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- using FairyGUI;
- using System;
- using System.Collections;
- using System.Collections.Generic;
- using UI.DressUp;
- using UnityEngine;
- using UnityEngine.EventSystems;
- namespace GFGGame
- {
- public class PhotographView : BaseView
- {
- private UI_PhotographUI _ui;
- private GameObject _scenePrefab;
- private GameObject _sceneObject;
- private DressUpObjDataCache equipDataCache;
- private List<int> _listData = null;//当前选择的资源数据
- private List<int> _equipRoleData = new List<int>();//当前穿戴的角色数据
- private Dictionary<int, List<int>> _equipSceneData = new Dictionary<int, List<int>>();//当前穿戴的场景数据
- private Vector3 distance = Vector3.zero;
- protected override void OnInit()
- {
- base.OnInit();
- packageName = UI_PhotographUI.PACKAGE_NAME;
- _ui = UI_PhotographUI.Create();
- viewCom = _ui.target;
- isfullScreen = true;
- _ui.m_btnBg.onClick.Add(OnClickBtnBg);
- _ui.m_btnChoose.onClick.Add(OnClickBtnChoose);
- _ui.m_btnBack.onClick.Add(OnClickBtnBack);
- _ui.m_ComSelect.m_list.itemRenderer = RenderListItem;
- _ui.m_ComSelect.m_list.onClickItem.Add(OnListItemClick);
- _ui.m_ComSelect.m_c1.onChanged.Add(OnContorllerChanged);
- _scenePrefab = GFGAsset.Load<GameObject>(ResPathUtil.GetPrefabPath("ScenePhotograph"));
- }
- protected override void OnShown()
- {
- base.OnShown();
- Input.multiTouchEnabled = true;
- equipDataCache = EquipDataCache.cacher;
- if (_sceneObject == null)
- {
- _sceneObject = GameObject.Instantiate(_scenePrefab);
- EquipDataCache.cacher.setSceneObj(_sceneObject);
- }
- _ui.m_ComSelect.m_c1.selectedIndex = 0;
- OnClickBtnChoose();
- RefreshList(EnumPhotographType.BG);
- UpdateEquipData();
- UpdateBgOrNpcOrBorder(EnumPhotographType.BG, equipDataCache.bgId);
- UpdateBody();
- UpdateScene();
- // Timers.inst.Add(0.001f, 0, OnTimerListener);
- }
- /************************************************************UI界面*********************************************************/
- private void OnContorllerChanged(EventContext context)
- {
- int index = _ui.m_ComSelect.m_c1.selectedIndex;
- RefreshList((EnumPhotographType)index);
- }
- private void RefreshList(EnumPhotographType index)
- {
- _ui.m_ComSelect.m_list.numItems = 0;
- switch (index)
- {
- case EnumPhotographType.BG:
- _listData = PhotographDataManager.Instance.listBgData;
- break;
- case EnumPhotographType.NPC:
- _listData = PhotographDataManager.Instance.listNpcData;
- break;
- case EnumPhotographType.SCENE:
- _listData = PhotographDataManager.Instance.listSceneData;
- break;
- case EnumPhotographType.BORDER:
- _listData = PhotographDataManager.Instance.listBorderData;
- break;
- case EnumPhotographType.EFFECT:
- _listData = PhotographDataManager.Instance.listEffectData;
- break;
- }
- _ui.m_ComSelect.m_list.numItems = _listData.Count;
- }
- private void RenderListItem(int index, GObject obj)
- {
- ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_listData[index]);
- string resPath = ResPathUtil.GetPhotographFPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
- UI_ListItem item = UI_ListItem.Proxy(obj);
- item.target.data = _listData[index];
- item.m_loaIcon.url = resPath;
- }
- private void OnListItemClick(EventContext context)
- {
- int itemID = (int)((context.data as GObject).data);
- EnumPhotographType type = (EnumPhotographType)_ui.m_ComSelect.m_c1.selectedIndex;
- switch (type)
- {
- case EnumPhotographType.BG:
- case EnumPhotographType.BORDER:
- case EnumPhotographType.NPC:
- UpdateBgOrNpcOrBorder(type, itemID);
- break;
- case EnumPhotographType.SCENE:
- if (!_equipSceneData.ContainsKey(itemID))
- {
- _equipSceneData.Add(itemID, new List<int>());
- }
- _equipSceneData[itemID].Add(itemID);
- AddScene(itemID, _equipSceneData[itemID].Count - 1);
- break;
- case EnumPhotographType.EFFECT:
- break;
- }
- }
- /************************************************************场景*********************************************************/
- private void OnTimerListener(object param)
- {
- GameObject gameObj = null;
- // Debug.Log("点击鼠标:" + Input.GetMouseButtonDown(0));
- if (Input.GetMouseButtonDown(0))
- {
- if (Stage.isTouchOnUI) //点在了UI上
- {
- Debug.Log("点击UI");
- }
- else //没有点在UI上
- {
- Debug.Log("点击场景");
- }
- //从摄像机发出到点击坐标的射线
- RaycastHit2D hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero);
- // Vector2 pos = Input.mousePosition;
- // Debug.Log("mousePosition:" + pos);
- if (hit.collider != null)
- {
- //划出射线,只有在scene视图中才能看到
- // Debug.DrawLine(ray.origin, hitInfo.point, Color.red);
- gameObj = hit.collider.gameObject;
- Debug.Log("ClickName:" + gameObj.name);
- // Debug.Log("ClickName:" + gameObj.name + " Pos:" + gameObj.transform.position + " LocalPos:" + gameObj.transform.position);
- // Debug.Log("mousePosition:" + Input.mousePosition);
- // Debug.Log("boxPos:" + _ui.m_comChecked.target.position);
- // //当射线碰撞目标为boot类型的物品,执行拾取操作
- // if (gameObj.tag == "boot")
- // {
- // Debug.Log("pickup!");
- // }
- }
- }
- // Vector2 pos = Input.mousePosition;
- // Debug.Log("mousePosition:" + pos);
- if (gameObj == null) return;
- GameObject obj = GetMoveObjByHitObj(gameObj);
- if (Input.touchCount <= 0) { return; }
- Debug.Log("触摸屏幕的手指个数:" + Input.touchCount);
- // for (var touch : Touch in Input.touches)
- // {
- if (Input.GetTouch(0).phase == TouchPhase.Began)
- {
- Debug.Log("触摸:" + "Began");
- Vector3 objScreenPos = Camera.main.WorldToScreenPoint(obj.transform.position);
- distance = Input.mousePosition - objScreenPos;
- }
- if (Input.GetTouch(0).phase == TouchPhase.Moved)
- {
- Debug.Log("触摸:" + "Moved");
- // Vector3 distance =
- ControllerObject(obj);
- }
- if (Input.GetTouch(0).phase == TouchPhase.Stationary)
- {
- Debug.Log("触摸:" + "Stationary");
- }
- if (Input.GetTouch(0).phase == TouchPhase.Ended)
- {
- Debug.Log("触摸:" + "Ended");
- distance = Vector3.zero;
- }
- }
- private GameObject GetMoveObjByHitObj(GameObject obj)
- {
- // if (obj == null) return null;
- if (obj.transform.parent == _sceneObject.transform.Find("Bg") || obj.transform.parent == _sceneObject.transform.Find("Npc"))
- {
- return obj;//背景和npc拖动物体本身
- }
- else
- {
- return obj.transform.parent.gameObject;//场景要拖动父物体
- }
- }
- private void ControllerObject(GameObject obj)
- {
- if (obj.name == "BgRes")
- {
- Vector2 size = obj.GetComponent<SpriteRenderer>().size;
- Vector2 uiSize = _ui.target.size;
- float deviationWidth = (size.x - uiSize.x) / 2;
- float deviationHeigh = (size.y - uiSize.y) / 2;
- Vector2 pos = obj.transform.position;
- if (pos.x <= -deviationWidth)
- {
- obj.transform.position = new Vector2(-deviationWidth, obj.transform.position.y);
- return;
- }
- if (pos.x >= deviationWidth)
- {
- obj.transform.position = new Vector2(deviationWidth, obj.transform.position.y);
- return;
- }
- if (pos.y <= -deviationHeigh)
- {
- obj.transform.position = new Vector2(obj.transform.position.x, -deviationHeigh);
- return;
- }
- if (pos.x >= deviationHeigh)
- {
- obj.transform.position = new Vector2(obj.transform.position.x, deviationHeigh);
- return;
- }
- }
- // obj.transform.position = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x - distance.x, Input.mousePosition.y - distance.y));
- obj.transform.position = Camera.main.ScreenToWorldPoint(Input.mousePosition - distance);
- }
- //背景
- private void UpdateBgOrNpcOrBorder(EnumPhotographType type, int itemId)
- {
- SceneController.UpdatePhotographBgOrNpcOrBorder(_sceneObject, type, itemId);
- }
- //主角
- private void UpdateBody()
- {
- // int[] equipDatas = equipDataCache.equipDatas;
- SceneController.UpdateRole(_equipRoleData.ToArray(), _sceneObject, false, null, false);
- if (equipDataCache.IsSuitPic && equipDataCache.suitId > 0)
- {
- SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(equipDataCache.suitId);
- DressUpUtil.UpdateBody(suitCfg.picRes, _sceneObject);
- }
- GameObject gameObject = _sceneObject.transform.Find("Role/Body").gameObject;
- SceneController.PhotographAddCollider(gameObject);
- }
- //场景道具
- private void UpdateScene()
- {
- ICollection keys = _equipSceneData.Keys;
- foreach (int key in keys)
- {
- for (int i = 0; i < _equipSceneData[key].Count; i++)
- {
- AddScene(key, i);
- }
- }
- }
- //场景添加道具
- private void AddScene(int itemId, int index)
- {
- var gameObj = new GameObject(string.Format("{0}_{1}", itemId, index));
- gameObj.transform.SetParent(_sceneObject.transform.Find("Scene"), false);
- // SceneController.UpdateRole(itemId, _sceneObject, false, null, false, gameObj);
- DressUpUtil.AddItem(itemId, _sceneObject, false, false, gameObj);
- for (int i = 0; i < gameObj.transform.childCount; i++)
- {
- SceneController.PhotographAddCollider(gameObj.transform.GetChild(i).gameObject);
- }
- }
- //滤镜效果
- private void UpdateEffect()
- {
- }
- private void UpdateEquipData()
- {
- for (int i = 0; i < equipDataCache.equipDatas.Length; i++)
- {
- ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(equipDataCache.equipDatas[i]);
- if (itemCfg.subType == ConstDressUpItemType.QIAN_JING || itemCfg.subType == ConstDressUpItemType.BEI_SHI || itemCfg.subType == ConstDressUpItemType.HUAN_JING)
- {
- if (!_equipSceneData.ContainsKey(itemCfg.id))
- {
- _equipSceneData.Add(itemCfg.id, new List<int>());
- }
- _equipSceneData[itemCfg.id].Add(itemCfg.id);
- }
- else
- {
- _equipRoleData.Add(equipDataCache.equipDatas[i]);
- }
- }
- }
- private void OnClickBtnBg()
- {
- _ui.m_ComSelect.target.visible = false;
- Timers.inst.Add(0.001f, 0, OnTimerListener);
- // _ui.target.opaque = false;//false表示可穿透
- }
- private void OnClickBtnChoose()
- {
- _ui.m_ComSelect.target.visible = true;
- Timers.inst.Remove(OnTimerListener);
- // _ui.target.opaque = true;
- }
- private void OnClickBtnBack()
- {
- this.Hide();
- // ViewManager.Show(ViewName.DRESS_UP_VIEW);
- EventAgent.DispatchEvent(ConstMessage.CLOSE_PHOTOGRAPHVIEW);
- }
- protected override void OnHide()
- {
- base.OnHide();
- if (_sceneObject != null)
- {
- GameObject.Destroy(_sceneObject);
- _sceneObject = null;
- }
- Timers.inst.Remove(OnTimerListener);
- equipDataCache = null;
- _equipRoleData.Clear();
- _equipSceneData.Clear();
- }
- public override void Dispose()
- {
- if (_scenePrefab != null)
- {
- GameObject.Destroy(_scenePrefab);
- _scenePrefab = null;
- }
- base.Dispose();
- }
- }
- }
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