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. var removeBodyAni = 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. if(removeBodyAni)
  170. {
  171. parentObj.transform.SetPositionAndRotation(new Vector3(), new Quaternion());
  172. }
  173. }
  174. //特效
  175. if (!string.IsNullOrEmpty(effRes))
  176. {
  177. TryAddEffectObj(effRes, BODY_EFFECT_OBJ_NAME, parentObj, 0);
  178. }
  179. }
  180. public static void AddAssetReleaser(GameObject gameObj, string resPath)
  181. {
  182. var assetDisposer = gameObj.AddComponent<AssetReleaser>();
  183. assetDisposer.resPath = resPath;
  184. }
  185. public static void ChangeAssetReleaser(GameObject gameObj, string resPath)
  186. {
  187. var assetDisposer = gameObj.GetComponent<AssetReleaser>();
  188. if (assetDisposer == null)
  189. {
  190. assetDisposer = gameObj.AddComponent<AssetReleaser>();
  191. }
  192. assetDisposer.resPath = resPath;
  193. }
  194. private static void updateLayerRes(ItemCfg itemCfg, GameObject parentObj, int layerId, bool needSetMask, bool showAni = true)
  195. {
  196. ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType);
  197. string res = itemCfg.res;
  198. int sortingOrder = typeCfg.defaultLayer;
  199. switch (layerId)
  200. {
  201. case 1:
  202. res = itemCfg.resLayer1 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer1);
  203. break;
  204. case 2:
  205. sortingOrder = typeCfg.specialLayer;
  206. res = itemCfg.resLayer2 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer2);
  207. break;
  208. case 3:
  209. sortingOrder = typeCfg.thirdlLayer;
  210. res = itemCfg.resLayer3 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer3);
  211. break;
  212. }
  213. //清理旧的
  214. var spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, layerId);
  215. TryClearSpriteObj(parentObj, spritObjName);
  216. var aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, layerId);
  217. TryRemoveObj(parentObj, aniObjName);
  218. string ext = ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType);
  219. //这里需要先添加静态图,防止加载动画有延迟,出现光头
  220. GameObject spriteObj = AddSpriteObj(res, ext, spritObjName, parentObj, sortingOrder, needSetMask);
  221. if (showAni)
  222. {
  223. var aniObj = AddAnimationObj(res, aniObjName, parentObj, sortingOrder);
  224. if(aniObj != null && spriteObj != null)
  225. {
  226. Timers.inst.Add(0.03f, 1, (obj) =>
  227. {
  228. if (parentObj != null && parentObj.transform != null)
  229. {
  230. Transform tf = parentObj.transform.Find(spritObjName);
  231. if (tf != null && tf.gameObject != null && tf.gameObject.activeInHierarchy)
  232. {
  233. var assetDisposer = tf.gameObject.GetComponent<AssetReleaser>();
  234. if (assetDisposer != null)
  235. {
  236. if (!string.IsNullOrEmpty(assetDisposer.resPath))
  237. {
  238. string resPath = ResPathUtil.GetDressUpPath(res, ext);
  239. if (assetDisposer.resPath == resPath)
  240. {
  241. TryClearSpriteObj(parentObj, spritObjName);
  242. }
  243. }
  244. }
  245. }
  246. }
  247. });
  248. }
  249. }
  250. aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, layerId);
  251. TryRemoveObj(parentObj, aniObjName);
  252. TryAddEffectObj(res, aniObjName, parentObj, sortingOrder);
  253. }
  254. private static GameObject AddSpriteObj(string res, string ext, string objName, GameObject parentObj, int sortingOrder, bool needSetMask)
  255. {
  256. string resPath = ResPathUtil.GetDressUpPath(res, ext);
  257. if(!VEngine.Versions.Contains(resPath))
  258. {
  259. return null;
  260. }
  261. SpriteRenderer spr = null;
  262. var gameObj = parentObj.transform.Find(objName)?.gameObject;
  263. if (gameObj == null)
  264. {
  265. gameObj = new GameObject(objName);
  266. gameObj.transform.SetParent(parentObj.transform, false);
  267. AddAssetReleaser(gameObj, resPath);
  268. }
  269. spr = gameObj.GetComponent<SpriteRenderer>();
  270. if (spr == null)
  271. {
  272. spr = gameObj.AddComponent<SpriteRenderer>();
  273. }
  274. float tx, ty;
  275. LoadSpritePos(res, out tx, out ty);
  276. gameObj.transform.localPosition = new Vector3(tx, ty, gameObj.transform.localPosition.z);
  277. Sprite sp = GFGAsset.Load<Sprite>(resPath);
  278. spr.sprite = sp;
  279. spr.sortingOrder = sortingOrder;
  280. if (needSetMask)
  281. {
  282. spr.maskInteraction = SpriteMaskInteraction.VisibleInsideMask;
  283. }
  284. else
  285. {
  286. spr.maskInteraction = SpriteMaskInteraction.None;
  287. }
  288. return gameObj;
  289. }
  290. public static void TryClearSpriteObj(GameObject parentObj, string spritObjName)
  291. {
  292. if (parentObj == null)
  293. {
  294. return;
  295. }
  296. Transform transform_t = parentObj.transform.Find(spritObjName);
  297. if (transform_t != null)
  298. {
  299. GameObject gameObj_t = transform_t.gameObject;
  300. if (gameObj_t != null)
  301. {
  302. //SpriteRenderer spr = null;
  303. //spr = gameObj_t.GetComponent<SpriteRenderer>();
  304. //if(spr != null)
  305. //{
  306. // spr.sprite = null;
  307. //}
  308. // var assetDisposer = gameObj_t.GetComponent<AssetReleaser>();
  309. // if (assetDisposer != null)
  310. // {
  311. // if (!string.IsNullOrEmpty(assetDisposer.resPath))
  312. // {
  313. // GFGAsset.Release(assetDisposer.resPath);
  314. // assetDisposer.resPath = null;
  315. // }
  316. // }
  317. // SpriteRenderer spr = gameObj_t.GetComponent<SpriteRenderer>();
  318. // if (spr != null)
  319. // {
  320. // GameObject.Destroy(spr);
  321. // }
  322. GameObject.DestroyImmediate(gameObj_t);
  323. }
  324. }
  325. }
  326. private static GameObject AddAnimationObj(string res, string objName, GameObject parentObj, int sortingOrder)
  327. {
  328. string resPath = ResPathUtil.GetDressUpAnimationPath(res);
  329. if (!VEngine.Versions.Contains(resPath))
  330. {
  331. return null;
  332. }
  333. var prefab = GFGAsset.Load<GameObject>(resPath);
  334. var gameObj = GameObject.Instantiate(prefab);
  335. AddAssetReleaser(gameObj, resPath);
  336. if(objName == BODY_ANIMATION_NAME)
  337. {
  338. //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
  339. parentObj.transform.SetPositionAndRotation(gameObj.transform.localPosition, gameObj.transform.localRotation);
  340. gameObj.transform.SetPositionAndRotation(new Vector3(), new Quaternion());
  341. }
  342. gameObj.name = objName;
  343. gameObj.transform.SetParent(parentObj.transform, false);
  344. var render = gameObj.GetComponent<CubismRenderController>();
  345. if (render == null && gameObj.transform.childCount > 0)
  346. {
  347. var childObj = gameObj.transform.GetChild(0);
  348. if (childObj != null)
  349. {
  350. render = childObj.GetComponent<CubismRenderController>();
  351. }
  352. }
  353. if (render != null && render.gameObject.activeSelf == true)
  354. {
  355. render.SortingOrder = sortingOrder;
  356. }
  357. SetParticleSortingOrder(gameObj, sortingOrder);
  358. return gameObj;
  359. }
  360. private static bool TryRemoveObj(GameObject parentObj, string aniObjName)
  361. {
  362. if (parentObj == null)
  363. {
  364. return false;
  365. }
  366. Transform transform = parentObj.transform.Find(aniObjName);
  367. if (transform != null)
  368. {
  369. GameObject gameObj = transform.gameObject;
  370. if (gameObj != null)
  371. {
  372. GameObject.DestroyImmediate(gameObj);
  373. return true;
  374. }
  375. }
  376. return false;
  377. }
  378. public static GameObject CreateAnimationObj(string resPath)
  379. {
  380. // string resPath = ResPathUtil.GetCardAnimationPath(res);
  381. var prefab = GFGAsset.Load<GameObject>(resPath);
  382. if (prefab == null)
  383. {
  384. return null;
  385. }
  386. var gameObj = GameObject.Instantiate(prefab);
  387. AddAssetReleaser(gameObj, resPath);
  388. return gameObj;
  389. }
  390. private static void TryAddEffectObj(string res, string objName, GameObject parentObj, int sortingOrder)
  391. {
  392. var resPath = ResPathUtil.GetDressUpEffectPath(res);
  393. if (!VEngine.Versions.Contains(resPath))
  394. {
  395. return;
  396. }
  397. GameObject effPre = GFGAsset.Load<GameObject>(resPath);
  398. var gameObj = GameObject.Instantiate(effPre);
  399. AddAssetReleaser(gameObj, resPath);
  400. gameObj.transform.SetParent(parentObj.transform);
  401. gameObj.name = objName;
  402. var sortingGroup = gameObj.transform.GetComponent<SortingGroup>();
  403. if (sortingGroup == null)
  404. {
  405. sortingGroup = gameObj.AddComponent<SortingGroup>();
  406. }
  407. sortingGroup.sortingOrder = sortingOrder + 1;//特效层默认高一个层级
  408. //SetParticleSortingOrder(gameObj, sortingOrder + 1);//特效层默认高一个层级
  409. }
  410. public static void LoadSpritePos(string res, out float tx, out float ty)
  411. {
  412. string resPath = ResPathUtil.GetDressUpPath(res, "bytes");
  413. if (VEngine.Versions.Contains(resPath))
  414. {
  415. var asset = GFGAsset.Load<TextAsset>(resPath);
  416. if (asset != null)
  417. {
  418. var st = new MemoryStream(asset.bytes);
  419. var br = new BinaryReader(st);
  420. tx = br.ReadInt32() / 100f;
  421. ty = -br.ReadInt32() / 100f;
  422. GFGAsset.Release(resPath);
  423. return;
  424. }
  425. }
  426. tx = 0;
  427. ty = 0;
  428. }
  429. public static void SetParticleSortingOrder(GameObject gameObj, int sortingOrder, bool isAdd = false)
  430. {
  431. ParticleSystem[] particles = gameObj.transform.GetComponentsInChildren<ParticleSystem>();
  432. for (int i = 0; i < particles.Length; i++)
  433. {
  434. var renderer = particles[i].GetComponent<Renderer>();
  435. if (renderer != null)
  436. {
  437. if (isAdd)
  438. {
  439. renderer.sortingOrder = renderer.sortingOrder + sortingOrder;
  440. }
  441. else
  442. {
  443. renderer.sortingOrder = sortingOrder;
  444. }
  445. }
  446. }
  447. }
  448. public static void SetSpriteRenderSortingOrder(GameObject gameObj, int sortingOrder, bool isAdd = false)
  449. {
  450. SpriteRenderer[] spriteRenders = gameObj.transform.GetComponentsInChildren<SpriteRenderer>();
  451. for (int i = 0; i < spriteRenders.Length; i++)
  452. {
  453. if (isAdd)
  454. {
  455. spriteRenders[i].sortingOrder = spriteRenders[i].sortingOrder + sortingOrder;
  456. }
  457. else
  458. {
  459. spriteRenders[i].sortingOrder = sortingOrder;
  460. }
  461. }
  462. }
  463. }
  464. }