| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539 | using UnityEngine;using Live2D.Cubism.Rendering;using System.IO;using UnityEngine.Rendering;using YooAsset;using System.Collections.Generic;using System;namespace GFGGame{    public class DressUpUtil    {        public const string HEAD_DEFAULT_RES_NAME = "head";        public const string BODY_DEFAULT_RES_NAME = "body";        public const string ROLE_OBJ_NAME = "Role";        public const string HEAD_SPRITE_NAME = "Head";        public const string BODY_SPRITE_NAME = "Body";        public const string BODY_ANIMATION_NAME = "Body_a";        public const string BODY_EFFECT_OBJ_NAME = "Body_eff";        public const string FORMAT_SPRITE_NAME = "T{0}_s{1}";        public const string FORMAT_ANIMATION_NAME = "T{0}_a{1}";        public const string FORMAT_EFFECT_OBJ_NAME = "T{0}_e{1}";        public static List<DressUpLayerOperation> AddItemAsync(int itemID, GameObject sceneObj, bool needSetMask = false, bool showAni = true, GameObject parentObj = null, int resLayer = 0)        {            ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);            if (itemCfg == null) return null;            if (parentObj == null)            {                if (itemCfg.subType == ConstDressUpItemType.BEI_JING || DressUpMenuItemCfg1Array.Instance.CheckIsSceneTypeBySubType(itemCfg.subType))                {                    parentObj = sceneObj;                }                else                {                    //角色                    Transform role = sceneObj.transform.Find(ROLE_OBJ_NAME);                    parentObj = role.gameObject;                }            }            showAni = showAni || itemCfg.subType == ConstDressUpItemType.ZHUANG_RONG;            List<DressUpLayerOperation> handlers = new List<DressUpLayerOperation>();            DressUpLayerOperation handler;            if (resLayer > 0)            {                string layerName = "";                switch (resLayer)                {                    case 1:                        layerName = itemCfg.resLayer1;                        break;                    case 2:                        layerName = itemCfg.resLayer2;                        break;                    case 3:                        layerName = itemCfg.resLayer3;                        break;                }                if (!string.IsNullOrEmpty(layerName))                {                    handler = UpdateLayerResAsync(itemCfg, parentObj, resLayer, needSetMask, showAni);                    if (handler != null) handlers.Add(handler);                }            }            else            {                //普通层                if (!string.IsNullOrEmpty(itemCfg.resLayer1))                {                    handler = UpdateLayerResAsync(itemCfg, parentObj, 1, needSetMask, showAni);                    if (handler != null) handlers.Add(handler);                }                //第二层                if (!string.IsNullOrEmpty(itemCfg.resLayer2))                {                    handler = UpdateLayerResAsync(itemCfg, parentObj, 2, needSetMask, showAni);                    if (handler != null) handlers.Add(handler);                }                //第三层                if (!string.IsNullOrEmpty(itemCfg.resLayer3))                {                    handler = UpdateLayerResAsync(itemCfg, parentObj, 3, needSetMask, showAni);                    if (handler != null) handlers.Add(handler);                }            }            if(handlers.Count > 0)            {                return handlers;            }            return null;        }        public static void RemoveItem(int itemID, GameObject parentObj)        {            ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);            if (itemCfg == null || parentObj== null) return;            string spritObjName;            string aniObjName;            //默认层            if (!string.IsNullOrEmpty(itemCfg.resLayer1))            {                spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 1);                TryRemoveSprite(parentObj, spritObjName);                aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 1);                TryRemoveObj(parentObj, aniObjName);                aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, 1);                TryRemoveObj(parentObj, aniObjName);            }            //特殊层            if (!string.IsNullOrEmpty(itemCfg.resLayer2))            {                spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 2);                TryRemoveSprite(parentObj, spritObjName);                aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 2);                TryRemoveObj(parentObj, aniObjName);                aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, 2);                TryRemoveObj(parentObj, aniObjName);            }            //第三层            if (!string.IsNullOrEmpty(itemCfg.resLayer3))            {                spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 3);                TryRemoveSprite(parentObj, spritObjName);                aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 3);                TryRemoveObj(parentObj, aniObjName);                aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, 3);                TryRemoveObj(parentObj, aniObjName);            }        }        public static DressUpRemoveOperation RemoveItemAsync(int itemID, GameObject sceneObj, GameObject parentObj = null)        {            ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);            if (itemCfg == null) return null;            if (parentObj == null)            {                if (itemCfg.subType == ConstDressUpItemType.BEI_JING || DressUpMenuItemCfg1Array.Instance.CheckIsSceneTypeBySubType(itemCfg.subType))                {                    parentObj = sceneObj;                }                else                {                    //角色                    Transform role = sceneObj.transform.Find(ROLE_OBJ_NAME);                    parentObj = role.gameObject;                }            }            var operation = new DressUpRemoveOperation(itemID, parentObj);            operation.Begin();            return operation;        }        public static DressUpLayerOperation UpdateHeadAsync(bool show, GameObject sceneObj, bool needSetMask = false, GameObject parentObj = null)        {            var roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME);            parentObj = parentObj == null ? roleTf.gameObject : parentObj;            string res = null;            string resPath = null;            if(show)            {                res = HEAD_DEFAULT_RES_NAME;                resPath = ResPathUtil.GetDressUpPath(res);            }            DressUpLayerOperation handler = new DressUpLayerOperation(parentObj, needSetMask, false, resPath, null);            handler.InitHead();            handler.Begin();            return handler;        }        public static DressUpLayerOperation UpdateBodyAsync(string actionRes, GameObject sceneObj, bool needSetMask = false, GameObject parentObj = null, int itemIdLianYiQun = 0)        {            //角色            var roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME);            parentObj = parentObj == null ? roleTf.gameObject : parentObj;            var extPng = "png";            string resPath = null;            string effectResPath = null;            bool showAni = !string.IsNullOrEmpty(actionRes);            string aniResPath = null;            if (showAni)            {                aniResPath = ResPathUtil.GetDressUpAnimationPath(actionRes);                if(!YooAssets.CheckResExist(aniResPath))                {                    showAni = false;                }            }            if(showAni)            {                resPath = aniResPath;                //特效                effectResPath = ResPathUtil.GetDressUpEffectPath(actionRes, true);                if (!YooAssets.CheckResExist(effectResPath))                {                    effectResPath = null;                }            }            else            {                bool hideBody = false;                if(itemIdLianYiQun > 0)                {                    ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemIdLianYiQun);                    hideBody = itemCfg.HideBody > 0;                }                if(hideBody)                {                    resPath = null;                }                else                {                    resPath = ResPathUtil.GetDressUpPath(BODY_DEFAULT_RES_NAME, extPng);                }            }            if (!string.IsNullOrEmpty(resPath) && !YooAssets.CheckResExist(resPath))            {                return null;            }            DressUpLayerOperation handler = new DressUpLayerOperation(parentObj, needSetMask, showAni, resPath, effectResPath);            handler.InitBody();            handler.Begin();            return handler;        }        private static DressUpLayerOperation UpdateLayerResAsync(ItemCfg itemCfg, GameObject parentObj, int layerId, bool needSetMask, bool showAni = true)        {            string resPath;            string aniResPath = null;            //根据资源存在与否再次检查是否播放动画            if (showAni)            {                aniResPath = ResPathUtil.GetDressUpLayerAnimationResPath(itemCfg, layerId);                if(!YooAssets.CheckResExist(aniResPath))                {                    showAni = false;                }            }            if (showAni)            {                resPath = aniResPath;            }            else            {                resPath = ResPathUtil.GetDressUpLayerSpriteResPath(itemCfg, layerId);            }            if (!YooAssets.CheckResExist(resPath))            {                return null;            }            //特效            string effectResPath = ResPathUtil.GetDressUpLayerEffectResPath(itemCfg, layerId);            if (!YooAssets.CheckResExist(effectResPath))            {                effectResPath = null;            }            DressUpLayerOperation handler = new DressUpLayerOperation(parentObj, needSetMask, showAni, resPath, effectResPath);            handler.InitLayer(itemCfg, layerId);            handler.Begin();            return handler;        }        public static GameObject AddSpriteObj(string resPath, string objName, GameObject parentObj, int sortingOrder, bool needSetMask)        {            if (!YooAssets.CheckResExist(resPath))            {                return null;            }            var gameObj = GetGameObjExisted(parentObj, objName, resPath);            if (gameObj != null)            {                return gameObj;            }            SpriteRenderer spr = null;            gameObj = parentObj.transform.Find(objName)?.gameObject;            if (gameObj == null)            {                gameObj = new GameObject(objName);                gameObj.transform.SetParent(parentObj.transform, false);            }            spr = gameObj.GetComponent<SpriteRenderer>();            if (spr == null)            {                spr = gameObj.AddComponent<SpriteRenderer>();            }            float tx, ty;            LoadSpritePos(resPath, out tx, out ty);            gameObj.transform.localPosition = new Vector3(tx, ty, gameObj.transform.localPosition.z);            SpriteHelper.AddSpriteTo(spr, resPath);            gameObj.SetActive(true);            spr.sortingOrder = sortingOrder;            if (needSetMask)            {                spr.maskInteraction = SpriteMaskInteraction.VisibleInsideMask;                if (parentObj.transform.parent != null && parentObj.transform.parent.name == "targetRole")                {                    spr.maskInteraction = SpriteMaskInteraction.VisibleOutsideMask;                }                else                {                    spr.maskInteraction = SpriteMaskInteraction.VisibleInsideMask;                }            }            else            {                spr.maskInteraction = SpriteMaskInteraction.None;            }            return gameObj;        }        public static GameObject AddAnimationObj(string resPath, string objName, GameObject parentObj, int sortingOrder)        {            var gameObj = GetGameObjExisted(parentObj, objName, resPath);            if (gameObj != null)            {                return gameObj;            }            gameObj = PrefabManager.Instance.SpawnSync(resPath);            if (gameObj == null)            {                return null;            }            if (objName == BODY_ANIMATION_NAME)            {                DressUpBodyOffsetInfo dressUpBodyOffsetInfo = gameObj.GetComponent<DressUpBodyOffsetInfo>();                if(dressUpBodyOffsetInfo == null)                {                    dressUpBodyOffsetInfo = gameObj.AddComponent<DressUpBodyOffsetInfo>();                    dressUpBodyOffsetInfo.OffsetPosition = gameObj.transform.localPosition;                    dressUpBodyOffsetInfo.Rotation = gameObj.transform.localRotation;                }                //如果是动作动画,就根据动画位置及角度信息设置给Role对象                parentObj.transform.localPosition = dressUpBodyOffsetInfo.OffsetPosition;                parentObj.transform.rotation = dressUpBodyOffsetInfo.Rotation;                //.SetPositionAndRotation(Vector3.zero, Quaternion.identity);             }            gameObj.transform.localPosition = Vector3.zero;            gameObj.transform.rotation = Quaternion.identity;            gameObj.name = objName;            gameObj.transform.SetParent(parentObj.transform, false);            var render = gameObj.GetComponent<CubismRenderController>();            if (render == null && gameObj.transform.childCount > 0)            {                var childObj = gameObj.transform.GetChild(0);                if (childObj != null)                {                    render = childObj.GetComponent<CubismRenderController>();                }            }            if (render != null && render.gameObject.activeSelf == true)            {                render.SortingOrder = sortingOrder;            }            SetRenderersOrder(gameObj, sortingOrder);            return gameObj;        }        public static GameObject TryAddEffectObj(string resPath, string objName, GameObject parentObj, int sortingOrder)        {            var gameObj = GetGameObjExisted(parentObj, objName, resPath);            if (gameObj != null)            {                return gameObj;            }            gameObj = PrefabManager.Instance.SpawnSync(resPath);            if (gameObj == null)            {                return null;            }            gameObj.transform.SetParent(parentObj.transform, false);            gameObj.name = objName;            var sortingGroup = gameObj.transform.GetComponent<SortingGroup>();            if (sortingGroup != null)            {                GameObject.Destroy(sortingGroup);            }            SetRenderersOrder(gameObj, sortingOrder + 1);//特效层默认高一个层级            return gameObj;        }        public static bool TryRemoveObj(GameObject parentObj, string objName)        {            if (parentObj == null)            {                return false;            }            Transform transform = parentObj.transform.Find(objName);            if (transform != null)            {                GameObject gameObj = transform.gameObject;                if (gameObj != null)                {                    PrefabManager.Instance.Restore(gameObj);                    return true;                }            }            return false;        }        public static bool TryRemoveSprite(GameObject parentObj, string objName)        {            if (parentObj == null)            {                return false;            }            Transform transform = parentObj.transform.Find(objName);            if (transform != null)            {                GameObject gameObj = transform.gameObject;                if (gameObj != null)                {                    var spr = gameObj.GetComponent<SpriteRenderer>();                    if(spr != null)                    {                        //LogUtil.LogEditor($"TryRemoveSprite {objName}");                        SpriteHelper.RemoveSpriteFrom(spr);                        gameObj.SetActive(false);                    }                    return true;                }            }            return false;        }        public static GameObject GetGameObjExisted(GameObject parentObj, string objName, string resPath)        {            if (parentObj == null)            {                return null;            }            Transform transform = parentObj.transform.Find(objName);            if (transform != null)            {                GameObject gameObj = transform.gameObject;                if (gameObj != null)                {                    var assetReleaser = gameObj.GetComponent<AssetReleaser>();                    if (assetReleaser != null)                    {                        if (assetReleaser.ResPath == resPath)                        {                            return gameObj;                        }                    }                }            }            return null;        }        public static void LoadSpritePos(string resPath, out float tx, out float ty)        {            int index = resPath.LastIndexOf('.');            resPath = resPath.Substring(0, index) + ".bytes";            if (YooAssets.CheckResExist(resPath))            {                var handle = YooAssets.LoadAssetSync<TextAsset>(resPath);                TextAsset asset = handle.AssetObject as TextAsset;                var st = new MemoryStream(asset.bytes);                var br = new BinaryReader(st);                tx = br.ReadInt32() / 100f;                ty = -br.ReadInt32() / 100f;                handle.Release();            }            else            {                tx = 0;                ty = 0;            }        }        public static void SetRenderersOrder(GameObject gameObj, int sortingOrder)        {            var meshRenderers = gameObj.transform.GetComponentsInChildren<MeshRenderer>();            for (int i = 0; i < meshRenderers.Length; i++)            {                var renderer = meshRenderers[i].GetComponent<Renderer>();                if (renderer != null)                {                    renderer.sortingOrder = sortingOrder;                }            }            ParticleSystem[] particles = gameObj.transform.GetComponentsInChildren<ParticleSystem>();            for (int i = 0; i < particles.Length; i++)            {                var renderer = particles[i].GetComponent<Renderer>();                if (renderer != null)                {                    renderer.sortingOrder = sortingOrder;                }            }        }        public static List<int> GetSuitItems(int suitId, bool isAction, int[] excludeType = null, bool showOptional = true, bool CheckOwn = true)        {            SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(suitId);            if (suitCfg == null)            {                return null;            }            List<int> items = new List<int>(suitCfg.partsArr);            if (showOptional)            {                if (suitCfg.partsOptionalArr != null && suitCfg.partsOptionalArr.Length > 0)                {                    items.AddRange(suitCfg.partsOptionalArr);                }            }            int subType = 0;            //找到要穿的散件            List<int> targetItemList = new List<int>();            foreach (int itemId in items)            {                if (!CheckOwn || DressUpMenuItemDataManager.CheckHasItem(itemId))                {                    subType = ItemDataManager.GetItemSubType(itemId);                    bool notInAction = SuitCfgArray.Instance.CheckItemNotInAction(itemId);                    if (!isAction || notInAction)                    {                        if (excludeType == null || Array.IndexOf(excludeType, subType) < 0)                        {                            targetItemList.Add(itemId);                        }                    }                }            }            return targetItemList;        }    }}
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