PhotographSceneManager.cs 8.6 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. namespace GFGGame
  5. {
  6. public class PhotographSceneManager : SingletonBase<PhotographSceneManager>
  7. {
  8. public GameObject sceneObject;
  9. public void AddBgItem(ItemCfg itemCfg)
  10. {
  11. Transform tf = sceneObject.transform.Find("Bg/BgRes");
  12. string resPath = ResPathUtil.GetDressUpPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
  13. SetSpriteRendererToTransform(tf, resPath);
  14. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  15. spr.sortingOrder = -200;
  16. SetBoxCollider2DToGameObject(tf.gameObject);
  17. }
  18. public void AddBorderItem(ItemCfg itemCfg)
  19. {
  20. Transform tf = sceneObject.transform.Find("Border/BorderRes");
  21. string resPath = ResPathUtil.GetPhotographBorderPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
  22. SetSpriteRendererToTransform(tf, resPath);
  23. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  24. spr.sortingOrder = 10000;//边框在所有道具的上边
  25. SetBoxCollider2DToGameObject(tf.gameObject);
  26. }
  27. public void AddNpcItem(ItemCfg itemCfg)
  28. {
  29. Transform tf = sceneObject.transform.Find("Scene/Npc/NpcRes");
  30. string resPath = ResPathUtil.GetNpcPicFPath(itemCfg.res);
  31. SetSpriteRendererToTransform(tf, resPath);
  32. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  33. tf.localPosition = new Vector2(-spr.bounds.center.x, -spr.bounds.center.y);
  34. SetBoxCollider2DToGameObject(tf.gameObject);
  35. AddItemGameObjectToList(tf.parent.gameObject, true);
  36. }
  37. public void AddBodyItem()
  38. {
  39. GameObject bodyParent = sceneObject.transform.Find("Scene/Role").gameObject;
  40. UpdatePhotographBody(sceneObject, bodyParent);
  41. AddItemGameObjectToList(bodyParent, false);
  42. }
  43. public void AddSceneItem(GameObject parentGameObj, ItemCfg itemCfg, int layer, bool setLayer, bool isOnlyEff = false)
  44. {
  45. AddItemToScene(sceneObject, parentGameObj, itemCfg.id, layer);
  46. string layerName = string.Format("resLayer{0}", layer);
  47. string value = typeof(ItemCfg).GetField(layerName).GetValue(itemCfg).ToString();
  48. // string res = value == "n" ? itemCfg.res : string.Format("{0}_{1}", itemCfg.res, value);
  49. // string res = DressUpUtil.GetDressUpItemLayerRes(itemCfg, layer);
  50. // string resPath = ResPathUtil.GetDressUpPath(res);
  51. // var effPath = ResPathUtil.GetDressUpEffectPath(itemCfg.res);
  52. // if (!VEngine.Versions.Contains(resPath) && VEngine.Versions.Contains(effPath))
  53. // {
  54. // AddOnlyEffItemToScene(sceneObject, parentGameObj, itemCfg.id, layer);
  55. // }
  56. AddItemGameObjectToList(parentGameObj, setLayer);
  57. }
  58. //拍照场景添加单个道具
  59. public void AddItemToScene(GameObject sceneObj, GameObject parentGameObj, int itemId, int resLayer)
  60. {
  61. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  62. parentGameObj.transform.SetParent(sceneObj.transform.Find("Scene"), false);
  63. DressUpUtil.AddItem(itemId, sceneObj, false, false, parentGameObj, resLayer);
  64. GameObject gameObject = parentGameObj.transform.GetChild(0).gameObject;
  65. SetBoxCollider2DToGameObject(gameObject);
  66. string layerName = string.Format("resLayer{0}", resLayer);
  67. string value = typeof(ItemCfg).GetField(layerName).GetValue(itemCfg).ToString();
  68. string res = value == "n" ? itemCfg.res : string.Format("{0}_{1}", itemCfg.res, value);
  69. string resPath = ResPathUtil.GetDressUpAnimationPath(res);
  70. if (VEngine.Versions.Contains(resPath))
  71. {
  72. gameObject.GetComponent<SpriteRenderer>().enabled = false;
  73. DressUpUtil.AddItem(itemId, sceneObj, false, true, gameObject, resLayer);
  74. gameObject.transform.localPosition = Vector3.zero;
  75. }
  76. PhotographUtil.Instance.SetGameObjectCenter(parentGameObj);
  77. }
  78. private void AddOnlyEffItemToScene(GameObject sceneObj, GameObject parentGameObj, int itemId, int resLayer)
  79. {
  80. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  81. parentGameObj.transform.SetParent(sceneObj.transform.Find("Scene"), false);
  82. GameObject gameObject = new GameObject(itemCfg.id.ToString());
  83. gameObject.transform.SetParent(parentGameObj.transform);
  84. string res = DressUpUtil.GetDressUpItemLayerRes(itemCfg, resLayer);
  85. string resPath = ResPathUtil.GetDressUpPath(res);
  86. SetSpriteRendererToTransform(gameObject.transform, resPath);
  87. SetBoxCollider2DToGameObject(gameObject);
  88. gameObject.GetComponent<SpriteRenderer>().enabled = false;
  89. DressUpUtil.AddItem(itemId, sceneObj, false, true, parentGameObj, resLayer);
  90. PhotographUtil.Instance.SetGameObjectCenter(parentGameObj);
  91. }
  92. //拍照角色
  93. private void UpdatePhotographBody(GameObject sceneObj, GameObject parentObj)
  94. {
  95. PhotographDataManager.Instance.dressUpObj.setSceneObj(sceneObj, false, false, parentObj, false);
  96. PhotographDataManager.Instance.dressUpObj.PutOnDressUpData(MyDressUpHelper.dressUpObj.DressUpDataClone());
  97. for (int i = 0; i < parentObj.transform.childCount; i++)
  98. {
  99. Transform transform = parentObj.transform.GetChild(i);
  100. if (transform.name != DressUpUtil.BODY_ANIMATION_NAME)
  101. {
  102. SetBoxCollider2DToGameObject(transform.gameObject);
  103. }
  104. }
  105. PhotographUtil.Instance.SetGameObjectCenter(parentObj);
  106. }
  107. //向Transform添加SpriteRenderer并设置资源
  108. private void SetSpriteRendererToTransform(Transform tf, string resPath)
  109. {
  110. tf.position = Vector3.zero;
  111. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  112. if (spr == null)
  113. {
  114. tf.gameObject.AddComponent<SpriteRenderer>();
  115. spr = tf.GetComponent<SpriteRenderer>();
  116. }
  117. DressUpUtil.ChangeAssetReleaser(tf.gameObject, resPath);
  118. Sprite sp = GFGAsset.Load<Sprite>(resPath);
  119. if (sp == null) return;
  120. spr.sprite = sp;
  121. spr.size = spr.sprite.bounds.size;//将节点设置为原图大小
  122. }
  123. //向GameObject添加BoxCollider2D
  124. private void SetBoxCollider2DToGameObject(GameObject gameObject)
  125. {
  126. BoxCollider2D polygonCollider2D = gameObject.GetComponent<BoxCollider2D>();
  127. if (polygonCollider2D != null)
  128. {
  129. GameObject.Destroy(polygonCollider2D);
  130. }
  131. polygonCollider2D = gameObject.AddComponent<BoxCollider2D>();
  132. polygonCollider2D.isTrigger = true;
  133. }
  134. private void AddItemGameObjectToList(GameObject parentGameObj, bool setLayer)
  135. {
  136. List<GameObject> itemGameObjs = PhotographDataManager.Instance.itemGameObjs;
  137. itemGameObjs.Add(parentGameObj);
  138. if (setLayer)
  139. {
  140. int index = itemGameObjs.Count - 1;
  141. PhotographUtil.Instance.ChangeLayer(itemGameObjs[index], index * 300, "up");
  142. }
  143. itemGameObjs.Sort((GameObject a, GameObject b) =>
  144. {
  145. int layerA = PhotographUtil.Instance.GetMinLayer(a);
  146. int layerB = PhotographUtil.Instance.GetMinLayer(b);
  147. if (layerA < layerB)
  148. {
  149. return -1;
  150. }
  151. else if (layerA > layerB)
  152. {
  153. return 1;
  154. }
  155. return 0;
  156. });
  157. }
  158. //移除指定GameObject的BoxCollider2D
  159. public void DeleteBoxCollider2DFromGameObject(GameObject gameObject)
  160. {
  161. BoxCollider2D polygonCollider2D = gameObject.GetComponent<BoxCollider2D>();
  162. if (polygonCollider2D != null)
  163. {
  164. GameObject.Destroy(polygonCollider2D);
  165. }
  166. }
  167. //移除指定GameObject的SpriteRenderer
  168. public void DeleteSpriteRendererFromGameObject(GameObject gameObject)
  169. {
  170. SpriteRenderer spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
  171. if (spriteRenderer != null)
  172. {
  173. GameObject.Destroy(spriteRenderer);
  174. }
  175. }
  176. }
  177. }