PhotographUtil.cs 16 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.IO;
  4. using System.Threading.Tasks;
  5. using FairyGUI;
  6. using Live2D.Cubism.Rendering;
  7. using UI.DressUp;
  8. using UnityEngine;
  9. namespace GFGGame
  10. {
  11. public class PhotographUtil : SingletonBase<PhotographUtil>
  12. {
  13. //传入父物体,返回边界大小
  14. public Vector2 GetGameObjectBoundsSize(GameObject parentObj)
  15. {
  16. float right = int.MinValue;
  17. float left = int.MaxValue;
  18. float top = int.MinValue;
  19. float bottom = int.MaxValue;
  20. BoxCollider2D[] boxColliders = parentObj.transform.GetComponentsInChildren<BoxCollider2D>();
  21. for (int i = 0; i < boxColliders.Length; i++)
  22. {
  23. Vector2 pos = boxColliders[i].transform.localPosition;
  24. Vector2 size = boxColliders[i].size * parentObj.transform.parent.localScale;
  25. right = Math.Max(size.x / 2 + pos.x, right);
  26. left = Math.Min(pos.x - size.x / 2, left);
  27. top = Math.Max(size.y / 2 + pos.y, top);
  28. bottom = Math.Min(pos.y - size.y / 2, bottom);
  29. }
  30. Vector2 boundsSize = new Vector2(right - left, top - bottom);
  31. boundsSize = boundsSize * 100 * Math.Abs(parentObj.transform.localScale.x);
  32. return boundsSize;
  33. }
  34. //设置物体中心点
  35. public async Task SetGameObjectCenter(GameObject parentObj)
  36. {
  37. // 先隐藏,不然位置会出现闪一下
  38. parentObj.SetActive(false);
  39. await Task.Delay(5);
  40. parentObj.SetActive(true);
  41. Transform parent = parentObj.transform; // 2.选中技算
  42. Vector3 postion = parent.position;
  43. Quaternion rotation = parent.rotation;
  44. parent.position = Vector3.zero;
  45. parent.rotation = Quaternion.Euler(Vector3.zero);
  46. parent.localScale = Vector3.one;
  47. Vector3 scale = parent.localScale;
  48. Vector3 center = Vector3.zero;
  49. int index = 0;
  50. foreach (Transform t in parent)
  51. {
  52. string[] strs = t.name.Split('_');
  53. if (strs.Length > 1 && strs[1].IndexOf("e") >= 0) continue;//不计算特效大小
  54. BoxCollider2D render = t.GetComponent<BoxCollider2D>();
  55. if (render)
  56. {
  57. index++;
  58. center += render.bounds.center + new Vector3(render.offset.x, render.offset.y, 0);
  59. }
  60. }
  61. if (index > 0) center /= index;
  62. Bounds bounds = new Bounds(center, Vector3.zero);
  63. foreach (Transform t in parent)
  64. {
  65. string[] strs = t.name.Split('_');
  66. if (strs.Length > 1 && strs[1].IndexOf("e") >= 0) continue;
  67. BoxCollider2D render = t.GetComponent<BoxCollider2D>();
  68. if (render) bounds.Encapsulate(render.bounds);
  69. }
  70. parent.position = postion;
  71. parent.rotation = rotation;
  72. parent.localScale = scale;
  73. foreach (Transform t in parent)
  74. {
  75. string[] strs = t.parent.name.Split('_');
  76. if (strs.Length > 1 && strs[1].IndexOf("e") >= 0) continue;
  77. t.position = t.position - bounds.center;
  78. }
  79. parent.position = bounds.center + parent.position;
  80. }
  81. public GameObject GetFirstHitObj(RaycastHit2D[] hit2Ds)
  82. {
  83. int layer = int.MinValue;
  84. GameObject gameObject = null;
  85. for (int i = 0; i < hit2Ds.Length; i++)
  86. {
  87. ET.Log.Debug("GetFirstHitObj: name " + hit2Ds[i].collider.transform.parent.gameObject);
  88. int gameobjMaxlayer = GetMaxLayer(hit2Ds[i].collider.transform.parent.gameObject);
  89. ET.Log.Debug("GetFirstHitObj: Maxlayer " + gameobjMaxlayer);
  90. if (gameobjMaxlayer > layer)
  91. {
  92. layer = gameobjMaxlayer;
  93. gameObject = hit2Ds[i].collider.gameObject;
  94. }
  95. }
  96. return gameObject;
  97. }
  98. //是否点击在UI上
  99. public bool IsTouchUI(GComponent viewCom)
  100. {
  101. GObject obj = GRoot.inst.touchTarget;
  102. UI_PhotographUI _viewCom = UI_PhotographUI.Proxy(viewCom);
  103. 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;
  104. }
  105. public void SetLayer(GameObject hitGameObj, string state)
  106. {
  107. if (hitGameObj == null) return;
  108. List<GameObject> itemGameObjs = PhotographDataManager.Instance.itemGameObjs;
  109. if (state != "refresh")
  110. {
  111. int index = itemGameObjs.IndexOf(hitGameObj);
  112. if (index < 0)
  113. {
  114. index = itemGameObjs.IndexOf(hitGameObj.transform.parent.gameObject);
  115. }
  116. if (index == itemGameObjs.Count - 1 && state == "top") return;
  117. if (state != "top")
  118. {
  119. if (index < 0)
  120. {
  121. PromptController.Instance.ShowFloatTextPrompt("未选中任物品");
  122. return;
  123. }
  124. if (index == 0 && state == "down")
  125. {
  126. PromptController.Instance.ShowFloatTextPrompt("已经在最下层了");
  127. return;
  128. }
  129. if (index == itemGameObjs.Count - 1 && state == "up")
  130. {
  131. PromptController.Instance.ShowFloatTextPrompt("已经在最上层了");
  132. return;
  133. }
  134. }
  135. GameObject gameObject = itemGameObjs[index];
  136. itemGameObjs.RemoveAt(index);
  137. if (state == "up")
  138. {
  139. itemGameObjs.Insert((index + 1), gameObject);
  140. }
  141. else if (state == "down")
  142. {
  143. itemGameObjs.Insert((index - 1), gameObject);
  144. }
  145. else if (state == "top")
  146. {
  147. itemGameObjs.Add(gameObject);
  148. }
  149. else
  150. {
  151. PromptController.Instance.ShowFloatTextPrompt(state + "操作失败");
  152. return;
  153. }
  154. }
  155. for (int i = 0; i < itemGameObjs.Count; i++)
  156. {
  157. // ET.Log.Debug("SetLayer: name " + itemGameObjs[i].name);
  158. // ET.Log.Debug("SetLayer: GetMinLayer0 " + GetMinLayer(itemGameObjs[i]));
  159. // ET.Log.Debug("SetLayer: GetMaxLayer0 " + GetMaxLayer(itemGameObjs[i]));
  160. ChangeLayer(itemGameObjs[i], i * PhotographDataManager.layerCount, state);
  161. // ET.Log.Debug("SetLayer: GetMinLayer1 " + GetMinLayer(itemGameObjs[i]));
  162. // ET.Log.Debug("SetLayer: GetMaxLayer1 " + GetMaxLayer(itemGameObjs[i]));
  163. }
  164. }
  165. public void ChangeLayer(GameObject parentObj, int layer, string state)
  166. {
  167. int count = 0;
  168. if (state == "up" || state == "top")
  169. {
  170. int curMinLayer = GetMinLayer(parentObj);
  171. count = layer - curMinLayer;
  172. }
  173. else if (state == "down")
  174. {
  175. int curMaxLayer = GetMaxLayer(parentObj);
  176. count = layer - curMaxLayer;
  177. }
  178. int changeLayer = count;
  179. SpriteRenderer[] sps = parentObj.GetComponentsInChildren<SpriteRenderer>();//选中道具可能含有静态图
  180. for (int i = 0; i < sps.Length; i++)
  181. {
  182. int sortingOrder = sps[i].sortingOrder + changeLayer;
  183. sps[i].sortingOrder = sortingOrder;
  184. }
  185. ParticleSystem[] particleSystems = parentObj.GetComponentsInChildren<ParticleSystem>();
  186. for (int i = 0; i < particleSystems.Length; i++)//选中道具可能含有特效
  187. {
  188. var renderer = particleSystems[i].GetComponent<Renderer>();
  189. if (renderer != null)
  190. {
  191. renderer.sortingOrder = renderer.sortingOrder + changeLayer;
  192. }
  193. }
  194. MeshRenderer[] meshRenderers = parentObj.GetComponentsInChildren<MeshRenderer>();
  195. for (int i = 0; i < meshRenderers.Length; i++)
  196. {
  197. var renderer = meshRenderers[i].GetComponent<Renderer>();
  198. if (renderer != null)
  199. {
  200. renderer.sortingOrder = renderer.sortingOrder + changeLayer;
  201. }
  202. }
  203. CubismRenderController[] cubismRenders = parentObj.GetComponentsInChildren<CubismRenderController>();
  204. for (int i = 0; i < cubismRenders.Length; i++)
  205. {
  206. CubismRenderController render = cubismRenders[i];
  207. if (render != null && render.gameObject.activeSelf == true)
  208. {
  209. render.SortingOrder = render.SortingOrder + changeLayer;
  210. }
  211. }
  212. }
  213. public int GetMaxLayer(GameObject parentObj)
  214. {
  215. int layer = int.MinValue;
  216. for (int i = 0; i < parentObj.transform.childCount; i++)
  217. {
  218. GameObject gameObject = parentObj.transform.GetChild(i).gameObject;
  219. if (gameObject.activeSelf == false) continue;
  220. SpriteRenderer[] sprites = gameObject.GetComponentsInChildren<SpriteRenderer>();
  221. for (int j = 0; j < sprites.Length; j++)
  222. {
  223. if (sprites[j] != null && layer < sprites[j].sortingOrder)
  224. {
  225. layer = sprites[j].sortingOrder;
  226. }
  227. }
  228. ParticleSystem[] particles = gameObject.GetComponentsInChildren<ParticleSystem>();
  229. for (int j = 0; j < particles.Length; j++)
  230. {
  231. var renderer = particles[j].GetComponent<Renderer>();
  232. if (renderer != null && layer < renderer.sortingOrder)
  233. {
  234. layer = renderer.sortingOrder;
  235. }
  236. }
  237. MeshRenderer[] meshRenderers = gameObject.GetComponentsInChildren<MeshRenderer>();
  238. for (int j = 0; j < meshRenderers.Length; j++)
  239. {
  240. var renderer = meshRenderers[j].GetComponent<Renderer>();
  241. if (renderer != null && layer < renderer.sortingOrder)
  242. {
  243. layer = renderer.sortingOrder;
  244. }
  245. }
  246. CubismRenderController[] cubismRenders = parentObj.GetComponentsInChildren<CubismRenderController>();
  247. for (int j = 0; j < cubismRenders.Length; j++)
  248. {
  249. CubismRenderController cubism = cubismRenders[j];
  250. if (cubism != null && cubism.gameObject.activeSelf == true && layer < cubism.SortingOrder)
  251. {
  252. layer = cubism.SortingOrder;
  253. }
  254. }
  255. }
  256. return layer;
  257. }
  258. public int GetMinLayer(GameObject parentObj)
  259. {
  260. int layer = int.MaxValue;
  261. for (int i = 0; i < parentObj.transform.childCount; i++)
  262. {
  263. GameObject gameObject = parentObj.transform.GetChild(i).gameObject;
  264. if (gameObject.activeSelf == false) continue;
  265. SpriteRenderer[] sprites = gameObject.GetComponentsInChildren<SpriteRenderer>();
  266. for (int j = 0; j < sprites.Length; j++)
  267. {
  268. if (sprites[j] != null && sprites[j].sortingOrder < layer)
  269. {
  270. layer = sprites[j].sortingOrder;
  271. }
  272. }
  273. ParticleSystem[] particles = gameObject.GetComponentsInChildren<ParticleSystem>();
  274. for (int j = 0; j < particles.Length; j++)
  275. {
  276. var renderer = particles[j].GetComponent<Renderer>();
  277. if (renderer != null && renderer.sortingOrder < layer)
  278. {
  279. layer = renderer.sortingOrder;
  280. }
  281. }
  282. MeshRenderer[] meshRenderers = gameObject.GetComponentsInChildren<MeshRenderer>();
  283. for (int j = 0; j < meshRenderers.Length; j++)
  284. {
  285. var renderer = meshRenderers[j].GetComponent<Renderer>();
  286. if (renderer != null && renderer.sortingOrder < layer)
  287. {
  288. layer = renderer.sortingOrder;
  289. }
  290. }
  291. CubismRenderController[] cubismRenders = parentObj.GetComponentsInChildren<CubismRenderController>();
  292. for (int j = 0; j < cubismRenders.Length; j++)
  293. {
  294. CubismRenderController render = cubismRenders[j];
  295. if (render != null && render.gameObject.activeSelf == true && render.SortingOrder < layer)
  296. {
  297. layer = render.SortingOrder;
  298. }
  299. }
  300. }
  301. return layer;
  302. }
  303. public void SetBgPos(GameObject hitGameObj, Vector2 uiSize)
  304. {
  305. Vector2 size = hitGameObj.GetComponent<SpriteRenderer>().size;
  306. float deviationWidth = (size.x - uiSize.x / 100) / 2;
  307. float deviationHeigh = (size.y - uiSize.y / 100) / 2;
  308. Vector2 pos = hitGameObj.transform.position;
  309. if (pos.x <= -deviationWidth)
  310. {
  311. hitGameObj.transform.position = new Vector2(-deviationWidth, hitGameObj.transform.position.y);
  312. }
  313. if (pos.x >= deviationWidth)
  314. {
  315. hitGameObj.transform.position = new Vector2(deviationWidth, hitGameObj.transform.position.y);
  316. }
  317. if (pos.y <= -deviationHeigh)
  318. {
  319. hitGameObj.transform.position = new Vector2(hitGameObj.transform.position.x, -deviationHeigh);
  320. }
  321. if (pos.y >= deviationHeigh)
  322. {
  323. hitGameObj.transform.position = new Vector2(hitGameObj.transform.position.x, deviationHeigh);
  324. }
  325. }
  326. /// <summary>
  327. /// 将照片保存到本地
  328. /// </summary>
  329. public void SavePicturoToLocal(byte[] bytes, string fileName)
  330. {
  331. string path = Application.persistentDataPath + "/Pictures/WanshiJing/";
  332. //判断目录是否存在,不存在则会创建目录
  333. if (!Directory.Exists(path))
  334. {
  335. try
  336. {
  337. Directory.CreateDirectory(path);
  338. }
  339. catch (Exception exception)
  340. {
  341. throw new Exception("创建文件夹失败, error:" + exception.Message);
  342. }
  343. }
  344. var filePath = path + fileName;
  345. // byte[] bytes = tex.EncodeToJPG();//将纹理数据,转化成一个jpg图片
  346. File.WriteAllBytes(filePath, bytes);
  347. UpdateSystemPhoto(filePath);
  348. }
  349. //调用iOS或Android原生方法保存图片后更新相册.
  350. private void UpdateSystemPhoto(string filePath)
  351. {
  352. #if UNITY_ANDROID
  353. var SaveImageJavaClass = new AndroidJavaClass("com.gfg.gfglibrary.SaveImage"); //设置成我们aar库中的签名+类名
  354. SaveImageJavaClass.CallStatic("scanFile", filePath, "已保存至本地"); //这里我们可以设置保存成功弹窗内容
  355. #endif
  356. }
  357. }
  358. }