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							- using UnityEngine;
 
- using System.Collections;
 
- using System;
 
- using UnityEditor;
 
- using FairyGUI;
 
- using System.Collections.Generic;
 
- using System.Linq;
 
- namespace GFGGame
 
- {
 
-     public class SceneController
 
-     {
 
-         public static void UpdateLoginScene(GameObject sceneObj)
 
-         {
 
-             //背景
 
-             Transform tf = sceneObj.transform.Find("Bg");
 
-             SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
 
-             var resPath = ResPathUtil.GetDressUpPath("jhsy_bg", "jpg");
 
-             Sprite sp = GFGAsset.Load<Sprite>(resPath);
 
-             DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);
 
-             spr.sprite = sp;
 
-             //角色
 
-             DressUpUtil.UpdateBody("ui_loginrole", sceneObj, true, null);
 
-         }
 
-         public static void UpdateMainScene(GameObject sceneObj)
 
-         {
 
-             //背景
 
-             Transform tf = sceneObj.transform.Find("Bg");
 
-             SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
 
-             var resPath = ResPathUtil.GetDressUpPath("zjm_bg1", "jpg");
 
-             Sprite sp = GFGAsset.Load<Sprite>(resPath);
 
-             DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);
 
-             spr.sprite = sp;
 
-             //角色
 
-             CustomSuitData suitSavedData = CustomSuitDataManager.GetCurrentSuitList();
 
-             List<int> equipDatas = suitSavedData.equipDatas;
 
-             UpdateRole(equipDatas, sceneObj, false);
 
-             if (suitSavedData.pic && suitSavedData.suitId > 0)
 
-             {
 
-                 SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(suitSavedData.suitId);
 
-                 DressUpUtil.UpdateBody(suitCfg.picRes, sceneObj, !string.IsNullOrEmpty(suitCfg.aniRes), suitCfg.effRes);
 
-             }
 
-             else
 
-             {
 
-                 DressUpUtil.UpdateBody(null, sceneObj);
 
-             }
 
-         }
 
-         public static void UpdateRole(int[] equipDatas, GameObject sceneObj, bool needSetMask = false, int[] exceptTypes = null, bool showAni = true, GameObject parentObj = null)
 
-         {
 
-             Reset(sceneObj);
 
-             int count = equipDatas.Length;
 
-             for (int i = 0; i < count; i++)
 
-             {
 
-                 int id = (int)equipDatas[i];
 
-                 if (exceptTypes != null)
 
-                 {
 
-                     int subType = ItemUtilCS.GetItemSubType(id);
 
-                     if (Array.IndexOf(exceptTypes, subType) >= 0)
 
-                     {
 
-                         continue;
 
-                     }
 
-                 }
 
-                 DressUpUtil.AddItem(id, sceneObj, needSetMask, showAni, parentObj);
 
-             }
 
-             DressUpUtil.UpdateBody(null, sceneObj, false, null, needSetMask, parentObj);
 
-         }
 
-         public static void UpdateRole(List<int> equipDatas, GameObject sceneObj, bool needSetMask = false, int[] exceptTypes = null, bool showAni = true, GameObject parentObj = null)
 
-         {
 
-             UpdateRole(equipDatas.ToArray(), sceneObj, needSetMask, exceptTypes, showAni, parentObj);
 
-         }
 
-         public static void UpdateDialogBg(string value, GameObject sceneObj)
 
-         {
 
-             Transform tf = sceneObj.transform.Find("Bg");
 
-             SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
 
-             if (value == "0")
 
-             {
 
-                 spr.sprite = null;
 
-             }
 
-             else
 
-             {
 
-                 var resPath = ResPathUtil.GetDressUpPath(value, "jpg");
 
-                 Sprite sp = GFGAsset.Load<Sprite>(resPath);
 
-                 DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);
 
-                 spr.sprite = sp;
 
-             }
 
-         }
 
-         public static void UpdateDialogPic(string value, GameObject sceneObj)
 
-         {
 
-             Transform tf = sceneObj.transform.Find("Pic");
 
-             SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
 
-             if (value == "0")
 
-             {
 
-                 spr.sprite = null;
 
-             }
 
-             else
 
-             {
 
-                 void UpdateDialogPicAlpha(object param)
 
-                 {
 
-                     if (spr != null)
 
-                     {
 
-                         Color c = spr.color;
 
-                         if (spr.enabled && c.a < 1f)
 
-                         {
 
-                             c.a += 0.05f;
 
-                             spr.color = c;
 
-                         }
 
-                         else
 
-                         {
 
-                             FairyGUI.Timers.inst.Remove(UpdateDialogPicAlpha);
 
-                         }
 
-                     }
 
-                     else
 
-                     {
 
-                         FairyGUI.Timers.inst.Remove(UpdateDialogPicAlpha);
 
-                     }
 
-                 }
 
-                 var resPath = ResPathUtil.GetNpcPicSPath(value);
 
-                 Sprite sp = GFGAsset.Load<Sprite>(resPath);
 
-                 DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);
 
-                 spr.sprite = sp;
 
-                 Color c = spr.color;
 
-                 c.a = 0f;
 
-                 spr.color = c;
 
-                 FairyGUI.Timers.inst.AddUpdate(UpdateDialogPicAlpha);
 
-             }
 
-         }
 
-         public static void UpdateFightTarget(string value, GameObject sceneObj)
 
-         {
 
-             Transform tf = sceneObj.transform.Find("Npc");
 
-             SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
 
-             var resPath = ResPathUtil.GetNpcPicFPath(value);
 
-             Sprite sp = GFGAsset.Load<Sprite>(resPath);
 
-             DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);
 
-             spr.sprite = sp;
 
-         }
 
-         private static void Reset(GameObject sceneObj)
 
-         {
 
-             //背景层次
 
-             Transform bg = sceneObj.transform.Find("Bg");
 
-             if (bg != null)
 
-             {
 
-                 SpriteRenderer spr = bg.GetComponent<SpriteRenderer>();
 
-                 if (spr != null)
 
-                 {
 
-                     ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(ConstDressUpItemType.BEI_JING);
 
-                     spr.sortingOrder = typeCfg.defaultLayer;
 
-                 }
 
-             }
 
-             //角色清理
 
-             Transform role = sceneObj.transform.Find("Role");
 
-             if (role != null)
 
-             {
 
-                 int childCount = role.childCount;
 
-                 for (int i = childCount - 1; i >= 0; --i)
 
-                 {
 
-                     Transform child = role.GetChild(i);
 
-                     if (child.gameObject.name != "Body")
 
-                     {
 
-                         GameObject.DestroyImmediate(child.gameObject);
 
-                     }
 
-                 }
 
-             }
 
-         }
 
-         //拍照角色
 
-         public static void UpdatePhotographBody(List<int> equipDatas, GameObject sceneObj, GameObject parentObj)
 
-         {
 
-             SceneController.UpdateRole(equipDatas, sceneObj, false, null, false, parentObj);
 
-             if (EquipDataCache.cacher.IsSuitPic && EquipDataCache.cacher.suitId > 0)
 
-             {
 
-                 SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(EquipDataCache.cacher.suitId);
 
-                 DressUpUtil.UpdateBody(suitCfg.picRes, sceneObj, false, null, false, parentObj);
 
-             }
 
-             GameObject gameObject = parentObj.transform.Find("Body").gameObject;
 
-             SceneController.SetBoxCollider2DToGameObject(gameObject);
 
-         }
 
-         //拍照场景添加单个道具
 
-         public static void AddItemToScene(GameObject sceneObj, GameObject parentGameObj, int itemId, int resLayer)
 
-         {
 
-             ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
 
-             parentGameObj.transform.SetParent(sceneObj.transform.Find("Scene"), false);
 
-             DressUpUtil.AddItem(itemId, sceneObj, false, false, parentGameObj, resLayer);
 
-             if (parentGameObj.transform.childCount > 1)
 
-             {
 
-                 if (resLayer == itemCfg.resLayer1)
 
-                 {
 
-                     GameObject.DestroyImmediate(parentGameObj.transform.GetChild(1).gameObject);
 
-                 }
 
-                 else if (resLayer == itemCfg.resLayer2)
 
-                 {
 
-                     GameObject.DestroyImmediate(parentGameObj.transform.GetChild(0).gameObject);
 
-                 }
 
-             }
 
-             SceneController.SetBoxCollider2DToGameObject(parentGameObj.transform.GetChild(0).gameObject);
 
-         }
 
-         //向Transform添加SpriteRenderer并设置资源
 
-         public static void SetSpriteRendererToTransform(Transform tf, string resPath)
 
-         {
 
-             tf.position = Vector3.zero;
 
-             SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
 
-             if (spr == null)
 
-             {
 
-                 tf.gameObject.AddComponent<SpriteRenderer>();
 
-                 spr = tf.GetComponent<SpriteRenderer>();
 
-             }
 
-             DressUpUtil.ChangeAssetReleaser(tf.gameObject, resPath);
 
-             Sprite sp = GFGAsset.Load<Sprite>(resPath);
 
-             spr.sprite = sp;
 
-             spr.size = spr.sprite.bounds.size;//将节点设置为原图大小
 
-             ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(ConstDressUpItemType.BEI_JING);
 
-         }
 
-         //向GameObject添加BoxCollider2D
 
-         public static void SetBoxCollider2DToGameObject(GameObject gameObject)
 
-         {
 
-             BoxCollider2D polygonCollider2D = gameObject.GetComponent<BoxCollider2D>();
 
-             if (polygonCollider2D != null)
 
-             {
 
-                 GameObject.Destroy(polygonCollider2D);
 
-             }
 
-             polygonCollider2D = gameObject.AddComponent<BoxCollider2D>();
 
-             polygonCollider2D.isTrigger = true;
 
-         }
 
-         //传入父物体,返回体碰撞盒大小
 
-         public static Vector2 GetGameObjectSize(GameObject parentObj)
 
-         {
 
-             Vector2 size = Vector2.one;
 
-             for (int i = 0; i < parentObj.transform.childCount; i++)
 
-             {
 
-                 GameObject childGameObj = parentObj.transform.GetChild(i).gameObject;
 
-                 BoxCollider2D boxCollider2D = childGameObj.GetComponent<BoxCollider2D>();
 
-                 if (boxCollider2D != null)
 
-                 {
 
-                     size = GetGameObjectBoundsSize(parentObj);
 
-                     if (parentObj.name == "Role") boxCollider2D.size = size;
 
-                     boxCollider2D.offset = -childGameObj.transform.localPosition;
 
-                     //* childGameObj.transform.localScale
 
-                     size = size * parentObj.transform.localScale * 100;
 
-                     return size;
 
-                 }
 
-             }
 
-             return Vector2.zero;
 
-         }
 
-         private static Vector2 GetGameObjectBoundsSize(GameObject parentObj)
 
-         {
 
-             float right = int.MinValue;
 
-             float left = int.MaxValue;
 
-             float top = int.MinValue;
 
-             float bottom = int.MaxValue;
 
-             for (int i = 0; i < parentObj.transform.childCount; i++)
 
-             {
 
-                 Transform transform = parentObj.transform.GetChild(i);
 
-                 SpriteRenderer sr = transform.GetComponent<SpriteRenderer>();
 
-                 if (sr != null)
 
-                 {
 
-                     Vector2 pos = transform.localPosition;
 
-                     Vector2 size = sr.bounds.size / parentObj.transform.localScale.x;
 
-                     Debug.Log("size:" + size + "     pos:" + pos);
 
-                     right = Math.Max(size.x / 2 + pos.x, right);
 
-                     left = Math.Min(pos.x - size.x / 2, left);
 
-                     top = Math.Max(size.y / 2 + pos.y, top);
 
-                     bottom = Math.Min(pos.y - size.y / 2, bottom);
 
-                 }
 
-             }
 
-             Vector2 bounds = new Vector2(right - left, top - bottom);
 
-             Debug.Log("size:" + bounds);
 
-             return bounds;
 
-         }
 
-         //设置物体中心点
 
-         public static void SetGameObjectCenter(GameObject parentObj)
 
-         {
 
-             Transform parent = parentObj.transform;  // 2.选中技算
 
-             Vector3 postion = parent.position;
 
-             Quaternion rotation = parent.rotation;
 
-             Vector3 scale = parent.localScale;
 
-             parent.position = Vector3.zero;
 
-             parent.rotation = Quaternion.Euler(Vector3.zero);
 
-             parent.localScale = Vector3.one;
 
-             Vector3 center = Vector3.zero;
 
-             Renderer[] renders = parent.GetComponentsInChildren<Renderer>();
 
-             int index = 0;
 
-             foreach (Transform t in parent)
 
-             {
 
-                 string[] strs = t.name.Split('_');
 
-                 if (strs.Length > 1 && strs[1] == "eff") continue;//不计算特效大小
 
-                 Renderer render = t.GetComponent<Renderer>();
 
-                 if (render)
 
-                 {
 
-                     index++;
 
-                     center += render.bounds.center;
 
-                 }
 
-             }
 
-             center /= index;
 
-             Bounds bounds = new Bounds(center, Vector3.zero);
 
-             foreach (Transform t in parent)
 
-             {
 
-                 string[] strs = t.name.Split('_');
 
-                 if (strs.Length > 1 && strs[1] == "eff") continue;
 
-                 Renderer render = t.GetComponent<Renderer>();
 
-                 if (render) bounds.Encapsulate(render.bounds);
 
-             }
 
-             parent.position = postion;
 
-             parent.rotation = rotation;
 
-             parent.localScale = scale;
 
-             foreach (Transform t in parent)
 
-             {
 
-                 string[] strs = t.parent.name.Split('_');
 
-                 if (strs.Length > 1 && strs[1] == "eff") continue;
 
-                 t.position = t.position - bounds.center;
 
-             }
 
-             parent.position = bounds.center + parent.position;
 
-         }
 
-         public static GameObject GetFirstHitObj(RaycastHit2D[] hit2Ds)
 
-         {
 
-             int layer = int.MinValue;
 
-             GameObject gameObject = null;
 
-             for (int i = 0; i < hit2Ds.Length; i++)
 
-             {
 
-                 SpriteRenderer spr = hit2Ds[i].collider.gameObject.GetComponent<SpriteRenderer>();
 
-                 if (spr && spr.sortingOrder > layer)
 
-                 {
 
-                     gameObject = hit2Ds[i].collider.gameObject;
 
-                     layer = spr.sortingOrder;
 
-                 }
 
-             }
 
-             return gameObject;
 
-         }
 
-         public static void AddObjectToView(GameObject _gameObject, GoWrapper _wrapper, GGraph holder, string res, out GameObject gameObject, out GoWrapper wrapper, float scale = 100)
 
-         {
 
-             if (_gameObject != null)
 
-             {
 
-                 GameObject.Destroy(_gameObject);
 
-                 _gameObject = null;
 
-             }
 
-             _gameObject = DressUpUtil.CreateAnimationObj(res);
 
-             _gameObject.transform.localScale = new Vector3(scale, scale, scale);
 
-             if (_wrapper == null)
 
-             {
 
-                 _wrapper = new GoWrapper(_gameObject);
 
-                 holder.SetNativeObject(_wrapper);
 
-             }
 
-             else
 
-             {
 
-                 _wrapper.wrapTarget = _gameObject;//替换资源
 
-             }
 
-             wrapper = _wrapper;
 
-             gameObject = _gameObject;
 
-         }
 
-         public static void DestroyObjectFromView(GameObject _gameObject)
 
-         {
 
-             if (_gameObject != null)
 
-             {
 
-                 GameObject.Destroy(_gameObject);
 
-                 _gameObject = null;
 
-             }
 
-         }
 
-     }
 
- }
 
 
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