PhotographSceneManager.cs 8.2 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. namespace GFGGame
  5. {
  6. public class PhotographSceneManager : SingletonBase<PhotographSceneManager>
  7. {
  8. public GameObject sceneObject;
  9. public void AddBgItem(ItemCfg itemCfg)
  10. {
  11. Transform tf = sceneObject.transform.Find("Bg/BgRes");
  12. string resPath = ResPathUtil.GetDressUpPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
  13. SetSpriteRendererToTransform(tf, resPath);
  14. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  15. spr.sortingOrder = -200;
  16. SetBoxCollider2DToGameObject(tf.gameObject);
  17. }
  18. public void AddBorderItem(ItemCfg itemCfg)
  19. {
  20. Transform tf = sceneObject.transform.Find("Border/BorderRes");
  21. string resPath = ResPathUtil.GetPhotographBorderPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
  22. SetSpriteRendererToTransform(tf, resPath);
  23. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  24. spr.sortingOrder = 10000;//边框在所有道具的上边
  25. SetBoxCollider2DToGameObject(tf.gameObject);
  26. }
  27. public void AddNpcItem(ItemCfg itemCfg)
  28. {
  29. Transform tf = sceneObject.transform.Find("Scene/Npc/NpcRes");
  30. string resPath = ResPathUtil.GetNpcPicFPath(itemCfg.res);
  31. SetSpriteRendererToTransform(tf, resPath);
  32. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  33. tf.localPosition = new Vector2(-spr.bounds.center.x, -spr.bounds.center.y);
  34. SetBoxCollider2DToGameObject(tf.gameObject);
  35. AddItemGameObjectToList(tf.parent.gameObject, true);
  36. }
  37. public void AddBodyItem()
  38. {
  39. GameObject bodyParent = sceneObject.transform.Find("Scene/Role").gameObject;
  40. UpdatePhotographBody(sceneObject, bodyParent);
  41. AddItemGameObjectToList(bodyParent, false);
  42. }
  43. public void AddSceneItem(GameObject parentGameObj, ItemCfg itemCfg, int layer, bool setLayer, bool isOnlyEff = false)
  44. {
  45. if (isOnlyEff)
  46. {
  47. AddOnlyEffItemToScene(sceneObject, parentGameObj, itemCfg.id, layer);
  48. }
  49. else
  50. {
  51. AddItemToScene(sceneObject, parentGameObj, itemCfg.id, layer);
  52. }
  53. AddItemGameObjectToList(parentGameObj, setLayer);
  54. }
  55. //拍照场景添加单个道具
  56. public void AddItemToScene(GameObject sceneObj, GameObject parentGameObj, int itemId, int resLayer)
  57. {
  58. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  59. parentGameObj.transform.SetParent(sceneObj.transform.Find("Scene"), false);
  60. DressUpUtil.AddItem(itemId, sceneObj, false, false, parentGameObj, resLayer);
  61. GameObject gameObject = parentGameObj.transform.GetChild(0).gameObject;
  62. SetBoxCollider2DToGameObject(gameObject);
  63. if (itemCfg.isAni > 0)
  64. {
  65. gameObject.GetComponent<SpriteRenderer>().enabled = false;
  66. DressUpUtil.AddItem(itemId, sceneObj, false, true, gameObject, resLayer);
  67. gameObject.transform.GetChild(0).localPosition = gameObject.transform.GetChild(0).localPosition - gameObject.transform.localPosition;
  68. }
  69. }
  70. private void AddOnlyEffItemToScene(GameObject sceneObj, GameObject parentGameObj, int itemId, int resLayer)
  71. {
  72. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  73. parentGameObj.transform.SetParent(sceneObj.transform.Find("Scene"), false);
  74. GameObject gameObject = new GameObject(itemCfg.id.ToString());
  75. gameObject.transform.SetParent(parentGameObj.transform);
  76. string resPath = ResPathUtil.GetDressUpPath(itemCfg.res);
  77. SetSpriteRendererToTransform(gameObject.transform, resPath);
  78. SetBoxCollider2DToGameObject(gameObject);
  79. gameObject.GetComponent<SpriteRenderer>().enabled = false;
  80. DressUpUtil.AddItem(itemId, sceneObj, false, true, parentGameObj, resLayer);
  81. }
  82. //拍照角色
  83. private void UpdatePhotographBody(GameObject sceneObj, GameObject parentObj)
  84. {
  85. PhotographDataManager.Instance.dressUpObj.setSceneObj(sceneObj, false, false, parentObj, false);
  86. PhotographDataManager.Instance.dressUpObj.PutOnDressUpData(MyDressUpHelper.dressUpObj.DressUpDataClone());
  87. GameObject gameObject = parentObj.transform.Find("BodyRes").gameObject;
  88. if (MyDressUpHelper.dressUpObj.actionId > 0)
  89. {
  90. var suitCfg = SuitCfgArray.Instance.GetCfg(MyDressUpHelper.dressUpObj.actionId);
  91. string resPath = ResPathUtil.GetDressUpPath(suitCfg.picRes);
  92. SetSpriteRendererToTransform(gameObject.transform, resPath);
  93. SetBoxCollider2DToGameObject(gameObject);
  94. DressUpUtil.LoadSpritePos(suitCfg.picRes, out float x, out float y);
  95. gameObject.transform.localPosition = new Vector3(x, y, gameObject.transform.localPosition.z);
  96. gameObject.GetComponent<SpriteRenderer>().enabled = false;
  97. }
  98. else
  99. {
  100. PhotographUtil.Instance.SetGameObjectCenter(parentObj);
  101. SetBoxCollider2DToGameObject(gameObject);
  102. }
  103. }
  104. //向Transform添加SpriteRenderer并设置资源
  105. private void SetSpriteRendererToTransform(Transform tf, string resPath)
  106. {
  107. tf.position = Vector3.zero;
  108. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  109. if (spr == null)
  110. {
  111. tf.gameObject.AddComponent<SpriteRenderer>();
  112. spr = tf.GetComponent<SpriteRenderer>();
  113. }
  114. DressUpUtil.ChangeAssetReleaser(tf.gameObject, resPath);
  115. Sprite sp = GFGAsset.Load<Sprite>(resPath);
  116. spr.sprite = sp;
  117. spr.size = spr.sprite.bounds.size;//将节点设置为原图大小
  118. }
  119. //向GameObject添加BoxCollider2D
  120. private void SetBoxCollider2DToGameObject(GameObject gameObject)
  121. {
  122. BoxCollider2D polygonCollider2D = gameObject.GetComponent<BoxCollider2D>();
  123. if (polygonCollider2D != null)
  124. {
  125. GameObject.Destroy(polygonCollider2D);
  126. }
  127. polygonCollider2D = gameObject.AddComponent<BoxCollider2D>();
  128. polygonCollider2D.isTrigger = true;
  129. polygonCollider2D.size = PhotographUtil.Instance.GetGameObjectBoundsSize(gameObject.transform.parent.gameObject) / 100;
  130. }
  131. private void AddItemGameObjectToList(GameObject parentGameObj, bool setLayer)
  132. {
  133. List<GameObject> itemGameObjs = PhotographDataManager.Instance.itemGameObjs;
  134. itemGameObjs.Add(parentGameObj);
  135. if (setLayer)
  136. {
  137. int index = itemGameObjs.Count - 1;
  138. PhotographUtil.Instance.ChangeLayer(itemGameObjs[index], index * 100, "up");
  139. }
  140. itemGameObjs.Sort((GameObject a, GameObject b) =>
  141. {
  142. int layerA = PhotographUtil.Instance.GetMinLayer(a);
  143. int layerB = PhotographUtil.Instance.GetMinLayer(b);
  144. if (layerA < layerB)
  145. {
  146. return -1;
  147. }
  148. else if (layerA > layerB)
  149. {
  150. return 1;
  151. }
  152. return 0;
  153. });
  154. }
  155. //移除指定GameObject的BoxCollider2D
  156. public void DeleteBoxCollider2DFromGameObject(GameObject gameObject)
  157. {
  158. BoxCollider2D polygonCollider2D = gameObject.GetComponent<BoxCollider2D>();
  159. if (polygonCollider2D != null)
  160. {
  161. GameObject.Destroy(polygonCollider2D);
  162. }
  163. }
  164. //移除指定GameObject的SpriteRenderer
  165. public void DeleteSpriteRendererFromGameObject(GameObject gameObject)
  166. {
  167. SpriteRenderer spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
  168. if (spriteRenderer != null)
  169. {
  170. GameObject.Destroy(spriteRenderer);
  171. }
  172. }
  173. }
  174. }