DressUpUtil.cs 18 KB

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  1. using UnityEngine;
  2. using Live2D.Cubism.Rendering;
  3. using System.IO;
  4. using FairyGUI;
  5. using System.Collections.Generic;
  6. namespace GFGGame
  7. {
  8. public class DressUpUtil
  9. {
  10. private const string BODY_DEFAULT_RES_NAME = "renmo";
  11. private const string ROLE_OBJ_NAME = "Role";
  12. private const string BODY_SPRITE_NAME = "Body";
  13. private const string BODY_ANIMATION_NAME = "Body_a";
  14. private const string BODY_EFFECT_OBJ_NAME = "Body_eff";
  15. public const string FORMAT_SPRITE_NAME = "T{0}_s{1}";
  16. private const string FORMAT_ANIMATION_NAME = "T{0}_a{1}";
  17. private const string FORMAT_EFFECT_OBJ_NAME = "T{0}_eff";
  18. private const string FORMAT_LAYER_RES_NAME_WITH_T = "{0}_t";
  19. public static void AddItem(int itemID, GameObject sceneObj, bool needSetMask = false, bool showAni = true, GameObject parentObj = null, int resLayer = 0)
  20. {
  21. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  22. if (itemCfg != null)
  23. {
  24. // GameObject parentObj = null;
  25. if (parentObj == null)
  26. {
  27. if (itemCfg.subType == ConstDressUpItemType.BEI_JING)
  28. {
  29. parentObj = sceneObj;
  30. }
  31. else
  32. {
  33. //角色
  34. Transform role = sceneObj.transform.Find(ROLE_OBJ_NAME);
  35. parentObj = role.gameObject;
  36. }
  37. }
  38. if (resLayer > 0)
  39. {
  40. string layerName = "";
  41. switch (resLayer)
  42. {
  43. case 1:
  44. layerName = itemCfg.resLayer1;
  45. break;
  46. case 2:
  47. layerName = itemCfg.resLayer2;
  48. break;
  49. case 3:
  50. layerName = itemCfg.resLayer3;
  51. break;
  52. }
  53. if (!string.IsNullOrEmpty(layerName))
  54. {
  55. updateLayerRes(itemCfg, parentObj, resLayer, needSetMask, showAni);
  56. }
  57. // updateLayerRes(itemCfg, parentObj, resLayer, resLayer == 2, needSetMask, showAni);
  58. }
  59. else
  60. {
  61. //普通层
  62. if (!string.IsNullOrEmpty(itemCfg.resLayer1))
  63. {
  64. updateLayerRes(itemCfg, parentObj, 1, needSetMask, showAni);
  65. }
  66. //第二层
  67. if (!string.IsNullOrEmpty(itemCfg.resLayer2))
  68. {
  69. updateLayerRes(itemCfg, parentObj, 2, needSetMask, showAni);
  70. }
  71. //第三层
  72. if (!string.IsNullOrEmpty(itemCfg.resLayer3))
  73. {
  74. updateLayerRes(itemCfg, parentObj, 3, needSetMask, showAni);
  75. }
  76. }
  77. //特效
  78. if (itemCfg.effLayer > 0)
  79. {
  80. var objName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType);
  81. ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType);
  82. int sortingOrder = typeCfg.defaultLayer;
  83. if (itemCfg.effLayer == 2)
  84. {
  85. sortingOrder = typeCfg.specialLayer;
  86. }
  87. AddEffectObj(itemCfg.res, objName, parentObj, sortingOrder);
  88. }
  89. }
  90. }
  91. public static void RemoveItem(int itemID, GameObject sceneObj)
  92. {
  93. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  94. if (itemCfg != null)
  95. {
  96. GameObject parentObj = null;
  97. if (itemCfg.subType == (int)ConstDressUpItemType.BEI_JING)
  98. {
  99. parentObj = sceneObj;
  100. }
  101. else
  102. {
  103. //角色
  104. Transform role = sceneObj.transform.Find(ROLE_OBJ_NAME);
  105. parentObj = role.gameObject;
  106. }
  107. string spritObjName;
  108. string aniObjName;
  109. //默认层
  110. if (!string.IsNullOrEmpty(itemCfg.resLayer1))
  111. {
  112. spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 1);
  113. TryClearSpriteObj(parentObj, spritObjName);
  114. aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 1);
  115. TryRemoveAnimationObj(parentObj, aniObjName);
  116. }
  117. //特殊层
  118. if (!string.IsNullOrEmpty(itemCfg.resLayer2))
  119. {
  120. spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 2);
  121. TryClearSpriteObj(parentObj, spritObjName);
  122. aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 2);
  123. TryRemoveAnimationObj(parentObj, aniObjName);
  124. }
  125. //第三层
  126. if (!string.IsNullOrEmpty(itemCfg.resLayer3))
  127. {
  128. spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 3);
  129. TryClearSpriteObj(parentObj, spritObjName);
  130. aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 3);
  131. TryRemoveAnimationObj(parentObj, aniObjName);
  132. }
  133. //特效
  134. if (itemCfg.effLayer > 0)
  135. {
  136. string effObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType);
  137. var effTf = parentObj.transform.Find(effObjName);
  138. if (effTf != null)
  139. {
  140. GameObject.DestroyImmediate(effTf.gameObject);
  141. }
  142. }
  143. }
  144. }
  145. public static void UpdateBody(string res, GameObject sceneObj, bool isAni = false, string effRes = null, bool needSetMask = false, GameObject parentObj = null)
  146. {
  147. //角色
  148. var roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME);
  149. parentObj = parentObj == null ? roleTf.gameObject : parentObj;
  150. if (res == null)
  151. {
  152. res = BODY_DEFAULT_RES_NAME;
  153. }
  154. //清理旧的
  155. TryClearSpriteObj(parentObj, BODY_SPRITE_NAME);
  156. TryRemoveAnimationObj(parentObj, BODY_ANIMATION_NAME);
  157. if (isAni)
  158. {
  159. AddAnimationObj(res, BODY_ANIMATION_NAME, parentObj, 0);
  160. }
  161. else
  162. {
  163. AddSpriteObj(res, "png", BODY_SPRITE_NAME, parentObj, 0, needSetMask);
  164. }
  165. //特效
  166. var tf = parentObj.transform.Find(BODY_EFFECT_OBJ_NAME);
  167. if (tf != null)
  168. {
  169. GameObject.DestroyImmediate(tf.gameObject);
  170. }
  171. if (!string.IsNullOrEmpty(effRes))
  172. {
  173. AddEffectObj(effRes, BODY_EFFECT_OBJ_NAME, parentObj, 0);
  174. }
  175. }
  176. public static void AddAssetReleaser(GameObject gameObj, string resPath)
  177. {
  178. var assetDisposer = gameObj.AddComponent<AssetReleaser>();
  179. assetDisposer.resPath = resPath;
  180. }
  181. public static void ChangeAssetReleaser(GameObject gameObj, string resPath)
  182. {
  183. var assetDisposer = gameObj.GetComponent<AssetReleaser>();
  184. if (assetDisposer == null)
  185. {
  186. assetDisposer = gameObj.AddComponent<AssetReleaser>();
  187. }
  188. assetDisposer.resPath = resPath;
  189. }
  190. private static void updateLayerRes(ItemCfg itemCfg, GameObject parentObj, int layerId, bool needSetMask, bool showAni = true)
  191. {
  192. ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType);
  193. string res = itemCfg.res;
  194. int sortingOrder = typeCfg.defaultLayer;
  195. switch (layerId)
  196. {
  197. case 1:
  198. res = itemCfg.resLayer1 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer1);
  199. break;
  200. case 2:
  201. sortingOrder = typeCfg.specialLayer;
  202. res = itemCfg.resLayer2 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer2);
  203. break;
  204. case 3:
  205. sortingOrder = typeCfg.thirdlLayer;
  206. res = itemCfg.resLayer3 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer3);
  207. break;
  208. }
  209. //清理旧的
  210. var spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, layerId);
  211. TryClearSpriteObj(parentObj, spritObjName);
  212. var aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, layerId);
  213. TryRemoveAnimationObj(parentObj, aniObjName);
  214. string ext = ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType);
  215. GameObject gameObject = AddSpriteObj(res, ext, spritObjName, parentObj, sortingOrder, needSetMask);
  216. if (itemCfg.isAni > 0 && showAni)
  217. {
  218. AddAnimationObj(res, aniObjName, parentObj, sortingOrder);
  219. Timers.inst.Add(0.03f, 1, (obj) =>
  220. {
  221. if (parentObj != null && parentObj.transform != null)
  222. {
  223. Transform tf = parentObj.transform.Find(spritObjName);
  224. if (tf != null && tf.gameObject != null && tf.gameObject.activeInHierarchy)
  225. {
  226. var assetDisposer = tf.gameObject.GetComponent<AssetReleaser>();
  227. if (assetDisposer != null)
  228. {
  229. if (!string.IsNullOrEmpty(assetDisposer.resPath))
  230. {
  231. string resPath = ResPathUtil.GetDressUpPath(res, ext);
  232. if (assetDisposer.resPath == resPath)
  233. {
  234. TryClearSpriteObj(parentObj, spritObjName);
  235. }
  236. }
  237. }
  238. }
  239. }
  240. });
  241. }
  242. }
  243. private static GameObject AddSpriteObj(string res, string ext, string objName, GameObject parentObj, int sortingOrder, bool needSetMask)
  244. {
  245. string resPath = ResPathUtil.GetDressUpPath(res, ext);
  246. SpriteRenderer spr = null;
  247. var gameObj = parentObj.transform.Find(objName)?.gameObject;
  248. if (gameObj == null)
  249. {
  250. gameObj = new GameObject(objName);
  251. gameObj.transform.SetParent(parentObj.transform, false);
  252. AddAssetReleaser(gameObj, resPath);
  253. }
  254. spr = gameObj.GetComponent<SpriteRenderer>();
  255. if (spr == null)
  256. {
  257. spr = gameObj.AddComponent<SpriteRenderer>();
  258. }
  259. float tx, ty;
  260. LoadSpritePos(res, out tx, out ty);
  261. gameObj.transform.localPosition = new Vector3(tx, ty, gameObj.transform.localPosition.z);
  262. Sprite sp = GFGAsset.Load<Sprite>(resPath);
  263. spr.sprite = sp;
  264. spr.sortingOrder = sortingOrder;
  265. if (needSetMask)
  266. {
  267. spr.maskInteraction = SpriteMaskInteraction.VisibleInsideMask;
  268. }
  269. else
  270. {
  271. spr.maskInteraction = SpriteMaskInteraction.None;
  272. }
  273. return gameObj;
  274. }
  275. public static void TryClearSpriteObj(GameObject parentObj, string spritObjName)
  276. {
  277. if (parentObj == null)
  278. {
  279. return;
  280. }
  281. Transform transform_t = parentObj.transform.Find(spritObjName);
  282. if (transform_t != null)
  283. {
  284. GameObject gameObj_t = transform_t.gameObject;
  285. if (gameObj_t != null)
  286. {
  287. //SpriteRenderer spr = null;
  288. //spr = gameObj_t.GetComponent<SpriteRenderer>();
  289. //if(spr != null)
  290. //{
  291. // spr.sprite = null;
  292. //}
  293. // var assetDisposer = gameObj_t.GetComponent<AssetReleaser>();
  294. // if (assetDisposer != null)
  295. // {
  296. // if (!string.IsNullOrEmpty(assetDisposer.resPath))
  297. // {
  298. // GFGAsset.Release(assetDisposer.resPath);
  299. // assetDisposer.resPath = null;
  300. // }
  301. // }
  302. // SpriteRenderer spr = gameObj_t.GetComponent<SpriteRenderer>();
  303. // if (spr != null)
  304. // {
  305. // GameObject.Destroy(spr);
  306. // }
  307. GameObject.DestroyImmediate(gameObj_t);
  308. }
  309. }
  310. }
  311. private static GameObject AddAnimationObj(string res, string objName, GameObject parentObj, int sortingOrder)
  312. {
  313. string resPath = ResPathUtil.GetDressUpAnimationPath(res);
  314. var prefab = GFGAsset.Load<GameObject>(resPath);
  315. var gameObj = GameObject.Instantiate(prefab);
  316. AddAssetReleaser(gameObj, resPath);
  317. gameObj.name = objName;
  318. gameObj.transform.SetParent(parentObj.transform, false);
  319. var render = gameObj.GetComponent<CubismRenderController>();
  320. if (render == null && gameObj.transform.childCount > 0)
  321. {
  322. var childObj = gameObj.transform.GetChild(0);
  323. if (childObj != null)
  324. {
  325. render = childObj.GetComponent<CubismRenderController>();
  326. }
  327. }
  328. if (render != null)
  329. {
  330. render.SortingOrder = sortingOrder;
  331. }
  332. SetParticleSortingOrder(gameObj, sortingOrder);
  333. return gameObj;
  334. }
  335. private static void TryRemoveAnimationObj(GameObject parentObj, string aniObjName)
  336. {
  337. if (parentObj == null)
  338. {
  339. return;
  340. }
  341. Transform transform = parentObj.transform.Find(aniObjName);
  342. if (transform != null)
  343. {
  344. GameObject gameObj = transform.gameObject;
  345. if (gameObj != null)
  346. {
  347. GameObject.DestroyImmediate(gameObj);
  348. }
  349. }
  350. }
  351. public static GameObject CreateAnimationObj(string resPath)
  352. {
  353. // string resPath = ResPathUtil.GetCardAnimationPath(res);
  354. var prefab = GFGAsset.Load<GameObject>(resPath);
  355. if (prefab == null)
  356. {
  357. return null;
  358. }
  359. var gameObj = GameObject.Instantiate(prefab);
  360. AddAssetReleaser(gameObj, resPath);
  361. return gameObj;
  362. }
  363. private static GameObject AddEffectObj(string res, string objName, GameObject parentObj, int sortingOrder)
  364. {
  365. var resPath = ResPathUtil.GetDressUpEffectPath(res);
  366. GameObject effPre = GFGAsset.Load<GameObject>(resPath);
  367. var gameObj = GameObject.Instantiate(effPre);
  368. AddAssetReleaser(gameObj, resPath);
  369. gameObj.transform.SetParent(parentObj.transform);
  370. gameObj.name = objName;
  371. SetParticleSortingOrder(gameObj, sortingOrder);
  372. return gameObj;
  373. }
  374. private static void LoadSpritePos(string res, out float tx, out float ty)
  375. {
  376. string resPath = ResPathUtil.GetDressUpPath(res, "bytes");
  377. if (VEngine.Versions.Contains(resPath))
  378. {
  379. var asset = GFGAsset.Load<TextAsset>(resPath);
  380. if (asset != null)
  381. {
  382. var st = new MemoryStream(asset.bytes);
  383. var br = new BinaryReader(st);
  384. tx = br.ReadInt32() / 100f;
  385. ty = -br.ReadInt32() / 100f;
  386. GFGAsset.Release(resPath);
  387. return;
  388. }
  389. }
  390. tx = 0;
  391. ty = 0;
  392. }
  393. public static void SetParticleSortingOrder(GameObject gameObj, int sortingOrder, bool isAdd = false)
  394. {
  395. var count = gameObj.transform.childCount;
  396. for (int i = 0; i < count; i++)
  397. {
  398. var tf = gameObj.transform.GetChild(i);
  399. var ps = tf.GetComponent<ParticleSystem>();
  400. if (ps != null)
  401. {
  402. var renderer = ps.GetComponent<Renderer>();
  403. if (renderer != null)
  404. {
  405. if (isAdd)
  406. {
  407. renderer.sortingOrder = renderer.sortingOrder + sortingOrder;
  408. }
  409. else
  410. {
  411. renderer.sortingOrder = sortingOrder;
  412. }
  413. }
  414. }
  415. }
  416. }
  417. public static NTexture GetPrintscreenNTexture(Camera camera)
  418. {
  419. RenderTexture rt = new RenderTexture(UnityEngine.Screen.width, UnityEngine.Screen.height, 0);//渲染一张1920*1080的图
  420. camera.targetTexture = rt;//传到主摄像机上
  421. camera.Render();//渲染
  422. RenderTexture.active = rt;
  423. Texture2D screenShot = new Texture2D(UnityEngine.Screen.width, UnityEngine.Screen.height, TextureFormat.ARGB32, false);
  424. screenShot.ReadPixels(new Rect(0, 0, UnityEngine.Screen.width, UnityEngine.Screen.height), 0, 0);//读像素
  425. screenShot.Apply();
  426. camera.targetTexture = null;
  427. RenderTexture.active = null;
  428. Object.Destroy(rt);
  429. return new NTexture(screenShot);
  430. }
  431. }
  432. }