider2D
  140. private void SetBoxCollider2DToGameObject(GameObject gameObject)
  141. {
  142. BoxCollider2D polygonCollider2D = gameObject.GetComponent<BoxCollider2D>();
  143. if (polygonCollider2D != null)
  144. {
  145. GameObject.Destroy(polygonCollider2D);
  146. }
  147. polygonCollider2D = gameObject.AddComponent<BoxCollider2D>();
  148. polygonCollider2D.isTrigger = true;
  149. }
  150. private void AddItemGameObjectToList(GameObject parentGameObj, bool setLayer)
  151. {
  152. List<GameObject> itemGameObjs = PhotographDataManager.Instance.itemGameObjs;
  153. itemGameObjs.Add(parentGameObj);
  154. if (setLayer)
  155. {
  156. int index = itemGameObjs.Count - 1;
  157. PhotographUtil.Instance.ChangeLayer(itemGameObjs[index], index * PhotographDataManager.layerCount, "up");
  158. }
  159. itemGameObjs.Sort((GameObject a, GameObject b) =>
  160. {
  161. int layerA = PhotographUtil.Instance.GetMaxLayer(a);
  162. int layerB = PhotographUtil.Instance.GetMaxLayer(b);
  163. if (layerA < layerB)
  164. {
  165. return -1;
  166. }
  167. else if (layerA > layerB)
  168. {
  169. return 1;
  170. }
  171. return string.Compare(a.name, b.name);
  172. });
  173. }
  174. private List<GameObject> SortItemGameObjsLayer(List<GameObject> itemGameObjs)
  175. {
  176. itemGameObjs.Sort((GameObject a, GameObject b) =>
  177. {
  178. int layerA = PhotographUtil.Instance.GetMinLayer(a);
  179. int layerB = PhotographUtil.Instance.GetMinLayer(b);
  180. if (layerA < layerB)
  181. {
  182. return -1;
  183. }
  184. else if (layerA > layerB)
  185. {
  186. return 1;
  187. }
  188. return string.Compare(a.name, b.name);
  189. });
  190. return itemGameObjs;
  191. }
  192. //移除指定GameObject的BoxCollider2D
  193. public void DeleteBoxCollider2DFromGameObject(GameObject gameObject)
  194. {
  195. BoxCollider2D polygonCollider2D = gameObject.GetComponent<BoxCollider2D>();
  196. if (polygonCollider2D != null)
  197. {
  198. GameObject.Destroy(polygonCollider2D);
  199. }
  200. }
  201. //移除指定GameObject的SpriteRenderer
  202. public void DeleteSpriteRendererFromGameObject(GameObject gameObject)
  203. {
  204. SpriteRenderer spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
  205. if (spriteRenderer != null)
  206. {
  207. GameObject.Destroy(spriteRenderer);
  208. }
  209. }
  210. }
  211. }