DressUpUtil.cs 20 KB

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  1. using UnityEngine;
  2. using Live2D.Cubism.Rendering;
  3. using System.IO;
  4. using FairyGUI;
  5. using UnityEngine.Rendering;
  6. namespace GFGGame
  7. {
  8. public class DressUpUtil
  9. {
  10. private const string HEAD_DEFAULT_RES_NAME = "head";
  11. private const string BODY_DEFAULT_RES_NAME = "body";
  12. private const string ROLE_OBJ_NAME = "Role";
  13. private const string HEAD_SPRITE_NAME = "Head";
  14. private const string BODY_SPRITE_NAME = "Body";
  15. public const string BODY_ANIMATION_NAME = "Body_a";
  16. private const string BODY_EFFECT_OBJ_NAME = "Body_eff";
  17. public const string FORMAT_SPRITE_NAME = "T{0}_s{1}";
  18. private const string FORMAT_ANIMATION_NAME = "T{0}_a{1}";
  19. private const string FORMAT_EFFECT_OBJ_NAME = "T{0}_e{1}";
  20. public static void AddItem(int itemID, GameObject sceneObj, bool needSetMask = false, bool showAni = true, GameObject parentObj = null, int resLayer = 0)
  21. {
  22. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  23. if (itemCfg != null)
  24. {
  25. // GameObject parentObj = null;
  26. if (parentObj == null)
  27. {
  28. if (itemCfg.subType == ConstDressUpItemType.BEI_JING || DressUpMenuItemCfg1Array.Instance.CheckIsSceneTypeBySubType(itemCfg.subType))
  29. {
  30. parentObj = sceneObj;
  31. }
  32. else
  33. {
  34. //角色
  35. Transform role = sceneObj.transform.Find(ROLE_OBJ_NAME);
  36. parentObj = role.gameObject;
  37. }
  38. }
  39. if (resLayer > 0)
  40. {
  41. string layerName = "";
  42. switch (resLayer)
  43. {
  44. case 1:
  45. layerName = itemCfg.resLayer1;
  46. break;
  47. case 2:
  48. layerName = itemCfg.resLayer2;
  49. break;
  50. case 3:
  51. layerName = itemCfg.resLayer3;
  52. break;
  53. }
  54. if (!string.IsNullOrEmpty(layerName))
  55. {
  56. updateLayerRes(itemCfg, parentObj, resLayer, needSetMask, showAni);
  57. }
  58. // updateLayerRes(itemCfg, parentObj, resLayer, resLayer == 2, needSetMask, showAni);
  59. }
  60. else
  61. {
  62. //普通层
  63. if (!string.IsNullOrEmpty(itemCfg.resLayer1))
  64. {
  65. updateLayerRes(itemCfg, parentObj, 1, needSetMask, showAni);
  66. }
  67. //第二层
  68. if (!string.IsNullOrEmpty(itemCfg.resLayer2))
  69. {
  70. updateLayerRes(itemCfg, parentObj, 2, needSetMask, showAni);
  71. }
  72. //第三层
  73. if (!string.IsNullOrEmpty(itemCfg.resLayer3))
  74. {
  75. updateLayerRes(itemCfg, parentObj, 3, needSetMask, showAni);
  76. }
  77. }
  78. }
  79. }
  80. public static void RemoveItem(int itemID, GameObject sceneObj, GameObject parentObj = null)
  81. {
  82. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  83. if (itemCfg != null)
  84. {
  85. if (parentObj == null)
  86. {
  87. if (itemCfg.subType == ConstDressUpItemType.BEI_JING || DressUpMenuItemCfg1Array.Instance.CheckIsSceneTypeBySubType(itemCfg.subType))
  88. {
  89. parentObj = sceneObj;
  90. }
  91. else
  92. {
  93. //角色
  94. Transform role = sceneObj.transform.Find(ROLE_OBJ_NAME);
  95. parentObj = role.gameObject;
  96. }
  97. }
  98. string spritObjName;
  99. string aniObjName;
  100. //默认层
  101. if (!string.IsNullOrEmpty(itemCfg.resLayer1))
  102. {
  103. spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 1);
  104. TryClearSpriteObj(parentObj, spritObjName);
  105. aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 1);
  106. TryRemoveObj(parentObj, aniObjName);
  107. aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, 1);
  108. TryRemoveObj(parentObj, aniObjName);
  109. }
  110. //特殊层
  111. if (!string.IsNullOrEmpty(itemCfg.resLayer2))
  112. {
  113. spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 2);
  114. TryClearSpriteObj(parentObj, spritObjName);
  115. aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 2);
  116. TryRemoveObj(parentObj, aniObjName);
  117. aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, 2);
  118. TryRemoveObj(parentObj, aniObjName);
  119. }
  120. //第三层
  121. if (!string.IsNullOrEmpty(itemCfg.resLayer3))
  122. {
  123. spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 3);
  124. TryClearSpriteObj(parentObj, spritObjName);
  125. aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 3);
  126. TryRemoveObj(parentObj, aniObjName);
  127. aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, 3);
  128. TryRemoveObj(parentObj, aniObjName);
  129. }
  130. }
  131. }
  132. public static void InitHead(GameObject sceneObj, bool needSetMask = false, GameObject parentObj = null)
  133. {
  134. var roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME);
  135. parentObj = parentObj == null ? roleTf.gameObject : parentObj;
  136. string res = HEAD_DEFAULT_RES_NAME;
  137. Transform transform_t = parentObj.transform.Find(HEAD_SPRITE_NAME);
  138. if (transform_t != null)
  139. {
  140. return;
  141. }
  142. AddSpriteObj(res, "png", HEAD_SPRITE_NAME, parentObj, 1, needSetMask);
  143. }
  144. public static void UpdateWholeBody(string res, GameObject sceneObj, bool isAni = false, string effRes = null, bool needSetMask = false, GameObject parentObj = null)
  145. {
  146. InitHead(sceneObj, needSetMask, parentObj);
  147. UpdateBodyOnly(res, sceneObj, isAni, effRes, needSetMask, parentObj);
  148. }
  149. public static void UpdateBodyOnly(string res, GameObject sceneObj, bool isAni = false, string effRes = null, bool needSetMask = false, GameObject parentObj = null)
  150. {
  151. //角色
  152. var roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME);
  153. parentObj = parentObj == null ? roleTf.gameObject : parentObj;
  154. if (res == null)
  155. {
  156. res = BODY_DEFAULT_RES_NAME;
  157. }
  158. //清理旧的
  159. TryClearSpriteObj(parentObj, BODY_SPRITE_NAME);
  160. TryRemoveObj(parentObj, BODY_ANIMATION_NAME);
  161. TryRemoveObj(parentObj, BODY_EFFECT_OBJ_NAME);
  162. if (isAni)
  163. {
  164. AddAnimationObj(res, BODY_ANIMATION_NAME, parentObj, 0);
  165. }
  166. else
  167. {
  168. AddSpriteObj(res, "png", BODY_SPRITE_NAME, parentObj, 0, needSetMask);
  169. parentObj.transform.SetPositionAndRotation(new Vector3(), new Quaternion());
  170. }
  171. //特效
  172. if (!string.IsNullOrEmpty(effRes))
  173. {
  174. TryAddEffectObj(effRes, BODY_EFFECT_OBJ_NAME, parentObj, 0);
  175. }
  176. }
  177. public static void AddAssetReleaser(GameObject gameObj, string resPath)
  178. {
  179. var assetDisposer = gameObj.AddComponent<AssetReleaser>();
  180. assetDisposer.resPath = resPath;
  181. }
  182. public static void ChangeAssetReleaser(GameObject gameObj, string resPath)
  183. {
  184. var assetDisposer = gameObj.GetComponent<AssetReleaser>();
  185. if (assetDisposer == null)
  186. {
  187. assetDisposer = gameObj.AddComponent<AssetReleaser>();
  188. }
  189. assetDisposer.resPath = resPath;
  190. }
  191. private static void updateLayerRes(ItemCfg itemCfg, GameObject parentObj, int layerId, bool needSetMask, bool showAni = true)
  192. {
  193. ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType);
  194. string res = itemCfg.res;
  195. int sortingOrder = typeCfg.defaultLayer;
  196. switch (layerId)
  197. {
  198. case 1:
  199. res = itemCfg.resLayer1 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer1);
  200. break;
  201. case 2:
  202. sortingOrder = typeCfg.specialLayer;
  203. res = itemCfg.resLayer2 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer2);
  204. break;
  205. case 3:
  206. sortingOrder = typeCfg.thirdlLayer;
  207. res = itemCfg.resLayer3 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer3);
  208. break;
  209. }
  210. //清理旧的
  211. var spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, layerId);
  212. TryClearSpriteObj(parentObj, spritObjName);
  213. var aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, layerId);
  214. TryRemoveObj(parentObj, aniObjName);
  215. string ext = ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType);
  216. //这里需要先添加静态图,防止加载动画有延迟,出现光头
  217. GameObject spriteObj = AddSpriteObj(res, ext, spritObjName, parentObj, sortingOrder, needSetMask);
  218. if (showAni)
  219. {
  220. var aniObj = AddAnimationObj(res, aniObjName, parentObj, sortingOrder);
  221. if(aniObj != null && spriteObj != null)
  222. {
  223. Timers.inst.Add(0.03f, 1, (obj) =>
  224. {
  225. if (parentObj != null && parentObj.transform != null)
  226. {
  227. Transform tf = parentObj.transform.Find(spritObjName);
  228. if (tf != null && tf.gameObject != null && tf.gameObject.activeInHierarchy)
  229. {
  230. var assetDisposer = tf.gameObject.GetComponent<AssetReleaser>();
  231. if (assetDisposer != null)
  232. {
  233. if (!string.IsNullOrEmpty(assetDisposer.resPath))
  234. {
  235. string resPath = ResPathUtil.GetDressUpPath(res, ext);
  236. if (assetDisposer.resPath == resPath)
  237. {
  238. TryClearSpriteObj(parentObj, spritObjName);
  239. }
  240. }
  241. }
  242. }
  243. }
  244. });
  245. }
  246. }
  247. aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, layerId);
  248. TryRemoveObj(parentObj, aniObjName);
  249. TryAddEffectObj(res, aniObjName, parentObj, sortingOrder);
  250. }
  251. private static GameObject AddSpriteObj(string res, string ext, string objName, GameObject parentObj, int sortingOrder, bool needSetMask)
  252. {
  253. string resPath = ResPathUtil.GetDressUpPath(res, ext);
  254. if(!VEngine.Versions.Contains(resPath))
  255. {
  256. return null;
  257. }
  258. SpriteRenderer spr = null;
  259. var gameObj = parentObj.transform.Find(objName)?.gameObject;
  260. if (gameObj == null)
  261. {
  262. gameObj = new GameObject(objName);
  263. gameObj.transform.SetParent(parentObj.transform, false);
  264. AddAssetReleaser(gameObj, resPath);
  265. }
  266. spr = gameObj.GetComponent<SpriteRenderer>();
  267. if (spr == null)
  268. {
  269. spr = gameObj.AddComponent<SpriteRenderer>();
  270. }
  271. float tx, ty;
  272. LoadSpritePos(res, out tx, out ty);
  273. gameObj.transform.localPosition = new Vector3(tx, ty, gameObj.transform.localPosition.z);
  274. Sprite sp = GFGAsset.Load<Sprite>(resPath);
  275. spr.sprite = sp;
  276. spr.sortingOrder = sortingOrder;
  277. if (needSetMask)
  278. {
  279. spr.maskInteraction = SpriteMaskInteraction.VisibleInsideMask;
  280. }
  281. else
  282. {
  283. spr.maskInteraction = SpriteMaskInteraction.None;
  284. }
  285. return gameObj;
  286. }
  287. public static void TryClearSpriteObj(GameObject parentObj, string spritObjName)
  288. {
  289. if (parentObj == null)
  290. {
  291. return;
  292. }
  293. Transform transform_t = parentObj.transform.Find(spritObjName);
  294. if (transform_t != null)
  295. {
  296. GameObject gameObj_t = transform_t.gameObject;
  297. if (gameObj_t != null)
  298. {
  299. //SpriteRenderer spr = null;
  300. //spr = gameObj_t.GetComponent<SpriteRenderer>();
  301. //if(spr != null)
  302. //{
  303. // spr.sprite = null;
  304. //}
  305. // var assetDisposer = gameObj_t.GetComponent<AssetReleaser>();
  306. // if (assetDisposer != null)
  307. // {
  308. // if (!string.IsNullOrEmpty(assetDisposer.resPath))
  309. // {
  310. // GFGAsset.Release(assetDisposer.resPath);
  311. // assetDisposer.resPath = null;
  312. // }
  313. // }
  314. // SpriteRenderer spr = gameObj_t.GetComponent<SpriteRenderer>();
  315. // if (spr != null)
  316. // {
  317. // GameObject.Destroy(spr);
  318. // }
  319. GameObject.DestroyImmediate(gameObj_t);
  320. }
  321. }
  322. }
  323. private static GameObject AddAnimationObj(string res, string objName, GameObject parentObj, int sortingOrder)
  324. {
  325. string resPath = ResPathUtil.GetDressUpAnimationPath(res);
  326. if (!VEngine.Versions.Contains(resPath))
  327. {
  328. return null;
  329. }
  330. var prefab = GFGAsset.Load<GameObject>(resPath);
  331. var gameObj = GameObject.Instantiate(prefab);
  332. AddAssetReleaser(gameObj, resPath);
  333. if(objName == BODY_ANIMATION_NAME)
  334. {
  335. //如果是动作动画,就根据动画位置及角度信息设置给Role对象
  336. parentObj.transform.SetPositionAndRotation(gameObj.transform.localPosition, gameObj.transform.localRotation);
  337. gameObj.transform.SetPositionAndRotation(new Vector3(), new Quaternion());
  338. }
  339. gameObj.name = objName;
  340. gameObj.transform.SetParent(parentObj.transform, false);
  341. var render = gameObj.GetComponent<CubismRenderController>();
  342. if (render == null && gameObj.transform.childCount > 0)
  343. {
  344. var childObj = gameObj.transform.GetChild(0);
  345. if (childObj != null)
  346. {
  347. render = childObj.GetComponent<CubismRenderController>();
  348. }
  349. }
  350. if (render != null && render.gameObject.activeSelf == true)
  351. {
  352. render.SortingOrder = sortingOrder;
  353. }
  354. SetParticleSortingOrder(gameObj, sortingOrder);
  355. return gameObj;
  356. }
  357. private static void TryRemoveObj(GameObject parentObj, string aniObjName)
  358. {
  359. if (parentObj == null)
  360. {
  361. return;
  362. }
  363. Transform transform = parentObj.transform.Find(aniObjName);
  364. if (transform != null)
  365. {
  366. GameObject gameObj = transform.gameObject;
  367. if (gameObj != null)
  368. {
  369. GameObject.DestroyImmediate(gameObj);
  370. }
  371. }
  372. }
  373. public static GameObject CreateAnimationObj(string resPath)
  374. {
  375. // string resPath = ResPathUtil.GetCardAnimationPath(res);
  376. var prefab = GFGAsset.Load<GameObject>(resPath);
  377. if (prefab == null)
  378. {
  379. return null;
  380. }
  381. var gameObj = GameObject.Instantiate(prefab);
  382. AddAssetReleaser(gameObj, resPath);
  383. return gameObj;
  384. }
  385. private static void TryAddEffectObj(string res, string objName, GameObject parentObj, int sortingOrder)
  386. {
  387. var resPath = ResPathUtil.GetDressUpEffectPath(res);
  388. if (!VEngine.Versions.Contains(resPath))
  389. {
  390. return;
  391. }
  392. GameObject effPre = GFGAsset.Load<GameObject>(resPath);
  393. var gameObj = GameObject.Instantiate(effPre);
  394. AddAssetReleaser(gameObj, resPath);
  395. gameObj.transform.SetParent(parentObj.transform);
  396. gameObj.name = objName;
  397. var sortingGroup = gameObj.transform.GetComponent<SortingGroup>();
  398. if (sortingGroup == null)
  399. {
  400. sortingGroup = gameObj.AddComponent<SortingGroup>();
  401. }
  402. sortingGroup.sortingOrder = sortingOrder + 1;//特效层默认高一个层级
  403. //SetParticleSortingOrder(gameObj, sortingOrder + 1);//特效层默认高一个层级
  404. }
  405. public static void LoadSpritePos(string res, out float tx, out float ty)
  406. {
  407. string resPath = ResPathUtil.GetDressUpPath(res, "bytes");
  408. if (VEngine.Versions.Contains(resPath))
  409. {
  410. var asset = GFGAsset.Load<TextAsset>(resPath);
  411. if (asset != null)
  412. {
  413. var st = new MemoryStream(asset.bytes);
  414. var br = new BinaryReader(st);
  415. tx = br.ReadInt32() / 100f;
  416. ty = -br.ReadInt32() / 100f;
  417. GFGAsset.Release(resPath);
  418. return;
  419. }
  420. }
  421. tx = 0;
  422. ty = 0;
  423. }
  424. public static void SetParticleSortingOrder(GameObject gameObj, int sortingOrder, bool isAdd = false)
  425. {
  426. ParticleSystem[] particles = gameObj.transform.GetComponentsInChildren<ParticleSystem>();
  427. for (int i = 0; i < particles.Length; i++)
  428. {
  429. var renderer = particles[i].GetComponent<Renderer>();
  430. if (renderer != null)
  431. {
  432. if (isAdd)
  433. {
  434. renderer.sortingOrder = renderer.sortingOrder + sortingOrder;
  435. }
  436. else
  437. {
  438. renderer.sortingOrder = sortingOrder;
  439. }
  440. }
  441. }
  442. }
  443. public static void SetSpriteRenderSortingOrder(GameObject gameObj, int sortingOrder, bool isAdd = false)
  444. {
  445. SpriteRenderer[] spriteRenders = gameObj.transform.GetComponentsInChildren<SpriteRenderer>();
  446. for (int i = 0; i < spriteRenders.Length; i++)
  447. {
  448. if (isAdd)
  449. {
  450. spriteRenders[i].sortingOrder = spriteRenders[i].sortingOrder + sortingOrder;
  451. }
  452. else
  453. {
  454. spriteRenders[i].sortingOrder = sortingOrder;
  455. }
  456. }
  457. }
  458. }
  459. }