PhotographUtil.cs 16 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.IO;
  4. using FairyGUI;
  5. using Live2D.Cubism.Rendering;
  6. using UI.DressUp;
  7. using UnityEngine;
  8. namespace GFGGame
  9. {
  10. public class PhotographUtil : SingletonBase<PhotographUtil>
  11. {
  12. //传入父物体,返回边界大小
  13. public Vector2 GetGameObjectBoundsSize(GameObject parentObj)
  14. {
  15. float right = int.MinValue;
  16. float left = int.MaxValue;
  17. float top = int.MinValue;
  18. float bottom = int.MaxValue;
  19. BoxCollider2D[] boxColliders = parentObj.transform.GetComponentsInChildren<BoxCollider2D>();
  20. for (int i = 0; i < boxColliders.Length; i++)
  21. {
  22. Vector2 pos = boxColliders[i].transform.localPosition;
  23. Vector2 size = boxColliders[i].size * parentObj.transform.parent.localScale;
  24. right = Math.Max(size.x / 2 + pos.x, right);
  25. left = Math.Min(pos.x - size.x / 2, left);
  26. top = Math.Max(size.y / 2 + pos.y, top);
  27. bottom = Math.Min(pos.y - size.y / 2, bottom);
  28. }
  29. Vector2 boundsSize = new Vector2(right - left, top - bottom);
  30. boundsSize = boundsSize * 100 * Math.Abs(parentObj.transform.localScale.x);
  31. return boundsSize;
  32. }
  33. //设置物体中心点
  34. public void SetGameObjectCenter(GameObject parentObj)
  35. {
  36. Transform parent = parentObj.transform; // 2.选中技算
  37. Vector3 postion = parent.position;
  38. Quaternion rotation = parent.rotation;
  39. Vector3 scale = parent.localScale;
  40. parent.position = Vector3.zero;
  41. parent.rotation = Quaternion.Euler(Vector3.zero);
  42. parent.localScale = Vector3.one;
  43. Vector3 center = Vector3.zero;
  44. int index = 0;
  45. foreach (Transform t in parent)
  46. {
  47. string[] strs = t.name.Split('_');
  48. if (strs.Length > 1 && strs[1].IndexOf("e") >= 0) continue;//不计算特效大小
  49. BoxCollider2D render = t.GetComponent<BoxCollider2D>();
  50. if (render)
  51. {
  52. index++;
  53. center += render.bounds.center + new Vector3(render.offset.x, render.offset.y, 0);
  54. }
  55. }
  56. if (index > 0) center /= index;
  57. Bounds bounds = new Bounds(center, Vector3.zero);
  58. foreach (Transform t in parent)
  59. {
  60. string[] strs = t.name.Split('_');
  61. if (strs.Length > 1 && strs[1].IndexOf("e") >= 0) continue;
  62. BoxCollider2D render = t.GetComponent<BoxCollider2D>();
  63. if (render) bounds.Encapsulate(render.bounds);
  64. }
  65. parent.position = postion;
  66. parent.rotation = rotation;
  67. parent.localScale = scale;
  68. foreach (Transform t in parent)
  69. {
  70. string[] strs = t.parent.name.Split('_');
  71. if (strs.Length > 1 && strs[1].IndexOf("e") >= 0) continue;
  72. t.position = t.position - bounds.center;
  73. }
  74. parent.position = bounds.center + parent.position;
  75. }
  76. public GameObject GetFirstHitObj(RaycastHit2D[] hit2Ds)
  77. {
  78. int layer = int.MinValue;
  79. GameObject gameObject = null;
  80. for (int i = 0; i < hit2Ds.Length; i++)
  81. {
  82. ET.Log.Debug("GetFirstHitObj: name " + hit2Ds[i].collider.transform.parent.gameObject);
  83. int gameobjMaxlayer = GetMaxLayer(hit2Ds[i].collider.transform.parent.gameObject);
  84. ET.Log.Debug("GetFirstHitObj: Maxlayer " + gameobjMaxlayer);
  85. if (gameobjMaxlayer > layer)
  86. {
  87. layer = gameobjMaxlayer;
  88. gameObject = hit2Ds[i].collider.gameObject;
  89. }
  90. }
  91. return gameObject;
  92. }
  93. //是否点击在UI上
  94. public bool IsTouchUI(GComponent viewCom)
  95. {
  96. GObject obj = GRoot.inst.touchTarget;
  97. UI_PhotographUI _viewCom = UI_PhotographUI.Proxy(viewCom);
  98. 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 || _viewCom.m_btnUp.GetChild("icon").asLoader == obj || _viewCom.m_btnDown.GetChild("icon").asLoader == obj || _viewCom.m_btnGalleryJoin.GetChild("icon").asLoader == obj;
  99. }
  100. public void SetLayer(GameObject hitGameObj, string state)
  101. {
  102. if (hitGameObj == null) return;
  103. List<GameObject> itemGameObjs = PhotographDataManager.Instance.itemGameObjs;
  104. if (state != "refresh")
  105. {
  106. int index = itemGameObjs.IndexOf(hitGameObj);
  107. if (index < 0)
  108. {
  109. index = itemGameObjs.IndexOf(hitGameObj.transform.parent.gameObject);
  110. }
  111. if (index == itemGameObjs.Count - 1 && state == "top") return;
  112. if (state != "top")
  113. {
  114. if (index < 0)
  115. {
  116. PromptController.Instance.ShowFloatTextPrompt("未选中任物品");
  117. return;
  118. }
  119. if (index == 0 && state == "down")
  120. {
  121. PromptController.Instance.ShowFloatTextPrompt("已经在最下层了");
  122. return;
  123. }
  124. if (index == itemGameObjs.Count - 1 && state == "up")
  125. {
  126. PromptController.Instance.ShowFloatTextPrompt("已经在最上层了");
  127. return;
  128. }
  129. }
  130. GameObject gameObject = itemGameObjs[index];
  131. itemGameObjs.RemoveAt(index);
  132. if (state == "up")
  133. {
  134. itemGameObjs.Insert((index + 1), gameObject);
  135. }
  136. else if (state == "down")
  137. {
  138. itemGameObjs.Insert((index - 1), gameObject);
  139. }
  140. else if (state == "top")
  141. {
  142. itemGameObjs.Add(gameObject);
  143. }
  144. else
  145. {
  146. PromptController.Instance.ShowFloatTextPrompt(state + "操作失败");
  147. return;
  148. }
  149. }
  150. for (int i = 0; i < itemGameObjs.Count; i++)
  151. {
  152. // ET.Log.Debug("SetLayer: name " + itemGameObjs[i].name);
  153. // ET.Log.Debug("SetLayer: GetMinLayer0 " + GetMinLayer(itemGameObjs[i]));
  154. // ET.Log.Debug("SetLayer: GetMaxLayer0 " + GetMaxLayer(itemGameObjs[i]));
  155. ChangeLayer(itemGameObjs[i], i * PhotographDataManager.layerCount, state);
  156. // ET.Log.Debug("SetLayer: GetMinLayer1 " + GetMinLayer(itemGameObjs[i]));
  157. // ET.Log.Debug("SetLayer: GetMaxLayer1 " + GetMaxLayer(itemGameObjs[i]));
  158. }
  159. }
  160. public void ChangeLayer(GameObject parentObj, int layer, string state)
  161. {
  162. int count = 0;
  163. if (state == "up" || state == "top")
  164. {
  165. int curMinLayer = GetMinLayer(parentObj);
  166. count = layer - curMinLayer;
  167. }
  168. else if (state == "down")
  169. {
  170. int curMaxLayer = GetMaxLayer(parentObj);
  171. count = layer - curMaxLayer;
  172. }
  173. int changeLayer = count;
  174. SpriteRenderer[] sps = parentObj.GetComponentsInChildren<SpriteRenderer>();//选中道具可能含有静态图
  175. for (int i = 0; i < sps.Length; i++)
  176. {
  177. int sortingOrder = sps[i].sortingOrder + changeLayer;
  178. sps[i].sortingOrder = sortingOrder;
  179. }
  180. ParticleSystem[] particleSystems = parentObj.GetComponentsInChildren<ParticleSystem>();
  181. for (int i = 0; i < particleSystems.Length; i++)//选中道具可能含有特效
  182. {
  183. var renderer = particleSystems[i].GetComponent<Renderer>();
  184. if (renderer != null)
  185. {
  186. renderer.sortingOrder = renderer.sortingOrder + changeLayer;
  187. }
  188. }
  189. MeshRenderer[] meshRenderers = parentObj.GetComponentsInChildren<MeshRenderer>();
  190. for (int i = 0; i < meshRenderers.Length; i++)
  191. {
  192. var renderer = meshRenderers[i].GetComponent<Renderer>();
  193. if (renderer != null)
  194. {
  195. renderer.sortingOrder = renderer.sortingOrder + changeLayer;
  196. }
  197. }
  198. CubismRenderController[] cubismRenders = parentObj.GetComponentsInChildren<CubismRenderController>();
  199. for (int i = 0; i < cubismRenders.Length; i++)
  200. {
  201. CubismRenderController render = cubismRenders[i];
  202. if (render != null && render.gameObject.activeSelf == true)
  203. {
  204. render.SortingOrder = render.SortingOrder + changeLayer;
  205. }
  206. }
  207. }
  208. public int GetMaxLayer(GameObject parentObj)
  209. {
  210. int layer = int.MinValue;
  211. for (int i = 0; i < parentObj.transform.childCount; i++)
  212. {
  213. GameObject gameObject = parentObj.transform.GetChild(i).gameObject;
  214. if (gameObject.activeSelf == false) continue;
  215. SpriteRenderer[] sprites = gameObject.GetComponentsInChildren<SpriteRenderer>();
  216. for (int j = 0; j < sprites.Length; j++)
  217. {
  218. if (sprites[j] != null && layer < sprites[j].sortingOrder)
  219. {
  220. layer = sprites[j].sortingOrder;
  221. }
  222. }
  223. ParticleSystem[] particles = gameObject.GetComponentsInChildren<ParticleSystem>();
  224. for (int j = 0; j < particles.Length; j++)
  225. {
  226. var renderer = particles[j].GetComponent<Renderer>();
  227. if (renderer != null && layer < renderer.sortingOrder)
  228. {
  229. layer = renderer.sortingOrder;
  230. }
  231. }
  232. MeshRenderer[] meshRenderers = gameObject.GetComponentsInChildren<MeshRenderer>();
  233. for (int j = 0; j < meshRenderers.Length; j++)
  234. {
  235. var renderer = meshRenderers[j].GetComponent<Renderer>();
  236. if (renderer != null && layer < renderer.sortingOrder)
  237. {
  238. layer = renderer.sortingOrder;
  239. }
  240. }
  241. CubismRenderController[] cubismRenders = parentObj.GetComponentsInChildren<CubismRenderController>();
  242. for (int j = 0; j < cubismRenders.Length; j++)
  243. {
  244. CubismRenderController cubism = cubismRenders[j];
  245. if (cubism != null && cubism.gameObject.activeSelf == true && layer < cubism.SortingOrder)
  246. {
  247. layer = cubism.SortingOrder;
  248. }
  249. }
  250. }
  251. return layer;
  252. }
  253. public int GetMinLayer(GameObject parentObj)
  254. {
  255. int layer = int.MaxValue;
  256. for (int i = 0; i < parentObj.transform.childCount; i++)
  257. {
  258. GameObject gameObject = parentObj.transform.GetChild(i).gameObject;
  259. if (gameObject.activeSelf == false) continue;
  260. SpriteRenderer[] sprites = gameObject.GetComponentsInChildren<SpriteRenderer>();
  261. for (int j = 0; j < sprites.Length; j++)
  262. {
  263. if (sprites[j] != null && sprites[j].sortingOrder < layer)
  264. {
  265. layer = sprites[j].sortingOrder;
  266. }
  267. }
  268. ParticleSystem[] particles = gameObject.GetComponentsInChildren<ParticleSystem>();
  269. for (int j = 0; j < particles.Length; j++)
  270. {
  271. var renderer = particles[j].GetComponent<Renderer>();
  272. if (renderer != null && renderer.sortingOrder < layer)
  273. {
  274. layer = renderer.sortingOrder;
  275. }
  276. }
  277. MeshRenderer[] meshRenderers = gameObject.GetComponentsInChildren<MeshRenderer>();
  278. for (int j = 0; j < meshRenderers.Length; j++)
  279. {
  280. var renderer = meshRenderers[j].GetComponent<Renderer>();
  281. if (renderer != null && renderer.sortingOrder < layer)
  282. {
  283. layer = renderer.sortingOrder;
  284. }
  285. }
  286. CubismRenderController[] cubismRenders = parentObj.GetComponentsInChildren<CubismRenderController>();
  287. for (int j = 0; j < cubismRenders.Length; j++)
  288. {
  289. CubismRenderController render = cubismRenders[j];
  290. if (render != null && render.gameObject.activeSelf == true && render.SortingOrder < layer)
  291. {
  292. layer = render.SortingOrder;
  293. }
  294. }
  295. }
  296. return layer;
  297. }
  298. public void SetBgPos(GameObject hitGameObj, Vector2 uiSize)
  299. {
  300. Vector2 size = hitGameObj.GetComponent<SpriteRenderer>().size;
  301. float deviationWidth = (size.x - uiSize.x / 100) / 2;
  302. float deviationHeigh = (size.y - uiSize.y / 100) / 2;
  303. Vector2 pos = hitGameObj.transform.position;
  304. if (pos.x <= -deviationWidth)
  305. {
  306. hitGameObj.transform.position = new Vector2(-deviationWidth, hitGameObj.transform.position.y);
  307. }
  308. if (pos.x >= deviationWidth)
  309. {
  310. hitGameObj.transform.position = new Vector2(deviationWidth, hitGameObj.transform.position.y);
  311. }
  312. if (pos.y <= -deviationHeigh)
  313. {
  314. hitGameObj.transform.position = new Vector2(hitGameObj.transform.position.x, -deviationHeigh);
  315. }
  316. if (pos.y >= deviationHeigh)
  317. {
  318. hitGameObj.transform.position = new Vector2(hitGameObj.transform.position.x, deviationHeigh);
  319. }
  320. }
  321. /// <summary>
  322. /// 将照片保存到本地
  323. /// </summary>
  324. public void SavePicturoToLocal(byte[] bytes, string fileName)
  325. {
  326. string path = Application.persistentDataPath + "/Pictures/WanshiJing/";
  327. //判断目录是否存在,不存在则会创建目录
  328. if (!Directory.Exists(path))
  329. {
  330. try
  331. {
  332. Directory.CreateDirectory(path);
  333. }
  334. catch (Exception exception)
  335. {
  336. throw new Exception("创建文件夹失败, error:" + exception.Message);
  337. }
  338. }
  339. var filePath = path + fileName;
  340. // byte[] bytes = tex.EncodeToJPG();//将纹理数据,转化成一个jpg图片
  341. File.WriteAllBytes(filePath, bytes);
  342. UpdateSystemPhoto(filePath);
  343. }
  344. //调用iOS或Android原生方法保存图片后更新相册.
  345. private void UpdateSystemPhoto(string filePath)
  346. {
  347. #if UNITY_ANDROID
  348. var SaveImageJavaClass = new AndroidJavaClass("com.gfg.gfglibrary.SaveImage"); //设置成我们aar库中的签名+类名
  349. SaveImageJavaClass.CallStatic("scanFile", filePath, "已保存至本地"); //这里我们可以设置保存成功弹窗内容
  350. #endif
  351. }
  352. }
  353. }