DressUpLayerOperation.cs 11 KB

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  1. using ET;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using YooAsset;
  5. namespace GFGGame
  6. {
  7. public class DressUpLayerOperation : DressUpOperationBase
  8. {
  9. internal enum EAction
  10. {
  11. Layer,
  12. Body,
  13. Head
  14. }
  15. public const int PRE_RENDER_FRAME = 1;
  16. internal ItemCfg itemCfg;
  17. internal GameObject parentObj;
  18. private int layerId;
  19. private bool needSetMask;
  20. private bool showAni;
  21. private string resPath;
  22. private string effectResPath;
  23. private int preRendering;
  24. private ResourceDownloaderOperation downloaderOperation;
  25. internal EAction actionType;
  26. private string[] locationsLoading;
  27. public DressUpLayerOperation(GameObject parentObj, bool needSetMask, bool showAni, string resPath, string effectResPath)
  28. {
  29. this.parentObj = parentObj;
  30. this.needSetMask = needSetMask;
  31. this.resPath = resPath;
  32. this.effectResPath = effectResPath;
  33. this.showAni = showAni;
  34. preRendering = 0;
  35. }
  36. public void InitLayer(ItemCfg itemCfg, int layerId)
  37. {
  38. //LogUtil.LogEditor($"add InitLayer {itemCfg.id} layerId {layerId}");
  39. this.itemCfg = itemCfg;
  40. this.layerId = layerId;
  41. actionType = EAction.Layer;
  42. }
  43. public void InitBody()
  44. {
  45. //LogUtil.LogEditor("update InitBody");
  46. actionType = EAction.Body;
  47. }
  48. public void InitHead()
  49. {
  50. //LogUtil.LogEditor("update InitHead");
  51. actionType = EAction.Head;
  52. }
  53. internal override bool CheckRepeated(DressUpOperationBase t)
  54. {
  55. DressUpLayerOperation layerOperation = t as DressUpLayerOperation;
  56. if (layerOperation != null && layerOperation.actionType == this.actionType)
  57. {
  58. if(actionType == EAction.Layer)
  59. {
  60. return (layerOperation.parentObj == this.parentObj
  61. && layerOperation.itemCfg == this.itemCfg
  62. && layerOperation.layerId == this.layerId);
  63. }
  64. else
  65. {
  66. return true;
  67. }
  68. }
  69. if(this.actionType == EAction.Layer)
  70. {
  71. DressUpRemoveOperation removeOperation = t as DressUpRemoveOperation;
  72. if(removeOperation != null && this.itemCfg != null)
  73. {
  74. if(removeOperation.itemID == this.itemCfg.id)
  75. {
  76. if(removeOperation.parentObj == this.parentObj)
  77. {
  78. return true;
  79. }
  80. }
  81. }
  82. }
  83. return false;
  84. }
  85. /// <summary>
  86. /// 取消下载
  87. /// </summary>
  88. internal override void Cancel()
  89. {
  90. if (_steps != EDressUpSteps.Done)
  91. {
  92. if (downloaderOperation != null)
  93. {
  94. downloaderOperation.CancelDownload();
  95. }
  96. if(_steps == EDressUpSteps.PreDrawing)
  97. {
  98. //取消预渲染
  99. PrefabManager.Instance.CancelPreDraw(resPath);
  100. }
  101. _steps = EDressUpSteps.Done;
  102. }
  103. Status = EOperationStatus.Failed;
  104. Error = "User cancel.";
  105. }
  106. internal override void UpdateView()
  107. {
  108. if (parentObj == null)
  109. {
  110. this.Release();
  111. return;
  112. }
  113. ViewManager.Hide<ModalStatusView>();
  114. switch (actionType)
  115. {
  116. case EAction.Layer:
  117. UpdateLayer();
  118. break;
  119. case EAction.Body:
  120. UpdateBody();
  121. break;
  122. case EAction.Head:
  123. UpdateHead();
  124. break;
  125. default:
  126. break;
  127. }
  128. }
  129. internal override void Release()
  130. {
  131. downloaderOperation = null;
  132. this.itemCfg = null;
  133. this.parentObj = null;
  134. locationsLoading = null;
  135. }
  136. internal override void Start()
  137. {
  138. _steps = EDressUpSteps.Check;
  139. Update();
  140. }
  141. internal override void Update()
  142. {
  143. if (_steps == EDressUpSteps.None || _steps == EDressUpSteps.Done)
  144. return;
  145. if (_steps == EDressUpSteps.Check)
  146. {
  147. CheckLoadRes();
  148. }
  149. if(_steps == EDressUpSteps.Loading)
  150. {
  151. Progress = downloaderOperation.Progress;
  152. if(downloaderOperation.IsDone)
  153. {
  154. if (downloaderOperation.Status == EOperationStatus.Succeed)
  155. {
  156. foreach (var t in locationsLoading)
  157. {
  158. LoadManager.Instance.SetResDownloaded(t);
  159. }
  160. CheckPreDraw();
  161. }
  162. else
  163. {
  164. _steps = EDressUpSteps.Done;
  165. Status = EOperationStatus.Failed;
  166. }
  167. }
  168. }
  169. if(_steps == EDressUpSteps.PreDrawing)
  170. {
  171. //LogUtil.LogEditor($"preRendering {preRendering} {resPath} {TimeHelper.ClientNow()}");
  172. if (preRendering <= 0)
  173. {
  174. _steps = EDressUpSteps.Done;
  175. Status = EOperationStatus.Succeed;
  176. }
  177. preRendering--;
  178. }
  179. }
  180. private void CheckLoadRes()
  181. {
  182. List<string> locations = new List<string>();
  183. if(!string.IsNullOrEmpty(resPath) && !LoadManager.Instance.CheckResExsited(resPath))
  184. {
  185. //需加载
  186. locations.Add(this.resPath);
  187. }
  188. if(!string.IsNullOrEmpty(effectResPath) && !LoadManager.Instance.CheckResExsited(effectResPath))
  189. {
  190. //需加载
  191. locations.Add(effectResPath);
  192. }
  193. if(locations.Count == 0)
  194. {
  195. //文件已在本地,不需要下载
  196. CheckPreDraw();
  197. return;
  198. }
  199. locationsLoading = locations.ToArray();
  200. downloaderOperation = YooAssets.CreateBundleDownloader(locationsLoading, 3, 3);
  201. if(downloaderOperation.TotalDownloadCount == 0)
  202. {
  203. //文件已在本地,不需要下载
  204. CheckPreDraw();
  205. return;
  206. }
  207. ViewManager.Show<ModalStatusView>("资源加载中,请耐心等待...");
  208. //下载
  209. _steps = EDressUpSteps.Loading;
  210. downloaderOperation.BeginDownload();
  211. }
  212. private void CheckPreDraw()
  213. {
  214. if(!string.IsNullOrEmpty(resPath))
  215. {
  216. if (showAni)
  217. {
  218. _steps = EDressUpSteps.PreDrawing;
  219. //设置预渲染帧数
  220. preRendering = PRE_RENDER_FRAME;
  221. //预渲染
  222. PrefabManager.Instance.PreDraw(resPath);
  223. //LogUtil.LogEditor($"PreDraw {resPath} {TimeHelper.ClientNow()}");
  224. return;
  225. }
  226. }
  227. _steps = EDressUpSteps.Done;
  228. Status = EOperationStatus.Succeed;
  229. }
  230. private void UpdateLayer()
  231. {
  232. //LogUtil.LogEditor($"add UpdateLayer {itemCfg.id} layerId {layerId}");
  233. int sortingOrder = ItemTypeCfgArray.Instance.GetSortingOrder(itemCfg.subType, layerId);
  234. //清理旧的
  235. var spritObjName = DressUpUtil.GetSpriteName(itemCfg, layerId);
  236. DressUpUtil.TryRemoveSprite(parentObj, spritObjName);
  237. var aniObjName = string.Format(DressUpUtil.FORMAT_ANIMATION_NAME, itemCfg.id, layerId);
  238. DressUpUtil.TryRemoveObj(parentObj, aniObjName);
  239. string effectObjName = string.Format(DressUpUtil.FORMAT_EFFECT_OBJ_NAME, itemCfg.id, layerId);
  240. DressUpUtil.TryRemoveObj(parentObj, effectObjName);
  241. //添加新的
  242. if(!string.IsNullOrEmpty(this.resPath))
  243. {
  244. if (this.showAni)
  245. {
  246. DressUpUtil.AddAnimationObj(resPath, aniObjName, parentObj, sortingOrder);
  247. }
  248. else
  249. {
  250. string ext = ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType);
  251. DressUpUtil.AddSpriteObj(resPath, spritObjName, parentObj, sortingOrder, needSetMask);
  252. }
  253. }
  254. if (!string.IsNullOrEmpty(effectResPath))
  255. {
  256. DressUpUtil.TryAddEffectObj(effectResPath, effectObjName, parentObj, sortingOrder);
  257. }
  258. }
  259. private void UpdateBody()
  260. {
  261. //LogUtil.LogEditor("update UpdateBody");
  262. var spritObjName = DressUpUtil.BODY_SPRITE_NAME;
  263. var aniObjName = DressUpUtil.BODY_ANIMATION_NAME;
  264. var effectObjName = DressUpUtil.BODY_EFFECT_OBJ_NAME;
  265. int sortingOrder = 0;
  266. var removeBodyAni = DressUpUtil.TryRemoveObj(parentObj, aniObjName);
  267. DressUpUtil.TryRemoveObj(parentObj, effectObjName);
  268. DressUpUtil.TryRemoveSprite(parentObj, spritObjName);
  269. if(!string.IsNullOrEmpty(this.resPath))
  270. {
  271. if (this.showAni)
  272. {
  273. DressUpUtil.AddAnimationObj(this.resPath, aniObjName, parentObj, sortingOrder);
  274. }
  275. else
  276. {
  277. DressUpUtil.AddSpriteObj(this.resPath, spritObjName, parentObj, sortingOrder, needSetMask);
  278. }
  279. }
  280. if(!this.showAni && removeBodyAni)
  281. {
  282. parentObj.transform.localPosition = Vector3.zero;
  283. parentObj.transform.localRotation = Quaternion.identity;
  284. }
  285. if (!string.IsNullOrEmpty(effectResPath))
  286. {
  287. DressUpUtil.TryAddEffectObj(effectResPath, effectObjName, parentObj, sortingOrder);
  288. }
  289. }
  290. private void UpdateHead()
  291. {
  292. LogUtil.LogEditor("update UpdateHead");
  293. var spritObjName = DressUpUtil.HEAD_SPRITE_NAME;
  294. int sortingOrder = 1;
  295. Transform transform_t = parentObj.transform.Find(spritObjName);
  296. if (!string.IsNullOrEmpty(this.resPath))
  297. {
  298. if (transform_t != null)
  299. {
  300. transform_t.gameObject.SetActive(true);
  301. return;
  302. }
  303. DressUpUtil.AddSpriteObj(resPath, spritObjName, parentObj, sortingOrder, needSetMask);
  304. }
  305. else
  306. {
  307. if (transform_t == null)
  308. {
  309. return;
  310. }
  311. transform_t.gameObject.SetActive(false);
  312. }
  313. }
  314. }
  315. }