PhotographSceneManager.cs 9.2 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Threading.Tasks;
  4. using UnityEngine;
  5. using YooAsset;
  6. namespace GFGGame
  7. {
  8. public class PhotographSceneManager : SingletonBase<PhotographSceneManager>
  9. {
  10. public GameObject sceneObject;
  11. public async void AddBgItem(ItemCfg itemCfg)
  12. {
  13. Transform tf = sceneObject.transform.Find("Bg/BgRes");
  14. string resPath = ResPathUtil.GetSceneBgPath(itemCfg.res);
  15. await LoadManager.Instance.CheckResExsitedOrDownload(resPath);
  16. SetSpriteRendererToTransform(tf, resPath);
  17. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  18. spr.sortingOrder = -4000;
  19. SetBoxCollider2DToGameObject(tf.gameObject);
  20. }
  21. public void AddBorderItem(ItemCfg itemCfg)
  22. {
  23. Transform tf = sceneObject.transform.Find("Border/BorderRes");
  24. // 刷新父节点Border的数据
  25. tf.parent.position = Vector3.zero;
  26. tf.parent.eulerAngles = Vector3.zero;
  27. tf.parent.localScale = Vector3.one;
  28. string resPath;
  29. if (itemCfg.id != ConstItemID.BORDERID)
  30. {
  31. resPath = ResPathUtil.GetPhotographBorderPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
  32. }
  33. // 默认无边框不用加载资源
  34. else
  35. {
  36. resPath = "";
  37. }
  38. SetSpriteRendererToTransform(tf, resPath);
  39. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  40. spr.sortingOrder = 10000;//边框在所有道具的上边
  41. SetBoxCollider2DToGameObject(tf.gameObject);
  42. }
  43. public void AddNpcItem(ItemCfg itemCfg)
  44. {
  45. Transform tf = sceneObject.transform.Find("Scene/Npc/NpcRes");
  46. string resPath = ResPathUtil.GetNpcPicFPath(itemCfg.res);
  47. SetSpriteRendererToTransform(tf, resPath);
  48. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  49. tf.localPosition = new Vector2(-spr.bounds.center.x, -spr.bounds.center.y);
  50. SetBoxCollider2DToGameObject(tf.gameObject);
  51. AddItemGameObjectToList(tf.parent.gameObject, true);
  52. }
  53. public void AddBodyItem()
  54. {
  55. GameObject bodyParent = sceneObject.transform.Find("Scene/Role").gameObject;
  56. MatchingCompetitionDataManager.Instance.roleGameobj = bodyParent;
  57. MatchingOneDataManager.Instance.roleGameobj = bodyParent;
  58. UpdatePhotographBody(sceneObject, bodyParent);
  59. AddItemGameObjectToList(bodyParent, false);
  60. }
  61. public async Task AddSceneItem(GameObject parentGameObj, ItemCfg itemCfg, int layer, bool setLayer, bool isOnlyEff = false)
  62. {
  63. MatchingCompetitionDataManager.Instance.itemGameObjs.Add(parentGameObj);
  64. MatchingOneDataManager.Instance.itemGameObjs.Add(parentGameObj);
  65. await AddItemToScene(sceneObject, parentGameObj, itemCfg.id, layer);
  66. string layerName = string.Format("resLayer{0}", layer);
  67. string value = typeof(ItemCfg).GetField(layerName).GetValue(itemCfg).ToString();
  68. AddItemGameObjectToList(parentGameObj, setLayer);
  69. }
  70. //拍照场景添加单个道具
  71. public async Task AddItemToScene(GameObject sceneObj, GameObject parentGameObj, int itemId, int resLayer)
  72. {
  73. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  74. parentGameObj.transform.SetParent(sceneObj.transform.Find("Scene"), false);
  75. string layerName = string.Format("resLayer{0}", resLayer);
  76. string value = typeof(ItemCfg).GetField(layerName).GetValue(itemCfg).ToString();
  77. string res = value == "n" ? itemCfg.res : string.Format("{0}_{1}", itemCfg.res, value);
  78. string resPath = ResPathUtil.GetDressUpAnimationPath(res);
  79. var handler = DressUpUtil.AddItemAsync(itemId, sceneObj, false, true, parentGameObj, resLayer);
  80. if (handler != null)
  81. {
  82. foreach (var t in handler)
  83. {
  84. await t.Task;
  85. }
  86. foreach (var t in handler)
  87. {
  88. t.UpdateView();
  89. t.Release();
  90. }
  91. }
  92. if (YooAssets.CheckResExist(resPath))
  93. {
  94. parentGameObj.transform.localPosition = Vector3.zero;
  95. }
  96. else
  97. {
  98. if (parentGameObj.transform.childCount > 0)
  99. {
  100. GameObject gameObject = parentGameObj.transform.GetChild(0).gameObject;
  101. SetBoxCollider2DToGameObject(gameObject);
  102. }
  103. }
  104. await PhotographUtil.Instance.SetGameObjectCenter(parentGameObj);
  105. }
  106. //拍照角色
  107. private void UpdatePhotographBody(GameObject sceneObj, GameObject parentObj)
  108. {
  109. PhotographDataManager.Instance.dressUpObj.setSceneObj(sceneObj, false, false, parentObj, false, async ()=>
  110. {
  111. SetRoleBoxCollider(parentObj);
  112. });
  113. PhotographDataManager.Instance.dressUpObj.PutOnDressUpData(MyDressUpHelper.dressUpObj.DressUpDataClone());
  114. }
  115. private async void SetRoleBoxCollider(GameObject parentObj)
  116. {
  117. for (int i = 0; i < parentObj.transform.childCount; i++)
  118. {
  119. Transform transform = parentObj.transform.GetChild(i);
  120. if (transform.gameObject.GetComponent<SpriteRenderer>() != null)
  121. {
  122. SetBoxCollider2DToGameObject(transform.gameObject);
  123. }
  124. }
  125. await PhotographUtil.Instance.SetGameObjectCenter(parentObj);
  126. }
  127. //向Transform添加SpriteRenderer并设置资源
  128. private void SetSpriteRendererToTransform(Transform tf, string resPath)
  129. {
  130. tf.position = Vector3.zero;
  131. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  132. if (spr == null)
  133. {
  134. tf.gameObject.AddComponent<SpriteRenderer>();
  135. spr = tf.GetComponent<SpriteRenderer>();
  136. }
  137. if(resPath != "")
  138. {
  139. SpriteHelper.AddSpriteTo(spr, resPath);
  140. spr.size = spr.sprite.bounds.size;//将节点设置为原图大小
  141. }
  142. else
  143. {
  144. spr.sprite = null;
  145. }
  146. }
  147. //向GameObject添加BoxCollider2D
  148. private void SetBoxCollider2DToGameObject(GameObject gameObject)
  149. {
  150. BoxCollider2D polygonCollider2D = gameObject.GetComponent<BoxCollider2D>();
  151. if (polygonCollider2D != null)
  152. {
  153. GameObject.Destroy(polygonCollider2D);
  154. }
  155. polygonCollider2D = gameObject.AddComponent<BoxCollider2D>();
  156. polygonCollider2D.isTrigger = true;
  157. }
  158. private void AddItemGameObjectToList(GameObject parentGameObj, bool setLayer)
  159. {
  160. List<GameObject> itemGameObjs = PhotographDataManager.Instance.itemGameObjs;
  161. itemGameObjs.Add(parentGameObj);
  162. if (setLayer)
  163. {
  164. int index = itemGameObjs.Count - 1;
  165. PhotographUtil.Instance.ChangeLayer(itemGameObjs[index], index * PhotographDataManager.layerCount, "up");
  166. }
  167. itemGameObjs.Sort((GameObject a, GameObject b) =>
  168. {
  169. int layerA = PhotographUtil.Instance.GetMaxLayer(a);
  170. int layerB = PhotographUtil.Instance.GetMaxLayer(b);
  171. if (layerA < layerB)
  172. {
  173. return -1;
  174. }
  175. else if (layerA > layerB)
  176. {
  177. return 1;
  178. }
  179. return string.Compare(a.name, b.name);
  180. });
  181. }
  182. private List<GameObject> SortItemGameObjsLayer(List<GameObject> itemGameObjs)
  183. {
  184. itemGameObjs.Sort((GameObject a, GameObject b) =>
  185. {
  186. int layerA = PhotographUtil.Instance.GetMinLayer(a);
  187. int layerB = PhotographUtil.Instance.GetMinLayer(b);
  188. if (layerA < layerB)
  189. {
  190. return -1;
  191. }
  192. else if (layerA > layerB)
  193. {
  194. return 1;
  195. }
  196. return string.Compare(a.name, b.name);
  197. });
  198. return itemGameObjs;
  199. }
  200. //移除指定GameObject的BoxCollider2D
  201. public void DeleteBoxCollider2DFromGameObject(GameObject gameObject)
  202. {
  203. BoxCollider2D polygonCollider2D = gameObject.GetComponent<BoxCollider2D>();
  204. if (polygonCollider2D != null)
  205. {
  206. GameObject.Destroy(polygonCollider2D);
  207. }
  208. }
  209. //移除指定GameObject的SpriteRenderer
  210. public void DeleteSpriteRendererFromGameObject(GameObject gameObject)
  211. {
  212. SpriteRenderer spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
  213. if (spriteRenderer != null)
  214. {
  215. GameObject.Destroy(spriteRenderer);
  216. }
  217. }
  218. }
  219. }