PhotographUtil.cs 15 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. int gameobjMaxlayer = GetMaxLayer(hit2Ds[i].collider.transform.parent.gameObject);
  83. if (gameobjMaxlayer > layer)
  84. {
  85. layer = gameobjMaxlayer;
  86. gameObject = hit2Ds[i].collider.gameObject;
  87. }
  88. }
  89. return gameObject;
  90. }
  91. //是否点击在UI上
  92. public bool IsTouchUI(GComponent viewCom)
  93. {
  94. GObject obj = GRoot.inst.touchTarget;
  95. UI_PhotographUI _viewCom = UI_PhotographUI.Proxy(viewCom);
  96. 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;
  97. }
  98. public void SetLayer(GameObject hitGameObj, string state)
  99. {
  100. if (hitGameObj == null) return;
  101. List<GameObject> itemGameObjs = PhotographDataManager.Instance.itemGameObjs;
  102. if (state != "refresh")
  103. {
  104. int index = itemGameObjs.IndexOf(hitGameObj);
  105. if (index < 0)
  106. {
  107. index = itemGameObjs.IndexOf(hitGameObj.transform.parent.gameObject);
  108. }
  109. if (index == itemGameObjs.Count - 1 && state == "top") return;
  110. if (state != "top")
  111. {
  112. if (index < 0)
  113. {
  114. PromptController.Instance.ShowFloatTextPrompt("未选中任物品");
  115. return;
  116. }
  117. if (index == 0 && state == "down")
  118. {
  119. PromptController.Instance.ShowFloatTextPrompt("已经在最下层了");
  120. return;
  121. }
  122. if (index == itemGameObjs.Count - 1 && state == "up")
  123. {
  124. PromptController.Instance.ShowFloatTextPrompt("已经在最上层了");
  125. return;
  126. }
  127. }
  128. GameObject gameObject = itemGameObjs[index];
  129. itemGameObjs.RemoveAt(index);
  130. if (state == "up")
  131. {
  132. itemGameObjs.Insert((index + 1), gameObject);
  133. }
  134. else if (state == "down")
  135. {
  136. itemGameObjs.Insert((index - 1), gameObject);
  137. }
  138. else if (state == "top")
  139. {
  140. itemGameObjs.Add(gameObject);
  141. }
  142. else
  143. {
  144. PromptController.Instance.ShowFloatTextPrompt(state + "操作失败");
  145. return;
  146. }
  147. }
  148. for (int i = 0; i < itemGameObjs.Count; i++)
  149. {
  150. ChangeLayer(itemGameObjs[i], i * 600, state);
  151. }
  152. }
  153. public void ChangeLayer(GameObject parentObj, int layer, string state)
  154. {
  155. int count = 0;
  156. if (state == "up" || state == "top")
  157. {
  158. int curMinLayer = GetMinLayer(parentObj);
  159. count = layer - curMinLayer;
  160. }
  161. else if (state == "down")
  162. {
  163. int curMaxLayer = GetMaxLayer(parentObj);
  164. count = layer - curMaxLayer;
  165. }
  166. int changeLayer = count;
  167. int maxLayer = int.MinValue;
  168. SpriteRenderer[] sps = parentObj.GetComponentsInChildren<SpriteRenderer>();//选中道具可能含有静态图
  169. for (int i = 0; i < sps.Length; i++)
  170. {
  171. int sortingOrder = sps[i].sortingOrder + changeLayer;
  172. sps[i].sortingOrder = sortingOrder;
  173. ParticleSystem[] particles = sps[i].gameObject.GetComponentsInChildren<ParticleSystem>();
  174. for (int j = 0; j < particles.Length; j++)//静态图可能是动画
  175. {
  176. var renderer = particles[j].GetComponent<Renderer>();
  177. if (renderer != null)
  178. {
  179. renderer.sortingOrder = sortingOrder;
  180. }
  181. }
  182. if (maxLayer < sortingOrder)
  183. {
  184. maxLayer = sortingOrder;
  185. }
  186. }
  187. Collider2D[] collider = parentObj.GetComponentsInChildren<Collider2D>();//选中道具可能含有静态图
  188. for (int i = 0; i < collider.Length; i++)
  189. {
  190. ParticleSystem[] particles = collider[i].gameObject.GetComponentsInChildren<ParticleSystem>();
  191. for (int j = 0; j < particles.Length; j++)//静态图可能是动画
  192. {
  193. var renderer = particles[j].GetComponent<Renderer>();
  194. if (renderer != null)
  195. {
  196. renderer.sortingOrder = renderer.sortingOrder + changeLayer;
  197. if (maxLayer < renderer.sortingOrder)
  198. {
  199. maxLayer = renderer.sortingOrder;
  200. }
  201. }
  202. }
  203. }
  204. for (int i = 0; i < parentObj.transform.childCount; i++)//选中道具可能含有特效
  205. {
  206. Transform tf = parentObj.transform.GetChild(i);
  207. string[] strs = tf.name.Split('_');
  208. if (strs.Length > 1 && strs[1].IndexOf("e") >= 0)//子物体是特效
  209. {
  210. DressUpUtil.SetRenderersOrder(tf.gameObject, changeLayer, true);
  211. }
  212. }
  213. CubismRenderController[] cubismRenders = parentObj.GetComponentsInChildren<CubismRenderController>();
  214. for (int i = 0; i < cubismRenders.Length; i++)
  215. {
  216. CubismRenderController render = cubismRenders[i];
  217. if (render != null && render.gameObject.activeSelf == true)
  218. {
  219. render.SortingOrder = render.SortingOrder + changeLayer;
  220. if (maxLayer < render.SortingOrder)
  221. {
  222. maxLayer = render.SortingOrder;
  223. }
  224. }
  225. }
  226. }
  227. private int GetMaxLayer(GameObject parentObj)
  228. {
  229. int layer = int.MinValue;
  230. for (int i = 0; i < parentObj.transform.childCount; i++)
  231. {
  232. GameObject gameObject = parentObj.transform.GetChild(i).gameObject;
  233. Transform tf = gameObject.transform;
  234. SpriteRenderer sp = tf.GetComponent<SpriteRenderer>();
  235. if (sp && layer < sp.sortingOrder)
  236. {
  237. layer = sp.sortingOrder;
  238. }
  239. ParticleSystem[] particles = gameObject.GetComponentsInChildren<ParticleSystem>();
  240. for (int j = 0; j < particles.Length; j++)
  241. {
  242. var renderer = particles[j].GetComponent<Renderer>();
  243. if (renderer != null && layer < renderer.sortingOrder)
  244. {
  245. layer = renderer.sortingOrder;
  246. }
  247. }
  248. CubismRenderController[] cubismRenders = parentObj.GetComponentsInChildren<CubismRenderController>();
  249. for (int j = 0; j < cubismRenders.Length; j++)
  250. {
  251. CubismRenderController render = cubismRenders[j];
  252. if (render != null && render.gameObject.activeSelf == true && layer < render.SortingOrder)
  253. {
  254. layer = render.SortingOrder;
  255. }
  256. }
  257. }
  258. return layer;
  259. }
  260. public int GetMinLayer(GameObject parentObj)
  261. {
  262. int layer = int.MaxValue;
  263. for (int i = 0; i < parentObj.transform.childCount; i++)
  264. {
  265. GameObject gameObject = parentObj.transform.GetChild(i).gameObject;
  266. Transform tf = gameObject.transform;
  267. if (tf.gameObject.activeSelf == false) continue;
  268. SpriteRenderer sp = tf.GetComponent<SpriteRenderer>();
  269. if (sp && sp.sortingOrder < layer)
  270. {
  271. layer = sp.sortingOrder;
  272. }
  273. ParticleSystem[] particles = gameObject.GetComponentsInChildren<ParticleSystem>();
  274. for (int j = 0; j < particles.Length; j++)
  275. {
  276. var renderer = particles[j].GetComponent<Renderer>();
  277. if (renderer != null && renderer.sortingOrder < layer)
  278. {
  279. layer = renderer.sortingOrder;
  280. }
  281. }
  282. CubismRenderController[] cubismRenders = parentObj.GetComponentsInChildren<CubismRenderController>();
  283. for (int j = 0; j < cubismRenders.Length; j++)
  284. {
  285. CubismRenderController render = cubismRenders[j];
  286. if (render != null && render.gameObject.activeSelf == true && render.SortingOrder < layer)
  287. {
  288. layer = render.SortingOrder;
  289. }
  290. }
  291. }
  292. return layer;
  293. }
  294. public void SetBgPos(GameObject hitGameObj, Vector2 uiSize)
  295. {
  296. Vector2 size = hitGameObj.GetComponent<SpriteRenderer>().size;
  297. float deviationWidth = (size.x - uiSize.x / 100) / 2;
  298. float deviationHeigh = (size.y - uiSize.y / 100) / 2;
  299. Vector2 pos = hitGameObj.transform.position;
  300. if (pos.x <= -deviationWidth)
  301. {
  302. hitGameObj.transform.position = new Vector2(-deviationWidth, hitGameObj.transform.position.y);
  303. }
  304. if (pos.x >= deviationWidth)
  305. {
  306. hitGameObj.transform.position = new Vector2(deviationWidth, hitGameObj.transform.position.y);
  307. }
  308. if (pos.y <= -deviationHeigh)
  309. {
  310. hitGameObj.transform.position = new Vector2(hitGameObj.transform.position.x, -deviationHeigh);
  311. }
  312. if (pos.y >= deviationHeigh)
  313. {
  314. hitGameObj.transform.position = new Vector2(hitGameObj.transform.position.x, deviationHeigh);
  315. }
  316. }
  317. /// <summary>
  318. /// 将照片保存到本地
  319. /// </summary>
  320. public void SavePicturoToLocal(byte[] bytes, string fileName)
  321. {
  322. string path = Application.persistentDataPath + "/Pictures/WanshiJing/";
  323. //判断目录是否存在,不存在则会创建目录
  324. if (!Directory.Exists(path))
  325. {
  326. try
  327. {
  328. Directory.CreateDirectory(path);
  329. }
  330. catch (Exception exception)
  331. {
  332. throw new Exception("创建文件夹失败, error:" + exception.Message);
  333. }
  334. }
  335. var filePath = path + fileName;
  336. // byte[] bytes = tex.EncodeToJPG();//将纹理数据,转化成一个jpg图片
  337. File.WriteAllBytes(filePath, bytes);
  338. UpdateSystemPhoto(filePath);
  339. }
  340. //调用iOS或Android原生方法保存图片后更新相册.
  341. private void UpdateSystemPhoto(string filePath)
  342. {
  343. #if UNITY_ANDROID
  344. var SaveImageJavaClass = new AndroidJavaClass("com.gfg.gfglibrary.SaveImage"); //设置成我们aar库中的签名+类名
  345. 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
  346. #endif
  347. }
  348. }
  349. }