DressUpLayerOperation.cs 10.0 KB

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  1. using ET;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using YooAsset;
  5. namespace GFGGame
  6. {
  7. public class DressUpLayerOperation : DressUpOperationBase
  8. {
  9. private enum EAction
  10. {
  11. Layer,
  12. Body,
  13. Head
  14. }
  15. public const int PRE_RENDER_FRAME = 1;
  16. private ItemCfg itemCfg;
  17. private GameObject parentObj;
  18. private int layerId;
  19. private bool needSetMask;
  20. private bool showAni;
  21. private string resPath;
  22. private string effectResPath;
  23. private int preRendering;
  24. private ResourceDownloaderOperation downloaderOperation;
  25. private EAction actionType;
  26. private string[] locationsLoading;
  27. public DressUpLayerOperation(GameObject parentObj, bool needSetMask, bool showAni, string resPath, string effectResPath)
  28. {
  29. this.parentObj = parentObj;
  30. this.needSetMask = needSetMask;
  31. this.resPath = resPath;
  32. this.effectResPath = effectResPath;
  33. this.showAni = showAni;
  34. preRendering = 0;
  35. }
  36. public void InitLayer(ItemCfg itemCfg, int layerId)
  37. {
  38. //Debug.Log($"InitLayer {itemCfg.id}");
  39. this.itemCfg = itemCfg;
  40. this.layerId = layerId;
  41. actionType = EAction.Layer;
  42. }
  43. public void InitBody()
  44. {
  45. //Debug.Log("InitBody");
  46. actionType = EAction.Body;
  47. }
  48. public void InitHead()
  49. {
  50. actionType = EAction.Head;
  51. }
  52. internal override bool CheckRepeated(DressUpOperationBase t)
  53. {
  54. var operation = t as DressUpLayerOperation;
  55. if (operation != null && operation.actionType == this.actionType)
  56. {
  57. if(actionType == EAction.Layer)
  58. {
  59. return (operation.parentObj == this.parentObj
  60. && operation.itemCfg == this.itemCfg
  61. && operation.layerId == this.layerId);
  62. }
  63. else
  64. {
  65. return true;
  66. }
  67. }
  68. return false;
  69. }
  70. /// <summary>
  71. /// 取消下载
  72. /// </summary>
  73. internal override void Cancel()
  74. {
  75. if (_steps != EDressUpSteps.Done)
  76. {
  77. if (downloaderOperation != null)
  78. {
  79. downloaderOperation.CancelDownload();
  80. }
  81. _steps = EDressUpSteps.Done;
  82. }
  83. Status = EOperationStatus.Failed;
  84. Error = "User cancel.";
  85. }
  86. internal override void UpdateView()
  87. {
  88. if (parentObj == null)
  89. {
  90. this.Release();
  91. return;
  92. }
  93. ViewManager.Hide<ModalStatusView>();
  94. switch (actionType)
  95. {
  96. case EAction.Layer:
  97. UpdateLayer();
  98. break;
  99. case EAction.Body:
  100. UpdateBody();
  101. break;
  102. case EAction.Head:
  103. UpdateHead();
  104. break;
  105. default:
  106. break;
  107. }
  108. }
  109. internal override void Release()
  110. {
  111. downloaderOperation = null;
  112. this.itemCfg = null;
  113. this.parentObj = null;
  114. locationsLoading = null;
  115. }
  116. internal override void Start()
  117. {
  118. _steps = EDressUpSteps.Check;
  119. Update();
  120. }
  121. internal override void Update()
  122. {
  123. if (_steps == EDressUpSteps.None || _steps == EDressUpSteps.Done)
  124. return;
  125. if (_steps == EDressUpSteps.Check)
  126. {
  127. CheckLoadRes();
  128. }
  129. if(_steps == EDressUpSteps.Loading)
  130. {
  131. Progress = downloaderOperation.Progress;
  132. if(downloaderOperation.IsDone)
  133. {
  134. if (downloaderOperation.Status == EOperationStatus.Succeed)
  135. {
  136. foreach (var t in locationsLoading)
  137. {
  138. LoadManager.Instance.SetResDownloaded(t);
  139. }
  140. CheckPreDraw();
  141. }
  142. else
  143. {
  144. _steps = EDressUpSteps.Done;
  145. Status = EOperationStatus.Failed;
  146. }
  147. }
  148. }
  149. if(_steps == EDressUpSteps.PreDrawing)
  150. {
  151. //Debug.Log($"preRendering {preRendering} {resPath} {TimeHelper.ClientNow()}");
  152. if(preRendering <= 0)
  153. {
  154. _steps = EDressUpSteps.Done;
  155. Status = EOperationStatus.Succeed;
  156. }
  157. preRendering--;
  158. }
  159. }
  160. private void CheckLoadRes()
  161. {
  162. List<string> locations = new List<string>();
  163. if(!string.IsNullOrEmpty(resPath) && !LoadManager.Instance.CheckResExsited(resPath))
  164. {
  165. //需加载
  166. locations.Add(this.resPath);
  167. }
  168. if(!string.IsNullOrEmpty(effectResPath) && !LoadManager.Instance.CheckResExsited(effectResPath))
  169. {
  170. //需加载
  171. locations.Add(effectResPath);
  172. }
  173. if(locations.Count == 0)
  174. {
  175. _steps = EDressUpSteps.Done;
  176. Status = EOperationStatus.Succeed;
  177. return;
  178. }
  179. locationsLoading = locations.ToArray();
  180. downloaderOperation = YooAssets.CreateBundleDownloader(locationsLoading, 3, 3);
  181. if(downloaderOperation.TotalDownloadCount == 0)
  182. {
  183. //文件已在本地,不需要下载
  184. CheckPreDraw();
  185. return;
  186. }
  187. ViewManager.Show<ModalStatusView>("加载中...");
  188. //下载
  189. _steps = EDressUpSteps.Loading;
  190. downloaderOperation.BeginDownload();
  191. }
  192. private void CheckPreDraw()
  193. {
  194. if(!string.IsNullOrEmpty(resPath))
  195. {
  196. if (showAni)
  197. {
  198. _steps = EDressUpSteps.PreDrawing;
  199. //设置预渲染帧数
  200. preRendering = PRE_RENDER_FRAME;
  201. //预渲染
  202. PrefabManager.Instance.PreDraw(resPath);
  203. //Debug.Log($"PreDraw {resPath} {TimeHelper.ClientNow()}");
  204. return;
  205. }
  206. }
  207. _steps = EDressUpSteps.Done;
  208. Status = EOperationStatus.Succeed;
  209. }
  210. private void UpdateLayer()
  211. {
  212. //Debug.Log($"UpdateLayer add {itemCfg.id}");
  213. //清理旧的
  214. var spritObjName = string.Format(DressUpUtil.FORMAT_SPRITE_NAME, itemCfg.subType, layerId);
  215. DressUpUtil.TryRemoveSprite(parentObj, spritObjName);
  216. var aniObjName = string.Format(DressUpUtil.FORMAT_ANIMATION_NAME, itemCfg.subType, layerId);
  217. DressUpUtil.TryRemoveObj(parentObj, aniObjName);
  218. string effectObjName = string.Format(DressUpUtil.FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, layerId);
  219. DressUpUtil.TryRemoveObj(parentObj, effectObjName);
  220. //添加新的
  221. int sortingOrder = ItemTypeCfgArray.Instance.GetSortingOrder(itemCfg.subType, layerId);
  222. if (this.showAni)
  223. {
  224. DressUpUtil.AddAnimationObj(resPath, aniObjName, parentObj, sortingOrder);
  225. }
  226. else
  227. {
  228. string ext = ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType);
  229. DressUpUtil.AddSpriteObj(resPath, spritObjName, parentObj, sortingOrder, needSetMask);
  230. }
  231. if (!string.IsNullOrEmpty(effectResPath))
  232. {
  233. DressUpUtil.TryAddEffectObj(effectResPath, effectObjName, parentObj, sortingOrder);
  234. }
  235. }
  236. private void UpdateBody()
  237. {
  238. var spritObjName = DressUpUtil.BODY_SPRITE_NAME;
  239. var aniObjName = DressUpUtil.BODY_ANIMATION_NAME;
  240. var effectObjName = DressUpUtil.BODY_EFFECT_OBJ_NAME;
  241. int sortingOrder = 0;
  242. var removeBodyAni = DressUpUtil.TryRemoveObj(parentObj, aniObjName);
  243. DressUpUtil.TryRemoveObj(parentObj, effectObjName);
  244. DressUpUtil.TryRemoveSprite(parentObj, spritObjName);
  245. if (this.showAni)
  246. {
  247. DressUpUtil.AddAnimationObj(this.resPath, aniObjName, parentObj, sortingOrder);
  248. }
  249. else
  250. {
  251. DressUpUtil.AddSpriteObj(this.resPath, spritObjName, parentObj, sortingOrder, needSetMask);
  252. if (removeBodyAni)
  253. {
  254. parentObj.transform.SetPositionAndRotation(Vector3.zero, Quaternion.identity);
  255. }
  256. }
  257. if (!string.IsNullOrEmpty(effectResPath))
  258. {
  259. DressUpUtil.TryAddEffectObj(effectResPath, effectObjName, parentObj, sortingOrder);
  260. }
  261. }
  262. private void UpdateHead()
  263. {
  264. var spritObjName = DressUpUtil.HEAD_SPRITE_NAME;
  265. int sortingOrder = 1;
  266. Transform transform_t = parentObj.transform.Find(spritObjName);
  267. if (!string.IsNullOrEmpty(this.resPath))
  268. {
  269. if (transform_t != null)
  270. {
  271. transform_t.gameObject.SetActive(true);
  272. return;
  273. }
  274. DressUpUtil.AddSpriteObj(resPath, spritObjName, parentObj, sortingOrder, needSetMask);
  275. }
  276. else
  277. {
  278. if (transform_t == null)
  279. {
  280. return;
  281. }
  282. transform_t.gameObject.SetActive(false);
  283. }
  284. }
  285. }
  286. }