PhotographSceneManager.cs 8.9 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()
  54. {
  55. GameObject bodyParent = sceneObject.transform.Find("Scene/Role").gameObject;
  56. UpdatePhotographBody(sceneObject, bodyParent);
  57. AddItemGameObjectToList(bodyParent, false);
  58. }
  59. public async Task AddSceneItem(GameObject parentGameObj, ItemCfg itemCfg, int layer, bool setLayer, bool isOnlyEff = false)
  60. {
  61. await AddItemToScene(sceneObject, parentGameObj, itemCfg.id, layer);
  62. string layerName = string.Format("resLayer{0}", layer);
  63. string value = typeof(ItemCfg).GetField(layerName).GetValue(itemCfg).ToString();
  64. AddItemGameObjectToList(parentGameObj, setLayer);
  65. }
  66. //拍照场景添加单个道具
  67. public async Task AddItemToScene(GameObject sceneObj, GameObject parentGameObj, int itemId, int resLayer)
  68. {
  69. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  70. parentGameObj.transform.SetParent(sceneObj.transform.Find("Scene"), false);
  71. string layerName = string.Format("resLayer{0}", resLayer);
  72. string value = typeof(ItemCfg).GetField(layerName).GetValue(itemCfg).ToString();
  73. string res = value == "n" ? itemCfg.res : string.Format("{0}_{1}", itemCfg.res, value);
  74. string resPath = ResPathUtil.GetDressUpAnimationPath(res);
  75. var handler = DressUpUtil.AddItemAsync(itemId, sceneObj, false, true, parentGameObj, resLayer);
  76. if (handler != null)
  77. {
  78. foreach (var t in handler)
  79. {
  80. await t.Task;
  81. }
  82. foreach (var t in handler)
  83. {
  84. t.UpdateView();
  85. t.Release();
  86. }
  87. }
  88. if (YooAssets.CheckResExist(resPath))
  89. {
  90. parentGameObj.transform.localPosition = Vector3.zero;
  91. }
  92. else
  93. {
  94. if (parentGameObj.transform.childCount > 0)
  95. {
  96. GameObject gameObject = parentGameObj.transform.GetChild(0).gameObject;
  97. SetBoxCollider2DToGameObject(gameObject);
  98. }
  99. }
  100. await PhotographUtil.Instance.SetGameObjectCenter(parentGameObj);
  101. }
  102. //拍照角色
  103. private void UpdatePhotographBody(GameObject sceneObj, GameObject parentObj)
  104. {
  105. PhotographDataManager.Instance.dressUpObj.setSceneObj(sceneObj, false, false, parentObj, false, async ()=>
  106. {
  107. SetRoleBoxCollider(parentObj);
  108. });
  109. PhotographDataManager.Instance.dressUpObj.PutOnDressUpData(MyDressUpHelper.dressUpObj.DressUpDataClone());
  110. }
  111. private async void SetRoleBoxCollider(GameObject parentObj)
  112. {
  113. for (int i = 0; i < parentObj.transform.childCount; i++)
  114. {
  115. Transform transform = parentObj.transform.GetChild(i);
  116. if (transform.gameObject.GetComponent<SpriteRenderer>() != null)
  117. {
  118. SetBoxCollider2DToGameObject(transform.gameObject);
  119. }
  120. }
  121. await PhotographUtil.Instance.SetGameObjectCenter(parentObj);
  122. }
  123. //向Transform添加SpriteRenderer并设置资源
  124. private void SetSpriteRendererToTransform(Transform tf, string resPath)
  125. {
  126. tf.position = Vector3.zero;
  127. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  128. if (spr == null)
  129. {
  130. tf.gameObject.AddComponent<SpriteRenderer>();
  131. spr = tf.GetComponent<SpriteRenderer>();
  132. }
  133. if(resPath != "")
  134. {
  135. SpriteHelper.AddSpriteTo(spr, resPath);
  136. spr.size = spr.sprite.bounds.size;//将节点设置为原图大小
  137. }
  138. else
  139. {
  140. spr.sprite = null;
  141. }
  142. }
  143. //向GameObject添加BoxCollider2D
  144. private void SetBoxCollider2DToGameObject(GameObject gameObject)
  145. {
  146. BoxCollider2D polygonCollider2D = gameObject.GetComponent<BoxCollider2D>();
  147. if (polygonCollider2D != null)
  148. {
  149. GameObject.Destroy(polygonCollider2D);
  150. }
  151. polygonCollider2D = gameObject.AddComponent<BoxCollider2D>();
  152. polygonCollider2D.isTrigger = true;
  153. }
  154. private void AddItemGameObjectToList(GameObject parentGameObj, bool setLayer)
  155. {
  156. List<GameObject> itemGameObjs = PhotographDataManager.Instance.itemGameObjs;
  157. itemGameObjs.Add(parentGameObj);
  158. if (setLayer)
  159. {
  160. int index = itemGameObjs.Count - 1;
  161. PhotographUtil.Instance.ChangeLayer(itemGameObjs[index], index * PhotographDataManager.layerCount, "up");
  162. }
  163. itemGameObjs.Sort((GameObject a, GameObject b) =>
  164. {
  165. int layerA = PhotographUtil.Instance.GetMaxLayer(a);
  166. int layerB = PhotographUtil.Instance.GetMaxLayer(b);
  167. if (layerA < layerB)
  168. {
  169. return -1;
  170. }
  171. else if (layerA > layerB)
  172. {
  173. return 1;
  174. }
  175. return string.Compare(a.name, b.name);
  176. });
  177. }
  178. private List<GameObject> SortItemGameObjsLayer(List<GameObject> itemGameObjs)
  179. {
  180. itemGameObjs.Sort((GameObject a, GameObject b) =>
  181. {
  182. int layerA = PhotographUtil.Instance.GetMinLayer(a);
  183. int layerB = PhotographUtil.Instance.GetMinLayer(b);
  184. if (layerA < layerB)
  185. {
  186. return -1;
  187. }
  188. else if (layerA > layerB)
  189. {
  190. return 1;
  191. }
  192. return string.Compare(a.name, b.name);
  193. });
  194. return itemGameObjs;
  195. }
  196. //移除指定GameObject的BoxCollider2D
  197. public void DeleteBoxCollider2DFromGameObject(GameObject gameObject)
  198. {
  199. BoxCollider2D polygonCollider2D = gameObject.GetComponent<BoxCollider2D>();
  200. if (polygonCollider2D != null)
  201. {
  202. GameObject.Destroy(polygonCollider2D);
  203. }
  204. }
  205. //移除指定GameObject的SpriteRenderer
  206. public void DeleteSpriteRendererFromGameObject(GameObject gameObject)
  207. {
  208. SpriteRenderer spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
  209. if (spriteRenderer != null)
  210. {
  211. GameObject.Destroy(spriteRenderer);
  212. }
  213. }
  214. }
  215. }