PhotographView.cs 18 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_ComSelectRes.m_list.itemRenderer = RenderListItem;
  49. _ui.m_ComSelectRes.m_list.onClickItem.Add(OnListItemClick);
  50. _ui.m_ComSelectRes.m_comBtnTab.m_c1.onChanged.Add(OnContorllerChanged);
  51. _scenePrefab = GFGAsset.Load<GameObject>(ResPathUtil.GetPrefabPath("ScenePhotograph"));
  52. _ui.target.onTouchBegin.Add(OnClickUIBegin);
  53. _ui.target.onTouchMove.Add(OnClickUIMove);
  54. _ui.target.onTouchEnd.Add(OnClickUIEnd);
  55. _ui.m_comSelectBox.m_btnSize.onTouchBegin.Add(OnClickBtnSizeBegin);
  56. _ui.m_comSelectBox.m_btnSize.onTouchMove.Add(OnClickBtnSizeMove);
  57. _ui.m_comSelectBox.m_btnSize.onTouchEnd.Add(OnClickBtnSizeEnd);
  58. }
  59. protected override void OnShown()
  60. {
  61. base.OnShown();
  62. Input.multiTouchEnabled = true;
  63. equipDataCache = EquipDataCache.cacher;
  64. if (_sceneObject == null)
  65. {
  66. _sceneObject = GameObject.Instantiate(_scenePrefab);
  67. EquipDataCache.cacher.setSceneObj(_sceneObject);
  68. bgParent = _sceneObject.transform.Find("Bg").gameObject;
  69. bodyParent = _sceneObject.transform.Find("Scene/Role").gameObject;
  70. sceneParent = _sceneObject.transform.Find("Scene").gameObject;
  71. npcParent = _sceneObject.transform.Find("Scene/Npc").gameObject;
  72. borderParent = _sceneObject.transform.Find("Border").gameObject;
  73. }
  74. pinchGesture = new PinchGesture(_ui.target);
  75. pinchGesture.onAction.Add(OnPinch);
  76. rotationGesture = new RotationGesture(_ui.target);
  77. rotationGesture.onAction.Add(OnRotate);
  78. _ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex = 0;
  79. OnClickBtnChoose();
  80. RefreshList(EnumPhotographType.BG);
  81. UpdateEquipData();
  82. UpdateBgOrNpcOrBorder(EnumPhotographType.BG, equipDataCache.bgId);
  83. UpdateBody();
  84. UpdateScene();
  85. // Timers.inst.Add(0.001f, 0, OnTimerListener);
  86. }
  87. /************************************************************UI界面*********************************************************/
  88. private void OnContorllerChanged(EventContext context)
  89. {
  90. int index = _ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex;
  91. RefreshList((EnumPhotographType)index);
  92. }
  93. private void RefreshList(EnumPhotographType index)
  94. {
  95. _ui.m_ComSelectRes.m_list.numItems = 0;
  96. switch (index)
  97. {
  98. case EnumPhotographType.BG:
  99. _listData = PhotographDataManager.Instance.listBgData;
  100. break;
  101. case EnumPhotographType.NPC:
  102. _listData = PhotographDataManager.Instance.listNpcData;
  103. break;
  104. case EnumPhotographType.SCENE:
  105. _listData = PhotographDataManager.Instance.listSceneData;
  106. break;
  107. case EnumPhotographType.BORDER:
  108. _listData = PhotographDataManager.Instance.listBorderData;
  109. break;
  110. case EnumPhotographType.EFFECT:
  111. _listData = PhotographDataManager.Instance.listEffectData;
  112. break;
  113. }
  114. _ui.m_ComSelectRes.m_list.numItems = _listData.Count;
  115. }
  116. private void RenderListItem(int index, GObject obj)
  117. {
  118. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_listData[index]);
  119. string resPath = ResPathUtil.GetIconPath(itemCfg);
  120. UI_ListItem item = UI_ListItem.Proxy(obj);
  121. item.target.data = _listData[index];
  122. item.m_loaIcon.url = resPath;
  123. item.m_txtName.text = itemCfg.name;
  124. }
  125. private void OnListItemClick(EventContext context)
  126. {
  127. int itemID = (int)((context.data as GObject).data);
  128. EnumPhotographType type = (EnumPhotographType)_ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex;
  129. switch (type)
  130. {
  131. case EnumPhotographType.BG:
  132. case EnumPhotographType.BORDER:
  133. case EnumPhotographType.NPC:
  134. UpdateBgOrNpcOrBorder(type, itemID);
  135. break;
  136. case EnumPhotographType.SCENE:
  137. if (!_equipSceneData.ContainsKey(itemID))
  138. {
  139. _equipSceneData.Add(itemID, new List<int>());
  140. }
  141. _equipSceneData[itemID].Add(itemID);
  142. SceneController.AddScene(_sceneObject, itemID, _equipSceneData[itemID].Count - 1);
  143. break;
  144. case EnumPhotographType.EFFECT:
  145. break;
  146. }
  147. }
  148. /************************** **********************************场景*********************************************************/
  149. private void OnClickUIBegin(EventContext context)
  150. {
  151. context.CaptureTouch();
  152. if (_ui.m_ComSelectRes.target.visible == true) return;
  153. if (context.inputEvent.touchId != 0) return;
  154. RaycastHit2D hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero);
  155. if (hit.collider != null)
  156. {
  157. hitParentGameObj = hit.collider.name == "BgRes" ? hit.collider.gameObject : hit.collider.transform.parent.gameObject;
  158. distance = Input.mousePosition - Camera.main.WorldToScreenPoint(hitParentGameObj.transform.position);
  159. _ui.m_comSelectBox.target.visible = hitParentGameObj.transform.parent.gameObject == bgParent ? false : true;
  160. if (_ui.m_comSelectBox.target.data == null || _ui.m_comSelectBox.target.data as GameObject != hitParentGameObj)
  161. {
  162. lastPos = Vector2.zero;
  163. // _ui.m_comSelectBox.target.SetScale(1, 1);
  164. _ui.m_comSelectBox.target.rotation = hitParentGameObj.transform.rotation.z;
  165. _ui.m_comSelectBox.target.size = SceneController.GetGameObjectSize(hitParentGameObj);
  166. _ui.m_comSelectBox.target.SetScale(hitParentGameObj.transform.localScale.x, hitParentGameObj.transform.localScale.y);
  167. }
  168. _ui.m_comSelectBox.target.data = hitParentGameObj;
  169. ControllerSelectBoxPos(hitParentGameObj);
  170. }
  171. }
  172. private void OnClickUIMove(EventContext context)
  173. {
  174. if (hitParentGameObj == null) return;//未选中任何物体
  175. if (Stage.inst.touchCount > 1) return;//只监听1根手指
  176. ControllerObjectPos(hitParentGameObj);
  177. ControllerSelectBoxPos(hitParentGameObj);
  178. }
  179. private void OnClickUIEnd(EventContext context)
  180. {
  181. if (context.inputEvent.touchId == 0) hitParentGameObj = null;
  182. }
  183. //选中物体的位置
  184. private void ControllerObjectPos(GameObject hitParentGameObj)
  185. {
  186. hitParentGameObj.transform.position = Camera.main.ScreenToWorldPoint(Input.mousePosition - distance);
  187. if (hitParentGameObj.name == "BgRes")
  188. {
  189. Vector2 size = hitParentGameObj.GetComponent<SpriteRenderer>().size;
  190. Vector2 uiSize = _ui.target.size;
  191. float deviationWidth = (size.x - uiSize.x / 100) / 2;
  192. float deviationHeigh = (size.y - uiSize.y / 100) / 2;
  193. Vector2 pos = hitParentGameObj.transform.position;
  194. if (pos.x <= -deviationWidth)
  195. {
  196. hitParentGameObj.transform.position = new Vector2(-deviationWidth, hitParentGameObj.transform.position.y);
  197. }
  198. if (pos.x >= deviationWidth)
  199. {
  200. hitParentGameObj.transform.position = new Vector2(deviationWidth, hitParentGameObj.transform.position.y);
  201. }
  202. if (pos.y <= -deviationHeigh)
  203. {
  204. hitParentGameObj.transform.position = new Vector2(hitParentGameObj.transform.position.x, -deviationHeigh);
  205. }
  206. if (pos.y >= deviationHeigh)
  207. {
  208. hitParentGameObj.transform.position = new Vector2(hitParentGameObj.transform.position.x, deviationHeigh);
  209. }
  210. }
  211. }
  212. //选中框的位置
  213. private void ControllerSelectBoxPos(GameObject hitParentGameObj)
  214. {
  215. SceneController.SetGameObjectCenter(hitParentGameObj);
  216. //位置:角色、道具、npc全用对应父物体的位置
  217. Vector2 objScreenPos = Camera.main.WorldToScreenPoint(hitParentGameObj.transform.position);
  218. Vector2 localPos = this.viewCom.GlobalToLocal(new Vector2(objScreenPos.x, (Screen.height - objScreenPos.y)));
  219. _ui.m_comSelectBox.target.position = localPos;//(localPos.x, localPos.y);
  220. }
  221. private void OnClickBtnSizeBegin(EventContext context)
  222. {
  223. Vector2 size = _ui.m_comSelectBox.m_imgBox.size;
  224. _startDistance = Mathf.Sqrt(size.x * size.x + size.y * size.y) / 2;// Vector2.Distance(pt1, pt2);
  225. Debug.Log("_startDistance:" + _startDistance);
  226. }
  227. private void OnClickBtnSizeMove(EventContext context)
  228. {
  229. GameObject gameObject = _ui.m_comSelectBox.target.data as GameObject;
  230. if (gameObject == null) return;
  231. InputEvent inputEvent = (InputEvent)context.data;
  232. Vector2 pt1 = this.viewCom.GlobalToLocal(new Vector2(inputEvent.x, inputEvent.y));
  233. Vector2 pt2 = this.viewCom.GlobalToLocal(new Vector2(_ui.m_comSelectBox.target.x, _ui.m_comSelectBox.target.y));
  234. Vector2 curPos = pt1 - pt2;
  235. Debug.Log("pt1" + pt1 + " pt2:" + pt2 + " curPos:" + curPos + " lastPos:" + lastPos);
  236. float angle = Vector3.Angle(lastPos, curPos); //求出两向量之间的夹角
  237. Vector3 normal = Vector3.Cross(lastPos, curPos);//叉乘求出法线向量
  238. 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
  239. lastPos = curPos;
  240. ControllerRotate(angle, gameObject);
  241. Debug.Log("angle:" + angle);
  242. // Vector2 pt1 = this.viewCom.GlobalToLocal(new Vector2(inputEvent.x, inputEvent.y));
  243. // Vector2 pt2 = this.viewCom.GlobalToLocal(_ui.m_comSelectBox.target.position);
  244. float dist = Vector2.Distance(pt1, pt2);
  245. Debug.Log("dist:" + dist);
  246. float ss = dist / _startDistance;
  247. float newValue = Mathf.Clamp(ss, 0.1f, 2);
  248. ControllerScale(newValue, gameObject);
  249. }
  250. private void OnClickBtnSizeEnd(EventContext context)
  251. {
  252. }
  253. //双指缩放
  254. private void OnPinch(EventContext context)
  255. {
  256. if (hitParentGameObj == null) return;
  257. GTween.Kill(hitParentGameObj);
  258. PinchGesture gesture = (PinchGesture)context.sender;
  259. float newValue = Mathf.Clamp(hitParentGameObj.transform.localScale.x + gesture.delta, 0.3f, 2);
  260. ControllerScale(newValue, hitParentGameObj);
  261. }
  262. private void ControllerScale(float value, GameObject gameObject)
  263. {
  264. if (value > MaxScale || value < MinScale) return;
  265. gameObject.transform.localScale = new Vector3(value, value, value);
  266. _ui.m_comSelectBox.target.SetScale(value, value);
  267. }
  268. private void OnRotate(EventContext context)
  269. {
  270. if (hitParentGameObj == null) return;
  271. GTween.Kill(hitParentGameObj.transform);
  272. RotationGesture gesture = (RotationGesture)context.sender;
  273. ControllerRotate(gesture.delta, hitParentGameObj);
  274. }
  275. private void ControllerRotate(float value, GameObject gameObject)
  276. {
  277. gameObject.transform.Rotate(Vector3.forward, -value, Space.World);
  278. _ui.m_comSelectBox.target.rotation += value;
  279. }
  280. //背景
  281. private void UpdateBgOrNpcOrBorder(EnumPhotographType type, int itemId)
  282. {
  283. SceneController.UpdatePhotographBgOrNpcOrBorder(_sceneObject, type, itemId);
  284. }
  285. //主角
  286. private void UpdateBody()
  287. {
  288. // int[] equipDatas = equipDataCache.equipDatas;
  289. SceneController.UpdateRole(_equipRoleData.ToArray(), _sceneObject, false, null, false, bodyParent);
  290. if (equipDataCache.IsSuitPic && equipDataCache.suitId > 0)
  291. {
  292. SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(equipDataCache.suitId);
  293. DressUpUtil.UpdateBody(suitCfg.picRes, _sceneObject, false, null, false, bodyParent);
  294. }
  295. GameObject gameObject = _sceneObject.transform.Find("Scene/Role/Body").gameObject;
  296. SceneController.PhotographAddCollider(gameObject);
  297. }
  298. //场景道具
  299. private void UpdateScene()
  300. {
  301. ICollection keys = _equipSceneData.Keys;
  302. foreach (int key in keys)
  303. {
  304. for (int i = 0; i < _equipSceneData[key].Count; i++)
  305. {
  306. SceneController.AddScene(_sceneObject, key, i);
  307. }
  308. }
  309. }
  310. //滤镜效果
  311. private void UpdateEffect()
  312. {
  313. }
  314. private void UpdateEquipData()
  315. {
  316. for (int i = 0; i < equipDataCache.equipDatas.Length; i++)
  317. {
  318. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(equipDataCache.equipDatas[i]);
  319. if (itemCfg.subType == ConstDressUpItemType.QIAN_JING || itemCfg.subType == ConstDressUpItemType.BEI_SHI || itemCfg.subType == ConstDressUpItemType.HUAN_JING)
  320. {
  321. if (!_equipSceneData.ContainsKey(itemCfg.id))
  322. {
  323. _equipSceneData.Add(itemCfg.id, new List<int>());
  324. }
  325. _equipSceneData[itemCfg.id].Add(itemCfg.id);
  326. }
  327. else
  328. {
  329. _equipRoleData.Add(equipDataCache.equipDatas[i]);
  330. }
  331. }
  332. }
  333. private void OnClickBtnBg()
  334. {
  335. _ui.m_ComSelectRes.target.visible = false;
  336. }
  337. private void OnClickBtnChoose()
  338. {
  339. _ui.m_ComSelectRes.target.visible = true;
  340. _ui.m_comSelectBox.target.visible = false;
  341. hitParentGameObj = null;
  342. }
  343. private void OnClickBtnBack()
  344. {
  345. this.Hide();
  346. // ViewManager.Show(ViewName.DRESS_UP_VIEW);
  347. EventAgent.DispatchEvent(ConstMessage.CLOSE_PHOTOGRAPHVIEW);
  348. }
  349. protected override void OnHide()
  350. {
  351. base.OnHide();
  352. if (_sceneObject != null)
  353. {
  354. GameObject.Destroy(_sceneObject);
  355. _sceneObject = null;
  356. }
  357. equipDataCache = null;
  358. _equipRoleData.Clear();
  359. _equipSceneData.Clear();
  360. hitParentGameObj = null;
  361. pinchGesture.onAction.Remove(OnPinch);
  362. rotationGesture.onAction.Remove(OnRotate);
  363. pinchGesture = null;
  364. rotationGesture = null;
  365. }
  366. public override void Dispose()
  367. {
  368. if (_scenePrefab != null)
  369. {
  370. GameObject.Destroy(_scenePrefab);
  371. _scenePrefab = null;
  372. }
  373. base.Dispose();
  374. }
  375. }
  376. }