SceneController.cs 8.1 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 UpdatePhotographBgOrNpcOrBorder(GameObject sceneObj, EnumPhotographType type, int itemId)
  45. {
  46. string objName = "";
  47. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  48. var resPath = ""; ResPathUtil.GetDressUpPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
  49. if (type == EnumPhotographType.BG)
  50. {
  51. objName = "Bg/BgRes";
  52. resPath = ResPathUtil.GetDressUpPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
  53. }
  54. else if (type == EnumPhotographType.NPC)
  55. {
  56. objName = "Npc/NpcRes";
  57. resPath = ResPathUtil.GetNpcPicFPath(itemCfg.res);
  58. }
  59. else if (type == EnumPhotographType.BORDER)
  60. {
  61. objName = "Border/BorderRes";
  62. resPath = ResPathUtil.GetDressUpPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
  63. }
  64. Transform tf = sceneObj.transform.Find(objName);
  65. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  66. DressUpUtil.ChangeAssetReleaser(tf.gameObject, resPath);
  67. Sprite sp = GFGAsset.Load<Sprite>(resPath);
  68. spr.sprite = sp;
  69. spr.size = spr.sprite.bounds.size;//将节点设置为原图大小
  70. // TextureImporter ti = (TextureImporter)TextureImporter.GetAtPath(AssetDatabase.GetAssetPath(spr));
  71. // ti.isReadable = true;
  72. if (type == EnumPhotographType.BG)
  73. {
  74. ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(ConstDressUpItemType.BEI_JING);
  75. spr.sortingOrder = typeCfg.defaultLayer;
  76. }
  77. if (type == EnumPhotographType.BORDER) return;//边框不加碰撞盒
  78. PhotographAddCollider(tf.gameObject);
  79. }
  80. public static void PhotographAddCollider(GameObject gameObject)
  81. {
  82. PolygonCollider2D polygonCollider2D = gameObject.GetComponent<PolygonCollider2D>();
  83. if (polygonCollider2D != null)
  84. {
  85. GameObject.Destroy(polygonCollider2D);
  86. }
  87. polygonCollider2D = gameObject.AddComponent<PolygonCollider2D>();
  88. polygonCollider2D.isTrigger = true;
  89. }
  90. public static void UpdateRole(int[] equipDatas, GameObject sceneObj, bool needSetMask = false, int[] exceptTypes = null, bool showAni = true, GameObject parentObj = null)
  91. {
  92. Reset(sceneObj);
  93. int count = equipDatas.Length;
  94. for (int i = 0; i < count; i++)
  95. {
  96. int id = (int)equipDatas[i];
  97. if (exceptTypes != null)
  98. {
  99. int subType = ItemUtil.GetItemSubType(id);
  100. if (Array.IndexOf(exceptTypes, subType) >= 0)
  101. {
  102. continue;
  103. }
  104. }
  105. DressUpUtil.AddItem(id, sceneObj, needSetMask, showAni, parentObj);
  106. }
  107. DressUpUtil.UpdateBody(null, sceneObj, false, null, needSetMask);
  108. }
  109. public static void UpdateDialogBg(string value, GameObject sceneObj)
  110. {
  111. Transform tf = sceneObj.transform.Find("Bg");
  112. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  113. if (value == "0")
  114. {
  115. spr.sprite = null;
  116. }
  117. else
  118. {
  119. var resPath = ResPathUtil.GetDressUpPath(value, "jpg");
  120. Sprite sp = GFGAsset.Load<Sprite>(resPath);
  121. DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);
  122. spr.sprite = sp;
  123. }
  124. }
  125. public static void UpdateDialogPic(string value, GameObject sceneObj)
  126. {
  127. Transform tf = sceneObj.transform.Find("Pic");
  128. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  129. if (value == "0")
  130. {
  131. spr.sprite = null;
  132. }
  133. else
  134. {
  135. void UpdateDialogPicAlpha(object param)
  136. {
  137. Color c = spr.color;
  138. if (spr.enabled && c.a < 1f)
  139. {
  140. c.a += 0.05f;
  141. spr.color = c;
  142. }
  143. else
  144. {
  145. FairyGUI.Timers.inst.Remove(UpdateDialogPicAlpha);
  146. }
  147. }
  148. var resPath = ResPathUtil.GetNpcPicSPath(value);
  149. Sprite sp = GFGAsset.Load<Sprite>(resPath);
  150. DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);
  151. spr.sprite = sp;
  152. Color c = spr.color;
  153. c.a = 0f;
  154. spr.color = c;
  155. FairyGUI.Timers.inst.AddUpdate(UpdateDialogPicAlpha);
  156. }
  157. }
  158. public static void UpdateFightTarget(string value, GameObject sceneObj)
  159. {
  160. Transform tf = sceneObj.transform.Find("Npc");
  161. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  162. var resPath = ResPathUtil.GetNpcPicFPath(value);
  163. Sprite sp = GFGAsset.Load<Sprite>(resPath);
  164. DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);
  165. spr.sprite = sp;
  166. }
  167. private static void Reset(GameObject sceneObj)
  168. {
  169. //背景层次
  170. Transform bg = sceneObj.transform.Find("Bg");
  171. if (bg != null)
  172. {
  173. SpriteRenderer spr = bg.GetComponent<SpriteRenderer>();
  174. if (spr != null)
  175. {
  176. ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(ConstDressUpItemType.BEI_JING);
  177. spr.sortingOrder = typeCfg.defaultLayer;
  178. }
  179. }
  180. //角色清理
  181. Transform role = sceneObj.transform.Find("Role");
  182. if (role != null)
  183. {
  184. int childCount = role.childCount;
  185. for (int i = childCount - 1; i >= 0; --i)
  186. {
  187. Transform child = role.GetChild(i);
  188. if (child.gameObject.name != "Body")
  189. {
  190. GameObject.DestroyImmediate(child.gameObject);
  191. }
  192. }
  193. }
  194. }
  195. }
  196. }