PhotographSceneManager.cs 8.3 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. string resPath = ResPathUtil.GetPhotographBorderPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
  25. SetSpriteRendererToTransform(tf, resPath);
  26. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  27. spr.sortingOrder = 10000;//边框在所有道具的上边
  28. SetBoxCollider2DToGameObject(tf.gameObject);
  29. }
  30. public void AddNpcItem(ItemCfg itemCfg)
  31. {
  32. Transform tf = sceneObject.transform.Find("Scene/Npc/NpcRes");
  33. string resPath = ResPathUtil.GetNpcPicFPath(itemCfg.res);
  34. SetSpriteRendererToTransform(tf, resPath);
  35. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  36. tf.localPosition = new Vector2(-spr.bounds.center.x, -spr.bounds.center.y);
  37. SetBoxCollider2DToGameObject(tf.gameObject);
  38. AddItemGameObjectToList(tf.parent.gameObject, true);
  39. }
  40. public void AddBodyItem()
  41. {
  42. GameObject bodyParent = sceneObject.transform.Find("Scene/Role").gameObject;
  43. UpdatePhotographBody(sceneObject, bodyParent);
  44. AddItemGameObjectToList(bodyParent, false);
  45. }
  46. public async Task AddSceneItem(GameObject parentGameObj, ItemCfg itemCfg, int layer, bool setLayer, bool isOnlyEff = false)
  47. {
  48. await AddItemToScene(sceneObject, parentGameObj, itemCfg.id, layer);
  49. string layerName = string.Format("resLayer{0}", layer);
  50. string value = typeof(ItemCfg).GetField(layerName).GetValue(itemCfg).ToString();
  51. AddItemGameObjectToList(parentGameObj, setLayer);
  52. }
  53. //拍照场景添加单个道具
  54. public async Task AddItemToScene(GameObject sceneObj, GameObject parentGameObj, int itemId, int resLayer)
  55. {
  56. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  57. parentGameObj.transform.SetParent(sceneObj.transform.Find("Scene"), false);
  58. string layerName = string.Format("resLayer{0}", resLayer);
  59. string value = typeof(ItemCfg).GetField(layerName).GetValue(itemCfg).ToString();
  60. string res = value == "n" ? itemCfg.res : string.Format("{0}_{1}", itemCfg.res, value);
  61. string resPath = ResPathUtil.GetDressUpAnimationPath(res);
  62. var handler = DressUpUtil.AddItemAsync(itemId, sceneObj, false, true, parentGameObj, resLayer);
  63. if (handler != null)
  64. {
  65. foreach (var t in handler)
  66. {
  67. await t.Task;
  68. }
  69. foreach (var t in handler)
  70. {
  71. t.UpdateView();
  72. t.Release();
  73. }
  74. }
  75. if (YooAssets.CheckResExist(resPath))
  76. {
  77. parentGameObj.transform.localPosition = Vector3.zero;
  78. }
  79. else
  80. {
  81. if (parentGameObj.transform.childCount > 0)
  82. {
  83. GameObject gameObject = parentGameObj.transform.GetChild(0).gameObject;
  84. SetBoxCollider2DToGameObject(gameObject);
  85. }
  86. }
  87. await PhotographUtil.Instance.SetGameObjectCenter(parentGameObj);
  88. }
  89. //拍照角色
  90. private void UpdatePhotographBody(GameObject sceneObj, GameObject parentObj)
  91. {
  92. PhotographDataManager.Instance.dressUpObj.setSceneObj(sceneObj, false, false, parentObj, false);
  93. PhotographDataManager.Instance.dressUpObj.PutOnDressUpData(MyDressUpHelper.dressUpObj.DressUpDataClone());
  94. SetRoleBoxCollider(parentObj);
  95. }
  96. private void SetRoleBoxCollider(GameObject parentObj)
  97. {
  98. for (int i = 0; i < parentObj.transform.childCount; i++)
  99. {
  100. Transform transform = parentObj.transform.GetChild(i);
  101. if (transform.name != DressUpUtil.BODY_ANIMATION_NAME)
  102. {
  103. SetBoxCollider2DToGameObject(transform.gameObject);
  104. }
  105. }
  106. //await Task.Delay(16);
  107. PhotographUtil.Instance.SetGameObjectCenter(parentObj);
  108. }
  109. //向Transform添加SpriteRenderer并设置资源
  110. private void SetSpriteRendererToTransform(Transform tf, string resPath)
  111. {
  112. tf.position = Vector3.zero;
  113. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  114. if (spr == null)
  115. {
  116. tf.gameObject.AddComponent<SpriteRenderer>();
  117. spr = tf.GetComponent<SpriteRenderer>();
  118. }
  119. SpriteHelper.AddSpriteTo(spr, resPath);
  120. spr.size = spr.sprite.bounds.size;//将节点设置为原图大小
  121. }
  122. //向GameObject添加BoxCollider2D
  123. private void SetBoxCollider2DToGameObject(GameObject gameObject)
  124. {
  125. BoxCollider2D polygonCollider2D = gameObject.GetComponent<BoxCollider2D>();
  126. if (polygonCollider2D != null)
  127. {
  128. GameObject.Destroy(polygonCollider2D);
  129. }
  130. polygonCollider2D = gameObject.AddComponent<BoxCollider2D>();
  131. polygonCollider2D.isTrigger = true;
  132. }
  133. private void AddItemGameObjectToList(GameObject parentGameObj, bool setLayer)
  134. {
  135. List<GameObject> itemGameObjs = PhotographDataManager.Instance.itemGameObjs;
  136. itemGameObjs.Add(parentGameObj);
  137. if (setLayer)
  138. {
  139. int index = itemGameObjs.Count - 1;
  140. PhotographUtil.Instance.ChangeLayer(itemGameObjs[index], index * PhotographDataManager.layerCount, "up");
  141. }
  142. itemGameObjs.Sort((GameObject a, GameObject b) =>
  143. {
  144. int layerA = PhotographUtil.Instance.GetMaxLayer(a);
  145. int layerB = PhotographUtil.Instance.GetMaxLayer(b);
  146. if (layerA < layerB)
  147. {
  148. return -1;
  149. }
  150. else if (layerA > layerB)
  151. {
  152. return 1;
  153. }
  154. return string.Compare(a.name, b.name);
  155. });
  156. }
  157. private List<GameObject> SortItemGameObjsLayer(List<GameObject> itemGameObjs)
  158. {
  159. itemGameObjs.Sort((GameObject a, GameObject b) =>
  160. {
  161. int layerA = PhotographUtil.Instance.GetMinLayer(a);
  162. int layerB = PhotographUtil.Instance.GetMinLayer(b);
  163. if (layerA < layerB)
  164. {
  165. return -1;
  166. }
  167. else if (layerA > layerB)
  168. {
  169. return 1;
  170. }
  171. return string.Compare(a.name, b.name);
  172. });
  173. return itemGameObjs;
  174. }
  175. //移除指定GameObject的BoxCollider2D
  176. public void DeleteBoxCollider2DFromGameObject(GameObject gameObject)
  177. {
  178. BoxCollider2D polygonCollider2D = gameObject.GetComponent<BoxCollider2D>();
  179. if (polygonCollider2D != null)
  180. {
  181. GameObject.Destroy(polygonCollider2D);
  182. }
  183. }
  184. //移除指定GameObject的SpriteRenderer
  185. public void DeleteSpriteRendererFromGameObject(GameObject gameObject)
  186. {
  187. SpriteRenderer spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
  188. if (spriteRenderer != null)
  189. {
  190. GameObject.Destroy(spriteRenderer);
  191. }
  192. }
  193. }
  194. }