DressUpUtil.cs 22 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554
  1. using UnityEngine;
  2. using Live2D.Cubism.Rendering;
  3. using System.IO;
  4. using FairyGUI;
  5. using UnityEngine.Rendering;
  6. using YooAsset;
  7. namespace GFGGame
  8. {
  9. public class DressUpUtil
  10. {
  11. private const string HEAD_DEFAULT_RES_NAME = "head";
  12. private const string BODY_DEFAULT_RES_NAME = "body";
  13. private const string ROLE_OBJ_NAME = "Role";
  14. private const string HEAD_SPRITE_NAME = "Head";
  15. private const string BODY_SPRITE_NAME = "Body";
  16. public const string BODY_ANIMATION_NAME = "Body_a";
  17. private const string BODY_EFFECT_OBJ_NAME = "Body_eff";
  18. public const string FORMAT_SPRITE_NAME = "T{0}_s{1}";
  19. private const string FORMAT_ANIMATION_NAME = "T{0}_a{1}";
  20. private const string FORMAT_EFFECT_OBJ_NAME = "T{0}_e{1}";
  21. public static void AddItem(int itemID, GameObject sceneObj, bool needSetMask = false, bool showAni = true, GameObject parentObj = null, int resLayer = 0)
  22. {
  23. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  24. if (itemCfg != null)
  25. {
  26. // GameObject parentObj = null;
  27. if (parentObj == null)
  28. {
  29. if (itemCfg.subType == ConstDressUpItemType.BEI_JING || DressUpMenuItemCfg1Array.Instance.CheckIsSceneTypeBySubType(itemCfg.subType))
  30. {
  31. parentObj = sceneObj;
  32. }
  33. else
  34. {
  35. //角色
  36. Transform role = sceneObj.transform.Find(ROLE_OBJ_NAME);
  37. parentObj = role.gameObject;
  38. }
  39. }
  40. showAni = showAni || itemCfg.subType == ConstDressUpItemType.ZHUANG_RONG;
  41. if (resLayer > 0)
  42. {
  43. string layerName = "";
  44. switch (resLayer)
  45. {
  46. case 1:
  47. layerName = itemCfg.resLayer1;
  48. break;
  49. case 2:
  50. layerName = itemCfg.resLayer2;
  51. break;
  52. case 3:
  53. layerName = itemCfg.resLayer3;
  54. break;
  55. }
  56. if (!string.IsNullOrEmpty(layerName))
  57. {
  58. updateLayerRes(itemCfg, parentObj, resLayer, needSetMask, showAni);
  59. }
  60. // updateLayerRes(itemCfg, parentObj, resLayer, resLayer == 2, needSetMask, showAni);
  61. }
  62. else
  63. {
  64. //普通层
  65. if (!string.IsNullOrEmpty(itemCfg.resLayer1))
  66. {
  67. updateLayerRes(itemCfg, parentObj, 1, needSetMask, showAni);
  68. }
  69. //第二层
  70. if (!string.IsNullOrEmpty(itemCfg.resLayer2))
  71. {
  72. updateLayerRes(itemCfg, parentObj, 2, needSetMask, showAni);
  73. }
  74. //第三层
  75. if (!string.IsNullOrEmpty(itemCfg.resLayer3))
  76. {
  77. updateLayerRes(itemCfg, parentObj, 3, needSetMask, showAni);
  78. }
  79. }
  80. }
  81. }
  82. public static void RemoveItem(int itemID, GameObject sceneObj, GameObject parentObj = null)
  83. {
  84. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  85. if (itemCfg != null)
  86. {
  87. if (parentObj == null)
  88. {
  89. if (itemCfg.subType == ConstDressUpItemType.BEI_JING || DressUpMenuItemCfg1Array.Instance.CheckIsSceneTypeBySubType(itemCfg.subType))
  90. {
  91. parentObj = sceneObj;
  92. }
  93. else
  94. {
  95. //角色
  96. Transform role = sceneObj.transform.Find(ROLE_OBJ_NAME);
  97. parentObj = role.gameObject;
  98. }
  99. }
  100. string spritObjName;
  101. string aniObjName;
  102. //默认层
  103. if (!string.IsNullOrEmpty(itemCfg.resLayer1))
  104. {
  105. spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 1);
  106. TryRemoveObj(parentObj, spritObjName);
  107. aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 1);
  108. TryRemoveObj(parentObj, aniObjName);
  109. aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, 1);
  110. TryRemoveObj(parentObj, aniObjName);
  111. }
  112. //特殊层
  113. if (!string.IsNullOrEmpty(itemCfg.resLayer2))
  114. {
  115. spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 2);
  116. TryRemoveObj(parentObj, spritObjName);
  117. aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 2);
  118. TryRemoveObj(parentObj, aniObjName);
  119. aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, 2);
  120. TryRemoveObj(parentObj, aniObjName);
  121. }
  122. //第三层
  123. if (!string.IsNullOrEmpty(itemCfg.resLayer3))
  124. {
  125. spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 3);
  126. TryRemoveObj(parentObj, spritObjName);
  127. aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 3);
  128. TryRemoveObj(parentObj, aniObjName);
  129. aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, 3);
  130. TryRemoveObj(parentObj, aniObjName);
  131. }
  132. }
  133. }
  134. public static void UpdateHead(bool show, GameObject sceneObj, bool needSetMask = false, GameObject parentObj = null)
  135. {
  136. var roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME);
  137. parentObj = parentObj == null ? roleTf.gameObject : parentObj;
  138. string resPath = ResPathUtil.GetDressUpPath(HEAD_DEFAULT_RES_NAME);
  139. Transform transform_t = parentObj.transform.Find(HEAD_SPRITE_NAME);
  140. if (show)
  141. {
  142. if (transform_t != null)
  143. {
  144. transform_t.gameObject.SetActive(true);
  145. return;
  146. }
  147. AddSpriteObj(resPath, "png", HEAD_SPRITE_NAME, parentObj, 1, needSetMask);
  148. }
  149. else
  150. {
  151. if (transform_t == null)
  152. {
  153. return;
  154. }
  155. transform_t.gameObject.SetActive(false);
  156. }
  157. }
  158. public static void UpdateBody(string actionRes, GameObject sceneObj, bool needSetMask = false, GameObject parentObj = null)
  159. {
  160. //角色
  161. var roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME);
  162. parentObj = parentObj == null ? roleTf.gameObject : parentObj;
  163. var extPng = "png";
  164. if (!string.IsNullOrEmpty(actionRes))
  165. {
  166. string resPath = ResPathUtil.GetDressUpAnimationPath(actionRes);
  167. if (GetGameObjExisted(parentObj, BODY_ANIMATION_NAME, resPath) != null)
  168. {
  169. return;
  170. }
  171. }
  172. else
  173. {
  174. string resPath = ResPathUtil.GetDressUpPath(BODY_DEFAULT_RES_NAME, extPng);
  175. if (GetGameObjExisted(parentObj, BODY_SPRITE_NAME, resPath) != null)
  176. {
  177. return;
  178. }
  179. }
  180. var removeBodyAni = TryRemoveObj(parentObj, BODY_ANIMATION_NAME);
  181. TryRemoveObj(parentObj, BODY_EFFECT_OBJ_NAME);
  182. TryRemoveObj(parentObj, BODY_SPRITE_NAME);
  183. if (!string.IsNullOrEmpty(actionRes))
  184. {
  185. var addAniObj = AddAnimationObj(actionRes, BODY_ANIMATION_NAME, parentObj, 0);
  186. //特效
  187. TryAddEffectObj(actionRes, BODY_EFFECT_OBJ_NAME, parentObj, 0, addAniObj != null);
  188. }
  189. else
  190. {
  191. AddSpriteObj(ResPathUtil.GetDressUpPath(BODY_DEFAULT_RES_NAME), extPng, BODY_SPRITE_NAME, parentObj, 0, needSetMask);
  192. if (removeBodyAni)
  193. {
  194. parentObj.transform.SetPositionAndRotation(new Vector3(), new Quaternion());
  195. }
  196. }
  197. }
  198. public static void AddAssetReleaser(GameObject gameObj, string resPath, AssetOperationHandle handle)
  199. {
  200. var assetReleaser = gameObj.GetComponent<AssetReleaser>();
  201. if (assetReleaser == null)
  202. {
  203. assetReleaser = gameObj.AddComponent<AssetReleaser>();
  204. }
  205. assetReleaser.SetRes(resPath, handle);
  206. }
  207. private static void updateLayerRes(ItemCfg itemCfg, GameObject parentObj, int layerId, bool needSetMask, bool showAni = true)
  208. {
  209. ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType);
  210. string res = ResPathUtil.GetDressUpItemLayerRes(itemCfg, layerId);
  211. string resPath = ResPathUtil.GetDressUpPath(itemCfg, layerId);
  212. int sortingOrder = typeCfg.defaultLayer;
  213. if (layerId == 2)
  214. {
  215. sortingOrder = typeCfg.specialLayer;
  216. }
  217. else if (layerId == 3)
  218. {
  219. sortingOrder = typeCfg.thirdlLayer;
  220. }
  221. //清理旧的
  222. var spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, layerId);
  223. TryRemoveObj(parentObj, spritObjName);
  224. var objName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, layerId);
  225. TryRemoveObj(parentObj, objName);
  226. string ext = ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType);
  227. GameObject spriteObj = null;
  228. if (DressUpMenuItemCfg1Array.Instance.CheckIsDefaultType(itemCfg.subType))
  229. {
  230. //默认类型的部件需要先添加静态图,防止加载动画有延迟,出现光头
  231. spriteObj = AddSpriteObj(resPath, ext, spritObjName, parentObj, sortingOrder, needSetMask);
  232. }
  233. GameObject addAniObj = null;
  234. if (showAni)
  235. {
  236. addAniObj = AddAnimationObj(res, objName, parentObj, sortingOrder);
  237. if (addAniObj != null && spriteObj != null)
  238. {
  239. var dressUpPart = addAniObj.GetComponent<DressUpPart>();
  240. if (dressUpPart == null)
  241. {
  242. dressUpPart = addAniObj.AddComponent<DressUpPart>();
  243. }
  244. dressUpPart.OnTimer = (obj) =>
  245. {
  246. if (parentObj != null && parentObj.transform != null)
  247. {
  248. string resPath = ResPathUtil.GetDressUpPath(itemCfg, layerId);
  249. spriteObj = GetGameObjExisted(parentObj, spritObjName, resPath);
  250. if(spriteObj != null)
  251. {
  252. PrefabManager.Instance.Restore(spriteObj);
  253. }
  254. //Transform tf = parentObj.transform.Find(spritObjName);
  255. //if (tf != null && tf.gameObject != null && tf.gameObject.activeInHierarchy)
  256. //{
  257. // var assetDisposer = tf.gameObject.GetComponent<AssetReleaser>();
  258. // if (assetDisposer != null)
  259. // {
  260. // if (!string.IsNullOrEmpty(assetDisposer.resPath))
  261. // {
  262. // string resPath = ResPathUtil.GetDressUpPath(itemCfg, layerId);
  263. // if (assetDisposer.resPath == resPath)
  264. // {
  265. // TryRemoveObj(parentObj, spritObjName);
  266. // }
  267. // }
  268. // }
  269. //}
  270. }
  271. };
  272. Timers.inst.Add(0.03f, 1, dressUpPart.OnTimer);
  273. }
  274. }
  275. if (spriteObj == null && addAniObj == null)
  276. {
  277. //如果两个都没有,就添加静态图
  278. spriteObj = AddSpriteObj(resPath, ext, spritObjName, parentObj, sortingOrder, needSetMask);
  279. }
  280. objName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, layerId);
  281. TryRemoveObj(parentObj, objName);
  282. TryAddEffectObj(res, objName, parentObj, sortingOrder, addAniObj != null);
  283. }
  284. private static GameObject AddSpriteObj(string resPath, string ext, string objName, GameObject parentObj, int sortingOrder, bool needSetMask)
  285. {
  286. if (!YooAssets.CheckDressUpResExist(resPath))
  287. {
  288. return null;
  289. }
  290. var gameObj = GetGameObjExisted(parentObj, objName, resPath);
  291. if (gameObj != null)
  292. {
  293. return gameObj;
  294. }
  295. SpriteRenderer spr = null;
  296. gameObj = parentObj.transform.Find(objName)?.gameObject;
  297. if (gameObj == null)
  298. {
  299. gameObj = new GameObject(objName);
  300. gameObj.transform.SetParent(parentObj.transform, false);
  301. }
  302. spr = gameObj.GetComponent<SpriteRenderer>();
  303. if (spr == null)
  304. {
  305. spr = gameObj.AddComponent<SpriteRenderer>();
  306. }
  307. float tx, ty;
  308. LoadSpritePos(resPath, out tx, out ty);
  309. gameObj.transform.localPosition = new Vector3(tx, ty, gameObj.transform.localPosition.z);
  310. //Sprite sp = GFGAsset.Load<Sprite>(resPath);
  311. var handle = YooAssets.LoadAssetSync<Sprite>(resPath);
  312. Sprite sp = handle.AssetObject as Sprite;
  313. AddAssetReleaser(gameObj, resPath, handle);
  314. spr.sprite = sp;
  315. spr.sortingOrder = sortingOrder;
  316. if (needSetMask)
  317. {
  318. spr.maskInteraction = SpriteMaskInteraction.VisibleInsideMask;
  319. if (parentObj.transform.parent != null && parentObj.transform.parent.name == "targetRole")
  320. {
  321. spr.maskInteraction = SpriteMaskInteraction.VisibleOutsideMask;
  322. }
  323. else
  324. {
  325. spr.maskInteraction = SpriteMaskInteraction.VisibleInsideMask;
  326. }
  327. }
  328. else
  329. {
  330. spr.maskInteraction = SpriteMaskInteraction.None;
  331. }
  332. return gameObj;
  333. }
  334. private static GameObject AddAnimationObj(string res, string objName, GameObject parentObj, int sortingOrder)
  335. {
  336. string resPath = ResPathUtil.GetDressUpAnimationPath(res);
  337. var gameObj = GetGameObjExisted(parentObj, objName, resPath);
  338. if (gameObj != null)
  339. {
  340. return gameObj;
  341. }
  342. gameObj = CreateObj(resPath);
  343. if(gameObj == null)
  344. {
  345. return null;
  346. }
  347. if (objName == BODY_ANIMATION_NAME)
  348. {
  349. //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
  350. parentObj.transform.SetPositionAndRotation(gameObj.transform.localPosition, gameObj.transform.localRotation);
  351. gameObj.transform.SetPositionAndRotation(new Vector3(), new Quaternion());
  352. }
  353. gameObj.name = objName;
  354. gameObj.transform.SetParent(parentObj.transform, false);
  355. var render = gameObj.GetComponent<CubismRenderController>();
  356. if (render == null && gameObj.transform.childCount > 0)
  357. {
  358. var childObj = gameObj.transform.GetChild(0);
  359. if (childObj != null)
  360. {
  361. render = childObj.GetComponent<CubismRenderController>();
  362. }
  363. }
  364. if (render != null && render.gameObject.activeSelf == true)
  365. {
  366. render.SortingOrder = sortingOrder;
  367. }
  368. SetRenderersOrder(gameObj, sortingOrder);
  369. return gameObj;
  370. }
  371. private static GameObject TryAddEffectObj(string res, string objName, GameObject parentObj, int sortingOrder, bool inAniDir)
  372. {
  373. var resPath = ResPathUtil.GetDressUpEffectPath(res, inAniDir);
  374. var gameObj = GetGameObjExisted(parentObj, objName, resPath);
  375. if (gameObj != null)
  376. {
  377. return gameObj;
  378. }
  379. gameObj = CreateObj(resPath);
  380. if (gameObj == null)
  381. {
  382. return null;
  383. }
  384. gameObj.transform.SetParent(parentObj.transform, false);
  385. gameObj.name = objName;
  386. var sortingGroup = gameObj.transform.GetComponent<SortingGroup>();
  387. if (sortingGroup != null)
  388. {
  389. GameObject.Destroy(sortingGroup);
  390. }
  391. SetRenderersOrder(gameObj, sortingOrder + 1);//特效层默认高一个层级
  392. return gameObj;
  393. }
  394. private static bool TryRemoveObj(GameObject parentObj, string objName)
  395. {
  396. if (parentObj == null)
  397. {
  398. return false;
  399. }
  400. Transform transform = parentObj.transform.Find(objName);
  401. if (transform != null)
  402. {
  403. GameObject gameObj = transform.gameObject;
  404. if (gameObj != null)
  405. {
  406. PrefabManager.Instance.Restore(gameObj);
  407. return true;
  408. }
  409. }
  410. return false;
  411. }
  412. private static GameObject GetGameObjExisted(GameObject parentObj, string objName, string resPath)
  413. {
  414. if (parentObj == null)
  415. {
  416. return null;
  417. }
  418. Transform transform = parentObj.transform.Find(objName);
  419. if (transform != null)
  420. {
  421. GameObject gameObj = transform.gameObject;
  422. if (gameObj != null)
  423. {
  424. var assetReleaser = gameObj.GetComponent<AssetReleaser>();
  425. if (assetReleaser != null)
  426. {
  427. if (assetReleaser.ResPath == resPath)
  428. {
  429. return gameObj;
  430. }
  431. }
  432. }
  433. }
  434. return null;
  435. }
  436. public static GameObject CreateObj(string resPath)
  437. {
  438. if (!YooAssets.CheckDressUpResExist(resPath))
  439. {
  440. return null;
  441. }
  442. //var handle = YooAssets.LoadAssetSync<Sprite>(resPath);
  443. //Sprite sp = handle.AssetObject as Sprite;
  444. var gameObj = PrefabManager.Instance.SpawnSync(resPath);
  445. //AddAssetReleaser(gameObj, resPath);
  446. return gameObj;
  447. }
  448. public static void LoadSpritePos(string resPath, out float tx, out float ty)
  449. {
  450. int index = resPath.LastIndexOf('.');
  451. resPath = resPath.Substring(0, index) + ".bytes";
  452. //resPath = resPath.Replace(".png", ".bytes");
  453. //resPath = resPath.Replace(".jpg", ".bytes");
  454. if (YooAssets.CheckDressUpResExist(resPath))
  455. {
  456. //var asset = GFGAsset.Load<TextAsset>(resPath);
  457. var handle = YooAssets.LoadAssetSync<TextAsset>(resPath);
  458. TextAsset asset = handle.AssetObject as TextAsset;
  459. var st = new MemoryStream(asset.bytes);
  460. var br = new BinaryReader(st);
  461. tx = br.ReadInt32() / 100f;
  462. ty = -br.ReadInt32() / 100f;
  463. //GFGAsset.Release(resPath);
  464. handle.Release();
  465. }
  466. else
  467. {
  468. tx = 0;
  469. ty = 0;
  470. }
  471. }
  472. public static void SetRenderersOrder(GameObject gameObj, int sortingOrder, bool isAdd = false)
  473. {
  474. var meshRenderers = gameObj.transform.GetComponentsInChildren<MeshRenderer>();
  475. for (int i = 0; i < meshRenderers.Length; i++)
  476. {
  477. var renderer = meshRenderers[i].GetComponent<Renderer>();
  478. if (renderer != null)
  479. {
  480. if (isAdd)
  481. {
  482. renderer.sortingOrder = renderer.sortingOrder + sortingOrder;
  483. }
  484. else
  485. {
  486. renderer.sortingOrder = sortingOrder;
  487. }
  488. }
  489. }
  490. ParticleSystem[] particles = gameObj.transform.GetComponentsInChildren<ParticleSystem>();
  491. for (int i = 0; i < particles.Length; i++)
  492. {
  493. var renderer = particles[i].GetComponent<Renderer>();
  494. if (renderer != null)
  495. {
  496. if (isAdd)
  497. {
  498. renderer.sortingOrder = renderer.sortingOrder + sortingOrder;
  499. }
  500. else
  501. {
  502. renderer.sortingOrder = sortingOrder;
  503. }
  504. }
  505. }
  506. }
  507. public static void SetSpriteRenderSortingOrder(GameObject gameObj, int sortingOrder, bool isAdd = false)
  508. {
  509. SpriteRenderer[] spriteRenders = gameObj.transform.GetComponentsInChildren<SpriteRenderer>();
  510. for (int i = 0; i < spriteRenders.Length; i++)
  511. {
  512. if (isAdd)
  513. {
  514. spriteRenders[i].sortingOrder = spriteRenders[i].sortingOrder + sortingOrder;
  515. }
  516. else
  517. {
  518. spriteRenders[i].sortingOrder = sortingOrder;
  519. }
  520. }
  521. }
  522. }
  523. }