DressUpUtil.cs 12 KB

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  1. using UnityEngine;
  2. using System;
  3. using Live2D.Cubism.Rendering;
  4. using System.IO;
  5. namespace GFGGame
  6. {
  7. public class DressUpUtil
  8. {
  9. private const string BODY_DEFAULT_RES_NAME = "renmo";
  10. private const string ROLE_OBJ_NAME = "Role";
  11. private const string BODY_OBJ_NAME = "Body";
  12. private const string BODY_EFFECT_OBJ_NAME = "Body_eff";
  13. private const string FORMAT_OBJ_NAME = "T{0}_{1}";
  14. private const string FORMAT_EFFECT_OBJ_NAME = "T{0}_eff";
  15. private const string FORMAT_LAYER_RES_NAME_WITH_T = "{0}_t";
  16. public static void AddItem(int itemID, GameObject sceneObj, bool needSetMask = false, bool showAni = true, GameObject parentObj = null)
  17. {
  18. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  19. if (itemCfg != null)
  20. {
  21. // GameObject parentObj = null;
  22. if (parentObj == null)
  23. {
  24. if (itemCfg.subType == ConstDressUpItemType.BEI_JING)
  25. {
  26. parentObj = sceneObj;
  27. }
  28. else
  29. {
  30. //角色
  31. Transform role = sceneObj.transform.Find(ROLE_OBJ_NAME);
  32. parentObj = role.gameObject;
  33. }
  34. }
  35. //普通层
  36. if (itemCfg.resLayer1 > 0)
  37. {
  38. updateLayerRes(itemCfg, parentObj, 1, itemCfg.resLayer1 == 2, needSetMask, showAni);
  39. }
  40. //特殊层
  41. if (itemCfg.resLayer2 > 0)
  42. {
  43. updateLayerRes(itemCfg, parentObj, 2, itemCfg.resLayer2 == 2, needSetMask, showAni);
  44. }
  45. //特效
  46. if (itemCfg.effLayer > 0)
  47. {
  48. var objName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType);
  49. ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType);
  50. int sortingOrder = typeCfg.defaultLayer;
  51. if (itemCfg.effLayer == 2)
  52. {
  53. sortingOrder = typeCfg.specialLayer;
  54. }
  55. AddEffectObj(itemCfg.res, objName, parentObj, sortingOrder);
  56. }
  57. }
  58. }
  59. public static void RemoveItem(int itemID, GameObject sceneObj)
  60. {
  61. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  62. if (itemCfg != null)
  63. {
  64. GameObject parentObj = null;
  65. if (itemCfg.subType == (int)ConstDressUpItemType.BEI_JING)
  66. {
  67. parentObj = sceneObj;
  68. }
  69. else
  70. {
  71. //角色
  72. Transform role = sceneObj.transform.Find(ROLE_OBJ_NAME);
  73. parentObj = role.gameObject;
  74. }
  75. string objName;
  76. //默认层
  77. if (itemCfg.resLayer1 > 0)
  78. {
  79. objName = string.Format(FORMAT_OBJ_NAME, itemCfg.subType, 1);
  80. Transform transform = parentObj.transform.Find(objName);
  81. if (transform != null)
  82. {
  83. GameObject gameObj = transform.gameObject;
  84. if (gameObj != null)
  85. {
  86. GameObject.DestroyImmediate(gameObj);
  87. }
  88. }
  89. }
  90. //特殊层
  91. if (itemCfg.resLayer2 > 0)
  92. {
  93. objName = string.Format(FORMAT_OBJ_NAME, itemCfg.subType, 2);
  94. Transform transform_t = parentObj.transform.Find(objName);
  95. if (transform_t != null)
  96. {
  97. GameObject gameObj_t = transform_t.gameObject;
  98. if (gameObj_t != null)
  99. {
  100. GameObject.DestroyImmediate(gameObj_t);
  101. }
  102. }
  103. }
  104. //特效
  105. if (itemCfg.effLayer > 0)
  106. {
  107. string effObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType);
  108. var effTf = parentObj.transform.Find(effObjName);
  109. if (effTf != null)
  110. {
  111. GameObject.DestroyImmediate(effTf.gameObject);
  112. }
  113. }
  114. }
  115. }
  116. public static void UpdateBody(string res, GameObject sceneObj, bool isAni = false, string effRes = null, bool needSetMask = false)
  117. {
  118. //角色
  119. Transform roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME);
  120. GameObject roleObj = roleTf.gameObject;
  121. if (res == null)
  122. {
  123. res = BODY_DEFAULT_RES_NAME;
  124. }
  125. var objName = BODY_OBJ_NAME;
  126. Transform tf = roleObj.transform.Find(objName);
  127. if (tf != null)
  128. {
  129. GameObject.DestroyImmediate(tf.gameObject);
  130. tf = null;
  131. }
  132. if (isAni)
  133. {
  134. AddAnimationObj(res, objName, roleObj, 0);
  135. }
  136. else
  137. {
  138. AddSpriteObj(res, "png", objName, roleObj, 0, needSetMask);
  139. }
  140. //特效
  141. objName = BODY_EFFECT_OBJ_NAME;
  142. tf = roleObj.transform.Find(objName);
  143. if (tf != null)
  144. {
  145. GameObject.DestroyImmediate(tf.gameObject);
  146. }
  147. if (!string.IsNullOrEmpty(effRes))
  148. {
  149. AddEffectObj(effRes, objName, roleObj, 0);
  150. }
  151. }
  152. public static void AddAssetReleaser(GameObject gameObj, string resPath)
  153. {
  154. var assetDisposer = gameObj.AddComponent<AssetReleaser>();
  155. assetDisposer.resPath = resPath;
  156. }
  157. private static void updateLayerRes(ItemCfg itemCfg, GameObject parentObj, int layerId, bool isT, bool needSetMask, bool showAni = true)
  158. {
  159. ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType);
  160. string objName = string.Format(FORMAT_OBJ_NAME, typeCfg.type, layerId);
  161. string res = itemCfg.res;
  162. int sortingOrder = typeCfg.defaultLayer;
  163. if (layerId == 2)
  164. {
  165. sortingOrder = typeCfg.specialLayer;
  166. }
  167. if (isT)
  168. {
  169. res = string.Format(FORMAT_LAYER_RES_NAME_WITH_T, res);
  170. }
  171. Transform tf = parentObj.transform.Find(objName);
  172. if (tf != null)
  173. {
  174. GameObject.DestroyImmediate(tf.gameObject);
  175. tf = null;
  176. }
  177. if (itemCfg.isAni > 0 && showAni)
  178. {
  179. AddAnimationObj(res, objName, parentObj, sortingOrder);
  180. }
  181. else
  182. {
  183. string ext = ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType);
  184. AddSpriteObj(res, ext, objName, parentObj, sortingOrder, needSetMask);
  185. }
  186. }
  187. private static GameObject AddSpriteObj(string res, string ext, string objName, GameObject parentObj, int sortingOrder, bool needSetMask)
  188. {
  189. string resPath = ResPathUtil.GetDressUpPath(res, ext);
  190. SpriteRenderer spr = null;
  191. var gameObj = new GameObject(objName);
  192. spr = gameObj.AddComponent<SpriteRenderer>();
  193. AddAssetReleaser(gameObj, resPath);
  194. gameObj.transform.SetParent(parentObj.transform, false);
  195. float tx, ty;
  196. LoadSpritePos(res, out tx, out ty);
  197. gameObj.transform.localPosition = new Vector3(tx, ty, gameObj.transform.localPosition.z);
  198. Sprite sp = GFGAsset.Load<Sprite>(resPath);
  199. spr.sprite = sp;
  200. spr.sortingOrder = sortingOrder;
  201. if (needSetMask)
  202. {
  203. spr.maskInteraction = SpriteMaskInteraction.VisibleInsideMask;
  204. }
  205. else
  206. {
  207. spr.maskInteraction = SpriteMaskInteraction.None;
  208. }
  209. return gameObj;
  210. }
  211. private static GameObject AddAnimationObj(string res, string objName, GameObject parentObj, int sortingOrder)
  212. {
  213. string resPath = ResPathUtil.GetDressUpAnimationPath(res);
  214. var prefab = GFGAsset.Load<GameObject>(resPath);
  215. var gameObj = GameObject.Instantiate(prefab);
  216. AddAssetReleaser(gameObj, resPath);
  217. gameObj.name = objName;
  218. gameObj.transform.SetParent(parentObj.transform, false);
  219. var render = gameObj.GetComponent<CubismRenderController>();
  220. if (render == null && gameObj.transform.childCount > 0)
  221. {
  222. var childObj = gameObj.transform.GetChild(0);
  223. if (childObj != null)
  224. {
  225. render = childObj.GetComponent<CubismRenderController>();
  226. }
  227. }
  228. if (render != null)
  229. {
  230. render.SortingOrder = sortingOrder;
  231. }
  232. SetParticleSortingOrder(gameObj, sortingOrder);
  233. return gameObj;
  234. }
  235. public static GameObject AddAnimationObj(string res)
  236. {
  237. string resPath = ResPathUtil.GetCardAnimationPath(res);
  238. var prefab = GFGAsset.Load<GameObject>(resPath);
  239. if (prefab == null)
  240. {
  241. return null;
  242. }
  243. var gameObj = GameObject.Instantiate(prefab);
  244. AddAssetReleaser(gameObj, resPath);
  245. return gameObj;
  246. }
  247. private static GameObject AddEffectObj(string res, string objName, GameObject parentObj, int sortingOrder)
  248. {
  249. var resPath = ResPathUtil.GetDressUpEffectPath(res);
  250. GameObject effPre = GFGAsset.Load<GameObject>(resPath);
  251. var gameObj = GameObject.Instantiate(effPre);
  252. AddAssetReleaser(gameObj, resPath);
  253. gameObj.transform.SetParent(parentObj.transform);
  254. gameObj.name = objName;
  255. SetParticleSortingOrder(gameObj, sortingOrder);
  256. return gameObj;
  257. }
  258. public static void LoadSpritePos(string res, out float tx, out float ty)
  259. {
  260. string resPath = ResPathUtil.GetDressUpPath(res, "bytes");
  261. if (VEngine.Versions.Contains(resPath))
  262. {
  263. var asset = GFGAsset.Load<TextAsset>(resPath);
  264. if (asset != null)
  265. {
  266. var st = new MemoryStream(asset.bytes);
  267. var br = new BinaryReader(st);
  268. tx = br.ReadInt32() / 100f;
  269. ty = -br.ReadInt32() / 100f;
  270. GFGAsset.Release(resPath);
  271. return;
  272. }
  273. }
  274. tx = 0;
  275. ty = 0;
  276. }
  277. private static void SetParticleSortingOrder(GameObject gameObj, int sortingOrder)
  278. {
  279. var count = gameObj.transform.childCount;
  280. for (int i = 0; i < count; i++)
  281. {
  282. var tf = gameObj.transform.GetChild(i);
  283. var ps = tf.GetComponent<ParticleSystem>();
  284. if (ps != null)
  285. {
  286. var renderer = ps.GetComponent<Renderer>();
  287. if (renderer != null)
  288. {
  289. renderer.sortingOrder = sortingOrder;
  290. }
  291. }
  292. }
  293. }
  294. }
  295. }