| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588 | using ET;using FairyGUI;using System;using System.Collections;using System.Collections.Generic;using System.Drawing;using UI.DressUp;using UnityEditor;using UnityEngine;using UnityEngine.EventSystems;namespace GFGGame{    public class PhotographView : BaseView    {        private UI_PhotographUI _ui;        private GameObject _scenePrefab;        private GameObject _sceneObject;        private const int MAX_COUNT = 8;        private const float MaxScale = 2;        private const float MinScale = 0.1f;        private const string BgResPath = "Bg/BgRes";        private const string BorderResPath = "Border/BorderRes";        private const string NpcResPath = "Scene/Npc/NpcRes";        private const string RolePath = "Scene/Role";        private const string RoleName = "Role";        private const string NpcPath = "Scene/Npc";        private const string NpcName = "Npc";        private const string BgResName = "BgRes";        private List<int> _listData = null;//当前选择的资源数据        private List<GameObject> _itemGameObjs;// = new List<GameObject>();        public Dictionary<int, List<int>> _equipSceneData = new Dictionary<int, List<int>>();//当前穿戴的场景数据        private Dictionary<GameObject, float> _equipDistance = new Dictionary<GameObject, float>();        private GameObject hitGameObj;//当前选中的物体(单指拖动,双指缩放旋转)        private GameObject memoryHitGameObj;//当前选中的物体(单指缩放旋转)        private Vector3 distance = Vector3.zero;//点击位置和点击物体原点的距离,用于        private Vector2 lastPos = Vector2.zero;//上一次移动后从物体中心到鼠标位置的方向        private float lastDistance = 0;//上一次移动后从物体中心到鼠标位置的方向        // private float _startDistance;//从物体中心到缩放按钮的距离        private SwipeGesture swipeGesture;        private PinchGesture pinchGesture;        private RotationGesture rotationGesture;        // private int maxLayer = int.MinValue;//最上层的层级数        protected override void OnInit()        {            base.OnInit();            packageName = UI_PhotographUI.PACKAGE_NAME;            _ui = UI_PhotographUI.Create();            viewCom = _ui.target;            isfullScreen = true;            _ui.m_btnBg.onClick.Add(OnClickBtnBg);            _ui.m_loaGuide.onClick.Add(OnClickLoaGuide);            _ui.m_loaGuide1.onClick.Add(OnClickLoaGuide1);            _ui.m_btnChoose.onClick.Add(SetUIView);            _ui.m_btnBack.onClick.Add(OnClickBtnBack);            _ui.m_btnPhotograph.onClick.Add(OnClickBtnPhotograph);            _ui.m_ComSelectRes.m_list.itemRenderer = RenderListItem;            _ui.m_ComSelectRes.m_list.onClickItem.Add(OnListItemClick);            _ui.m_ComSelectRes.m_comBtnTab.m_c1.onChanged.Add(OnContorllerChanged);            _scenePrefab = GFGAsset.Load<GameObject>(ResPathUtil.GetPrefabPath("ScenePhotograph"));            _ui.target.onTouchBegin.Add(OnTouchUIBegin);            _ui.target.onTouchMove.Add(OnTouchUIMove);            _ui.target.onTouchEnd.Add(OnTouchUIEnd);            _ui.m_comSelectBox.m_btnSize.onTouchBegin.Add(OnTouchBtnSizeBegin);            _ui.m_comSelectBox.m_btnSize.onTouchMove.Add(OnTouchBtnSizeMove);            _ui.m_comSelectBox.m_btnSize.onTouchEnd.Add(OnTouchBtnSizeEnd);            _ui.m_comSelectBox.m_btnFlip.onTouchBegin.Add(OnTouchBtnFlipBegin);            _ui.m_comSelectBox.m_btnFlip.onTouchEnd.Add(OnTouchBtnFlipEnd);            _ui.m_comSelectBox.m_btnDelete.onTouchBegin.Add(OnTouchBtnDeleteBegin);            _ui.m_btnUp.onClick.Add(OnClickBtnUp);            _ui.m_btnDown.onClick.Add(OnClickBtnDown);        }        protected override void OnShown()        {            base.OnShown();            Input.multiTouchEnabled = true;            PhotographDataManager.Instance.ClassifyEquipData();            _equipSceneData = PhotographDataManager.Instance._equipSceneData;            PhotographDataManager.Instance.itemGameObjs.Clear();            _itemGameObjs = PhotographDataManager.Instance.itemGameObjs;            if (_sceneObject == null)            {                _sceneObject = GameObject.Instantiate(_scenePrefab);                EquipDataCache.cacher.setSceneObj(_sceneObject);                PhotographSceneManager.Instance.sceneObject = _sceneObject;            }            pinchGesture = new PinchGesture(_ui.target);            pinchGesture.onAction.Add(OnPinch);            rotationGesture = new RotationGesture(_ui.target);            rotationGesture.onAction.Add(OnRotate);            _ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex = 0;            RefreshList(EnumPhotographType.BG);            SetUIView();            PhotographSceneManager.Instance.AddBgItem(ItemCfgArray.Instance.GetCfg(EquipDataCache.cacher.bgId));            PhotographSceneManager.Instance.AddBodyItem();            UpdateScene();            PhotographDataManager.Instance.SetLayer(null, "refresh");            if (GuideDataManager.IsGuideFinish(ConstGuideId.PHOTOGRAPH) > 0)            {                _ui.m_loaGuide.enabled = false;                _ui.m_loaGuide1.enabled = false;            }            else            {                _ui.m_loaGuide.enabled = true;                _ui.m_loaGuide1.enabled = false;            }            // CreatTex();        }        /************************************************************UI界面*********************************************************/        private void OnContorllerChanged(EventContext context)        {            int index = _ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex;            RefreshList((EnumPhotographType)index);        }        private void RefreshList(EnumPhotographType index)        {            _ui.m_ComSelectRes.m_list.numItems = 0;            _listData = PhotographDataManager.Instance.GetListData(index);            _ui.m_ComSelectRes.m_list.numItems = _listData.Count;            if (index == EnumPhotographType.BORDER || index == EnumPhotographType.EFFECT)            {                _ui.m_ComSelectRes.m_list.selectedIndex = 0;            }        }        private void RenderListItem(int index, GObject obj)        {            ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_listData[index]);            string resPath = ResPathUtil.GetIconPath(itemCfg);            UI_ListItem item = UI_ListItem.Proxy(obj);            item.target.data = _listData[index];            item.m_loaIcon.url = resPath;            item.m_txtName.text = itemCfg.name;        }        private void OnListItemClick(EventContext context)        {            if (_itemGameObjs.Count >= MAX_COUNT)            {                PromptController.Instance.ShowFloatTextPrompt("最多穿戴" + MAX_COUNT + "件物品");                return;            }            int itemID = (int)((context.data as GObject).data);            ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);            EnumPhotographType type = (EnumPhotographType)_ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex;            switch (type)            {                case EnumPhotographType.BG:                    PhotographSceneManager.Instance.AddBgItem(itemCfg);                    break;                case EnumPhotographType.BORDER:                    PhotographSceneManager.Instance.AddBorderItem(itemCfg);                    break;                case EnumPhotographType.NPC:                    PhotographSceneManager.Instance.AddNpcItem(itemCfg);                    break;                case EnumPhotographType.SCENE:                    AddSceneItem(itemCfg, true);                    break;                case EnumPhotographType.EFFECT:                    break;            }        }        //添加初始场景道具        private void UpdateScene()        {            ICollection keys = _equipSceneData.Keys;            foreach (int key in keys)            {                for (int i = 0; i < _equipSceneData[key].Count; i++)                {                    ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(key);                    AddSceneItem(itemCfg, false);                }            }        }        private void AddSceneItem(ItemCfg itemCfg, bool setLayer)        {            Vector2 pos = Vector2.zero;            if (itemCfg.resLayer2 > 0)            {                GameObject parentGameObj2 = new GameObject(string.Format("{0}_{1}", itemCfg.id, 2));                PhotographSceneManager.Instance.AddSceneItem(parentGameObj2, itemCfg, itemCfg.resLayer2, setLayer);                if (setLayer)                {                    parentGameObj2.transform.localPosition = -parentGameObj2.transform.GetChild(0).localPosition;                    pos = parentGameObj2.transform.localPosition;                }            }            if (itemCfg.resLayer1 > 0)            {                GameObject parentGameObj1 = new GameObject(string.Format("{0}_{1}", itemCfg.id, 1));                PhotographSceneManager.Instance.AddSceneItem(parentGameObj1, itemCfg, itemCfg.resLayer1, setLayer);                if (setLayer)                {                    if (itemCfg.resLayer2 > 0)                    {                        parentGameObj1.transform.localPosition = pos;                    }                    else                    {                        parentGameObj1.transform.localPosition = -parentGameObj1.transform.GetChild(0).localPosition;                    }                }            }            // GameObject parentGameObj2;        }        /************************************************************场景*********************************************************/        private void OnTouchUIBegin(EventContext context)        {            context.CaptureTouch();            if (_ui.m_ComSelectRes.target.visible == true) return;//添加道具不监听场景点击            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            if (PhotographDataManager.Instance.IsTouchUI(this.viewCom)) return;            RaycastHit2D[] hit2Ds = Physics2D.RaycastAll(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero);            if (hit2Ds.Length > 0)            {                lastPos = Vector2.zero;                hitGameObj = SceneController.GetFirstHitObj(hit2Ds);                _ui.m_comSelectBox.m_btnDelete.visible = true;                if (hitGameObj.name == "Body")//主角不可删除                {                    _ui.m_comSelectBox.m_btnDelete.visible = false;                }                _ui.m_comSelectBox.target.visible = false;                if (hitGameObj.name != BgResName)//背景不可改动层级                {                    hitGameObj = hitGameObj.transform.parent.gameObject;                    _ui.m_comSelectBox.target.visible = true;                    PhotographDataManager.Instance.SetLayer(hitGameObj, "top");                    if (!_equipDistance.ContainsKey(hitGameObj))                    {                        SceneController.SetGameObjectCenter(hitGameObj);                    }                }                memoryHitGameObj = hitGameObj;                distance = Input.mousePosition - Camera.main.WorldToScreenPoint(hitGameObj.transform.position);                Vector3 localEulerAngles = hitGameObj.transform.localEulerAngles;                float rotation = 0;                if (localEulerAngles.y == 0)                {                    rotation = -hitGameObj.transform.localEulerAngles.z;                }                else                {                    if (hitGameObj.transform.localEulerAngles.z > 180)                    {                        rotation = hitGameObj.transform.localEulerAngles.z - 360;                    }                    else                    {                        rotation = hitGameObj.transform.localEulerAngles.z;                    }                }                _ui.m_comSelectBox.target.rotation = rotation;                Debug.Log("rotation:" + _ui.m_comSelectBox.target.rotation + "   " + _ui.m_comSelectBox.target.rotationX + "    " + _ui.m_comSelectBox.target.rotationY);                _ui.m_comSelectBox.target.size = SceneController.GetGameObjectSize(hitGameObj);                ControllerSelectBoxPos();            }        }        private void OnTouchUIMove(EventContext context)        {            if (hitGameObj == null) return;//未选中任何物体            if (Stage.inst.touchCount > 1) return; //只监听1根手指            if (PhotographDataManager.Instance.IsTouchUI(this.viewCom)) return;            Debug.Log("拖动");            ControllerObjectPos();            ControllerSelectBoxPos();        }        private void OnTouchUIEnd(EventContext context)        {            hitGameObj = null;        }        //选中物体的位置        private void ControllerObjectPos()        {            hitGameObj.transform.position = Camera.main.ScreenToWorldPoint(Input.mousePosition - distance);            if (hitGameObj.name == BgResName)            {                PhotographDataManager.Instance.SetBgPos(hitGameObj, _ui.target.size);            }        }        //选中框的位置        private void ControllerSelectBoxPos()        {            Vector2 objScreenPos = Camera.main.WorldToScreenPoint(hitGameObj.transform.position);            Vector2 localPos = this.viewCom.GlobalToLocal(new Vector2(objScreenPos.x, (Screen.height - objScreenPos.y)));            _ui.m_comSelectBox.target.position = localPos;        }        private void OnTouchBtnSizeBegin(EventContext context)        {            InputEvent inputEvent = (InputEvent)context.data;            Vector2 pt0 = this.viewCom.GlobalToLocal(new Vector2(inputEvent.x, inputEvent.y));            Vector2 screenPos = this.viewCom.GlobalToLocal(_ui.m_comSelectBox.m_btnSize.LocalToGlobal(Vector2.zero));            Vector2 pt1 = new Vector2(screenPos.x, screenPos.y);            Vector2 pt2 = new Vector2(_ui.m_comSelectBox.target.x, _ui.m_comSelectBox.target.y);            lastDistance = Vector2.Distance(pt0, pt2);            if (!_equipDistance.ContainsKey(memoryHitGameObj))            {                float distance = Vector2.Distance(pt1, pt2) / memoryHitGameObj.transform.localScale.x;                Debug.Log("distance:" + distance + "    pt1:" + pt1 + "   pt2:" + pt2);                _equipDistance.Add(memoryHitGameObj, distance);            }        }        private void OnTouchBtnSizeMove(EventContext context)        {            if (memoryHitGameObj == null) return;            InputEvent inputEvent = (InputEvent)context.data;            Vector2 pt1 = this.viewCom.GlobalToLocal(new Vector2(inputEvent.x, inputEvent.y));            Vector2 pt2 = new Vector2(_ui.m_comSelectBox.target.x, _ui.m_comSelectBox.target.y);            Vector2 curPos = pt1 - pt2;            float angle = Vector3.Angle(lastPos, curPos); //求出两向量之间的夹角             Vector3 normal = Vector3.Cross(lastPos, curPos);//叉乘求出法线向量             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             lastPos = curPos;            ControllerRotate(angle, memoryHitGameObj);            float dist = Vector2.Distance(pt1, pt2);            float ss = dist / lastDistance;            Debug.Log("dist:" + dist + "   lastDistance:" + lastDistance + "  ss:" + ss);            float newValue = Mathf.Clamp(ss * memoryHitGameObj.transform.localScale.x, 0.1f, 2);            ControllerScale(newValue, memoryHitGameObj);            if (newValue <= 0.1f) return;            Debug.Log("ss:" + ss + "    newValue:" + newValue);            lastDistance = dist;            Debug.Log("newValue:" + newValue);        }        private void OnTouchBtnSizeEnd(EventContext context)        {            lastPos = Vector2.zero;        }        //双指缩放        private void OnPinch(EventContext context)        {            if (hitGameObj == null) return;            if (hitGameObj.name == BgResName) return;//背景不可以缩放、旋转            GTween.Kill(hitGameObj);            PinchGesture gesture = (PinchGesture)context.sender;            float newValue = Mathf.Clamp(hitGameObj.transform.localScale.x + gesture.delta, 0.3f, 2);            Debug.Log("双指缩放:" + newValue);            ControllerScale(newValue, hitGameObj);        }        //双指旋转        private void OnRotate(EventContext context)        {            Debug.Log("双指旋转hitGameObj:" + hitGameObj);            if (hitGameObj == null) return;            Debug.Log("双指旋转name:" + hitGameObj.name);            if (hitGameObj.name == BgResName) return;//背景不可以缩放、旋转            // isTwoTouchPoint = true;            GTween.Kill(hitGameObj.transform);            RotationGesture gesture = (RotationGesture)context.sender;            Debug.Log("双指旋转:" + gesture.delta);            ControllerRotate(gesture.delta, hitGameObj);        }        private void ControllerScale(float value, GameObject gameObject)        {            if (value > MaxScale || value < MinScale) return;            gameObject.transform.localScale = new Vector3(value, value, 1);            Vector2 size = SceneController.GetGameObjectSize(gameObject);            _ui.m_comSelectBox.target.size = size;        }        private void ControllerRotate(float value, GameObject gameObject)        {            gameObject.transform.Rotate(Vector3.forward, -value, Space.World);            _ui.m_comSelectBox.target.rotation += value;        }        private void OnClickBtnBg()        {            _ui.m_ComSelectRes.target.visible = false;        }        private void OnClickLoaGuide()        {            _ui.m_loaGuide1.enabled = true;            _ui.m_loaGuide.enabled = false;            _ui.m_ComSelectRes.target.visible = false;        }        private void OnClickLoaGuide1()        {            _ui.m_loaGuide1.enabled = false;            _ui.m_ComSelectRes.target.visible = false;        }        private void OnTouchBtnFlipBegin()//翻转        {            Transform transform = memoryHitGameObj.transform;            if (memoryHitGameObj.name == RoleName)            {                transform.Rotate(Vector3.up, 180, Space.Self);                return;            }            for (int i = 0; i < transform.childCount; i++)            {                transform.GetChild(i).Rotate(Vector3.up, 180, Space.Self);            }        }        private void OnTouchBtnFlipEnd()        {        }        private void OnTouchBtnDeleteBegin()//删除        {            if (memoryHitGameObj.transform.name == RolePath)            {                return;            }            else if (memoryHitGameObj.transform.name == NpcName)            {                SpriteRenderer spriteRenderer = memoryHitGameObj.transform.GetChild(0).GetComponent<SpriteRenderer>();                if (spriteRenderer != null)                {                    GameObject.Destroy(spriteRenderer);                }            }            else            {                GameObject.DestroyImmediate(memoryHitGameObj);            }            _itemGameObjs.Remove(memoryHitGameObj);            _ui.m_comSelectBox.target.visible = false;        }        private void SetUIView()        {            _ui.m_ComSelectRes.target.visible = true;            _ui.m_comSelectBox.target.visible = false;            hitGameObj = null;            memoryHitGameObj = null;        }        private void OnClickBtnUp()        {            PhotographDataManager.Instance.SetLayer(memoryHitGameObj, "up");        }        private void OnClickBtnDown()        {            PhotographDataManager.Instance.SetLayer(memoryHitGameObj, "down");        }        private void OnClickBtnPhotograph()        {            _ui.target.visible = false;            Timers.inst.StartCoroutine(ScreenShotTex());// ();        }        private IEnumerator ScreenShotTex()        {            _ui.target.visible = false;            yield return new WaitForEndOfFrame();            Rect rect = new Rect(0, 0, UnityEngine.Screen.width, UnityEngine.Screen.height);            Texture2D tex = new Texture2D((int)rect.width, (int)rect.height, TextureFormat.ARGB32, false);//新建一个Texture2D对象            tex.ReadPixels(rect, 0, 0);//读取像素,屏幕左下角为0点            tex.Apply();//保存像素信息            ViewManager.Show<PhotographSaveView>(tex);            _ui.target.visible = true;            LogServerHelper.SendNodeLog((int)PlayParticipationEnum.PAI_ZHAO, 2);        }        private void OnClickBtnBack()        {            this.Hide();            // ViewManager.Show(ViewName.DRESS_UP_VIEW);            EventAgent.DispatchEvent(ConstMessage.CLOSE_PHOTOGRAPHVIEW);        }        protected override void OnHide()        {            base.OnHide();            if (_sceneObject != null)            {                GameObject.Destroy(_sceneObject);                _sceneObject = null;            }            _equipSceneData.Clear();            hitGameObj = null;            memoryHitGameObj = null;            pinchGesture.onAction.Remove(OnPinch);            rotationGesture.onAction.Remove(OnRotate);            pinchGesture = null;            rotationGesture = null;        }        public override void Dispose()        {            if (_scenePrefab != null)            {                GameObject.Destroy(_scenePrefab);                _scenePrefab = null;            }            base.Dispose();        }        protected override void UpdateToCheckGuide(object param)        {            if (!ViewManager.CheckIsTopView(this.viewCom)) return;            GuideController.TryGuide(_ui.m_ComSelectRes.m_comBtnTab.m_btn0, ConstGuideId.PHOTOGRAPH, 2, "在这里可以选择已获得的背景、道具等,也可以放大缩小物品,增加画面丰富度");            GuideController.TryGuide(_ui.m_btnPhotograph, ConstGuideId.PHOTOGRAPH, 3, "来记录下这一刻吧~~");            GuideController.TryCompleteGuide(ConstGuideId.PHOTOGRAPH, 3);        }    }}
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