PhotographSceneManager.cs 7.8 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using YooAsset;
  5. namespace GFGGame
  6. {
  7. public class PhotographSceneManager : SingletonBase<PhotographSceneManager>
  8. {
  9. public GameObject sceneObject;
  10. public void AddBgItem(ItemCfg itemCfg)
  11. {
  12. Transform tf = sceneObject.transform.Find("Bg/BgRes");
  13. string resPath = ResPathUtil.GetSceneBgPath(itemCfg.res);
  14. SetSpriteRendererToTransform(tf, resPath);
  15. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  16. spr.sortingOrder = -4000;
  17. SetBoxCollider2DToGameObject(tf.gameObject);
  18. }
  19. public void AddBorderItem(ItemCfg itemCfg)
  20. {
  21. Transform tf = sceneObject.transform.Find("Border/BorderRes");
  22. string resPath = ResPathUtil.GetPhotographBorderPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
  23. SetSpriteRendererToTransform(tf, resPath);
  24. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  25. spr.sortingOrder = 10000;//边框在所有道具的上边
  26. SetBoxCollider2DToGameObject(tf.gameObject);
  27. }
  28. public void AddNpcItem(ItemCfg itemCfg)
  29. {
  30. Transform tf = sceneObject.transform.Find("Scene/Npc/NpcRes");
  31. string resPath = ResPathUtil.GetNpcPicFPath(itemCfg.res);
  32. SetSpriteRendererToTransform(tf, resPath);
  33. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  34. tf.localPosition = new Vector2(-spr.bounds.center.x, -spr.bounds.center.y);
  35. SetBoxCollider2DToGameObject(tf.gameObject);
  36. AddItemGameObjectToList(tf.parent.gameObject, true);
  37. }
  38. public void AddBodyItem()
  39. {
  40. GameObject bodyParent = sceneObject.transform.Find("Scene/Role").gameObject;
  41. UpdatePhotographBody(sceneObject, bodyParent);
  42. AddItemGameObjectToList(bodyParent, false);
  43. }
  44. public void AddSceneItem(GameObject parentGameObj, ItemCfg itemCfg, int layer, bool setLayer, bool isOnlyEff = false)
  45. {
  46. AddItemToScene(sceneObject, parentGameObj, itemCfg.id, layer);
  47. string layerName = string.Format("resLayer{0}", layer);
  48. string value = typeof(ItemCfg).GetField(layerName).GetValue(itemCfg).ToString();
  49. AddItemGameObjectToList(parentGameObj, setLayer);
  50. }
  51. //拍照场景添加单个道具
  52. public void AddItemToScene(GameObject sceneObj, GameObject parentGameObj, int itemId, int resLayer)
  53. {
  54. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  55. parentGameObj.transform.SetParent(sceneObj.transform.Find("Scene"), false);
  56. string layerName = string.Format("resLayer{0}", resLayer);
  57. string value = typeof(ItemCfg).GetField(layerName).GetValue(itemCfg).ToString();
  58. string res = value == "n" ? itemCfg.res : string.Format("{0}_{1}", itemCfg.res, value);
  59. string resPath = ResPathUtil.GetDressUpAnimationPath(res);
  60. if (YooAssets.CheckDressUpResExist(resPath))
  61. {
  62. DressUpUtil.AddItem(itemId, sceneObj, false, true, parentGameObj, resLayer);
  63. parentGameObj.transform.localPosition = Vector3.zero;
  64. }
  65. else
  66. {
  67. DressUpUtil.AddItem(itemId, sceneObj, false, false, parentGameObj, resLayer);
  68. GameObject gameObject = parentGameObj.transform.GetChild(0).gameObject;
  69. SetBoxCollider2DToGameObject(gameObject);
  70. }
  71. PhotographUtil.Instance.SetGameObjectCenter(parentGameObj);
  72. }
  73. //拍照角色
  74. private void UpdatePhotographBody(GameObject sceneObj, GameObject parentObj)
  75. {
  76. PhotographDataManager.Instance.dressUpObj.setSceneObj(sceneObj, false, false, parentObj, false);
  77. PhotographDataManager.Instance.dressUpObj.PutOnDressUpData(MyDressUpHelper.dressUpObj.DressUpDataClone());
  78. for (int i = 0; i < parentObj.transform.childCount; i++)
  79. {
  80. Transform transform = parentObj.transform.GetChild(i);
  81. if (transform.name != DressUpUtil.BODY_ANIMATION_NAME)
  82. {
  83. SetBoxCollider2DToGameObject(transform.gameObject);
  84. }
  85. }
  86. PhotographUtil.Instance.SetGameObjectCenter(parentObj);
  87. }
  88. //向Transform添加SpriteRenderer并设置资源
  89. private void SetSpriteRendererToTransform(Transform tf, string resPath)
  90. {
  91. tf.position = Vector3.zero;
  92. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  93. if (spr == null)
  94. {
  95. tf.gameObject.AddComponent<SpriteRenderer>();
  96. spr = tf.GetComponent<SpriteRenderer>();
  97. }
  98. DressUpUtil.ChangeAssetReleaser(tf.gameObject, resPath);
  99. Sprite sp = GFGAsset.Load<Sprite>(resPath);
  100. if (sp == null) return;
  101. spr.sprite = sp;
  102. spr.size = spr.sprite.bounds.size;//将节点设置为原图大小
  103. }
  104. //向GameObject添加BoxCollider2D
  105. private void SetBoxCollider2DToGameObject(GameObject gameObject)
  106. {
  107. BoxCollider2D polygonCollider2D = gameObject.GetComponent<BoxCollider2D>();
  108. if (polygonCollider2D != null)
  109. {
  110. GameObject.Destroy(polygonCollider2D);
  111. }
  112. polygonCollider2D = gameObject.AddComponent<BoxCollider2D>();
  113. polygonCollider2D.isTrigger = true;
  114. }
  115. private void AddItemGameObjectToList(GameObject parentGameObj, bool setLayer)
  116. {
  117. List<GameObject> itemGameObjs = PhotographDataManager.Instance.itemGameObjs;
  118. itemGameObjs.Add(parentGameObj);
  119. if (setLayer)
  120. {
  121. int index = itemGameObjs.Count - 1;
  122. PhotographUtil.Instance.ChangeLayer(itemGameObjs[index], index * PhotographDataManager.layerCount, "up");
  123. }
  124. itemGameObjs.Sort((GameObject a, GameObject b) =>
  125. {
  126. int layerA = PhotographUtil.Instance.GetMaxLayer(a);
  127. int layerB = PhotographUtil.Instance.GetMaxLayer(b);
  128. if (layerA < layerB)
  129. {
  130. return -1;
  131. }
  132. else if (layerA > layerB)
  133. {
  134. return 1;
  135. }
  136. return string.Compare(a.name, b.name);
  137. });
  138. }
  139. private List<GameObject> SortItemGameObjsLayer(List<GameObject> itemGameObjs)
  140. {
  141. itemGameObjs.Sort((GameObject a, GameObject b) =>
  142. {
  143. int layerA = PhotographUtil.Instance.GetMinLayer(a);
  144. int layerB = PhotographUtil.Instance.GetMinLayer(b);
  145. if (layerA < layerB)
  146. {
  147. return -1;
  148. }
  149. else if (layerA > layerB)
  150. {
  151. return 1;
  152. }
  153. return string.Compare(a.name, b.name);
  154. });
  155. return itemGameObjs;
  156. }
  157. //移除指定GameObject的BoxCollider2D
  158. public void DeleteBoxCollider2DFromGameObject(GameObject gameObject)
  159. {
  160. BoxCollider2D polygonCollider2D = gameObject.GetComponent<BoxCollider2D>();
  161. if (polygonCollider2D != null)
  162. {
  163. GameObject.Destroy(polygonCollider2D);
  164. }
  165. }
  166. //移除指定GameObject的SpriteRenderer
  167. public void DeleteSpriteRendererFromGameObject(GameObject gameObject)
  168. {
  169. SpriteRenderer spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
  170. if (spriteRenderer != null)
  171. {
  172. GameObject.Destroy(spriteRenderer);
  173. }
  174. }
  175. }
  176. }