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							- using UnityEngine;
 
- using System;
 
- using Live2D.Cubism.Rendering;
 
- using System.IO;
 
- namespace GFGGame
 
- {
 
-     public class DressUpUtil
 
-     {
 
-         private const string BODY_DEFAULT_RES_NAME = "renmo";
 
-         private const string ROLE_OBJ_NAME = "Role";
 
-         private const string BODY_OBJ_NAME = "Body";
 
-         private const string BODY_EFFECT_OBJ_NAME = "Body_eff";
 
-         private const string FORMAT_OBJ_NAME = "T{0}_{1}";
 
-         private const string FORMAT_EFFECT_OBJ_NAME = "T{0}_eff";
 
-         private const string FORMAT_LAYER_RES_NAME_WITH_T = "{0}_t";
 
-         public static void AddItem(int itemID, GameObject sceneObj, bool needSetMask = false, bool showAni = true, GameObject parentObj = null, int resLayer = int.MinValue)
 
-         {
 
-             ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
 
-             if (itemCfg != null)
 
-             {
 
-                 // GameObject parentObj = null;
 
-                 if (parentObj == null)
 
-                 {
 
-                     if (itemCfg.subType == ConstDressUpItemType.BEI_JING)
 
-                     {
 
-                         parentObj = sceneObj;
 
-                     }
 
-                     else
 
-                     {
 
-                         //角色
 
-                         Transform role = sceneObj.transform.Find(ROLE_OBJ_NAME);
 
-                         parentObj = role.gameObject;
 
-                     }
 
-                 }
 
-                 if (resLayer > int.MinValue)
 
-                 {
 
-                     updateLayerRes(itemCfg, parentObj, resLayer, resLayer == 2, needSetMask, showAni);
 
-                 }
 
-                 else
 
-                 {
 
-                     //普通层
 
-                     if (itemCfg.resLayer1 > 0)
 
-                     {
 
-                         updateLayerRes(itemCfg, parentObj, 1, itemCfg.resLayer1 == 2, needSetMask, showAni);
 
-                     }
 
-                     //特殊层
 
-                     if (itemCfg.resLayer2 > 0)
 
-                     {
 
-                         updateLayerRes(itemCfg, parentObj, 2, itemCfg.resLayer2 == 2, needSetMask, showAni);
 
-                     }
 
-                 }
 
-                 //特效
 
-                 if (itemCfg.effLayer > 0)
 
-                 {
 
-                     var objName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType);
 
-                     ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType);
 
-                     int sortingOrder = typeCfg.defaultLayer;
 
-                     if (itemCfg.effLayer == 2)
 
-                     {
 
-                         sortingOrder = typeCfg.specialLayer;
 
-                     }
 
-                     AddEffectObj(itemCfg.res, objName, parentObj, sortingOrder);
 
-                 }
 
-             }
 
-         }
 
-         public static void RemoveItem(int itemID, GameObject sceneObj)
 
-         {
 
-             ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
 
-             if (itemCfg != null)
 
-             {
 
-                 GameObject parentObj = null;
 
-                 if (itemCfg.subType == (int)ConstDressUpItemType.BEI_JING)
 
-                 {
 
-                     parentObj = sceneObj;
 
-                 }
 
-                 else
 
-                 {
 
-                     //角色
 
-                     Transform role = sceneObj.transform.Find(ROLE_OBJ_NAME);
 
-                     parentObj = role.gameObject;
 
-                 }
 
-                 string objName;
 
-                 //默认层
 
-                 if (itemCfg.resLayer1 > 0)
 
-                 {
 
-                     objName = string.Format(FORMAT_OBJ_NAME, itemCfg.subType, 1);
 
-                     Transform transform = parentObj.transform.Find(objName);
 
-                     if (transform != null)
 
-                     {
 
-                         GameObject gameObj = transform.gameObject;
 
-                         if (gameObj != null)
 
-                         {
 
-                             GameObject.DestroyImmediate(gameObj);
 
-                         }
 
-                     }
 
-                 }
 
-                 //特殊层
 
-                 if (itemCfg.resLayer2 > 0)
 
-                 {
 
-                     objName = string.Format(FORMAT_OBJ_NAME, itemCfg.subType, 2);
 
-                     Transform transform_t = parentObj.transform.Find(objName);
 
-                     if (transform_t != null)
 
-                     {
 
-                         GameObject gameObj_t = transform_t.gameObject;
 
-                         if (gameObj_t != null)
 
-                         {
 
-                             GameObject.DestroyImmediate(gameObj_t);
 
-                         }
 
-                     }
 
-                 }
 
-                 //特效
 
-                 if (itemCfg.effLayer > 0)
 
-                 {
 
-                     string effObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType);
 
-                     var effTf = parentObj.transform.Find(effObjName);
 
-                     if (effTf != null)
 
-                     {
 
-                         GameObject.DestroyImmediate(effTf.gameObject);
 
-                     }
 
-                 }
 
-             }
 
-         }
 
-         public static void UpdateBody(string res, GameObject sceneObj, bool isAni = false, string effRes = null, bool needSetMask = false, GameObject parentObj = null)
 
-         {
 
-             //角色
 
-             Transform roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME);
 
-             GameObject roleObj = parentObj == null ? roleTf.gameObject : parentObj;
 
-             if (res == null)
 
-             {
 
-                 res = BODY_DEFAULT_RES_NAME;
 
-             }
 
-             var objName = BODY_OBJ_NAME;
 
-             Transform tf = roleObj.transform.Find(objName);
 
-             if (tf != null)
 
-             {
 
-                 GameObject.DestroyImmediate(tf.gameObject);
 
-                 tf = null;
 
-             }
 
-             if (isAni)
 
-             {
 
-                 AddAnimationObj(res, objName, roleObj, 0);
 
-             }
 
-             else
 
-             {
 
-                 AddSpriteObj(res, "png", objName, roleObj, 0, needSetMask);
 
-             }
 
-             //特效
 
-             objName = BODY_EFFECT_OBJ_NAME;
 
-             tf = roleObj.transform.Find(objName);
 
-             if (tf != null)
 
-             {
 
-                 GameObject.DestroyImmediate(tf.gameObject);
 
-             }
 
-             if (!string.IsNullOrEmpty(effRes))
 
-             {
 
-                 AddEffectObj(effRes, objName, roleObj, 0);
 
-             }
 
-         }
 
-         public static void AddAssetReleaser(GameObject gameObj, string resPath)
 
-         {
 
-             var assetDisposer = gameObj.AddComponent<AssetReleaser>();
 
-             assetDisposer.resPath = resPath;
 
-         }
 
-         public static void ChangeAssetReleaser(GameObject gameObj, string resPath)
 
-         {
 
-             var assetDisposer = gameObj.GetComponent<AssetReleaser>();
 
-             if (assetDisposer == null)
 
-             {
 
-                 assetDisposer = gameObj.AddComponent<AssetReleaser>();
 
-             }
 
-             assetDisposer.resPath = resPath;
 
-         }
 
-         private static void updateLayerRes(ItemCfg itemCfg, GameObject parentObj, int layerId, bool isT, bool needSetMask, bool showAni = true)
 
-         {
 
-             ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType);
 
-             string objName = string.Format(FORMAT_OBJ_NAME, typeCfg.type, layerId);
 
-             string res = itemCfg.res;
 
-             int sortingOrder = typeCfg.defaultLayer;
 
-             if (layerId == 2)
 
-             {
 
-                 sortingOrder = typeCfg.specialLayer;
 
-             }
 
-             if (isT)
 
-             {
 
-                 res = string.Format(FORMAT_LAYER_RES_NAME_WITH_T, res);
 
-             }
 
-             Transform tf = parentObj.transform.Find(objName);
 
-             if (tf != null)
 
-             {
 
-                 GameObject.DestroyImmediate(tf.gameObject);
 
-                 tf = null;
 
-             }
 
-             if (itemCfg.isAni > 0 && showAni)
 
-             {
 
-                 AddAnimationObj(res, objName, parentObj, sortingOrder);
 
-             }
 
-             else
 
-             {
 
-                 string ext = ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType);
 
-                 AddSpriteObj(res, ext, objName, parentObj, sortingOrder, needSetMask);
 
-             }
 
-         }
 
-         private static GameObject AddSpriteObj(string res, string ext, string objName, GameObject parentObj, int sortingOrder, bool needSetMask)
 
-         {
 
-             string resPath = ResPathUtil.GetDressUpPath(res, ext);
 
-             SpriteRenderer spr = null;
 
-             var gameObj = new GameObject(objName);
 
-             spr = gameObj.AddComponent<SpriteRenderer>();
 
-             AddAssetReleaser(gameObj, resPath);
 
-             gameObj.transform.SetParent(parentObj.transform, false);
 
-             float tx, ty;
 
-             LoadSpritePos(res, out tx, out ty);
 
-             gameObj.transform.localPosition = new Vector3(tx, ty, gameObj.transform.localPosition.z);
 
-             Sprite sp = GFGAsset.Load<Sprite>(resPath);
 
-             spr.sprite = sp;
 
-             spr.sortingOrder = sortingOrder;
 
-             if (needSetMask)
 
-             {
 
-                 spr.maskInteraction = SpriteMaskInteraction.VisibleInsideMask;
 
-             }
 
-             else
 
-             {
 
-                 spr.maskInteraction = SpriteMaskInteraction.None;
 
-             }
 
-             return gameObj;
 
-         }
 
-         private static GameObject AddAnimationObj(string res, string objName, GameObject parentObj, int sortingOrder)
 
-         {
 
-             string resPath = ResPathUtil.GetDressUpAnimationPath(res);
 
-             var prefab = GFGAsset.Load<GameObject>(resPath);
 
-             var gameObj = GameObject.Instantiate(prefab);
 
-             AddAssetReleaser(gameObj, resPath);
 
-             gameObj.name = objName;
 
-             gameObj.transform.SetParent(parentObj.transform, false);
 
-             var render = gameObj.GetComponent<CubismRenderController>();
 
-             if (render == null && gameObj.transform.childCount > 0)
 
-             {
 
-                 var childObj = gameObj.transform.GetChild(0);
 
-                 if (childObj != null)
 
-                 {
 
-                     render = childObj.GetComponent<CubismRenderController>();
 
-                 }
 
-             }
 
-             if (render != null)
 
-             {
 
-                 render.SortingOrder = sortingOrder;
 
-             }
 
-             SetParticleSortingOrder(gameObj, sortingOrder);
 
-             return gameObj;
 
-         }
 
-         public static GameObject AddAnimationObj(string resPath)
 
-         {
 
-             // string resPath = ResPathUtil.GetCardAnimationPath(res);
 
-             var prefab = GFGAsset.Load<GameObject>(resPath);
 
-             if (prefab == null)
 
-             {
 
-                 return null;
 
-             }
 
-             var gameObj = GameObject.Instantiate(prefab);
 
-             AddAssetReleaser(gameObj, resPath);
 
-             return gameObj;
 
-         }
 
-         private static GameObject AddEffectObj(string res, string objName, GameObject parentObj, int sortingOrder)
 
-         {
 
-             var resPath = ResPathUtil.GetDressUpEffectPath(res);
 
-             GameObject effPre = GFGAsset.Load<GameObject>(resPath);
 
-             var gameObj = GameObject.Instantiate(effPre);
 
-             AddAssetReleaser(gameObj, resPath);
 
-             gameObj.transform.SetParent(parentObj.transform);
 
-             gameObj.name = objName;
 
-             SetParticleSortingOrder(gameObj, sortingOrder);
 
-             return gameObj;
 
-         }
 
-         public static void LoadSpritePos(string res, out float tx, out float ty)
 
-         {
 
-             string resPath = ResPathUtil.GetDressUpPath(res, "bytes");
 
-             if (VEngine.Versions.Contains(resPath))
 
-             {
 
-                 var asset = GFGAsset.Load<TextAsset>(resPath);
 
-                 if (asset != null)
 
-                 {
 
-                     var st = new MemoryStream(asset.bytes);
 
-                     var br = new BinaryReader(st);
 
-                     tx = br.ReadInt32() / 100f;
 
-                     ty = -br.ReadInt32() / 100f;
 
-                     GFGAsset.Release(resPath);
 
-                     return;
 
-                 }
 
-             }
 
-             tx = 0;
 
-             ty = 0;
 
-         }
 
-         public static void SetParticleSortingOrder(GameObject gameObj, int sortingOrder, bool isAdd = false)
 
-         {
 
-             var count = gameObj.transform.childCount;
 
-             for (int i = 0; i < count; i++)
 
-             {
 
-                 var tf = gameObj.transform.GetChild(i);
 
-                 var ps = tf.GetComponent<ParticleSystem>();
 
-                 if (ps != null)
 
-                 {
 
-                     var renderer = ps.GetComponent<Renderer>();
 
-                     if (renderer != null)
 
-                     {
 
-                         if (isAdd)
 
-                         {
 
-                             renderer.sortingOrder = renderer.sortingOrder + sortingOrder;
 
-                         }
 
-                         else
 
-                         {
 
-                             renderer.sortingOrder = sortingOrder;
 
-                         }
 
-                     }
 
-                 }
 
-             }
 
-         }
 
-     }
 
- }
 
 
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