SceneController.cs 13 KB

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  1. using UnityEngine;
  2. using System.Collections;
  3. using System;
  4. using UnityEditor;
  5. namespace GFGGame
  6. {
  7. public class SceneController
  8. {
  9. public static void UpdateLoginScene(GameObject sceneObj)
  10. {
  11. //背景
  12. Transform tf = sceneObj.transform.Find("Bg");
  13. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  14. var resPath = ResPathUtil.GetDressUpPath("jhsy_bg", "jpg");
  15. Sprite sp = GFGAsset.Load<Sprite>(resPath);
  16. DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);
  17. spr.sprite = sp;
  18. //角色
  19. DressUpUtil.UpdateBody("ui_loginrole", sceneObj, true, null);
  20. }
  21. public static void UpdateMainScene(GameObject sceneObj)
  22. {
  23. //背景
  24. Transform tf = sceneObj.transform.Find("Bg");
  25. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  26. var resPath = ResPathUtil.GetDressUpPath("zjm_bg1", "jpg");
  27. Sprite sp = GFGAsset.Load<Sprite>(resPath);
  28. DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);
  29. spr.sprite = sp;
  30. //角色
  31. CustomSuitData suitSavedData = CustomSuitDataManager.GetCurrentSuitList();
  32. int[] equipDatas = suitSavedData.equipDatas;
  33. UpdateRole(equipDatas, sceneObj, false);
  34. if (suitSavedData.pic > 0 && suitSavedData.suitId > 0)
  35. {
  36. SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(suitSavedData.suitId);
  37. DressUpUtil.UpdateBody(suitCfg.picRes, sceneObj, !string.IsNullOrEmpty(suitCfg.aniRes), suitCfg.effRes);
  38. }
  39. else
  40. {
  41. DressUpUtil.UpdateBody(null, sceneObj);
  42. }
  43. }
  44. public static void UpdateRole(int[] equipDatas, GameObject sceneObj, bool needSetMask = false, int[] exceptTypes = null, bool showAni = true, GameObject parentObj = null)
  45. {
  46. Reset(sceneObj);
  47. int count = equipDatas.Length;
  48. for (int i = 0; i < count; i++)
  49. {
  50. int id = (int)equipDatas[i];
  51. if (exceptTypes != null)
  52. {
  53. int subType = ItemUtil.GetItemSubType(id);
  54. if (Array.IndexOf(exceptTypes, subType) >= 0)
  55. {
  56. continue;
  57. }
  58. }
  59. DressUpUtil.AddItem(id, sceneObj, needSetMask, showAni, parentObj);
  60. }
  61. DressUpUtil.UpdateBody(null, sceneObj, false, null, needSetMask, parentObj);
  62. }
  63. public static void UpdateDialogBg(string value, GameObject sceneObj)
  64. {
  65. Transform tf = sceneObj.transform.Find("Bg");
  66. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  67. if (value == "0")
  68. {
  69. spr.sprite = null;
  70. }
  71. else
  72. {
  73. var resPath = ResPathUtil.GetDressUpPath(value, "jpg");
  74. Sprite sp = GFGAsset.Load<Sprite>(resPath);
  75. DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);
  76. spr.sprite = sp;
  77. }
  78. }
  79. public static void UpdateDialogPic(string value, GameObject sceneObj)
  80. {
  81. Transform tf = sceneObj.transform.Find("Pic");
  82. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  83. if (value == "0")
  84. {
  85. spr.sprite = null;
  86. }
  87. else
  88. {
  89. void UpdateDialogPicAlpha(object param)
  90. {
  91. Color c = spr.color;
  92. if (spr.enabled && c.a < 1f)
  93. {
  94. c.a += 0.05f;
  95. spr.color = c;
  96. }
  97. else
  98. {
  99. FairyGUI.Timers.inst.Remove(UpdateDialogPicAlpha);
  100. }
  101. }
  102. var resPath = ResPathUtil.GetNpcPicSPath(value);
  103. Sprite sp = GFGAsset.Load<Sprite>(resPath);
  104. DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);
  105. spr.sprite = sp;
  106. Color c = spr.color;
  107. c.a = 0f;
  108. spr.color = c;
  109. FairyGUI.Timers.inst.AddUpdate(UpdateDialogPicAlpha);
  110. }
  111. }
  112. public static void UpdateFightTarget(string value, GameObject sceneObj)
  113. {
  114. Transform tf = sceneObj.transform.Find("Npc");
  115. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  116. var resPath = ResPathUtil.GetNpcPicFPath(value);
  117. Sprite sp = GFGAsset.Load<Sprite>(resPath);
  118. DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);
  119. spr.sprite = sp;
  120. }
  121. private static void Reset(GameObject sceneObj)
  122. {
  123. //背景层次
  124. Transform bg = sceneObj.transform.Find("Bg");
  125. if (bg != null)
  126. {
  127. SpriteRenderer spr = bg.GetComponent<SpriteRenderer>();
  128. if (spr != null)
  129. {
  130. ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(ConstDressUpItemType.BEI_JING);
  131. spr.sortingOrder = typeCfg.defaultLayer;
  132. }
  133. }
  134. //角色清理
  135. Transform role = sceneObj.transform.Find("Role");
  136. if (role != null)
  137. {
  138. int childCount = role.childCount;
  139. for (int i = childCount - 1; i >= 0; --i)
  140. {
  141. Transform child = role.GetChild(i);
  142. if (child.gameObject.name != "Body")
  143. {
  144. GameObject.DestroyImmediate(child.gameObject);
  145. }
  146. }
  147. }
  148. }
  149. public static void UpdatePhotographBgOrNpcOrBorder(GameObject sceneObj, EnumPhotographType type, int itemId, int maxlayer, out int maxLayer)
  150. {
  151. maxLayer = maxlayer;
  152. string objName = "";
  153. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  154. var resPath = ""; ResPathUtil.GetDressUpPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
  155. if (type == EnumPhotographType.BG)
  156. {
  157. objName = "Bg/BgRes";
  158. resPath = ResPathUtil.GetDressUpPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
  159. }
  160. else if (type == EnumPhotographType.NPC)
  161. {
  162. objName = "Scene/Npc/NpcRes";
  163. resPath = ResPathUtil.GetNpcPicFPath(itemCfg.res);
  164. }
  165. else if (type == EnumPhotographType.BORDER)
  166. {
  167. objName = "Border/BorderRes";
  168. resPath = ResPathUtil.GetDressUpPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
  169. }
  170. Transform tf = sceneObj.transform.Find(objName);
  171. tf.position = Vector3.zero;
  172. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  173. if (spr == null)
  174. {
  175. tf.gameObject.AddComponent<SpriteRenderer>();
  176. spr = tf.GetComponent<SpriteRenderer>();
  177. }
  178. DressUpUtil.ChangeAssetReleaser(tf.gameObject, resPath);
  179. Sprite sp = GFGAsset.Load<Sprite>(resPath);
  180. spr.sprite = sp;
  181. spr.size = spr.sprite.bounds.size;//将节点设置为原图大小
  182. if (type == EnumPhotographType.BG)
  183. {
  184. ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(ConstDressUpItemType.BEI_JING);
  185. spr.sortingOrder = typeCfg.defaultLayer;
  186. }
  187. if (type == EnumPhotographType.NPC)
  188. {
  189. maxlayer++;
  190. maxLayer = maxlayer;
  191. spr.sortingOrder = maxLayer;
  192. }
  193. if (type != EnumPhotographType.BORDER)//边框不加碰撞盒
  194. {
  195. PhotographAddCollider(tf.gameObject);
  196. }
  197. }
  198. //添加碰撞盒
  199. public static void PhotographAddCollider(GameObject gameObject)
  200. {
  201. BoxCollider2D polygonCollider2D = gameObject.GetComponent<BoxCollider2D>();
  202. if (polygonCollider2D != null)
  203. {
  204. GameObject.Destroy(polygonCollider2D);
  205. }
  206. polygonCollider2D = gameObject.AddComponent<BoxCollider2D>();
  207. polygonCollider2D.isTrigger = true;
  208. }
  209. //场景添加单个道具
  210. public static void AddScene(GameObject sceneObj, int itemId, int index, int resLayer = int.MinValue)
  211. {
  212. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  213. //普通层
  214. if (itemCfg.resLayer1 > 0)
  215. {
  216. var parentGameObj = new GameObject(string.Format("{0}_{1}_{2}", itemId, index, itemCfg.resLayer1));
  217. parentGameObj.transform.SetParent(sceneObj.transform.Find("Scene"), false);
  218. DressUpUtil.AddItem(itemId, sceneObj, false, false, parentGameObj, itemCfg.resLayer1, resLayer);
  219. SceneController.PhotographAddCollider(parentGameObj.transform.GetChild(0).gameObject);
  220. }
  221. //特殊层
  222. if (itemCfg.resLayer2 > 0)
  223. {
  224. var parentGameObj = new GameObject(string.Format("{0}_{1}_{2}", itemId, index, itemCfg.resLayer2));
  225. parentGameObj.transform.SetParent(sceneObj.transform.Find("Scene"), false);
  226. DressUpUtil.AddItem(itemId, sceneObj, false, false, parentGameObj, itemCfg.resLayer2, resLayer);
  227. SceneController.PhotographAddCollider(parentGameObj.transform.GetChild(0).gameObject);
  228. }
  229. }
  230. //传入父物体,根据所有子物体大小计算父物体边框大小
  231. public static Vector2 GetGameObjectSize(GameObject parentObj)
  232. {
  233. Vector2 size = Vector2.one;
  234. for (int i = 0; i < parentObj.transform.childCount; i++)
  235. {
  236. GameObject childGameObj = parentObj.transform.GetChild(i).gameObject;
  237. BoxCollider2D boxCollider2D = childGameObj.GetComponent<BoxCollider2D>();
  238. if (boxCollider2D != null)
  239. {
  240. return boxCollider2D.size * childGameObj.transform.localScale * parentObj.transform.localScale * 100;
  241. }
  242. }
  243. return Vector2.zero;
  244. }
  245. //设置物体中心点
  246. public static void SetGameObjectCenter(GameObject parentObj)
  247. {
  248. Transform parent = parentObj.transform;
  249. Vector3 postion = parent.position;
  250. Quaternion rotation = parent.rotation;
  251. Vector3 scale = parent.localScale;
  252. parent.position = Vector3.zero;
  253. parent.rotation = Quaternion.Euler(Vector3.zero);
  254. parent.localScale = Vector3.one;
  255. Vector3 center = Vector3.zero;
  256. Renderer[] renders = parent.GetComponentsInChildren<Renderer>();
  257. foreach (Renderer child in renders)
  258. {
  259. center += child.bounds.center;
  260. }
  261. center /= parent.GetComponentsInChildren<Transform>().Length;
  262. Bounds bounds = new Bounds(center, Vector3.zero);
  263. foreach (Renderer child in renders)
  264. {
  265. bounds.Encapsulate(child.bounds);
  266. }
  267. parent.position = postion;
  268. parent.rotation = rotation;
  269. parent.localScale = scale;
  270. foreach (Transform t in parent)
  271. {
  272. t.position = t.position - bounds.center;
  273. }
  274. parent.transform.position = bounds.center + parent.position;
  275. }
  276. //输入变换前后的向量,返回旋转角度
  277. public static float GetRotationAngle(Vector3 lastRotation, Vector3 curRotation)
  278. {
  279. float angle = Vector3.Angle(lastRotation, curRotation); //求出两向量之间的夹角
  280. Vector3 normal = Vector3.Cross(lastRotation, curRotation);//叉乘求出法线向量
  281. angle *= Mathf.Sign(Vector3.Dot(normal, Vector3.forward)); //Mathf.Sign()求符号,Vector3.Dot()求方向,求法线向量与物体上方向向量点乘,结果为1或-1,修正旋转方向
  282. return angle;
  283. }
  284. public static GameObject GetFirstHitObj(RaycastHit2D[] hit2Ds)
  285. {
  286. int layer = int.MinValue;
  287. GameObject gameObject = null;
  288. for (int i = 0; i < hit2Ds.Length; i++)
  289. {
  290. SpriteRenderer spr = hit2Ds[i].collider.gameObject.GetComponent<SpriteRenderer>();
  291. if (spr && spr.sortingOrder > layer)
  292. {
  293. gameObject = hit2Ds[i].collider.gameObject;
  294. layer = spr.sortingOrder;
  295. }
  296. }
  297. return gameObject;
  298. }
  299. }
  300. }