| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364 | using UnityEngine;using System;using System.Collections;using System.Collections.Generic;namespace FairyGUI{    /// <summary>    /// GoWrapper is class for wrapping common gameobject into UI display list.    /// </summary>    public class GoWrapper : DisplayObject    {        [Obsolete("No need to manually set this flag anymore, coz it will be handled automatically.")]        public bool supportStencil;        public event Action<UpdateContext> onUpdate;        protected GameObject _wrapTarget;        protected List<RendererInfo> _renderers;        protected Dictionary<Material, Material> _materialsBackup;        protected Canvas _canvas;        protected bool _cloneMaterial;        protected bool _shouldCloneMaterial;        protected struct RendererInfo        {            public Renderer renderer;            public Material[] materials;            public int sortingOrder;        }        protected static List<Transform> helperTransformList = new List<Transform>();        /// <summary>        ///         /// </summary>        public GoWrapper()        {            // _flags |= Flags.SkipBatching;            _renderers = new List<RendererInfo>();            _materialsBackup = new Dictionary<Material, Material>();            CreateGameObject("GoWrapper");        }        /// <summary>        ///         /// </summary>        /// <param name="go">包装对象。</param>        public GoWrapper(GameObject go) : this()        {            SetWrapTarget(go, false);        }        /// <summary>        /// 设置包装对象。注意如果原来有包装对象,设置新的包装对象后,原来的包装对象只会被删除引用,但不会被销毁。        /// 对象包含的所有材质不会被复制,如果材质已经是公用的,这可能影响到其他对象。如果希望自动复制,改为使用SetWrapTarget(target, true)设置。        /// </summary>        public GameObject wrapTarget        {            get { return _wrapTarget; }            set { SetWrapTarget(value, false); }        }        [Obsolete("setWrapTarget is deprecated. Use SetWrapTarget instead.")]        public void setWrapTarget(GameObject target, bool cloneMaterial)        {            SetWrapTarget(target, cloneMaterial);        }        /// <summary>        ///  设置包装对象。注意如果原来有包装对象,设置新的包装对象后,原来的包装对象只会被删除引用,但不会被销毁。        /// </summary>        /// <param name="target"></param>        /// <param name="cloneMaterial">如果true,则复制材质,否则直接使用sharedMaterial。</param>        public void SetWrapTarget(GameObject target, bool cloneMaterial)        {            // set Flags.SkipBatching only target not null            if (target == null) _flags &= ~Flags.SkipBatching;            else _flags |= Flags.SkipBatching;            InvalidateBatchingState();            RecoverMaterials();            _cloneMaterial = cloneMaterial;            if (_wrapTarget != null)                _wrapTarget.transform.SetParent(null, false);            _canvas = null;            _wrapTarget = target;            _shouldCloneMaterial = false;            _renderers.Clear();            if (_wrapTarget != null)            {                _wrapTarget.transform.SetParent(this.cachedTransform, false);                _canvas = _wrapTarget.GetComponent<Canvas>();                if (_canvas != null)                {                    _canvas.renderMode = RenderMode.WorldSpace;                    _canvas.worldCamera = StageCamera.main;                    _canvas.overrideSorting = true;                    RectTransform rt = _canvas.GetComponent<RectTransform>();                    rt.pivot = new Vector2(0, 1);                    rt.position = new Vector3(0, 0, 0);                    this.SetSize(rt.rect.width, rt.rect.height);                }                else                {                    CacheRenderers();                    this.SetSize(0, 0);                }                SetGoLayers(this.layer);            }        }        /// <summary>        /// GoWrapper will cache all renderers of your gameobject on constructor.         /// If your gameobject change laterly, call this function to update the cache.        /// GoWrapper会在构造函数里查询你的gameobject所有的Renderer并保存。如果你的gameobject        /// 后续发生了改变,调用这个函数通知GoWrapper重新查询和保存。        /// </summary>        public void CacheRenderers()        {            if (_canvas != null)                return;            RecoverMaterials();            _renderers.Clear();            Renderer[] items = _wrapTarget.GetComponentsInChildren<Renderer>(true);            int cnt = items.Length;            _renderers.Capacity = cnt;            for (int i = 0; i < cnt; i++)            {                Renderer r = items[i];                Material[] mats = r.sharedMaterials;                RendererInfo ri = new RendererInfo()                {                    renderer = r,                    materials = mats,                    sortingOrder = r.sortingOrder                };                _renderers.Add(ri);            }            _renderers.Sort((RendererInfo c1, RendererInfo c2) =>            {                return c1.sortingOrder - c2.sortingOrder;            });            _shouldCloneMaterial = true;        }        void CloneMaterials()        {            _shouldCloneMaterial = false;            int cnt = _renderers.Count;            for (int i = 0; i < cnt; i++)            {                RendererInfo ri = _renderers[i];                Material[] mats = ri.materials;                if (mats == null)                    continue;                bool shouldSetRQ = (ri.renderer is SkinnedMeshRenderer) || (ri.renderer is MeshRenderer);                int mcnt = mats.Length;                for (int j = 0; j < mcnt; j++)                {                    Material mat = mats[j];                    if (mat == null)                        continue;                    if (shouldSetRQ && mat.renderQueue != 3000) //Set the object rendering in Transparent Queue as UI objects                        mat.renderQueue = 3000;                    //确保相同的材质不会复制两次                    Material newMat;                    if (!_materialsBackup.TryGetValue(mat, out newMat))                    {                        newMat = new Material(mat);                        _materialsBackup[mat] = newMat;                    }                    mats[j] = newMat;                }                if (ri.renderer != null)                    ri.renderer.sharedMaterials = mats;            }        }        void RecoverMaterials()        {            if (_materialsBackup.Count == 0)                return;            int cnt = _renderers.Count;            for (int i = 0; i < cnt; i++)            {                RendererInfo ri = _renderers[i];                if (ri.renderer == null)                    continue;                Material[] mats = ri.materials;                if (mats == null)                    continue;                int mcnt = mats.Length;                for (int j = 0; j < mcnt; j++)                {                    Material mat = mats[j];                    foreach (KeyValuePair<Material, Material> kv in _materialsBackup)                    {                        if (kv.Value == mat)                            mats[j] = kv.Key;                    }                }                ri.renderer.sharedMaterials = mats;            }            foreach (KeyValuePair<Material, Material> kv in _materialsBackup)                Material.DestroyImmediate(kv.Value);            _materialsBackup.Clear();        }        public override int renderingOrder        {            get            {                return base.renderingOrder;            }            set            {                base.renderingOrder = value;                if (_canvas != null)                    _canvas.sortingOrder = value;                else                {                    int cnt = _renderers.Count;                    for (int i = 0; i < cnt; i++)                    {                        RendererInfo ri = _renderers[i];                        if (ri.renderer != null)                        {                            if (i != 0 && _renderers[i].sortingOrder != _renderers[i - 1].sortingOrder)                                value = UpdateContext.current.renderingOrder++;                            ri.renderer.sortingOrder = value;                        }                    }                }            }        }        override protected bool SetLayer(int value, bool fromParent)        {            if (base.SetLayer(value, fromParent))            {                SetGoLayers(value);                return true;            }            else                return false;        }        protected void SetGoLayers(int layer)        {            if (_wrapTarget == null)                return;            _wrapTarget.GetComponentsInChildren<Transform>(true, helperTransformList);            int cnt = helperTransformList.Count;            for (int i = 0; i < cnt; i++)                helperTransformList[i].gameObject.layer = layer;            helperTransformList.Clear();        }        override public void Update(UpdateContext context)        {            if (onUpdate != null)                onUpdate(context);            if (_shouldCloneMaterial)                CloneMaterials();            ApplyClipping(context);            base.Update(context);        }        private List<Material> helperMaterials = new List<Material>();        virtual protected void ApplyClipping(UpdateContext context)        {#if UNITY_2018_2_OR_NEWER            int cnt = _renderers.Count;            for (int i = 0; i < cnt; i++)            {                Renderer renderer = _renderers[i].renderer;                if (renderer == null)                    continue;                renderer.GetSharedMaterials(helperMaterials);                int cnt2 = helperMaterials.Count;                for (int j = 0; j < cnt2; j++)                {                    Material mat = helperMaterials[j];                    if (mat != null)                        context.ApplyClippingProperties(mat, false);                }                helperMaterials.Clear();            }#else            int cnt = _renderers.Count;            for (int i = 0; i < cnt; i++)            {                Material[] mats = _renderers[i].materials;                if (mats == null)                    continue;                                int cnt2 = mats.Length;                for (int j = 0; j < cnt2; j++)                {                    Material mat = mats[j];                    if (mat != null)                        context.ApplyClippingProperties(mat, false);                }            }#endif        }        public override void Dispose()        {            if ((_flags & Flags.Disposed) != 0)                return;            if (_wrapTarget != null)            {                UnityEngine.Object.Destroy(_wrapTarget);                _wrapTarget = null;                if (_materialsBackup.Count > 0)                { //如果有备份,说明材质是复制出来的,应该删除                    foreach (KeyValuePair<Material, Material> kv in _materialsBackup)                        Material.DestroyImmediate(kv.Value);                }            }            _renderers = null;            _materialsBackup = null;            _canvas = null;            base.Dispose();        }    }}
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