PhotographView.cs 19 KB

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  1. using FairyGUI;
  2. using System;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using UI.DressUp;
  6. using UnityEngine;
  7. using UnityEngine.EventSystems;
  8. namespace GFGGame
  9. {
  10. public class PhotographView : BaseView
  11. {
  12. private UI_PhotographUI _ui;
  13. private GameObject _scenePrefab;
  14. private GameObject _sceneObject;
  15. private DressUpObjDataCache equipDataCache;
  16. private const string MOVE = "MOVE";
  17. private const string SCALE = "SCALE";
  18. private const string ROTATION = "ROTATION";
  19. private const float MaxScale = 2;
  20. private const float MinScale = 0.1f;
  21. private GameObject bodyParent;
  22. private GameObject bgParent;
  23. private GameObject npcParent;
  24. private GameObject borderParent;
  25. private GameObject sceneParent;
  26. private List<int> _listData = null;//当前选择的资源数据
  27. private List<int> _equipRoleData = new List<int>();//当前穿戴的角色数据
  28. private Dictionary<int, List<int>> _equipSceneData = new Dictionary<int, List<int>>();//当前穿戴的场景数据
  29. // private GameObject hitGameObj;//当前选中的物体
  30. private GameObject hitParentGameObj;//当前选中的父物体(需要进行移动缩放旋转的物体)
  31. private GameObject memoryHitParentGameObj;//当前选中的父物体(需要进行移动缩放旋转的物体)
  32. private Vector3 distance = Vector3.zero;//点击位置和点击物体原点的距离,用于
  33. private Vector2 lastPos = Vector2.zero;//上一次移动后从物体中心到鼠标位置的方向
  34. private float _startDistance;//从物体中心到缩放按钮的距离
  35. private SwipeGesture swipeGesture;
  36. private PinchGesture pinchGesture;
  37. private RotationGesture rotationGesture;
  38. protected override void OnInit()
  39. {
  40. base.OnInit();
  41. packageName = UI_PhotographUI.PACKAGE_NAME;
  42. _ui = UI_PhotographUI.Create();
  43. viewCom = _ui.target;
  44. isfullScreen = true;
  45. _ui.m_btnBg.onClick.Add(OnClickBtnBg);
  46. _ui.m_btnChoose.onClick.Add(OnClickBtnChoose);
  47. _ui.m_btnBack.onClick.Add(OnClickBtnBack);
  48. _ui.m_comSelectBox.m_btnDelete.onClick.Add(OnClickBtnDelete);
  49. _ui.m_btnPhotograph.onClick.Add(OnClickBtnPhotograph);
  50. _ui.m_ComSelectRes.m_list.itemRenderer = RenderListItem;
  51. _ui.m_ComSelectRes.m_list.onClickItem.Add(OnListItemClick);
  52. _ui.m_ComSelectRes.m_comBtnTab.m_c1.onChanged.Add(OnContorllerChanged);
  53. _scenePrefab = GFGAsset.Load<GameObject>(ResPathUtil.GetPrefabPath("ScenePhotograph"));
  54. _ui.target.onTouchBegin.Add(OnClickUIBegin);
  55. _ui.target.onTouchMove.Add(OnClickUIMove);
  56. _ui.target.onTouchEnd.Add(OnClickUIEnd);
  57. _ui.m_comSelectBox.m_btnSize.onTouchBegin.Add(OnClickBtnSizeBegin);
  58. _ui.m_comSelectBox.m_btnSize.onTouchMove.Add(OnClickBtnSizeMove);
  59. _ui.m_comSelectBox.m_btnSize.onTouchEnd.Add(OnClickBtnSizeEnd);
  60. }
  61. protected override void OnShown()
  62. {
  63. base.OnShown();
  64. Input.multiTouchEnabled = true;
  65. equipDataCache = EquipDataCache.cacher;
  66. if (_sceneObject == null)
  67. {
  68. _sceneObject = GameObject.Instantiate(_scenePrefab);
  69. EquipDataCache.cacher.setSceneObj(_sceneObject);
  70. bgParent = _sceneObject.transform.Find("Bg").gameObject;
  71. bodyParent = _sceneObject.transform.Find("Scene/Role").gameObject;
  72. sceneParent = _sceneObject.transform.Find("Scene").gameObject;
  73. npcParent = _sceneObject.transform.Find("Scene/Npc").gameObject;
  74. borderParent = _sceneObject.transform.Find("Border").gameObject;
  75. }
  76. pinchGesture = new PinchGesture(_ui.target);
  77. pinchGesture.onAction.Add(OnPinch);
  78. rotationGesture = new RotationGesture(_ui.target);
  79. rotationGesture.onAction.Add(OnRotate);
  80. _ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex = 0;
  81. OnClickBtnChoose();
  82. RefreshList(EnumPhotographType.BG);
  83. UpdateEquipData();
  84. UpdateBgOrNpcOrBorder(EnumPhotographType.BG, equipDataCache.bgId);
  85. UpdateBody();
  86. UpdateScene();
  87. // Timers.inst.Add(0.001f, 0, OnTimerListener);
  88. }
  89. /************************************************************UI界面*********************************************************/
  90. private void OnContorllerChanged(EventContext context)
  91. {
  92. int index = _ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex;
  93. RefreshList((EnumPhotographType)index);
  94. }
  95. private void RefreshList(EnumPhotographType index)
  96. {
  97. _ui.m_ComSelectRes.m_list.numItems = 0;
  98. switch (index)
  99. {
  100. case EnumPhotographType.BG:
  101. _listData = PhotographDataManager.Instance.listBgData;
  102. break;
  103. case EnumPhotographType.NPC:
  104. _listData = PhotographDataManager.Instance.listNpcData;
  105. break;
  106. case EnumPhotographType.SCENE:
  107. _listData = PhotographDataManager.Instance.listSceneData;
  108. break;
  109. case EnumPhotographType.BORDER:
  110. _listData = PhotographDataManager.Instance.listBorderData;
  111. break;
  112. case EnumPhotographType.EFFECT:
  113. _listData = PhotographDataManager.Instance.listEffectData;
  114. break;
  115. }
  116. _ui.m_ComSelectRes.m_list.numItems = _listData.Count;
  117. }
  118. private void RenderListItem(int index, GObject obj)
  119. {
  120. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_listData[index]);
  121. string resPath = ResPathUtil.GetIconPath(itemCfg);
  122. UI_ListItem item = UI_ListItem.Proxy(obj);
  123. item.target.data = _listData[index];
  124. item.m_loaIcon.url = resPath;
  125. item.m_txtName.text = itemCfg.name;
  126. }
  127. private void OnListItemClick(EventContext context)
  128. {
  129. int itemID = (int)((context.data as GObject).data);
  130. EnumPhotographType type = (EnumPhotographType)_ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex;
  131. switch (type)
  132. {
  133. case EnumPhotographType.BG:
  134. case EnumPhotographType.BORDER:
  135. case EnumPhotographType.NPC:
  136. UpdateBgOrNpcOrBorder(type, itemID);
  137. break;
  138. case EnumPhotographType.SCENE:
  139. if (!_equipSceneData.ContainsKey(itemID))
  140. {
  141. _equipSceneData.Add(itemID, new List<int>());
  142. }
  143. _equipSceneData[itemID].Add(itemID);
  144. SceneController.AddScene(_sceneObject, itemID, _equipSceneData[itemID].Count - 1);
  145. break;
  146. case EnumPhotographType.EFFECT:
  147. break;
  148. }
  149. }
  150. /************************** **********************************场景*********************************************************/
  151. private void OnClickUIBegin(EventContext context)
  152. {
  153. context.CaptureTouch();
  154. if (_ui.m_ComSelectRes.target.visible == true) return;
  155. if (context.inputEvent.touchId != 0) return;
  156. RaycastHit2D hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero);
  157. if (hit.collider != null)
  158. {
  159. hitParentGameObj = hit.collider.name == "BgRes" ? hit.collider.gameObject : hit.collider.transform.parent.gameObject;
  160. distance = Input.mousePosition - Camera.main.WorldToScreenPoint(hitParentGameObj.transform.position);
  161. _ui.m_comSelectBox.target.visible = hitParentGameObj.transform.parent.gameObject == bgParent ? false : true;
  162. if (_ui.m_comSelectBox.target.data == null || _ui.m_comSelectBox.target.data as GameObject != hitParentGameObj)
  163. {
  164. lastPos = Vector2.zero;
  165. // _ui.m_comSelectBox.target.SetScale(1, 1);
  166. _ui.m_comSelectBox.target.rotation = -hitParentGameObj.transform.eulerAngles.z;
  167. _ui.m_comSelectBox.target.size = SceneController.GetGameObjectSize(hitParentGameObj);
  168. _ui.m_comSelectBox.target.SetScale(hitParentGameObj.transform.localScale.x, hitParentGameObj.transform.localScale.y);
  169. }
  170. _ui.m_comSelectBox.target.data = hitParentGameObj;
  171. ControllerSelectBoxPos(hitParentGameObj);
  172. }
  173. }
  174. private void OnClickUIMove(EventContext context)
  175. {
  176. if (hitParentGameObj == null) return;//未选中任何物体
  177. if (Stage.inst.touchCount > 1) return;//只监听1根手指
  178. ControllerObjectPos(hitParentGameObj);
  179. ControllerSelectBoxPos(hitParentGameObj);
  180. }
  181. private void OnClickUIEnd(EventContext context)
  182. {
  183. if (context.inputEvent.touchId == 0) hitParentGameObj = null;
  184. }
  185. //选中物体的位置
  186. private void ControllerObjectPos(GameObject hitParentGameObj)
  187. {
  188. hitParentGameObj.transform.position = Camera.main.ScreenToWorldPoint(Input.mousePosition - distance);
  189. if (hitParentGameObj.name == "BgRes")
  190. {
  191. Vector2 size = hitParentGameObj.GetComponent<SpriteRenderer>().size;
  192. Vector2 uiSize = _ui.target.size;
  193. float deviationWidth = (size.x - uiSize.x / 100) / 2;
  194. float deviationHeigh = (size.y - uiSize.y / 100) / 2;
  195. Vector2 pos = hitParentGameObj.transform.position;
  196. if (pos.x <= -deviationWidth)
  197. {
  198. hitParentGameObj.transform.position = new Vector2(-deviationWidth, hitParentGameObj.transform.position.y);
  199. }
  200. if (pos.x >= deviationWidth)
  201. {
  202. hitParentGameObj.transform.position = new Vector2(deviationWidth, hitParentGameObj.transform.position.y);
  203. }
  204. if (pos.y <= -deviationHeigh)
  205. {
  206. hitParentGameObj.transform.position = new Vector2(hitParentGameObj.transform.position.x, -deviationHeigh);
  207. }
  208. if (pos.y >= deviationHeigh)
  209. {
  210. hitParentGameObj.transform.position = new Vector2(hitParentGameObj.transform.position.x, deviationHeigh);
  211. }
  212. }
  213. }
  214. //选中框的位置
  215. private void ControllerSelectBoxPos(GameObject hitParentGameObj)
  216. {
  217. SceneController.SetGameObjectCenter(hitParentGameObj);
  218. //位置:角色、道具、npc全用对应父物体的位置
  219. Vector2 objScreenPos = Camera.main.WorldToScreenPoint(hitParentGameObj.transform.position);
  220. Vector2 localPos = this.viewCom.GlobalToLocal(new Vector2(objScreenPos.x, (Screen.height - objScreenPos.y)));
  221. _ui.m_comSelectBox.target.position = localPos;//(localPos.x, localPos.y);
  222. }
  223. private void OnClickBtnSizeBegin(EventContext context)
  224. {
  225. GameObject gameObject = _ui.m_comSelectBox.target.data as GameObject;
  226. InputEvent inputEvent = (InputEvent)context.data;
  227. Vector2 pt1 = _ui.m_comSelectBox.target.size;// this.viewCom.GlobalToLocal(screenPos); ;
  228. _startDistance = Mathf.Sqrt(pt1.x * pt1.x + pt1.y * pt1.y) / 2;// Vector2.Distance(pt1, pt2);
  229. Debug.Log("_startDistance:" + _startDistance);
  230. }
  231. private void OnClickBtnSizeMove(EventContext context)
  232. {
  233. GameObject gameObject = _ui.m_comSelectBox.target.data as GameObject;
  234. if (gameObject == null) return;
  235. InputEvent inputEvent = (InputEvent)context.data;
  236. Vector2 pt1 = this.viewCom.GlobalToLocal(new Vector2(inputEvent.x, inputEvent.y));
  237. Vector2 pt2 = this.viewCom.GlobalToLocal(new Vector2(_ui.m_comSelectBox.target.x, _ui.m_comSelectBox.target.y));
  238. Vector2 curPos = pt1 - pt2;
  239. Debug.Log("pt1" + pt1 + " pt2:" + pt2 + " curPos:" + curPos + " lastPos:" + lastPos);
  240. float angle = Vector3.Angle(lastPos, curPos); //求出两向量之间的夹角
  241. Vector3 normal = Vector3.Cross(lastPos, curPos);//叉乘求出法线向量
  242. angle *= Mathf.Sign(Vector3.Dot(normal, Vector3.forward)); //Mathf.Sign()求符号,Vector3.Dot()求方向,求法线向量与物体上方向向量点乘,结果为1或-1,修正旋转方向
  243. lastPos = curPos;
  244. ControllerRotate(angle, gameObject);
  245. Debug.Log("angle:" + angle);
  246. float dist = Vector2.Distance(pt1, pt2);
  247. Debug.Log("dist:" + dist);
  248. float ss = dist / _startDistance;
  249. float newValue = Mathf.Clamp(ss, 0.1f, 2);
  250. ControllerScale(newValue, gameObject);
  251. }
  252. private void OnClickBtnSizeEnd(EventContext context)
  253. {
  254. }
  255. //双指缩放
  256. private void OnPinch(EventContext context)
  257. {
  258. if (hitParentGameObj == null) return;
  259. GTween.Kill(hitParentGameObj);
  260. PinchGesture gesture = (PinchGesture)context.sender;
  261. float newValue = Mathf.Clamp(hitParentGameObj.transform.localScale.x + gesture.delta, 0.3f, 2);
  262. ControllerScale(newValue, hitParentGameObj);
  263. }
  264. private void ControllerScale(float value, GameObject gameObject)
  265. {
  266. if (value > MaxScale || value < MinScale) return;
  267. gameObject.transform.localScale = new Vector3(value, value, value);
  268. _ui.m_comSelectBox.target.SetScale(value, value);
  269. }
  270. private void OnRotate(EventContext context)
  271. {
  272. if (hitParentGameObj == null) return;
  273. GTween.Kill(hitParentGameObj.transform);
  274. RotationGesture gesture = (RotationGesture)context.sender;
  275. ControllerRotate(gesture.delta, hitParentGameObj);
  276. }
  277. private void ControllerRotate(float value, GameObject gameObject)
  278. {
  279. gameObject.transform.Rotate(Vector3.forward, -value, Space.World);
  280. _ui.m_comSelectBox.target.rotation += value;
  281. }
  282. //背景
  283. private void UpdateBgOrNpcOrBorder(EnumPhotographType type, int itemId)
  284. {
  285. SceneController.UpdatePhotographBgOrNpcOrBorder(_sceneObject, type, itemId);
  286. }
  287. //主角
  288. private void UpdateBody()
  289. {
  290. // int[] equipDatas = equipDataCache.equipDatas;
  291. SceneController.UpdateRole(_equipRoleData.ToArray(), _sceneObject, false, null, false, bodyParent);
  292. if (equipDataCache.IsSuitPic && equipDataCache.suitId > 0)
  293. {
  294. SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(equipDataCache.suitId);
  295. DressUpUtil.UpdateBody(suitCfg.picRes, _sceneObject, false, null, false, bodyParent);
  296. }
  297. GameObject gameObject = _sceneObject.transform.Find("Scene/Role/Body").gameObject;
  298. SceneController.PhotographAddCollider(gameObject);
  299. }
  300. //场景道具
  301. private void UpdateScene()
  302. {
  303. ICollection keys = _equipSceneData.Keys;
  304. foreach (int key in keys)
  305. {
  306. for (int i = 0; i < _equipSceneData[key].Count; i++)
  307. {
  308. SceneController.AddScene(_sceneObject, key, i);
  309. }
  310. }
  311. }
  312. //滤镜效果
  313. private void UpdateEffect()
  314. {
  315. }
  316. private void UpdateEquipData()
  317. {
  318. for (int i = 0; i < equipDataCache.equipDatas.Length; i++)
  319. {
  320. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(equipDataCache.equipDatas[i]);
  321. if (itemCfg.subType == ConstDressUpItemType.QIAN_JING || itemCfg.subType == ConstDressUpItemType.BEI_SHI || itemCfg.subType == ConstDressUpItemType.HUAN_JING)
  322. {
  323. if (!_equipSceneData.ContainsKey(itemCfg.id))
  324. {
  325. _equipSceneData.Add(itemCfg.id, new List<int>());
  326. }
  327. _equipSceneData[itemCfg.id].Add(itemCfg.id);
  328. }
  329. else
  330. {
  331. _equipRoleData.Add(equipDataCache.equipDatas[i]);
  332. }
  333. }
  334. }
  335. private void OnClickBtnBg()
  336. {
  337. _ui.m_ComSelectRes.target.visible = false;
  338. }
  339. private void OnClickBtnChoose()
  340. {
  341. _ui.m_ComSelectRes.target.visible = true;
  342. _ui.m_comSelectBox.target.visible = false;
  343. hitParentGameObj = null;
  344. }
  345. private void OnClickBtnDelete()
  346. {
  347. GameObject gameObject = _ui.m_comSelectBox.target.data as GameObject;
  348. }
  349. private void OnClickBtnPhotograph()
  350. {
  351. _ui.target.visible = false;
  352. Timers.inst.StartCoroutine(ScreenShotTex());// ();
  353. }
  354. private IEnumerator ScreenShotTex()
  355. {
  356. _ui.target.visible = false;
  357. yield return new WaitForEndOfFrame();
  358. Rect rect = new Rect(0, 0, UnityEngine.Screen.width, UnityEngine.Screen.height);
  359. Texture2D tex = new Texture2D((int)rect.width, (int)rect.height, TextureFormat.ARGB32, false);//新建一个Texture2D对象
  360. tex.ReadPixels(rect, 0, 0);//读取像素,屏幕左下角为0点
  361. tex.Apply();//保存像素信息
  362. ViewManager.Show<PhotographSaveView>(tex);
  363. _ui.target.visible = true;
  364. }
  365. private void OnClickBtnBack()
  366. {
  367. this.Hide();
  368. // ViewManager.Show(ViewName.DRESS_UP_VIEW);
  369. EventAgent.DispatchEvent(ConstMessage.CLOSE_PHOTOGRAPHVIEW);
  370. }
  371. protected override void OnHide()
  372. {
  373. base.OnHide();
  374. if (_sceneObject != null)
  375. {
  376. GameObject.Destroy(_sceneObject);
  377. _sceneObject = null;
  378. }
  379. equipDataCache = null;
  380. _equipRoleData.Clear();
  381. _equipSceneData.Clear();
  382. hitParentGameObj = null;
  383. pinchGesture.onAction.Remove(OnPinch);
  384. rotationGesture.onAction.Remove(OnRotate);
  385. pinchGesture = null;
  386. rotationGesture = null;
  387. }
  388. public override void Dispose()
  389. {
  390. if (_scenePrefab != null)
  391. {
  392. GameObject.Destroy(_scenePrefab);
  393. _scenePrefab = null;
  394. }
  395. base.Dispose();
  396. }
  397. }
  398. }