PhotographDataManager.cs 8.3 KB

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  1. using System.Collections.Generic;
  2. using FairyGUI;
  3. using UI.DressUp;
  4. using UnityEngine;
  5. namespace GFGGame
  6. {
  7. public enum EnumPhotographType
  8. {
  9. BG,
  10. NPC,
  11. SCENE,
  12. BORDER,
  13. EFFECT
  14. }
  15. public class PhotographDataManager : SingletonBase<PhotographDataManager>
  16. {
  17. public List<int> _equipRoleData = new List<int>();//当前穿戴的角色数据
  18. public Dictionary<int, List<int>> _equipSceneData = new Dictionary<int, List<int>>();//当前穿戴的场景数据
  19. public List<int> listBgData = new List<int>();
  20. public List<int> listNpcData = new List<int>();
  21. public List<int> listSceneData = new List<int>();
  22. public List<int> listBorderData = new List<int>();
  23. public List<int> listEffectData = new List<int>();
  24. public void Clear()
  25. {
  26. listBgData.Clear();
  27. listNpcData.Clear();
  28. listSceneData.Clear();
  29. listBorderData.Clear();
  30. listEffectData.Clear();
  31. }
  32. public void Add(int itemID)
  33. {
  34. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  35. if (itemCfg.itemType == ConstItemType.DRESS_UP)
  36. {
  37. if (itemCfg.subType == ConstDressUpItemType.BEI_JING)
  38. {
  39. if (listBgData.IndexOf(itemID) < 0) listBgData.Add(itemID);
  40. }
  41. else if (itemCfg.subType == ConstDressUpItemType.QIAN_JING || itemCfg.subType == ConstDressUpItemType.BEI_SHI || itemCfg.subType == ConstDressUpItemType.HUAN_JING)
  42. {
  43. if (listSceneData.IndexOf(itemID) < 0) listSceneData.Add(itemID);
  44. }
  45. }
  46. else if (itemCfg.itemType == ConstItemType.ITEM)
  47. {
  48. if (itemCfg.subType == ConstItemSubType.NPC)
  49. {
  50. if (listNpcData.IndexOf(itemID) < 0) listNpcData.Add(itemID);
  51. }
  52. else if (itemCfg.subType == ConstItemSubType.BOREDR)
  53. {
  54. if (listBorderData.IndexOf(itemID) < 0) listBorderData.Add(itemID);
  55. }
  56. else if (itemCfg.subType == ConstItemSubType.EFFECT)
  57. {
  58. if (listEffectData.IndexOf(itemID) < 0) listEffectData.Add(itemID);
  59. }
  60. }
  61. }
  62. //将穿戴数据分类
  63. public void ClassifyEquipData()
  64. {
  65. _equipRoleData.Clear();
  66. _equipSceneData.Clear();
  67. for (int i = 0; i < EquipDataCache.cacher.equipDatas.Length; i++)
  68. {
  69. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(EquipDataCache.cacher.equipDatas[i]);
  70. if (itemCfg.subType == ConstDressUpItemType.QIAN_JING || itemCfg.subType == ConstDressUpItemType.BEI_SHI || itemCfg.subType == ConstDressUpItemType.HUAN_JING || itemCfg.subType == ConstDressUpItemType.FEN_WEI)
  71. {
  72. PhotographDataManager.Instance.AddEquipItem(_equipSceneData, itemCfg.id, out _equipSceneData);
  73. }
  74. else
  75. {
  76. _equipRoleData.Add(EquipDataCache.cacher.equipDatas[i]);
  77. }
  78. }
  79. }
  80. public void AddEquipItem(Dictionary<int, List<int>> _equipSceneData, int itemID, out Dictionary<int, List<int>> equipSceneData)
  81. {
  82. if (!_equipSceneData.ContainsKey(itemID))
  83. {
  84. _equipSceneData.Add(itemID, new List<int>());
  85. }
  86. _equipSceneData[itemID].Add(itemID);
  87. equipSceneData = _equipSceneData;
  88. }
  89. public List<int> GetListData(EnumPhotographType index)
  90. {
  91. List<int> _listData = null;
  92. switch (index)
  93. {
  94. case EnumPhotographType.BG:
  95. _listData = PhotographDataManager.Instance.listBgData;
  96. break;
  97. case EnumPhotographType.NPC:
  98. _listData = PhotographDataManager.Instance.listNpcData;
  99. break;
  100. case EnumPhotographType.SCENE:
  101. _listData = PhotographDataManager.Instance.listSceneData;
  102. break;
  103. case EnumPhotographType.BORDER:
  104. _listData = PhotographDataManager.Instance.listBorderData;
  105. break;
  106. case EnumPhotographType.EFFECT:
  107. _listData = PhotographDataManager.Instance.listEffectData;
  108. break;
  109. }
  110. return _listData;
  111. }
  112. //是否点击在UI上
  113. public bool IsTouchUI(GComponent viewCom)
  114. {
  115. GObject obj = GRoot.inst.touchTarget;
  116. UI_PhotographUI _viewCom = UI_PhotographUI.Proxy(viewCom);
  117. 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;
  118. }
  119. //传入父物体,设置子物体层级
  120. public void SetItemLayer(GameObject parentObj, int layer)
  121. {
  122. for (int i = 0; i < parentObj.transform.childCount; i++)
  123. {
  124. Transform tf = parentObj.transform.GetChild(i);
  125. string[] strs = tf.name.Split('_');
  126. if (strs.Length > 1 && strs[1] == "eff")//子物体是特效
  127. {
  128. DressUpUtil.SetParticleSortingOrder(tf.gameObject, layer, true);
  129. }
  130. }
  131. SpriteRenderer[] sps = parentObj.GetComponentsInChildren<SpriteRenderer>();
  132. List<SpriteRenderer> listSp = new List<SpriteRenderer>(sps);
  133. listSp = SortItemList(listSp);
  134. for (int i = 0; i < listSp.Count; i++)
  135. {
  136. int sortingOrder = listSp[i].sortingOrder;
  137. listSp[i].sortingOrder = layer + i;
  138. }
  139. }
  140. private static List<SpriteRenderer> SortItemList(List<SpriteRenderer> arrayList)
  141. {
  142. arrayList.Sort((SpriteRenderer a, SpriteRenderer b) =>
  143. {
  144. int rarityA = a.sortingOrder;
  145. int rarityB = b.sortingOrder;
  146. if (rarityA < rarityB)
  147. {
  148. return -1;
  149. }
  150. else if (rarityA > rarityB)
  151. {
  152. return 1;
  153. }
  154. return 0;
  155. });
  156. return arrayList;
  157. }
  158. public int GetMaxLayer(GameObject parentObj, int maxLayer)
  159. {
  160. int layer = GetLayer(parentObj);
  161. return maxLayer < layer ? layer : maxLayer;
  162. }
  163. public int GetLayer(GameObject parentObj)
  164. {
  165. int layer = int.MinValue;
  166. for (int i = 0; i < parentObj.transform.childCount; i++)
  167. {
  168. Transform tf = parentObj.transform.GetChild(i);
  169. SpriteRenderer sp = tf.GetComponent<SpriteRenderer>();
  170. if (sp && layer < sp.sortingOrder)
  171. {
  172. layer = sp.sortingOrder;
  173. }
  174. }
  175. return layer;
  176. }
  177. public void SetBgPos(GameObject hitGameObj, Vector2 uiSize)
  178. {
  179. Vector2 size = hitGameObj.GetComponent<SpriteRenderer>().size;
  180. float deviationWidth = (size.x - uiSize.x / 100) / 2;
  181. float deviationHeigh = (size.y - uiSize.y / 100) / 2;
  182. Vector2 pos = hitGameObj.transform.position;
  183. if (pos.x <= -deviationWidth)
  184. {
  185. hitGameObj.transform.position = new Vector2(-deviationWidth, hitGameObj.transform.position.y);
  186. }
  187. if (pos.x >= deviationWidth)
  188. {
  189. hitGameObj.transform.position = new Vector2(deviationWidth, hitGameObj.transform.position.y);
  190. }
  191. if (pos.y <= -deviationHeigh)
  192. {
  193. hitGameObj.transform.position = new Vector2(hitGameObj.transform.position.x, -deviationHeigh);
  194. }
  195. if (pos.y >= deviationHeigh)
  196. {
  197. hitGameObj.transform.position = new Vector2(hitGameObj.transform.position.x, deviationHeigh);
  198. }
  199. }
  200. }
  201. }