| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336 | using System;using System.Collections.Generic;using System.IO;using FairyGUI;using Live2D.Cubism.Rendering;using UI.DressUp;using UnityEngine;namespace GFGGame{    public class PhotographUtil : SingletonBase<PhotographUtil>    {        //传入父物体,返回边界大小        public Vector2 GetGameObjectBoundsSize(GameObject parentObj)        {            float right = int.MinValue;            float left = int.MaxValue;            float top = int.MinValue;            float bottom = int.MaxValue;            BoxCollider2D[] boxColliders = parentObj.transform.GetComponentsInChildren<BoxCollider2D>();            for (int i = 0; i < boxColliders.Length; i++)            {                Vector2 pos = boxColliders[i].transform.localPosition;                Vector2 size = boxColliders[i].size * boxColliders[i].transform.localScale;                right = Math.Max(size.x / 2 + pos.x, right);                left = Math.Min(pos.x - size.x / 2, left);                top = Math.Max(size.y / 2 + pos.y, top);                bottom = Math.Min(pos.y - size.y / 2, bottom);            }            Vector2 boundsSize = new Vector2(right - left, top - bottom);            boundsSize = boundsSize * 100 * Math.Abs(parentObj.transform.localScale.x);            return boundsSize;        }        //设置物体中心点        public void SetGameObjectCenter(GameObject parentObj)        {            Transform parent = parentObj.transform;  // 2.选中技算            Vector3 postion = parent.position;            Quaternion rotation = parent.rotation;            Vector3 scale = parent.localScale;            parent.position = Vector3.zero;            parent.rotation = Quaternion.Euler(Vector3.zero);            parent.localScale = Vector3.one;            Vector3 center = Vector3.zero;            int index = 0;            foreach (Transform t in parent)            {                string[] strs = t.name.Split('_');                if (strs.Length > 1 && strs[1] == "eff") continue;//不计算特效大小                BoxCollider2D render = t.GetComponent<BoxCollider2D>();                if (render)                {                    index++;                    center += render.bounds.center;                }            }            center /= index;            Bounds bounds = new Bounds(center, Vector3.zero);            foreach (Transform t in parent)            {                string[] strs = t.name.Split('_');                if (strs.Length > 1 && strs[1] == "eff") continue;                BoxCollider2D render = t.GetComponent<BoxCollider2D>();                if (render) bounds.Encapsulate(render.bounds);            }            parent.position = postion;            parent.rotation = rotation;            parent.localScale = scale;            foreach (Transform t in parent)            {                string[] strs = t.parent.name.Split('_');                if (strs.Length > 1 && strs[1] == "eff") continue;                t.position = t.position - bounds.center;            }            parent.position = bounds.center + parent.position;        }        public GameObject GetFirstHitObj(RaycastHit2D[] hit2Ds)        {            int layer = int.MinValue;            GameObject gameObject = null;            for (int i = 0; i < hit2Ds.Length; i++)            {                int gameobjMaxlayer = GetMaxLayer(hit2Ds[i].collider.transform.parent.gameObject);                if (gameobjMaxlayer > layer)                {                    layer = gameobjMaxlayer;                    gameObject = hit2Ds[i].collider.gameObject;                }            }            return gameObject;        }        //是否点击在UI上        public bool IsTouchUI(GComponent viewCom)        {            GObject obj = GRoot.inst.touchTarget;            UI_PhotographUI _viewCom = UI_PhotographUI.Proxy(viewCom);            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 || _viewCom.m_btnUp.GetChild("icon").asLoader == obj || _viewCom.m_btnDown.GetChild("icon").asLoader == obj || _viewCom.m_btnGalleryJoin.GetChild("icon").asLoader == obj;        }        public void SetLayer(GameObject hitGameObj, string state)        {            List<GameObject> itemGameObjs = PhotographDataManager.Instance.itemGameObjs;            if (state != "refresh")            {                int index = itemGameObjs.IndexOf(hitGameObj);                if (state != "top")                {                    if (index < 0)                    {                        PromptController.Instance.ShowFloatTextPrompt("未选中任物品");                        return;                    }                    if (index == 0 && state == "down")                    {                        PromptController.Instance.ShowFloatTextPrompt("已经在最下层了");                        return;                    }                    if (index == itemGameObjs.Count - 1 && state == "up")                    {                        PromptController.Instance.ShowFloatTextPrompt("已经在最上层了");                        return;                    }                }                GameObject gameObject = itemGameObjs[index];                itemGameObjs.RemoveAt(index);                if (state == "up")                {                    itemGameObjs.Insert((index + 1), gameObject);                }                else if (state == "down")                {                    itemGameObjs.Insert((index - 1), gameObject);                }                else if (state == "top")                {                    itemGameObjs.Add(gameObject);                }                else                {                    PromptController.Instance.ShowFloatTextPrompt(state + "操作失败");                    return;                }            }            for (int i = 0; i < itemGameObjs.Count; i++)            {                ChangeLayer(itemGameObjs[i], i * 300, state);            }        }        public void ChangeLayer(GameObject parentObj, int layer, string state)        {            int count = 0;            if (state == "up" || state == "top")            {                count = layer - GetMinLayer(parentObj);            }            else if (state == "down")            {                count = layer - GetMaxLayer(parentObj);            }            int changeLayer = layer + count;            int maxLayer = int.MinValue;            SpriteRenderer[] sps = parentObj.GetComponentsInChildren<SpriteRenderer>();//选中道具可能含有静态图            for (int i = 0; i < sps.Length; i++)            {                int sortingOrder = sps[i].sortingOrder + changeLayer;                sps[i].sortingOrder = sortingOrder;                ParticleSystem[] particles = sps[i].gameObject.GetComponentsInChildren<ParticleSystem>();                for (int j = 0; j < particles.Length; j++)//静态图可能是动画                {                    var renderer = particles[j].GetComponent<Renderer>();                    if (renderer != null)                    {                        renderer.sortingOrder = sortingOrder;                    }                }                if (maxLayer < sortingOrder)                {                    maxLayer = sortingOrder;                }            }            for (int i = 0; i < parentObj.transform.childCount; i++)//选中道具可能含有特效            {                Transform tf = parentObj.transform.GetChild(i);                string[] strs = tf.name.Split('_');                if (strs.Length > 1 && strs[1] == "eff")//子物体是特效                {                    DressUpUtil.SetParticleSortingOrder(tf.gameObject, changeLayer, true);                }            }            CubismRenderController[] cubismRenders = parentObj.GetComponentsInChildren<CubismRenderController>();            for (int i = 0; i < cubismRenders.Length; i++)            {                CubismRenderController render = cubismRenders[i];                if (render != null && render.gameObject.activeSelf == true)                {                    render.SortingOrder = render.SortingOrder + changeLayer;                }            }        }        private int GetMaxLayer(GameObject parentObj)        {            int layer = int.MinValue;            for (int i = 0; i < parentObj.transform.childCount; i++)            {                GameObject gameObject = parentObj.transform.GetChild(i).gameObject;                Transform tf = gameObject.transform;                SpriteRenderer sp = tf.GetComponent<SpriteRenderer>();                if (sp && layer < sp.sortingOrder)                {                    layer = sp.sortingOrder;                    ParticleSystem[] particles = sp.gameObject.GetComponentsInChildren<ParticleSystem>();                    for (int j = 0; j < particles.Length; j++)                    {                        var renderer = particles[j].GetComponent<Renderer>();                        if (renderer != null && layer < renderer.sortingOrder)                        {                            layer = renderer.sortingOrder;                        }                    }                }            }            return layer;        }        public int GetMinLayer(GameObject parentObj)        {            int layer = int.MaxValue;            for (int i = 0; i < parentObj.transform.childCount; i++)            {                GameObject gameObject = parentObj.transform.GetChild(i).gameObject;                Transform tf = gameObject.transform;                SpriteRenderer sp = tf.GetComponent<SpriteRenderer>();                if (sp && sp.sortingOrder < layer)                {                    layer = sp.sortingOrder;                    ParticleSystem[] particles = sp.gameObject.GetComponentsInChildren<ParticleSystem>();                    for (int j = 0; j < particles.Length; j++)                    {                        var renderer = particles[j].GetComponent<Renderer>();                        if (renderer != null && renderer.sortingOrder < layer)                        {                            layer = renderer.sortingOrder;                        }                    }                }            }            return layer;        }        public void SetBgPos(GameObject hitGameObj, Vector2 uiSize)        {            Vector2 size = hitGameObj.GetComponent<SpriteRenderer>().size;            float deviationWidth = (size.x - uiSize.x / 100) / 2;            float deviationHeigh = (size.y - uiSize.y / 100) / 2;            Vector2 pos = hitGameObj.transform.position;            if (pos.x <= -deviationWidth)            {                hitGameObj.transform.position = new Vector2(-deviationWidth, hitGameObj.transform.position.y);            }            if (pos.x >= deviationWidth)            {                hitGameObj.transform.position = new Vector2(deviationWidth, hitGameObj.transform.position.y);            }            if (pos.y <= -deviationHeigh)            {                hitGameObj.transform.position = new Vector2(hitGameObj.transform.position.x, -deviationHeigh);            }            if (pos.y >= deviationHeigh)            {                hitGameObj.transform.position = new Vector2(hitGameObj.transform.position.x, deviationHeigh);            }        }        /// <summary>        /// 将照片保存到本地        /// </summary>        public void SavePicturoToLocal(byte[] bytes, string fileName)        {            string path = Application.persistentDataPath + "/Pictures/WanshiJing/";            //判断目录是否存在,不存在则会创建目录            if (!Directory.Exists(path))            {                try                {                    Directory.CreateDirectory(path);                }                catch (Exception exception)                {                    throw new Exception("创建文件夹失败, error:" + exception.Message);                }            }            var filePath = path + fileName;            // byte[] bytes = tex.EncodeToJPG();//将纹理数据,转化成一个jpg图片            File.WriteAllBytes(filePath, bytes);            UpdateSystemPhoto(filePath);        }        //调用iOS或Android原生方法保存图片后更新相册.        private void UpdateSystemPhoto(string filePath)        {#if UNITY_ANDROID            AndroidJavaObject androidJavaObject = new AndroidJavaObject("com.gfg.gfglibrary.SaveImage"); //设置成我们aar库中的签名+类名            androidJavaObject.Call("scanFile", filePath, "已保存至本地"); //这里我们可以设置保存成功弹窗内容#endif        }    }}
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