| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374 | using UnityEngine;using System.Collections;using System;using UnityEditor;using FairyGUI;namespace GFGGame{    public class SceneController    {        public static void UpdateLoginScene(GameObject sceneObj)        {            //背景            Transform tf = sceneObj.transform.Find("Bg");            SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();            var resPath = ResPathUtil.GetDressUpPath("jhsy_bg", "jpg");            Sprite sp = GFGAsset.Load<Sprite>(resPath);            DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);            spr.sprite = sp;            //角色            DressUpUtil.UpdateBody("ui_loginrole", sceneObj, true, null);        }        public static void UpdateMainScene(GameObject sceneObj)        {            //背景            Transform tf = sceneObj.transform.Find("Bg");            SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();            var resPath = ResPathUtil.GetDressUpPath("zjm_bg1", "jpg");            Sprite sp = GFGAsset.Load<Sprite>(resPath);            DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);            spr.sprite = sp;            //角色            CustomSuitData suitSavedData = CustomSuitDataManager.GetCurrentSuitList();            int[] equipDatas = suitSavedData.equipDatas;            UpdateRole(equipDatas, sceneObj, false);            if (suitSavedData.pic > 0 && suitSavedData.suitId > 0)            {                SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(suitSavedData.suitId);                DressUpUtil.UpdateBody(suitCfg.picRes, sceneObj, !string.IsNullOrEmpty(suitCfg.aniRes), suitCfg.effRes);            }            else            {                DressUpUtil.UpdateBody(null, sceneObj);            }        }        public static void UpdateRole(int[] equipDatas, GameObject sceneObj, bool needSetMask = false, int[] exceptTypes = null, bool showAni = true, GameObject parentObj = null)        {            Reset(sceneObj);            int count = equipDatas.Length;            for (int i = 0; i < count; i++)            {                int id = (int)equipDatas[i];                if (exceptTypes != null)                {                    int subType = ItemUtil.GetItemSubType(id);                    if (Array.IndexOf(exceptTypes, subType) >= 0)                    {                        continue;                    }                }                DressUpUtil.AddItem(id, sceneObj, needSetMask, showAni, parentObj);            }            DressUpUtil.UpdateBody(null, sceneObj, false, null, needSetMask, parentObj);        }        public static void UpdateDialogBg(string value, GameObject sceneObj)        {            Transform tf = sceneObj.transform.Find("Bg");            SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();            if (value == "0")            {                spr.sprite = null;            }            else            {                var resPath = ResPathUtil.GetDressUpPath(value, "jpg");                Sprite sp = GFGAsset.Load<Sprite>(resPath);                DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);                spr.sprite = sp;            }        }        public static void UpdateDialogPic(string value, GameObject sceneObj)        {            Transform tf = sceneObj.transform.Find("Pic");            SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();            if (value == "0")            {                spr.sprite = null;            }            else            {                void UpdateDialogPicAlpha(object param)                {                    if (spr != null)                    {                        Color c = spr.color;                        if (spr.enabled && c.a < 1f)                        {                            c.a += 0.05f;                            spr.color = c;                        }                        else                        {                            FairyGUI.Timers.inst.Remove(UpdateDialogPicAlpha);                        }                    }                    else                    {                        FairyGUI.Timers.inst.Remove(UpdateDialogPicAlpha);                    }                }                var resPath = ResPathUtil.GetNpcPicSPath(value);                Sprite sp = GFGAsset.Load<Sprite>(resPath);                DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);                spr.sprite = sp;                Color c = spr.color;                c.a = 0f;                spr.color = c;                FairyGUI.Timers.inst.AddUpdate(UpdateDialogPicAlpha);            }        }        public static void UpdateFightTarget(string value, GameObject sceneObj)        {            Transform tf = sceneObj.transform.Find("Npc");            SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();            var resPath = ResPathUtil.GetNpcPicFPath(value);            Sprite sp = GFGAsset.Load<Sprite>(resPath);            DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);            spr.sprite = sp;        }        private static void Reset(GameObject sceneObj)        {            //背景层次            Transform bg = sceneObj.transform.Find("Bg");            if (bg != null)            {                SpriteRenderer spr = bg.GetComponent<SpriteRenderer>();                if (spr != null)                {                    ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(ConstDressUpItemType.BEI_JING);                    spr.sortingOrder = typeCfg.defaultLayer;                }            }            //角色清理            Transform role = sceneObj.transform.Find("Role");            if (role != null)            {                int childCount = role.childCount;                for (int i = childCount - 1; i >= 0; --i)                {                    Transform child = role.GetChild(i);                    if (child.gameObject.name != "Body")                    {                        GameObject.DestroyImmediate(child.gameObject);                    }                }            }        }        //拍照角色        public static void UpdatePhotographBody(int[] equipDatas, GameObject sceneObj, GameObject parentObj)        {            SceneController.UpdateRole(equipDatas, sceneObj, false, null, false, parentObj);            if (EquipDataCache.cacher.IsSuitPic && EquipDataCache.cacher.suitId > 0)            {                SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(EquipDataCache.cacher.suitId);                DressUpUtil.UpdateBody(suitCfg.picRes, sceneObj, false, null, false, parentObj);            }            GameObject gameObject = parentObj.transform.Find("Body").gameObject;            SceneController.SetBoxCollider2DToGameObject(gameObject);        }        //拍照场景添加单个道具        public static void AddItemToScene(GameObject sceneObj, GameObject parentGameObj, int itemId, int layerId, int resLayer)        {            ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);            parentGameObj.transform.SetParent(sceneObj.transform.Find("Scene"), false);            DressUpUtil.AddItem(itemId, sceneObj, false, false, parentGameObj, layerId, resLayer);            SceneController.SetBoxCollider2DToGameObject(parentGameObj.transform.GetChild(0).gameObject);        }        //向Transform添加SpriteRenderer并设置资源        public static void SetSpriteRendererToTransform(Transform tf, string resPath)        {            tf.position = Vector3.zero;            SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();            if (spr == null)            {                tf.gameObject.AddComponent<SpriteRenderer>();                spr = tf.GetComponent<SpriteRenderer>();            }            DressUpUtil.ChangeAssetReleaser(tf.gameObject, resPath);            Sprite sp = GFGAsset.Load<Sprite>(resPath);            spr.sprite = sp;            spr.size = spr.sprite.bounds.size;//将节点设置为原图大小            ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(ConstDressUpItemType.BEI_JING);        }        //向GameObject添加BoxCollider2D        public static void SetBoxCollider2DToGameObject(GameObject gameObject)        {            BoxCollider2D polygonCollider2D = gameObject.GetComponent<BoxCollider2D>();            if (polygonCollider2D != null)            {                GameObject.Destroy(polygonCollider2D);            }            polygonCollider2D = gameObject.AddComponent<BoxCollider2D>();            polygonCollider2D.isTrigger = true;        }        //传入父物体,返回体碰撞盒大小        public static Vector2 GetGameObjectSize(GameObject parentObj)        {            Vector2 size = Vector2.one;            for (int i = 0; i < parentObj.transform.childCount; i++)            {                GameObject childGameObj = parentObj.transform.GetChild(i).gameObject;                BoxCollider2D boxCollider2D = childGameObj.GetComponent<BoxCollider2D>();                if (boxCollider2D != null)                {                    size = GetGameObjectSize1(parentObj);                    if (parentObj.name == "Role") boxCollider2D.size = size;                    boxCollider2D.offset = -childGameObj.transform.localPosition;                    size = size * childGameObj.transform.localScale * parentObj.transform.localScale * 100;                    return size;                }            }            return Vector2.zero;        }        private static Vector2 GetGameObjectSize1(GameObject parentObj)        {            float right = int.MinValue;            float left = int.MaxValue;            float top = int.MinValue;            float bottom = int.MaxValue;            for (int i = 0; i < parentObj.transform.childCount; i++)            {                Transform transform = parentObj.transform.GetChild(i);                SpriteRenderer sr = transform.GetComponent<SpriteRenderer>();                if (sr != null)                {                    Vector2 pos = transform.localPosition;                    Vector2 size = sr.bounds.size / parentObj.transform.localScale.x;                    Debug.Log("size:" + size + "     pos:" + pos);                    right = Math.Max(size.x / 2 + pos.x, right);                    left = Math.Min(pos.x - size.x / 2, left);                    top = Math.Max(size.y / 2 + pos.y, top);                    bottom = Math.Min(pos.y - size.y / 2, bottom);                }            }            Vector2 bounds = new Vector2(right - left, top - bottom);            Debug.Log("size:" + bounds);            return bounds;        }        //设置物体中心点        public static void SetGameObjectCenter(GameObject parentObj)        {            Transform parent = parentObj.transform;  // 2.选中技算            Vector3 postion = parent.position;            Quaternion rotation = parent.rotation;            Vector3 scale = parent.localScale;            parent.position = Vector3.zero;            parent.rotation = Quaternion.Euler(Vector3.zero);            parent.localScale = Vector3.one;            Vector3 center = Vector3.zero;            Renderer[] renders = parent.GetComponentsInChildren<Renderer>();            int index = 0;            foreach (Transform t in parent)            {                string[] strs = t.name.Split('_');                if (strs.Length > 1 && strs[1] == "eff") continue;//不计算特效大小                Renderer render = t.GetComponent<Renderer>();                if (render)                {                    index++;                    center += render.bounds.center;                }            }            center /= index;            Bounds bounds = new Bounds(center, Vector3.zero);            foreach (Transform t in parent)            {                string[] strs = t.name.Split('_');                if (strs.Length > 1 && strs[1] == "eff") continue;                Renderer render = t.GetComponent<Renderer>();                if (render) bounds.Encapsulate(render.bounds);                Debug.Log("zoya_111" + bounds);            }            parent.position = postion;            parent.rotation = rotation;            parent.localScale = scale;            foreach (Transform t in parent)            {                string[] strs = t.parent.name.Split('_');                if (strs.Length > 1 && strs[1] == "eff") continue;                t.position = t.position - bounds.center;            }            parent.position = bounds.center + parent.position;        }        public static GameObject GetFirstHitObj(RaycastHit2D[] hit2Ds)        {            int layer = int.MinValue;            GameObject gameObject = null;            for (int i = 0; i < hit2Ds.Length; i++)            {                SpriteRenderer spr = hit2Ds[i].collider.gameObject.GetComponent<SpriteRenderer>();                if (spr && spr.sortingOrder > layer)                {                    gameObject = hit2Ds[i].collider.gameObject;                    layer = spr.sortingOrder;                }            }            return gameObject;        }        public static void AddObjectToView(GameObject _gameObject, GoWrapper _wrapper, GGraph holder, string res, out GameObject gameObject, out GoWrapper wrapper, float scale = 100)        {            if (_gameObject != null)            {                GameObject.Destroy(_gameObject);                _gameObject = null;            }            _gameObject = DressUpUtil.AddAnimationObj(res);            _gameObject.transform.localScale = new Vector3(scale, scale, scale);            if (_wrapper == null)            {                _wrapper = new GoWrapper(_gameObject);                holder.SetNativeObject(_wrapper);            }            else            {                _wrapper.wrapTarget = _gameObject;//替换资源            }            wrapper = _wrapper;            gameObject = _gameObject;        }        public static void DestroyObjectFromView(GameObject _gameObject)        {            if (_gameObject != null)            {                GameObject.Destroy(_gameObject);                _gameObject = null;            }        }    }}
 |