PhotographSceneManager.cs 9.9 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(int isLeft = 0)
  54. {
  55. GameObject bodyParent = sceneObject.transform.Find("Scene/Role").gameObject;
  56. if (isLeft == 1)
  57. {
  58. MatchingLeftDataManager.Instance.roleGameobj = bodyParent;
  59. }
  60. else if (isLeft == 2)
  61. {
  62. MatchingRightDataManager.Instance.roleGameobj = bodyParent;
  63. }
  64. else
  65. {
  66. MatchingCompetitionDataManager.Instance.roleGameobj = bodyParent;
  67. MatchingOneDataManager.Instance.roleGameobj = bodyParent;
  68. }
  69. UpdatePhotographBody(sceneObject, bodyParent);
  70. AddItemGameObjectToList(bodyParent, false);
  71. }
  72. public async Task AddSceneItem(GameObject parentGameObj, ItemCfg itemCfg, int layer, bool setLayer, bool isOnlyEff = false,int isLeft = 0)
  73. {
  74. if(isLeft == 1)
  75. {
  76. MatchingLeftDataManager.Instance.itemGameObjs.Add(parentGameObj);
  77. }
  78. else if(isLeft == 2)
  79. {
  80. MatchingRightDataManager.Instance.itemGameObjs.Add(parentGameObj);
  81. }
  82. else
  83. {
  84. MatchingCompetitionDataManager.Instance.itemGameObjs.Add(parentGameObj);
  85. MatchingOneDataManager.Instance.itemGameObjs.Add(parentGameObj);
  86. }
  87. await AddItemToScene(sceneObject, parentGameObj, itemCfg.id, layer);
  88. string layerName = string.Format("resLayer{0}", layer);
  89. string value = typeof(ItemCfg).GetField(layerName).GetValue(itemCfg).ToString();
  90. AddItemGameObjectToList(parentGameObj, setLayer);
  91. }
  92. //拍照场景添加单个道具
  93. public async Task AddItemToScene(GameObject sceneObj, GameObject parentGameObj, int itemId, int resLayer)
  94. {
  95. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  96. parentGameObj.transform.SetParent(sceneObj.transform.Find("Scene"), false);
  97. string layerName = string.Format("resLayer{0}", resLayer);
  98. string value = typeof(ItemCfg).GetField(layerName).GetValue(itemCfg).ToString();
  99. string res = value == "n" ? itemCfg.res : string.Format("{0}_{1}", itemCfg.res, value);
  100. string resPath = ResPathUtil.GetDressUpAnimationPath(res);
  101. var handler = DressUpUtil.AddItemAsync(itemId, sceneObj, false, true, parentGameObj, resLayer);
  102. if (handler != null)
  103. {
  104. foreach (var t in handler)
  105. {
  106. await t.Task;
  107. }
  108. foreach (var t in handler)
  109. {
  110. t.UpdateView();
  111. t.Release();
  112. }
  113. }
  114. if (YooAssets.CheckResExist(resPath))
  115. {
  116. parentGameObj.transform.localPosition = Vector3.zero;
  117. }
  118. else
  119. {
  120. if (parentGameObj.transform.childCount > 0)
  121. {
  122. GameObject gameObject = parentGameObj.transform.GetChild(0).gameObject;
  123. SetBoxCollider2DToGameObject(gameObject);
  124. }
  125. }
  126. await PhotographUtil.Instance.SetGameObjectCenter(parentGameObj);
  127. }
  128. //拍照角色
  129. private void UpdatePhotographBody(GameObject sceneObj, GameObject parentObj)
  130. {
  131. PhotographDataManager.Instance.dressUpObj.setSceneObj(sceneObj, false, false, parentObj, false, async ()=>
  132. {
  133. SetRoleBoxCollider(parentObj);
  134. });
  135. PhotographDataManager.Instance.dressUpObj.PutOnDressUpData(MyDressUpHelper.dressUpObj.DressUpDataClone());
  136. }
  137. private async void SetRoleBoxCollider(GameObject parentObj)
  138. {
  139. for (int i = 0; i < parentObj.transform.childCount; i++)
  140. {
  141. Transform transform = parentObj.transform.GetChild(i);
  142. if (transform.gameObject.GetComponent<SpriteRenderer>() != null)
  143. {
  144. SetBoxCollider2DToGameObject(transform.gameObject);
  145. }
  146. }
  147. await PhotographUtil.Instance.SetGameObjectCenter(parentObj);
  148. }
  149. //向Transform添加SpriteRenderer并设置资源
  150. private void SetSpriteRendererToTransform(Transform tf, string resPath)
  151. {
  152. tf.position = Vector3.zero;
  153. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  154. if (spr == null)
  155. {
  156. tf.gameObject.AddComponent<SpriteRenderer>();
  157. spr = tf.GetComponent<SpriteRenderer>();
  158. }
  159. if(resPath != "")
  160. {
  161. SpriteHelper.AddSpriteTo(spr, resPath);
  162. spr.size = spr.sprite.bounds.size;//将节点设置为原图大小
  163. }
  164. else
  165. {
  166. spr.sprite = null;
  167. }
  168. }
  169. //向GameObject添加BoxCollider2D
  170. private void SetBoxCollider2DToGameObject(GameObject gameObject)
  171. {
  172. BoxCollider2D polygonCollider2D = gameObject.GetComponent<BoxCollider2D>();
  173. if (polygonCollider2D != null)
  174. {
  175. GameObject.Destroy(polygonCollider2D);
  176. }
  177. polygonCollider2D = gameObject.AddComponent<BoxCollider2D>();
  178. polygonCollider2D.isTrigger = true;
  179. }
  180. private void AddItemGameObjectToList(GameObject parentGameObj, bool setLayer)
  181. {
  182. List<GameObject> itemGameObjs = PhotographDataManager.Instance.itemGameObjs;
  183. itemGameObjs.Add(parentGameObj);
  184. if (setLayer)
  185. {
  186. int index = itemGameObjs.Count - 1;
  187. PhotographUtil.Instance.ChangeLayer(itemGameObjs[index], index * PhotographDataManager.layerCount, "up");
  188. }
  189. itemGameObjs.Sort((GameObject a, GameObject b) =>
  190. {
  191. int layerA = PhotographUtil.Instance.GetMaxLayer(a);
  192. int layerB = PhotographUtil.Instance.GetMaxLayer(b);
  193. if (layerA < layerB)
  194. {
  195. return -1;
  196. }
  197. else if (layerA > layerB)
  198. {
  199. return 1;
  200. }
  201. return string.Compare(a.name, b.name);
  202. });
  203. }
  204. private List<GameObject> SortItemGameObjsLayer(List<GameObject> itemGameObjs)
  205. {
  206. itemGameObjs.Sort((GameObject a, GameObject b) =>
  207. {
  208. int layerA = PhotographUtil.Instance.GetMinLayer(a);
  209. int layerB = PhotographUtil.Instance.GetMinLayer(b);
  210. if (layerA < layerB)
  211. {
  212. return -1;
  213. }
  214. else if (layerA > layerB)
  215. {
  216. return 1;
  217. }
  218. return string.Compare(a.name, b.name);
  219. });
  220. return itemGameObjs;
  221. }
  222. //移除指定GameObject的BoxCollider2D
  223. public void DeleteBoxCollider2DFromGameObject(GameObject gameObject)
  224. {
  225. BoxCollider2D polygonCollider2D = gameObject.GetComponent<BoxCollider2D>();
  226. if (polygonCollider2D != null)
  227. {
  228. GameObject.Destroy(polygonCollider2D);
  229. }
  230. }
  231. //移除指定GameObject的SpriteRenderer
  232. public void DeleteSpriteRendererFromGameObject(GameObject gameObject)
  233. {
  234. SpriteRenderer spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
  235. if (spriteRenderer != null)
  236. {
  237. GameObject.Destroy(spriteRenderer);
  238. }
  239. }
  240. }
  241. }