PhotographView.cs 22 KB

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  1. using FairyGUI;
  2. using System;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using UI.DressUp;
  6. using UnityEngine;
  7. using UnityEngine.EventSystems;
  8. namespace GFGGame
  9. {
  10. public class PhotographView : BaseView
  11. {
  12. private UI_PhotographUI _ui;
  13. private GameObject _scenePrefab;
  14. private GameObject _sceneObject;
  15. // private DressUpObjDataCache equipDataCache;
  16. // private const string MOVE = "MOVE";
  17. // private const string SCALE = "SCALE";
  18. // private const string ROTATION = "ROTATION";
  19. private const float MaxScale = 2;
  20. private const float MinScale = 0.1f;
  21. private const string BgResPath = "Bg/BgRes";
  22. private const string BorderResPath = "Border/BorderRes";
  23. private const string NpcResPath = "Scene/Npc/NpcRes";
  24. private const string RolePath = "Scene/Role";
  25. private const string RoleName = "Role";
  26. private const string NpcPath = "Scene/Npc";
  27. private const string BgResName = "BgRes";
  28. // private const string BorderResName = "BorderRes";
  29. // private GameObject bodyParent;
  30. // private GameObject bgParent;
  31. // private GameObject npcParent;
  32. // private GameObject borderParent;
  33. // private GameObject sceneParent;
  34. private List<int> _listData = null;//当前选择的资源数据
  35. public List<int> _equipRoleData = new List<int>();//当前穿戴的角色数据
  36. public Dictionary<int, List<int>> _equipSceneData = new Dictionary<int, List<int>>();//当前穿戴的场景数据
  37. private Dictionary<GameObject, float> _equipDistance = new Dictionary<GameObject, float>();
  38. private GameObject hitGameObj;//当前选中的物体(单指拖动,双指缩放旋转)
  39. private GameObject memoryHitGameObj;//当前选中的物体(单指缩放旋转)
  40. private Vector3 distance = Vector3.zero;//点击位置和点击物体原点的距离,用于
  41. private Vector2 lastPos = Vector2.zero;//上一次移动后从物体中心到鼠标位置的方向
  42. // private float _startDistance;//从物体中心到缩放按钮的距离
  43. private SwipeGesture swipeGesture;
  44. private PinchGesture pinchGesture;
  45. private RotationGesture rotationGesture;
  46. private bool isTwoTouchPoint = false;
  47. private int maxLayer = int.MinValue;//最上层的层级数
  48. protected override void OnInit()
  49. {
  50. base.OnInit();
  51. packageName = UI_PhotographUI.PACKAGE_NAME;
  52. _ui = UI_PhotographUI.Create();
  53. viewCom = _ui.target;
  54. isfullScreen = true;
  55. _ui.m_btnBg.onClick.Add(OnClickBtnBg);
  56. _ui.m_btnChoose.onClick.Add(SetUIView);
  57. _ui.m_btnBack.onClick.Add(OnClickBtnBack);
  58. _ui.m_btnPhotograph.onClick.Add(OnClickBtnPhotograph);
  59. _ui.m_ComSelectRes.m_list.itemRenderer = RenderListItem;
  60. _ui.m_ComSelectRes.m_list.onClickItem.Add(OnListItemClick);
  61. _ui.m_ComSelectRes.m_comBtnTab.m_c1.onChanged.Add(OnContorllerChanged);
  62. _scenePrefab = GFGAsset.Load<GameObject>(ResPathUtil.GetPrefabPath("ScenePhotograph"));
  63. _ui.target.onTouchBegin.Add(OnTouchUIBegin);
  64. _ui.target.onTouchMove.Add(OnTouchUIMove);
  65. _ui.target.onTouchEnd.Add(OnTouchUIEnd);
  66. _ui.m_comSelectBox.m_btnSize.onTouchBegin.Add(OnTouchBtnSizeBegin);
  67. _ui.m_comSelectBox.m_btnSize.onTouchMove.Add(OnTouchBtnSizeMove);
  68. _ui.m_comSelectBox.m_btnSize.onTouchEnd.Add(OnTouchBtnSizeEnd);
  69. _ui.m_comSelectBox.m_btnFlip.onTouchBegin.Add(OnTouchBtnFlipBegin);
  70. _ui.m_comSelectBox.m_btnFlip.onTouchEnd.Add(OnTouchBtnFlipEnd);
  71. _ui.m_comSelectBox.m_btnDelete.onTouchBegin.Add(OnTouchBtnDeleteBegin);
  72. _ui.m_comSelectBox.m_btnDelete.onTouchEnd.Add(OnTouchBtnDeleteEnd);
  73. }
  74. protected override void OnShown()
  75. {
  76. base.OnShown();
  77. Input.multiTouchEnabled = true;
  78. // equipDataCache = EquipDataCache.cacher;
  79. PhotographDataManager.Instance.ClassifyEquipData();
  80. _equipRoleData = PhotographDataManager.Instance._equipRoleData;
  81. _equipSceneData = PhotographDataManager.Instance._equipSceneData;
  82. if (_sceneObject == null)
  83. {
  84. _sceneObject = GameObject.Instantiate(_scenePrefab);
  85. EquipDataCache.cacher.setSceneObj(_sceneObject);
  86. }
  87. pinchGesture = new PinchGesture(_ui.target);
  88. pinchGesture.onAction.Add(OnPinch);
  89. rotationGesture = new RotationGesture(_ui.target);
  90. rotationGesture.onAction.Add(OnRotate);
  91. _ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex = 0;
  92. RefreshList(EnumPhotographType.BG);
  93. SetUIView();
  94. UpdateBg(ItemCfgArray.Instance.GetCfg(EquipDataCache.cacher.bgId));
  95. UpdateBody();
  96. UpdateScene();
  97. GuideController.TryGuideBtnPhotograph(_ui.m_btnPhotograph);
  98. }
  99. /************************************************************UI界面*********************************************************/
  100. private void OnContorllerChanged(EventContext context)
  101. {
  102. int index = _ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex;
  103. RefreshList((EnumPhotographType)index);
  104. }
  105. private void RefreshList(EnumPhotographType index)
  106. {
  107. _ui.m_ComSelectRes.m_list.numItems = 0;
  108. _listData = PhotographDataManager.Instance.GetListData(index);
  109. _ui.m_ComSelectRes.m_list.numItems = _listData.Count;
  110. }
  111. private void RenderListItem(int index, GObject obj)
  112. {
  113. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_listData[index]);
  114. string resPath = ResPathUtil.GetIconPath(itemCfg);
  115. UI_ListItem item = UI_ListItem.Proxy(obj);
  116. item.target.data = _listData[index];
  117. item.m_loaIcon.url = resPath;
  118. item.m_txtName.text = itemCfg.name;
  119. }
  120. private void OnListItemClick(EventContext context)
  121. {
  122. int itemID = (int)((context.data as GObject).data);
  123. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  124. EnumPhotographType type = (EnumPhotographType)_ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex;
  125. switch (type)
  126. {
  127. case EnumPhotographType.BG:
  128. UpdateBg(itemCfg);
  129. break;
  130. case EnumPhotographType.BORDER:
  131. if (_listData.IndexOf(itemID) == 0)
  132. {
  133. Transform tf = _sceneObject.transform.Find(BorderResPath);
  134. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  135. if (spr != null)
  136. {
  137. GameObject.Destroy(spr);
  138. }
  139. return;
  140. }
  141. UpdateBorder(itemCfg);
  142. break;
  143. case EnumPhotographType.NPC:
  144. UpdateNpc(itemCfg);
  145. break;
  146. case EnumPhotographType.SCENE:
  147. AddSceneItem(itemCfg, false);
  148. break;
  149. case EnumPhotographType.EFFECT:
  150. break;
  151. }
  152. }
  153. /************************************************************场景*********************************************************/
  154. private void OnTouchUIBegin(EventContext context)
  155. {
  156. context.CaptureTouch();
  157. if (_ui.m_ComSelectRes.target.visible == true) return;//添加道具不监听场景点击
  158. if (Stage.inst.touchCount > 1 && hitGameObj != null || Stage.inst.touchCount == 1 && context.inputEvent.touchId != 0) return;//两根手指&&两指不是同时按下||一根手指但属于中途换指
  159. if (PhotographDataManager.Instance.IsTouchUI(this.viewCom)) return;
  160. RaycastHit2D[] hit2Ds = Physics2D.RaycastAll(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero);
  161. if (hit2Ds.Length > 0)
  162. {
  163. // maxLayer++;
  164. lastPos = Vector2.zero;
  165. hitGameObj = SceneController.GetFirstHitObj(hit2Ds);
  166. _ui.m_comSelectBox.m_btnDelete.visible = true;
  167. if (hitGameObj.name == "Body")//主角不可删除
  168. {
  169. _ui.m_comSelectBox.m_btnDelete.visible = false;
  170. }
  171. _ui.m_comSelectBox.target.visible = false;
  172. if (hitGameObj.name != BgResName)//背景不可改动层级
  173. {
  174. hitGameObj = hitGameObj.transform.parent.gameObject;
  175. PhotographDataManager.Instance.SetItemLayer(hitGameObj, maxLayer);
  176. maxLayer = PhotographDataManager.Instance.GetMaxLayer(hitGameObj, maxLayer) + 1;
  177. _ui.m_comSelectBox.target.visible = true;
  178. SceneController.SetGameObjectCenter(hitGameObj);
  179. }
  180. memoryHitGameObj = hitGameObj;
  181. distance = Input.mousePosition - Camera.main.WorldToScreenPoint(hitGameObj.transform.position);
  182. _ui.m_comSelectBox.target.rotation = -hitGameObj.transform.eulerAngles.z;
  183. _ui.m_comSelectBox.target.size = SceneController.GetGameObjectSize(hitGameObj);
  184. ControllerSelectBoxPos();
  185. }
  186. }
  187. private void OnTouchUIMove(EventContext context)
  188. {
  189. if (hitGameObj == null) return;//未选中任何物体
  190. if (Stage.inst.touchCount > 1) return; //只监听1根手指
  191. if (PhotographDataManager.Instance.IsTouchUI(this.viewCom)) return;
  192. Debug.Log("拖动");
  193. ControllerObjectPos();
  194. ControllerSelectBoxPos();
  195. }
  196. private void OnTouchUIEnd(EventContext context)
  197. {
  198. // if (Stage.inst.touchCount > 1 || context.inputEvent.touchId != 0) return; //只监听1根手指
  199. hitGameObj = null;
  200. }
  201. //选中物体的位置
  202. private void ControllerObjectPos()
  203. {
  204. hitGameObj.transform.position = Camera.main.ScreenToWorldPoint(Input.mousePosition - distance);
  205. if (hitGameObj.name == BgResName)
  206. {
  207. PhotographDataManager.Instance.SetBgPos(hitGameObj, _ui.target.size);
  208. }
  209. }
  210. //选中框的位置
  211. private void ControllerSelectBoxPos()
  212. {
  213. Vector2 objScreenPos = Camera.main.WorldToScreenPoint(hitGameObj.transform.position);
  214. Vector2 localPos = this.viewCom.GlobalToLocal(new Vector2(objScreenPos.x, (Screen.height - objScreenPos.y)));
  215. _ui.m_comSelectBox.target.position = localPos;
  216. }
  217. private void OnTouchBtnSizeBegin(EventContext context)
  218. {
  219. InputEvent inputEvent = (InputEvent)context.data;
  220. Vector2 screenPos = this.viewCom.GlobalToLocal(_ui.m_comSelectBox.m_btnSize.LocalToGlobal(Vector2.zero));
  221. Vector2 pt = new Vector2(screenPos.x, screenPos.y);
  222. Vector2 pt2 = new Vector2(_ui.m_comSelectBox.target.x, _ui.m_comSelectBox.target.y);
  223. if (!_equipDistance.ContainsKey(memoryHitGameObj))
  224. {
  225. float distance = Vector2.Distance(pt, pt2) / memoryHitGameObj.transform.localScale.x;
  226. _equipDistance.Add(memoryHitGameObj, distance);
  227. }
  228. }
  229. private void OnTouchBtnSizeMove(EventContext context)
  230. {
  231. if (memoryHitGameObj == null) return;
  232. InputEvent inputEvent = (InputEvent)context.data;
  233. Vector2 pt1 = this.viewCom.GlobalToLocal(new Vector2(inputEvent.x, inputEvent.y));
  234. Vector2 pt2 = new Vector2(_ui.m_comSelectBox.target.x, _ui.m_comSelectBox.target.y);
  235. Vector2 curPos = pt1 - pt2;
  236. float angle = Vector3.Angle(lastPos, curPos); //求出两向量之间的夹角
  237. Vector3 normal = Vector3.Cross(lastPos, curPos);//叉乘求出法线向量
  238. angle *= Mathf.Sign(Vector3.Dot(normal, Vector3.forward)); //Mathf.Sign()求符号,Vector3.Dot()求方向,求法线向量与物体上方向向量点乘,结果为1或-1,修正旋转方向
  239. lastPos = curPos;
  240. ControllerRotate(angle, memoryHitGameObj);
  241. float dist = Vector2.Distance(pt1, pt2);
  242. float ss = dist / _equipDistance[memoryHitGameObj];
  243. float newValue = Mathf.Clamp(ss, 0.1f, 2);
  244. ControllerScale(newValue, memoryHitGameObj);
  245. }
  246. private void OnTouchBtnSizeEnd(EventContext context)
  247. {
  248. lastPos = Vector2.zero;
  249. }
  250. //双指缩放
  251. private void OnPinch(EventContext context)
  252. {
  253. if (hitGameObj == null) return;
  254. if (hitGameObj.name == BgResName) return;//背景不可以缩放、旋转
  255. GTween.Kill(hitGameObj);
  256. PinchGesture gesture = (PinchGesture)context.sender;
  257. float newValue = Mathf.Clamp(hitGameObj.transform.localScale.x + gesture.delta, 0.3f, 2);
  258. Debug.Log("双指缩放:" + newValue);
  259. ControllerScale(newValue, hitGameObj);
  260. }
  261. //双指旋转
  262. private void OnRotate(EventContext context)
  263. {
  264. Debug.Log("双指旋转hitGameObj:" + hitGameObj);
  265. if (hitGameObj == null) return;
  266. Debug.Log("双指旋转name:" + hitGameObj.name);
  267. if (hitGameObj.name == BgResName) return;//背景不可以缩放、旋转
  268. // isTwoTouchPoint = true;
  269. GTween.Kill(hitGameObj.transform);
  270. RotationGesture gesture = (RotationGesture)context.sender;
  271. Debug.Log("双指旋转:" + gesture.delta);
  272. ControllerRotate(gesture.delta, hitGameObj);
  273. }
  274. private void ControllerScale(float value, GameObject gameObject)
  275. {
  276. if (value > MaxScale || value < MinScale) return;
  277. gameObject.transform.localScale = new Vector3(value, value, 1);
  278. Vector2 size = SceneController.GetGameObjectSize(gameObject);
  279. _ui.m_comSelectBox.target.SetSize(size.x, size.y);
  280. }
  281. private void ControllerRotate(float value, GameObject gameObject)
  282. {
  283. gameObject.transform.Rotate(Vector3.forward, -value, Space.World);
  284. _ui.m_comSelectBox.target.rotation += value;
  285. }
  286. private void UpdateBg(ItemCfg itemCfg)
  287. {
  288. Transform tf = _sceneObject.transform.Find(BgResPath);
  289. string resPath = ResPathUtil.GetDressUpPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
  290. SceneController.SetSpriteRendererToTransform(tf, resPath);
  291. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  292. spr.sortingOrder = ItemTypeCfgArray.Instance.GetCfg(ConstDressUpItemType.BEI_JING).defaultLayer;
  293. SceneController.SetBoxCollider2DToGameObject(tf.gameObject);
  294. }
  295. //主角
  296. private void UpdateBody()
  297. {
  298. GameObject bodyParent = _sceneObject.transform.Find(RolePath).gameObject;
  299. SceneController.UpdatePhotographBody(_equipRoleData.ToArray(), _sceneObject, bodyParent);
  300. maxLayer = PhotographDataManager.Instance.GetMaxLayer(bodyParent, maxLayer) + 1;
  301. }
  302. //添加初始场景道具
  303. private void UpdateScene()
  304. {
  305. ICollection keys = _equipSceneData.Keys;
  306. foreach (int key in keys)
  307. {
  308. for (int i = 0; i < _equipSceneData[key].Count; i++)
  309. {
  310. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(key);
  311. int defaultLayer = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType).defaultLayer;
  312. AddSceneItem(itemCfg, true);
  313. }
  314. }
  315. }
  316. private void UpdateNpc(ItemCfg itemCfg)
  317. {
  318. maxLayer++;
  319. Transform tf = _sceneObject.transform.Find(NpcResPath);
  320. string resPath = ResPathUtil.GetNpcPicFPath(itemCfg.res);
  321. SceneController.SetSpriteRendererToTransform(tf, resPath);
  322. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  323. spr.sortingOrder = maxLayer;
  324. tf.localPosition = new Vector2(-spr.bounds.center.x, -spr.bounds.center.y);
  325. SceneController.SetBoxCollider2DToGameObject(tf.gameObject);
  326. }
  327. private void UpdateBorder(ItemCfg itemCfg)
  328. {
  329. Transform tf = _sceneObject.transform.Find(BorderResPath);
  330. string resPath = ResPathUtil.GetPhotographFPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
  331. SceneController.SetSpriteRendererToTransform(tf, resPath);
  332. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  333. spr.sortingOrder = 10000;//边框在所有道具的上边
  334. }
  335. private void UpdateEffect()
  336. {
  337. }
  338. private void AddSceneItem(ItemCfg itemCfg, bool isDefaultLayer)
  339. {
  340. int index = 0;
  341. GameObject parentGameObj;
  342. if (itemCfg.resLayer2 > 0)
  343. {
  344. if (!isDefaultLayer)
  345. {
  346. PhotographDataManager.Instance.AddEquipItem(_equipSceneData, itemCfg.id, out _equipSceneData);
  347. }
  348. index = _equipSceneData[itemCfg.id].Count - 1;
  349. parentGameObj = new GameObject(string.Format("{0}_{1}_{2}", itemCfg.id, index, 1));
  350. SceneController.AddItemToScene(_sceneObject, parentGameObj, itemCfg.id, 2, itemCfg.resLayer2);
  351. maxLayer = PhotographDataManager.Instance.GetMaxLayer(parentGameObj, maxLayer) + 1;
  352. if (!isDefaultLayer)
  353. {
  354. PhotographDataManager.Instance.SetItemLayer(parentGameObj, maxLayer);
  355. }
  356. }
  357. if (itemCfg.resLayer1 > 0)
  358. {
  359. if (!isDefaultLayer)
  360. {
  361. PhotographDataManager.Instance.AddEquipItem(_equipSceneData, itemCfg.id, out _equipSceneData);
  362. }
  363. index = _equipSceneData[itemCfg.id].Count - 1;
  364. parentGameObj = new GameObject(string.Format("{0}_{1}_{2}", itemCfg.id, index, 0));
  365. SceneController.AddItemToScene(_sceneObject, parentGameObj, itemCfg.id, 1, itemCfg.resLayer1);
  366. maxLayer = PhotographDataManager.Instance.GetMaxLayer(parentGameObj, maxLayer) + 1;
  367. if (!isDefaultLayer)
  368. {
  369. PhotographDataManager.Instance.SetItemLayer(parentGameObj, maxLayer);
  370. }
  371. }
  372. }
  373. private void OnClickBtnBg()
  374. {
  375. _ui.m_ComSelectRes.target.visible = false;
  376. }
  377. private void OnTouchBtnFlipBegin()//翻转
  378. {
  379. Transform transform = memoryHitGameObj.transform;
  380. if (memoryHitGameObj.name == RoleName)
  381. {
  382. transform.Rotate(Vector3.up, 180, Space.Self);
  383. return;
  384. }
  385. for (int i = 0; i < transform.childCount; i++)
  386. {
  387. transform.GetChild(i).Rotate(Vector3.up, 180, Space.Self);
  388. }
  389. }
  390. private void OnTouchBtnFlipEnd()
  391. {
  392. }
  393. private void OnTouchBtnDeleteBegin()//删除
  394. {
  395. if (memoryHitGameObj.transform.name == RolePath)
  396. {
  397. return;
  398. }
  399. else if (memoryHitGameObj.transform.name == NpcPath)
  400. {
  401. SpriteRenderer spriteRenderer = memoryHitGameObj.transform.GetChild(0).GetComponent<SpriteRenderer>();
  402. if (spriteRenderer != null)
  403. {
  404. GameObject.Destroy(spriteRenderer);
  405. }
  406. }
  407. else
  408. {
  409. GameObject.DestroyImmediate(memoryHitGameObj);
  410. }
  411. _ui.m_comSelectBox.target.visible = false;
  412. }
  413. private void OnTouchBtnDeleteEnd()
  414. {
  415. }
  416. private void SetUIView()
  417. {
  418. _ui.m_ComSelectRes.target.visible = true;
  419. _ui.m_comSelectBox.target.visible = false;
  420. hitGameObj = null;
  421. memoryHitGameObj = null;
  422. }
  423. private void OnClickBtnPhotograph()
  424. {
  425. GuideController.HideGuide();
  426. _ui.target.visible = false;
  427. Timers.inst.StartCoroutine(ScreenShotTex());// ();
  428. }
  429. private IEnumerator ScreenShotTex()
  430. {
  431. _ui.target.visible = false;
  432. yield return new WaitForEndOfFrame();
  433. Rect rect = new Rect(0, 0, UnityEngine.Screen.width, UnityEngine.Screen.height);
  434. Texture2D tex = new Texture2D((int)rect.width, (int)rect.height, TextureFormat.ARGB32, false);//新建一个Texture2D对象
  435. tex.ReadPixels(rect, 0, 0);//读取像素,屏幕左下角为0点
  436. tex.Apply();//保存像素信息
  437. ViewManager.Show<PhotographSaveView>(tex);
  438. _ui.target.visible = true;
  439. }
  440. private void OnClickBtnBack()
  441. {
  442. this.Hide();
  443. // ViewManager.Show(ViewName.DRESS_UP_VIEW);
  444. EventAgent.DispatchEvent(ConstMessage.CLOSE_PHOTOGRAPHVIEW);
  445. }
  446. protected override void OnHide()
  447. {
  448. base.OnHide();
  449. if (_sceneObject != null)
  450. {
  451. GameObject.Destroy(_sceneObject);
  452. _sceneObject = null;
  453. }
  454. // equipDataCache = null;
  455. _equipRoleData.Clear();
  456. _equipSceneData.Clear();
  457. hitGameObj = null;
  458. memoryHitGameObj = null;
  459. pinchGesture.onAction.Remove(OnPinch);
  460. rotationGesture.onAction.Remove(OnRotate);
  461. pinchGesture = null;
  462. rotationGesture = null;
  463. }
  464. public override void Dispose()
  465. {
  466. if (_scenePrefab != null)
  467. {
  468. GameObject.Destroy(_scenePrefab);
  469. _scenePrefab = null;
  470. }
  471. base.Dispose();
  472. }
  473. }
  474. }