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							- using System;
 
- using System.Collections.Generic;
 
- using System.IO;
 
- using FairyGUI;
 
- using Live2D.Cubism.Rendering;
 
- using UI.DressUp;
 
- using UnityEngine;
 
- namespace GFGGame
 
- {
 
-     public class PhotographUtil : SingletonBase<PhotographUtil>
 
-     {
 
-         //传入父物体,返回边界大小
 
-         public Vector2 GetGameObjectBoundsSize(GameObject parentObj)
 
-         {
 
-             float right = int.MinValue;
 
-             float left = int.MaxValue;
 
-             float top = int.MinValue;
 
-             float bottom = int.MaxValue;
 
-             BoxCollider2D[] boxColliders = parentObj.transform.GetComponentsInChildren<BoxCollider2D>();
 
-             for (int i = 0; i < boxColliders.Length; i++)
 
-             {
 
-                 Vector2 pos = boxColliders[i].transform.localPosition;
 
-                 Vector2 size = boxColliders[i].size * parentObj.transform.parent.localScale;
 
-                 right = Math.Max(size.x / 2 + pos.x, right);
 
-                 left = Math.Min(pos.x - size.x / 2, left);
 
-                 top = Math.Max(size.y / 2 + pos.y, top);
 
-                 bottom = Math.Min(pos.y - size.y / 2, bottom);
 
-             }
 
-             Vector2 boundsSize = new Vector2(right - left, top - bottom);
 
-             boundsSize = boundsSize * 100 * Math.Abs(parentObj.transform.localScale.x);
 
-             return boundsSize;
 
-         }
 
-         //设置物体中心点
 
-         public void SetGameObjectCenter(GameObject parentObj)
 
-         {
 
-             Transform parent = parentObj.transform;  // 2.选中技算
 
-             Vector3 postion = parent.position;
 
-             Quaternion rotation = parent.rotation;
 
-             Vector3 scale = parent.localScale;
 
-             parent.position = Vector3.zero;
 
-             parent.rotation = Quaternion.Euler(Vector3.zero);
 
-             parent.localScale = Vector3.one;
 
-             Vector3 center = Vector3.zero;
 
-             int index = 0;
 
-             foreach (Transform t in parent)
 
-             {
 
-                 string[] strs = t.name.Split('_');
 
-                 if (strs.Length > 1 && strs[1].IndexOf("e") >= 0) continue;//不计算特效大小
 
-                 BoxCollider2D render = t.GetComponent<BoxCollider2D>();
 
-                 if (render)
 
-                 {
 
-                     index++;
 
-                     center += render.bounds.center + new Vector3(render.offset.x, render.offset.y, 0);
 
-                 }
 
-             }
 
-             if (index > 0) center /= index;
 
-             Bounds bounds = new Bounds(center, Vector3.zero);
 
-             foreach (Transform t in parent)
 
-             {
 
-                 string[] strs = t.name.Split('_');
 
-                 if (strs.Length > 1 && strs[1].IndexOf("e") >= 0) continue;
 
-                 BoxCollider2D render = t.GetComponent<BoxCollider2D>();
 
-                 if (render) bounds.Encapsulate(render.bounds);
 
-             }
 
-             parent.position = postion;
 
-             parent.rotation = rotation;
 
-             parent.localScale = scale;
 
-             foreach (Transform t in parent)
 
-             {
 
-                 string[] strs = t.parent.name.Split('_');
 
-                 if (strs.Length > 1 && strs[1].IndexOf("e") >= 0) continue;
 
-                 t.position = t.position - bounds.center;
 
-             }
 
-             parent.position = bounds.center + parent.position;
 
-         }
 
-         public GameObject GetFirstHitObj(RaycastHit2D[] hit2Ds)
 
-         {
 
-             int layer = int.MinValue;
 
-             GameObject gameObject = null;
 
-             for (int i = 0; i < hit2Ds.Length; i++)
 
-             {
 
-                 ET.Log.Debug("GetFirstHitObj:    name    " + hit2Ds[i].collider.transform.parent.gameObject);
 
-                 int gameobjMaxlayer = GetMaxLayer(hit2Ds[i].collider.transform.parent.gameObject);
 
-                 ET.Log.Debug("GetFirstHitObj:    Maxlayer    " + gameobjMaxlayer);
 
-                 if (gameobjMaxlayer > layer)
 
-                 {
 
-                     layer = gameobjMaxlayer;
 
-                     gameObject = hit2Ds[i].collider.gameObject;
 
-                 }
 
-             }
 
-             return gameObject;
 
-         }
 
-         //是否点击在UI上
 
-         public bool IsTouchUI(GComponent viewCom)
 
-         {
 
-             GObject obj = GRoot.inst.touchTarget;
 
-             UI_PhotographUI _viewCom = UI_PhotographUI.Proxy(viewCom);
 
-             return _viewCom.m_comSelectBox.m_btnSize.GetChild("icon").asLoader == obj || _viewCom.m_comSelectBox.m_btnDelete.GetChild("icon").asLoader == obj || _viewCom.m_comSelectBox.m_btnFlip.GetChild("icon").asLoader == obj || _viewCom.m_btnBack == obj || _viewCom.m_btnChoose.GetChild("icon").asLoader == obj || _viewCom.m_btnPhotograph.GetChild("icon").asLoader == obj || _viewCom.m_btnUp.GetChild("icon").asLoader == obj || _viewCom.m_btnDown.GetChild("icon").asLoader == obj || _viewCom.m_btnGalleryJoin.GetChild("icon").asLoader == obj;
 
-         }
 
-         public void SetLayer(GameObject hitGameObj, string state)
 
-         {
 
-             if (hitGameObj == null) return;
 
-             List<GameObject> itemGameObjs = PhotographDataManager.Instance.itemGameObjs;
 
-             if (state != "refresh")
 
-             {
 
-                 int index = itemGameObjs.IndexOf(hitGameObj);
 
-                 if (index < 0)
 
-                 {
 
-                     index = itemGameObjs.IndexOf(hitGameObj.transform.parent.gameObject);
 
-                 }
 
-                 if (index == itemGameObjs.Count - 1 && state == "top") return;
 
-                 if (state != "top")
 
-                 {
 
-                     if (index < 0)
 
-                     {
 
-                         PromptController.Instance.ShowFloatTextPrompt("未选中任物品");
 
-                         return;
 
-                     }
 
-                     if (index == 0 && state == "down")
 
-                     {
 
-                         PromptController.Instance.ShowFloatTextPrompt("已经在最下层了");
 
-                         return;
 
-                     }
 
-                     if (index == itemGameObjs.Count - 1 && state == "up")
 
-                     {
 
-                         PromptController.Instance.ShowFloatTextPrompt("已经在最上层了");
 
-                         return;
 
-                     }
 
-                 }
 
-                 GameObject gameObject = itemGameObjs[index];
 
-                 itemGameObjs.RemoveAt(index);
 
-                 if (state == "up")
 
-                 {
 
-                     itemGameObjs.Insert((index + 1), gameObject);
 
-                 }
 
-                 else if (state == "down")
 
-                 {
 
-                     itemGameObjs.Insert((index - 1), gameObject);
 
-                 }
 
-                 else if (state == "top")
 
-                 {
 
-                     itemGameObjs.Add(gameObject);
 
-                 }
 
-                 else
 
-                 {
 
-                     PromptController.Instance.ShowFloatTextPrompt(state + "操作失败");
 
-                     return;
 
-                 }
 
-             }
 
-             for (int i = 0; i < itemGameObjs.Count; i++)
 
-             {
 
-                 // ET.Log.Debug("SetLayer:    name    " + itemGameObjs[i].name);
 
-                 // ET.Log.Debug("SetLayer:    GetMinLayer0    " + GetMinLayer(itemGameObjs[i]));
 
-                 // ET.Log.Debug("SetLayer:    GetMaxLayer0    " + GetMaxLayer(itemGameObjs[i]));
 
-                 ChangeLayer(itemGameObjs[i], i * PhotographDataManager.layerCount, state);
 
-                 // ET.Log.Debug("SetLayer:    GetMinLayer1    " + GetMinLayer(itemGameObjs[i]));
 
-                 // ET.Log.Debug("SetLayer:    GetMaxLayer1    " + GetMaxLayer(itemGameObjs[i]));
 
-             }
 
-         }
 
-         public void ChangeLayer(GameObject parentObj, int layer, string state)
 
-         {
 
-             int count = 0;
 
-             if (state == "up" || state == "top")
 
-             {
 
-                 int curMinLayer = GetMinLayer(parentObj);
 
-                 count = layer - curMinLayer;
 
-             }
 
-             else if (state == "down")
 
-             {
 
-                 int curMaxLayer = GetMaxLayer(parentObj);
 
-                 count = layer - curMaxLayer;
 
-             }
 
-             int changeLayer = count;
 
-             SpriteRenderer[] sps = parentObj.GetComponentsInChildren<SpriteRenderer>();//选中道具可能含有静态图
 
-             for (int i = 0; i < sps.Length; i++)
 
-             {
 
-                 int sortingOrder = sps[i].sortingOrder + changeLayer;
 
-                 sps[i].sortingOrder = sortingOrder;
 
-             }
 
-             ParticleSystem[] particleSystems = parentObj.GetComponentsInChildren<ParticleSystem>();
 
-             for (int i = 0; i < particleSystems.Length; i++)//选中道具可能含有特效
 
-             {
 
-                 var renderer = particleSystems[i].GetComponent<Renderer>();
 
-                 if (renderer != null)
 
-                 {
 
-                     renderer.sortingOrder = renderer.sortingOrder + changeLayer;
 
-                 }
 
-             }
 
-             MeshRenderer[] meshRenderers = parentObj.GetComponentsInChildren<MeshRenderer>();
 
-             for (int i = 0; i < meshRenderers.Length; i++)
 
-             {
 
-                 var renderer = meshRenderers[i].GetComponent<Renderer>();
 
-                 if (renderer != null)
 
-                 {
 
-                     renderer.sortingOrder = renderer.sortingOrder + changeLayer;
 
-                 }
 
-             }
 
-             CubismRenderController[] cubismRenders = parentObj.GetComponentsInChildren<CubismRenderController>();
 
-             for (int i = 0; i < cubismRenders.Length; i++)
 
-             {
 
-                 CubismRenderController render = cubismRenders[i];
 
-                 if (render != null && render.gameObject.activeSelf == true)
 
-                 {
 
-                     render.SortingOrder = render.SortingOrder + changeLayer;
 
-                 }
 
-             }
 
-         }
 
-         public int GetMaxLayer(GameObject parentObj)
 
-         {
 
-             int layer = int.MinValue;
 
-             for (int i = 0; i < parentObj.transform.childCount; i++)
 
-             {
 
-                 GameObject gameObject = parentObj.transform.GetChild(i).gameObject;
 
-                 if (gameObject.activeSelf == false) continue;
 
-                 SpriteRenderer[] sprites = gameObject.GetComponentsInChildren<SpriteRenderer>();
 
-                 for (int j = 0; j < sprites.Length; j++)
 
-                 {
 
-                     if (sprites[j] != null && layer < sprites[j].sortingOrder)
 
-                     {
 
-                         layer = sprites[j].sortingOrder;
 
-                     }
 
-                 }
 
-                 ParticleSystem[] particles = gameObject.GetComponentsInChildren<ParticleSystem>();
 
-                 for (int j = 0; j < particles.Length; j++)
 
-                 {
 
-                     var renderer = particles[j].GetComponent<Renderer>();
 
-                     if (renderer != null && layer < renderer.sortingOrder)
 
-                     {
 
-                         layer = renderer.sortingOrder;
 
-                     }
 
-                 }
 
-                 MeshRenderer[] meshRenderers = gameObject.GetComponentsInChildren<MeshRenderer>();
 
-                 for (int j = 0; j < meshRenderers.Length; j++)
 
-                 {
 
-                     var renderer = meshRenderers[j].GetComponent<Renderer>();
 
-                     if (renderer != null && layer < renderer.sortingOrder)
 
-                     {
 
-                         layer = renderer.sortingOrder;
 
-                     }
 
-                 }
 
-                 CubismRenderController[] cubismRenders = parentObj.GetComponentsInChildren<CubismRenderController>();
 
-                 for (int j = 0; j < cubismRenders.Length; j++)
 
-                 {
 
-                     CubismRenderController cubism = cubismRenders[j];
 
-                     if (cubism != null && cubism.gameObject.activeSelf == true && layer < cubism.SortingOrder)
 
-                     {
 
-                         layer = cubism.SortingOrder;
 
-                     }
 
-                 }
 
-             }
 
-             return layer;
 
-         }
 
-         public int GetMinLayer(GameObject parentObj)
 
-         {
 
-             int layer = int.MaxValue;
 
-             for (int i = 0; i < parentObj.transform.childCount; i++)
 
-             {
 
-                 GameObject gameObject = parentObj.transform.GetChild(i).gameObject;
 
-                 if (gameObject.activeSelf == false) continue;
 
-                 SpriteRenderer[] sprites = gameObject.GetComponentsInChildren<SpriteRenderer>();
 
-                 for (int j = 0; j < sprites.Length; j++)
 
-                 {
 
-                     if (sprites[j] != null && sprites[j].sortingOrder < layer)
 
-                     {
 
-                         layer = sprites[j].sortingOrder;
 
-                     }
 
-                 }
 
-                 ParticleSystem[] particles = gameObject.GetComponentsInChildren<ParticleSystem>();
 
-                 for (int j = 0; j < particles.Length; j++)
 
-                 {
 
-                     var renderer = particles[j].GetComponent<Renderer>();
 
-                     if (renderer != null && renderer.sortingOrder < layer)
 
-                     {
 
-                         layer = renderer.sortingOrder;
 
-                     }
 
-                 }
 
-                 MeshRenderer[] meshRenderers = gameObject.GetComponentsInChildren<MeshRenderer>();
 
-                 for (int j = 0; j < meshRenderers.Length; j++)
 
-                 {
 
-                     var renderer = meshRenderers[j].GetComponent<Renderer>();
 
-                     if (renderer != null && renderer.sortingOrder < layer)
 
-                     {
 
-                         layer = renderer.sortingOrder;
 
-                     }
 
-                 }
 
-                 CubismRenderController[] cubismRenders = parentObj.GetComponentsInChildren<CubismRenderController>();
 
-                 for (int j = 0; j < cubismRenders.Length; j++)
 
-                 {
 
-                     CubismRenderController render = cubismRenders[j];
 
-                     if (render != null && render.gameObject.activeSelf == true && render.SortingOrder < layer)
 
-                     {
 
-                         layer = render.SortingOrder;
 
-                     }
 
-                 }
 
-             }
 
-             return layer;
 
-         }
 
-         public void SetBgPos(GameObject hitGameObj, Vector2 uiSize)
 
-         {
 
-             Vector2 size = hitGameObj.GetComponent<SpriteRenderer>().size;
 
-             float deviationWidth = (size.x - uiSize.x / 100) / 2;
 
-             float deviationHeigh = (size.y - uiSize.y / 100) / 2;
 
-             Vector2 pos = hitGameObj.transform.position;
 
-             if (pos.x <= -deviationWidth)
 
-             {
 
-                 hitGameObj.transform.position = new Vector2(-deviationWidth, hitGameObj.transform.position.y);
 
-             }
 
-             if (pos.x >= deviationWidth)
 
-             {
 
-                 hitGameObj.transform.position = new Vector2(deviationWidth, hitGameObj.transform.position.y);
 
-             }
 
-             if (pos.y <= -deviationHeigh)
 
-             {
 
-                 hitGameObj.transform.position = new Vector2(hitGameObj.transform.position.x, -deviationHeigh);
 
-             }
 
-             if (pos.y >= deviationHeigh)
 
-             {
 
-                 hitGameObj.transform.position = new Vector2(hitGameObj.transform.position.x, deviationHeigh);
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// 将照片保存到本地
 
-         /// </summary>
 
-         public void SavePicturoToLocal(byte[] bytes, string fileName)
 
-         {
 
-             string path = Application.persistentDataPath + "/Pictures/WanshiJing/";
 
-             //判断目录是否存在,不存在则会创建目录
 
-             if (!Directory.Exists(path))
 
-             {
 
-                 try
 
-                 {
 
-                     Directory.CreateDirectory(path);
 
-                 }
 
-                 catch (Exception exception)
 
-                 {
 
-                     throw new Exception("创建文件夹失败, error:" + exception.Message);
 
-                 }
 
-             }
 
-             var filePath = path + fileName;
 
-             // byte[] bytes = tex.EncodeToJPG();//将纹理数据,转化成一个jpg图片
 
-             File.WriteAllBytes(filePath, bytes);
 
-             UpdateSystemPhoto(filePath);
 
-         }
 
-         //调用iOS或Android原生方法保存图片后更新相册.
 
-         private void UpdateSystemPhoto(string filePath)
 
-         {
 
- #if UNITY_ANDROID
 
-             var SaveImageJavaClass = new AndroidJavaClass("com.gfg.gfglibrary.SaveImage"); //设置成我们aar库中的签名+类名
 
-             SaveImageJavaClass.CallStatic("scanFile", filePath, "已保存至本地"); //这里我们可以设置保存成功弹窗内容
 
- #endif
 
-         }
 
-     }
 
- }
 
 
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