DressUpUtil.cs 19 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482
  1. using UnityEngine;
  2. using Live2D.Cubism.Rendering;
  3. using System.IO;
  4. using FairyGUI;
  5. using UnityEngine.Rendering;
  6. namespace GFGGame
  7. {
  8. public class DressUpUtil
  9. {
  10. private const string HEAD_DEFAULT_RES_NAME = "head";
  11. private const string BODY_DEFAULT_RES_NAME = "body";
  12. private const string ROLE_OBJ_NAME = "Role";
  13. private const string HEAD_SPRITE_NAME = "Head";
  14. private const string BODY_SPRITE_NAME = "Body";
  15. public const string BODY_ANIMATION_NAME = "Body_a";
  16. private const string BODY_EFFECT_OBJ_NAME = "Body_eff";
  17. public const string FORMAT_SPRITE_NAME = "T{0}_s{1}";
  18. private const string FORMAT_ANIMATION_NAME = "T{0}_a{1}";
  19. private const string FORMAT_EFFECT_OBJ_NAME = "T{0}_e{1}";
  20. public static void AddItem(int itemID, GameObject sceneObj, bool needSetMask = false, bool showAni = true, GameObject parentObj = null, int resLayer = 0)
  21. {
  22. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  23. if (itemCfg != null)
  24. {
  25. // GameObject parentObj = null;
  26. if (parentObj == null)
  27. {
  28. if (itemCfg.subType == ConstDressUpItemType.BEI_JING)
  29. {
  30. parentObj = sceneObj;
  31. }
  32. else
  33. {
  34. //角色
  35. Transform role = sceneObj.transform.Find(ROLE_OBJ_NAME);
  36. parentObj = role.gameObject;
  37. }
  38. }
  39. if (resLayer > 0)
  40. {
  41. string layerName = "";
  42. switch (resLayer)
  43. {
  44. case 1:
  45. layerName = itemCfg.resLayer1;
  46. break;
  47. case 2:
  48. layerName = itemCfg.resLayer2;
  49. break;
  50. case 3:
  51. layerName = itemCfg.resLayer3;
  52. break;
  53. }
  54. if (!string.IsNullOrEmpty(layerName))
  55. {
  56. updateLayerRes(itemCfg, parentObj, resLayer, needSetMask, showAni);
  57. }
  58. // updateLayerRes(itemCfg, parentObj, resLayer, resLayer == 2, needSetMask, showAni);
  59. }
  60. else
  61. {
  62. //普通层
  63. if (!string.IsNullOrEmpty(itemCfg.resLayer1))
  64. {
  65. updateLayerRes(itemCfg, parentObj, 1, needSetMask, showAni);
  66. }
  67. //第二层
  68. if (!string.IsNullOrEmpty(itemCfg.resLayer2))
  69. {
  70. updateLayerRes(itemCfg, parentObj, 2, needSetMask, showAni);
  71. }
  72. //第三层
  73. if (!string.IsNullOrEmpty(itemCfg.resLayer3))
  74. {
  75. updateLayerRes(itemCfg, parentObj, 3, needSetMask, showAni);
  76. }
  77. }
  78. }
  79. }
  80. public static void RemoveItem(int itemID, GameObject sceneObj, GameObject parentObj = null)
  81. {
  82. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  83. if (itemCfg != null)
  84. {
  85. if (parentObj == null)
  86. {
  87. if (itemCfg.subType == ConstDressUpItemType.BEI_JING)
  88. {
  89. parentObj = sceneObj;
  90. }
  91. else
  92. {
  93. //角色
  94. Transform role = sceneObj.transform.Find(ROLE_OBJ_NAME);
  95. parentObj = role.gameObject;
  96. }
  97. }
  98. string spritObjName;
  99. string aniObjName;
  100. //默认层
  101. if (!string.IsNullOrEmpty(itemCfg.resLayer1))
  102. {
  103. spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 1);
  104. TryClearSpriteObj(parentObj, spritObjName);
  105. aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 1);
  106. TryRemoveObj(parentObj, aniObjName);
  107. aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, 1);
  108. TryRemoveObj(parentObj, aniObjName);
  109. }
  110. //特殊层
  111. if (!string.IsNullOrEmpty(itemCfg.resLayer2))
  112. {
  113. spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 2);
  114. TryClearSpriteObj(parentObj, spritObjName);
  115. aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 2);
  116. TryRemoveObj(parentObj, aniObjName);
  117. aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, 2);
  118. TryRemoveObj(parentObj, aniObjName);
  119. }
  120. //第三层
  121. if (!string.IsNullOrEmpty(itemCfg.resLayer3))
  122. {
  123. spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 3);
  124. TryClearSpriteObj(parentObj, spritObjName);
  125. aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 3);
  126. TryRemoveObj(parentObj, aniObjName);
  127. aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, 3);
  128. TryRemoveObj(parentObj, aniObjName);
  129. }
  130. }
  131. }
  132. public static void InitHead(GameObject sceneObj, bool needSetMask = false, GameObject parentObj = null)
  133. {
  134. var roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME);
  135. parentObj = parentObj == null ? roleTf.gameObject : parentObj;
  136. string res = HEAD_DEFAULT_RES_NAME;
  137. Transform transform_t = parentObj.transform.Find(HEAD_SPRITE_NAME);
  138. if (transform_t != null)
  139. {
  140. return;
  141. }
  142. AddSpriteObj(res, "png", HEAD_SPRITE_NAME, parentObj, 1, needSetMask);
  143. }
  144. public static void UpdateWholeBody(string res, GameObject sceneObj, bool isAni = false, string effRes = null, bool needSetMask = false, GameObject parentObj = null)
  145. {
  146. InitHead(sceneObj, needSetMask, parentObj);
  147. UpdateBodyOnly(res, sceneObj, isAni, effRes, needSetMask, parentObj);
  148. }
  149. public static void UpdateBodyOnly(string res, GameObject sceneObj, bool isAni = false, string effRes = null, bool needSetMask = false, GameObject parentObj = null)
  150. {
  151. //角色
  152. var roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME);
  153. parentObj = parentObj == null ? roleTf.gameObject : parentObj;
  154. if (res == null)
  155. {
  156. res = BODY_DEFAULT_RES_NAME;
  157. }
  158. //清理旧的
  159. TryClearSpriteObj(parentObj, BODY_SPRITE_NAME);
  160. TryRemoveObj(parentObj, BODY_ANIMATION_NAME);
  161. TryRemoveObj(parentObj, BODY_EFFECT_OBJ_NAME);
  162. if (isAni)
  163. {
  164. AddAnimationObj(res, BODY_ANIMATION_NAME, parentObj, 0);
  165. }
  166. else
  167. {
  168. AddSpriteObj(res, "png", BODY_SPRITE_NAME, parentObj, 0, needSetMask);
  169. }
  170. //特效
  171. if (!string.IsNullOrEmpty(effRes))
  172. {
  173. TryAddEffectObj(effRes, BODY_EFFECT_OBJ_NAME, parentObj, 0);
  174. }
  175. }
  176. public static void AddAssetReleaser(GameObject gameObj, string resPath)
  177. {
  178. var assetDisposer = gameObj.AddComponent<AssetReleaser>();
  179. assetDisposer.resPath = resPath;
  180. }
  181. public static void ChangeAssetReleaser(GameObject gameObj, string resPath)
  182. {
  183. var assetDisposer = gameObj.GetComponent<AssetReleaser>();
  184. if (assetDisposer == null)
  185. {
  186. assetDisposer = gameObj.AddComponent<AssetReleaser>();
  187. }
  188. assetDisposer.resPath = resPath;
  189. }
  190. private static void updateLayerRes(ItemCfg itemCfg, GameObject parentObj, int layerId, bool needSetMask, bool showAni = true)
  191. {
  192. ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType);
  193. string res = itemCfg.res;
  194. int sortingOrder = typeCfg.defaultLayer;
  195. switch (layerId)
  196. {
  197. case 1:
  198. res = itemCfg.resLayer1 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer1);
  199. break;
  200. case 2:
  201. sortingOrder = typeCfg.specialLayer;
  202. res = itemCfg.resLayer2 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer2);
  203. break;
  204. case 3:
  205. sortingOrder = typeCfg.thirdlLayer;
  206. res = itemCfg.resLayer3 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer3);
  207. break;
  208. }
  209. //清理旧的
  210. var spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, layerId);
  211. TryClearSpriteObj(parentObj, spritObjName);
  212. var aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, layerId);
  213. TryRemoveObj(parentObj, aniObjName);
  214. string ext = ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType);
  215. //这里需要先添加静态图,防止加载动画有延迟,出现光头
  216. GameObject gameObject = AddSpriteObj(res, ext, spritObjName, parentObj, sortingOrder, needSetMask);
  217. if (showAni)
  218. {
  219. var aniObj = AddAnimationObj(res, aniObjName, parentObj, sortingOrder);
  220. if(aniObj != null)
  221. {
  222. Timers.inst.Add(0.03f, 1, (obj) =>
  223. {
  224. if (parentObj != null && parentObj.transform != null)
  225. {
  226. Transform tf = parentObj.transform.Find(spritObjName);
  227. if (tf != null && tf.gameObject != null && tf.gameObject.activeInHierarchy)
  228. {
  229. var assetDisposer = tf.gameObject.GetComponent<AssetReleaser>();
  230. if (assetDisposer != null)
  231. {
  232. if (!string.IsNullOrEmpty(assetDisposer.resPath))
  233. {
  234. string resPath = ResPathUtil.GetDressUpPath(res, ext);
  235. if (assetDisposer.resPath == resPath)
  236. {
  237. TryClearSpriteObj(parentObj, spritObjName);
  238. }
  239. }
  240. }
  241. }
  242. }
  243. });
  244. }
  245. }
  246. aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, layerId);
  247. TryRemoveObj(parentObj, aniObjName);
  248. TryAddEffectObj(itemCfg.res, aniObjName, parentObj, sortingOrder);
  249. }
  250. private static GameObject AddSpriteObj(string res, string ext, string objName, GameObject parentObj, int sortingOrder, bool needSetMask)
  251. {
  252. string resPath = ResPathUtil.GetDressUpPath(res, ext);
  253. SpriteRenderer spr = null;
  254. var gameObj = parentObj.transform.Find(objName)?.gameObject;
  255. if (gameObj == null)
  256. {
  257. gameObj = new GameObject(objName);
  258. gameObj.transform.SetParent(parentObj.transform, false);
  259. AddAssetReleaser(gameObj, resPath);
  260. }
  261. spr = gameObj.GetComponent<SpriteRenderer>();
  262. if (spr == null)
  263. {
  264. spr = gameObj.AddComponent<SpriteRenderer>();
  265. }
  266. float tx, ty;
  267. LoadSpritePos(res, out tx, out ty);
  268. gameObj.transform.localPosition = new Vector3(tx, ty, gameObj.transform.localPosition.z);
  269. Sprite sp = GFGAsset.Load<Sprite>(resPath);
  270. spr.sprite = sp;
  271. spr.sortingOrder = sortingOrder;
  272. if (needSetMask)
  273. {
  274. spr.maskInteraction = SpriteMaskInteraction.VisibleInsideMask;
  275. }
  276. else
  277. {
  278. spr.maskInteraction = SpriteMaskInteraction.None;
  279. }
  280. return gameObj;
  281. }
  282. public static void TryClearSpriteObj(GameObject parentObj, string spritObjName)
  283. {
  284. if (parentObj == null)
  285. {
  286. return;
  287. }
  288. Transform transform_t = parentObj.transform.Find(spritObjName);
  289. if (transform_t != null)
  290. {
  291. GameObject gameObj_t = transform_t.gameObject;
  292. if (gameObj_t != null)
  293. {
  294. //SpriteRenderer spr = null;
  295. //spr = gameObj_t.GetComponent<SpriteRenderer>();
  296. //if(spr != null)
  297. //{
  298. // spr.sprite = null;
  299. //}
  300. // var assetDisposer = gameObj_t.GetComponent<AssetReleaser>();
  301. // if (assetDisposer != null)
  302. // {
  303. // if (!string.IsNullOrEmpty(assetDisposer.resPath))
  304. // {
  305. // GFGAsset.Release(assetDisposer.resPath);
  306. // assetDisposer.resPath = null;
  307. // }
  308. // }
  309. // SpriteRenderer spr = gameObj_t.GetComponent<SpriteRenderer>();
  310. // if (spr != null)
  311. // {
  312. // GameObject.Destroy(spr);
  313. // }
  314. GameObject.DestroyImmediate(gameObj_t);
  315. }
  316. }
  317. }
  318. private static GameObject AddAnimationObj(string res, string objName, GameObject parentObj, int sortingOrder)
  319. {
  320. string resPath = ResPathUtil.GetDressUpAnimationPath(res);
  321. if (!VEngine.Versions.Contains(resPath))
  322. {
  323. return null;
  324. }
  325. var prefab = GFGAsset.Load<GameObject>(resPath);
  326. var gameObj = GameObject.Instantiate(prefab);
  327. AddAssetReleaser(gameObj, resPath);
  328. gameObj.name = objName;
  329. gameObj.transform.SetParent(parentObj.transform, false);
  330. var render = gameObj.GetComponent<CubismRenderController>();
  331. if (render == null && gameObj.transform.childCount > 0)
  332. {
  333. var childObj = gameObj.transform.GetChild(0);
  334. if (childObj != null)
  335. {
  336. render = childObj.GetComponent<CubismRenderController>();
  337. }
  338. }
  339. if (render != null && render.gameObject.activeSelf == true)
  340. {
  341. render.SortingOrder = sortingOrder;
  342. }
  343. SetParticleSortingOrder(gameObj, sortingOrder);
  344. return gameObj;
  345. }
  346. private static void TryRemoveObj(GameObject parentObj, string aniObjName)
  347. {
  348. if (parentObj == null)
  349. {
  350. return;
  351. }
  352. Transform transform = parentObj.transform.Find(aniObjName);
  353. if (transform != null)
  354. {
  355. GameObject gameObj = transform.gameObject;
  356. if (gameObj != null)
  357. {
  358. GameObject.DestroyImmediate(gameObj);
  359. }
  360. }
  361. }
  362. public static GameObject CreateAnimationObj(string resPath)
  363. {
  364. // string resPath = ResPathUtil.GetCardAnimationPath(res);
  365. var prefab = GFGAsset.Load<GameObject>(resPath);
  366. if (prefab == null)
  367. {
  368. return null;
  369. }
  370. var gameObj = GameObject.Instantiate(prefab);
  371. AddAssetReleaser(gameObj, resPath);
  372. return gameObj;
  373. }
  374. private static void TryAddEffectObj(string res, string objName, GameObject parentObj, int sortingOrder)
  375. {
  376. var resPath = ResPathUtil.GetDressUpEffectPath(res);
  377. if (!VEngine.Versions.Contains(resPath))
  378. {
  379. return;
  380. }
  381. GameObject effPre = GFGAsset.Load<GameObject>(resPath);
  382. var gameObj = GameObject.Instantiate(effPre);
  383. AddAssetReleaser(gameObj, resPath);
  384. gameObj.transform.SetParent(parentObj.transform);
  385. gameObj.name = objName;
  386. var sortingGroup = gameObj.transform.GetComponent<SortingGroup>();
  387. if (sortingGroup == null)
  388. {
  389. sortingGroup = gameObj.AddComponent<SortingGroup>();
  390. }
  391. sortingGroup.sortingOrder = sortingOrder + 1;//特效层默认高一个层级
  392. //SetParticleSortingOrder(gameObj, sortingOrder + 1);//特效层默认高一个层级
  393. }
  394. public static void LoadSpritePos(string res, out float tx, out float ty)
  395. {
  396. string resPath = ResPathUtil.GetDressUpPath(res, "bytes");
  397. if (VEngine.Versions.Contains(resPath))
  398. {
  399. var asset = GFGAsset.Load<TextAsset>(resPath);
  400. if (asset != null)
  401. {
  402. var st = new MemoryStream(asset.bytes);
  403. var br = new BinaryReader(st);
  404. tx = br.ReadInt32() / 100f;
  405. ty = -br.ReadInt32() / 100f;
  406. GFGAsset.Release(resPath);
  407. return;
  408. }
  409. }
  410. tx = 0;
  411. ty = 0;
  412. }
  413. public static void SetParticleSortingOrder(GameObject gameObj, int sortingOrder, bool isAdd = false)
  414. {
  415. ParticleSystem[] particles = gameObj.transform.GetComponentsInChildren<ParticleSystem>();
  416. for (int i = 0; i < particles.Length; i++)
  417. {
  418. var renderer = particles[i].GetComponent<Renderer>();
  419. if (renderer != null)
  420. {
  421. if (isAdd)
  422. {
  423. renderer.sortingOrder = renderer.sortingOrder + sortingOrder;
  424. }
  425. else
  426. {
  427. renderer.sortingOrder = sortingOrder;
  428. }
  429. }
  430. }
  431. }
  432. public static void SetSpriteRenderSortingOrder(GameObject gameObj, int sortingOrder, bool isAdd = false)
  433. {
  434. SpriteRenderer[] spriteRenders = gameObj.transform.GetComponentsInChildren<SpriteRenderer>();
  435. for (int i = 0; i < spriteRenders.Length; i++)
  436. {
  437. if (isAdd)
  438. {
  439. spriteRenders[i].sortingOrder = spriteRenders[i].sortingOrder + sortingOrder;
  440. }
  441. else
  442. {
  443. spriteRenders[i].sortingOrder = sortingOrder;
  444. }
  445. }
  446. }
  447. }
  448. }