PhotographView.cs 26 KB

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  1. using ET;
  2. using FairyGUI;
  3. using System;
  4. using System.Collections;
  5. using System.Collections.Generic;
  6. using System.Drawing;
  7. using UI.DressUp;
  8. using UnityEditor;
  9. using UnityEngine;
  10. using UnityEngine.EventSystems;
  11. namespace GFGGame
  12. {
  13. public class PhotographView : BaseView
  14. {
  15. private UI_PhotographUI _ui;
  16. private GameObject _sceneObject;
  17. private const int MAX_COUNT = 8;
  18. private const float MaxScale = 2;
  19. private const float MinScale = 0.1f;
  20. // private const string BgResPath = "Bg/BgRes";
  21. // private const string BorderResPath = "Border/BorderRes";
  22. // private const string NpcResPath = "Scene/Npc/NpcRes";
  23. private const string RolePath = "Scene/Role";
  24. private const string RoleName = "Role";
  25. private const string BodyResName = "Body";
  26. private const string BodyResName1 = "Body_a";
  27. // private const string NpcPath = "Scene/Npc";
  28. private const string NpcName = "Npc";
  29. private const string BgResName = "BgRes";
  30. private const string Border = "Border";
  31. private List<int> _listData = null;//当前选择的资源数据
  32. private List<GameObject> _itemGameObjs;// = new List<GameObject>();
  33. public Dictionary<int, List<int>> _equipSceneData = new Dictionary<int, List<int>>();//当前穿戴的场景数据
  34. private Dictionary<GameObject, float> _equipDistance = new Dictionary<GameObject, float>();
  35. private GameObject hitGameObj;//当前选中的物体(单指拖动,双指缩放旋转)
  36. private GameObject memoryHitGameObj;//当前选中的物体(单指缩放旋转)
  37. private Vector3 distance = Vector3.zero;//点击位置和点击物体原点的距离,用于
  38. private Vector2 lastPos = Vector2.zero;//上一次移动后从物体中心到鼠标位置的方向
  39. private float lastDistance = 0;//上一次移动后从物体中心到鼠标位置的方向
  40. // private float _startDistance;//从物体中心到缩放按钮的距离
  41. private SwipeGesture swipeGesture;
  42. private PinchGesture pinchGesture;
  43. private RotationGesture rotationGesture;
  44. public override void Dispose()
  45. {
  46. if (_sceneObject != null)
  47. {
  48. PrefabManager.Instance.Restore(_sceneObject);
  49. _sceneObject = null;
  50. }
  51. if (_ui != null)
  52. {
  53. _ui.Dispose();
  54. _ui = null;
  55. }
  56. base.Dispose();
  57. }
  58. protected override void OnInit()
  59. {
  60. base.OnInit();
  61. packageName = UI_PhotographUI.PACKAGE_NAME;
  62. _ui = UI_PhotographUI.Create();
  63. viewCom = _ui.target;
  64. isfullScreen = true;
  65. //isReturnView = true;
  66. _ui.m_btnBg.onClick.Add(OnClickBtnBg);
  67. _ui.m_btnChoose.onClick.Add(SetUIView);
  68. _ui.m_btnBack.onClick.Add(OnClickBtnBack);
  69. _ui.m_btnPhotograph.onClick.Add(OnClickBtnPhotograph);
  70. _ui.m_btnGalleryJoin.onClick.Add(OnClickBtnGalleryJoin);
  71. _ui.m_ComSelectRes.m_list.itemRenderer = RenderListItem;
  72. _ui.m_ComSelectRes.m_list.onClickItem.Add(OnListItemClick);
  73. _ui.m_ComSelectRes.m_comBtnTab.m_c1.onChanged.Add(OnContorllerChanged);
  74. _ui.target.onTouchBegin.Add(OnTouchUIBegin);
  75. _ui.target.onTouchMove.Add(OnTouchUIMove);
  76. _ui.target.onTouchEnd.Add(OnTouchUIEnd);
  77. _ui.m_comSelectBox.m_btnSize.onTouchBegin.Add(OnTouchBtnSizeBegin);
  78. _ui.m_comSelectBox.m_btnSize.onTouchMove.Add(OnTouchBtnSizeMove);
  79. _ui.m_comSelectBox.m_btnSize.onTouchEnd.Add(OnTouchBtnSizeEnd);
  80. _ui.m_comSelectBox.m_btnFlip.onTouchBegin.Add(OnTouchBtnFlipBegin);
  81. // _ui.m_comSelectBox.m_btnFlip.onTouchEnd.Add(OnTouchBtnFlipEnd);
  82. _ui.m_comSelectBox.m_btnDelete.onTouchBegin.Add(OnTouchBtnDeleteBegin);
  83. _ui.m_btnUp.onClick.Add(OnClickBtnUp);
  84. _ui.m_btnDown.onClick.Add(OnClickBtnDown);
  85. }
  86. protected override void OnShown()
  87. {
  88. base.OnShown();
  89. Input.multiTouchEnabled = true;
  90. if (this.viewData != null)
  91. {
  92. _ui.m_c1.selectedIndex = (int)this.viewData;
  93. }
  94. PhotographDataManager.Instance.ClassifyEquipData();
  95. _equipSceneData = PhotographDataManager.Instance._equipSceneData;
  96. PhotographDataManager.Instance.itemGameObjs.Clear();
  97. _itemGameObjs = PhotographDataManager.Instance.itemGameObjs;
  98. if (_sceneObject == null)
  99. {
  100. _sceneObject = PrefabManager.Instance.InstantiateSync(ResPathUtil.GetPrefabPath("ScenePhotograph"));
  101. }
  102. PhotographSceneManager.Instance.sceneObject = _sceneObject;
  103. pinchGesture = new PinchGesture(_ui.target);
  104. pinchGesture.onAction.Add(OnPinch);
  105. rotationGesture = new RotationGesture(_ui.target);
  106. rotationGesture.onAction.Add(OnRotate);
  107. _ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex = 0;
  108. RefreshList(EnumPhotographType.BG);
  109. SetUIView();
  110. PhotographSceneManager.Instance.AddBgItem(ItemCfgArray.Instance.GetCfg(MyDressUpHelper.dressUpObj.bgId));
  111. PhotographSceneManager.Instance.AddBodyItem();
  112. UpdateScene();
  113. PhotographUtil.Instance.SetLayer(null, "refresh");
  114. _ui.m_txtCount.text = string.Format("{0}/{1}", PoemGalleryDataManager.Instance.MyWorksCountOfTheme, GlobalCfgArray.globalCfg.maxGalleryWorksCount);
  115. Timers.inst.AddUpdate(CheckGuide);
  116. }
  117. /************************************************************UI界面*********************************************************/
  118. private void OnContorllerChanged(EventContext context)
  119. {
  120. int index = _ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex;
  121. RefreshList((EnumPhotographType)index);
  122. }
  123. private void RefreshList(EnumPhotographType index)
  124. {
  125. _ui.m_ComSelectRes.m_list.numItems = 0;
  126. _listData = PhotographDataManager.Instance.GetListData(index);
  127. _ui.m_ComSelectRes.m_list.numItems = _listData.Count;
  128. if (index == EnumPhotographType.BORDER || index == EnumPhotographType.EFFECT)
  129. {
  130. _ui.m_ComSelectRes.m_list.selectedIndex = 0;
  131. }
  132. }
  133. private void RenderListItem(int index, GObject obj)
  134. {
  135. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_listData[index]);
  136. string resPath = ResPathUtil.GetIconPath(itemCfg);
  137. UI_ListItem item = UI_ListItem.Proxy(obj);
  138. item.target.data = _listData[index];
  139. item.m_loaIcon.url = resPath;
  140. item.m_txtName.text = itemCfg.name;
  141. UI_ListItem.ProxyEnd();
  142. }
  143. private void OnListItemClick(EventContext context)
  144. {
  145. EnumPhotographType type = (EnumPhotographType)_ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex;
  146. if (type == EnumPhotographType.SCENE && _itemGameObjs.Count >= MAX_COUNT)
  147. {
  148. PromptController.Instance.ShowFloatTextPrompt("最多穿戴" + MAX_COUNT + "件物品");
  149. return;
  150. }
  151. int itemID = (int)((context.data as GObject).data);
  152. ChangeItem(itemID);
  153. }
  154. private void ChangeItem(int itemID)
  155. {
  156. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  157. EnumPhotographType type = (EnumPhotographType)_ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex;
  158. switch (type)
  159. {
  160. case EnumPhotographType.BG:
  161. PhotographSceneManager.Instance.AddBgItem(itemCfg);
  162. break;
  163. case EnumPhotographType.BORDER:
  164. PhotographSceneManager.Instance.AddBorderItem(itemCfg);
  165. break;
  166. case EnumPhotographType.NPC:
  167. PhotographSceneManager.Instance.AddNpcItem(itemCfg);
  168. break;
  169. case EnumPhotographType.SCENE:
  170. AddSceneItem(itemCfg, true);
  171. break;
  172. case EnumPhotographType.EFFECT:
  173. break;
  174. }
  175. }
  176. //添加初始场景道具
  177. private void UpdateScene()
  178. {
  179. ICollection keys = _equipSceneData.Keys;
  180. foreach (int key in keys)
  181. {
  182. for (int i = 0; i < _equipSceneData[key].Count; i++)
  183. {
  184. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(key);
  185. AddSceneItem(itemCfg, false);
  186. }
  187. }
  188. }
  189. private void AddSceneItem(ItemCfg itemCfg, bool setLayer)
  190. {
  191. Vector3 pos = Vector3.zero;
  192. if (!string.IsNullOrEmpty(itemCfg.resLayer3))
  193. {
  194. GameObject parentGameObj3 = new GameObject(string.Format("{0}_{1}", itemCfg.id, 3));
  195. PhotographSceneManager.Instance.AddSceneItem(parentGameObj3, itemCfg, 3, setLayer);
  196. if (setLayer)
  197. {
  198. if(parentGameObj3.transform.childCount > 0)
  199. {
  200. parentGameObj3.transform.localPosition = -parentGameObj3.transform.GetChild(0).localPosition;
  201. pos = parentGameObj3.transform.localPosition;
  202. }
  203. }
  204. }
  205. if (!string.IsNullOrEmpty(itemCfg.resLayer2))
  206. {
  207. GameObject parentGameObj2 = new GameObject(string.Format("{0}_{1}", itemCfg.id, 2));
  208. PhotographSceneManager.Instance.AddSceneItem(parentGameObj2, itemCfg, 2, setLayer);
  209. if (setLayer)
  210. {
  211. if (parentGameObj2.transform.childCount > 0)
  212. {
  213. parentGameObj2.transform.localPosition = pos == Vector3.zero ? -parentGameObj2.transform.GetChild(0).localPosition : pos;
  214. pos = parentGameObj2.transform.localPosition;
  215. }
  216. }
  217. }
  218. if (!string.IsNullOrEmpty(itemCfg.resLayer1))
  219. {
  220. GameObject parentGameObj1 = new GameObject(string.Format("{0}_{1}", itemCfg.id, 1));
  221. PhotographSceneManager.Instance.AddSceneItem(parentGameObj1, itemCfg, 1, setLayer);
  222. if (setLayer)
  223. {
  224. if (parentGameObj1.transform.childCount > 0)
  225. {
  226. parentGameObj1.transform.localPosition = pos == Vector3.zero ? -parentGameObj1.transform.GetChild(0).localPosition : pos;
  227. pos = parentGameObj1.transform.localPosition;
  228. }
  229. }
  230. }
  231. }
  232. /************************************************************场景*********************************************************/
  233. private void OnTouchUIBegin(EventContext context)
  234. {
  235. context.CaptureTouch();
  236. if (_ui.m_ComSelectRes.target.visible == true) return;//添加道具不监听场景点击
  237. if (Stage.inst.touchCount > 1 && hitGameObj != null || Stage.inst.touchCount == 1 && context.inputEvent.touchId != 0) return;//两根手指&&两指不是同时按下||一根手指但属于中途换指
  238. if (PhotographUtil.Instance.IsTouchUI(this.viewCom)) return;
  239. RaycastHit2D[] hit2Ds = Physics2D.RaycastAll(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero);
  240. if (hit2Ds.Length > 0)
  241. {
  242. lastPos = Vector2.zero;
  243. hitGameObj = PhotographUtil.Instance.GetFirstHitObj(hit2Ds);
  244. _ui.m_comSelectBox.m_btnDelete.visible = true;
  245. if (hitGameObj.transform.parent.name == RoleName)//主角不可删除
  246. {
  247. _ui.m_comSelectBox.m_btnDelete.visible = false;
  248. }
  249. _ui.m_comSelectBox.target.visible = false;
  250. if (hitGameObj.name != BgResName)//背景不可改动层级
  251. {
  252. hitGameObj = hitGameObj.transform.parent.gameObject;
  253. _ui.m_comSelectBox.target.visible = true;
  254. if (hitGameObj.name != Border)
  255. {
  256. PhotographUtil.Instance.SetLayer(hitGameObj, "top");
  257. }
  258. }
  259. memoryHitGameObj = hitGameObj;
  260. distance = Input.mousePosition - Camera.main.WorldToScreenPoint(hitGameObj.transform.position);
  261. Vector3 localEulerAngles = hitGameObj.transform.localEulerAngles;
  262. float rotation = 0;
  263. if (localEulerAngles.y == 0)
  264. {
  265. rotation = -hitGameObj.transform.localEulerAngles.z;
  266. }
  267. else
  268. {
  269. if (hitGameObj.transform.localEulerAngles.z > 180)
  270. {
  271. rotation = hitGameObj.transform.localEulerAngles.z - 360;
  272. }
  273. else
  274. {
  275. rotation = hitGameObj.transform.localEulerAngles.z;
  276. }
  277. }
  278. _ui.m_comSelectBox.target.rotation = rotation;
  279. _ui.m_comSelectBox.target.size = PhotographUtil.Instance.GetGameObjectBoundsSize(hitGameObj);
  280. ControllerSelectBoxPos();
  281. }
  282. }
  283. private void OnTouchUIMove(EventContext context)
  284. {
  285. if (hitGameObj == null) return;//未选中任何物体
  286. if (Stage.inst.touchCount > 1) return; //只监听1根手指
  287. if (PhotographUtil.Instance.IsTouchUI(this.viewCom)) return;
  288. ControllerObjectPos();
  289. ControllerSelectBoxPos();
  290. }
  291. private void OnTouchUIEnd(EventContext context)
  292. {
  293. hitGameObj = null;
  294. }
  295. //选中物体的位置
  296. private void ControllerObjectPos()
  297. {
  298. hitGameObj.transform.position = Camera.main.ScreenToWorldPoint(Input.mousePosition - distance);
  299. if (hitGameObj.name == BgResName)
  300. {
  301. PhotographUtil.Instance.SetBgPos(hitGameObj, _ui.target.size);
  302. }
  303. }
  304. //选中框的位置
  305. private void ControllerSelectBoxPos()
  306. {
  307. Vector2 objScreenPos = Camera.main.WorldToScreenPoint(hitGameObj.transform.position);
  308. Vector2 localPos = this.viewCom.GlobalToLocal(new Vector2(objScreenPos.x, (Screen.height - objScreenPos.y)));
  309. _ui.m_comSelectBox.target.position = localPos;
  310. }
  311. private void OnTouchBtnSizeBegin(EventContext context)
  312. {
  313. InputEvent inputEvent = (InputEvent)context.data;
  314. Vector2 pt0 = this.viewCom.GlobalToLocal(new Vector2(inputEvent.x, inputEvent.y));
  315. Vector2 screenPos = this.viewCom.GlobalToLocal(_ui.m_comSelectBox.m_btnSize.LocalToGlobal(Vector2.zero));
  316. Vector2 pt1 = new Vector2(screenPos.x, screenPos.y);
  317. Vector2 pt2 = new Vector2(_ui.m_comSelectBox.target.x, _ui.m_comSelectBox.target.y);
  318. lastDistance = Vector2.Distance(pt0, pt2);
  319. if (!_equipDistance.ContainsKey(memoryHitGameObj))
  320. {
  321. float distance = Vector2.Distance(pt1, pt2) / memoryHitGameObj.transform.localScale.x;
  322. Debug.Log("distance:" + distance + " pt1:" + pt1 + " pt2:" + pt2);
  323. _equipDistance.Add(memoryHitGameObj, distance);
  324. }
  325. }
  326. private void OnTouchBtnSizeMove(EventContext context)
  327. {
  328. if (memoryHitGameObj == null) return;
  329. InputEvent inputEvent = (InputEvent)context.data;
  330. Vector2 pt1 = this.viewCom.GlobalToLocal(inputEvent.position);
  331. Vector2 pt2 = _ui.m_comSelectBox.target.xy;
  332. Vector2 curPos = pt1 - pt2;
  333. float angle = Vector3.Angle(lastPos, curPos); //求出两向量之间的夹角
  334. Vector3 normal = Vector3.Cross(lastPos, curPos);//叉乘求出法线向量
  335. angle *= Mathf.Sign(Vector3.Dot(normal, Vector3.forward)); //Mathf.Sign()求符号,Vector3.Dot()求方向,求法线向量与物体上方向向量点乘,结果为1或-1,修正旋转方向
  336. lastPos = curPos;
  337. ControllerRotate(angle, memoryHitGameObj);
  338. float dist = Vector2.Distance(pt1, pt2);
  339. float ss = dist / lastDistance;
  340. float curValue = Math.Abs(memoryHitGameObj.transform.localScale.x);
  341. float newValue = Mathf.Clamp(ss * curValue, 0.1f, 2);
  342. ControllerScale(newValue, memoryHitGameObj, Math.Sign(memoryHitGameObj.transform.localScale.x));
  343. if (newValue <= 0.1f)
  344. {
  345. lastDistance = Vector2.Distance(_ui.m_comSelectBox.m_btnDelete.xy, _ui.m_comSelectBox.m_btnSize.xy) / 2;
  346. }
  347. else
  348. {
  349. lastDistance = dist;
  350. }
  351. }
  352. private void OnTouchBtnSizeEnd(EventContext context)
  353. {
  354. lastPos = Vector2.zero;
  355. }
  356. //双指缩放
  357. private void OnPinch(EventContext context)
  358. {
  359. if (hitGameObj == null) return;
  360. if (hitGameObj.name == BgResName) return;//背景不可以缩放、旋转
  361. GTween.Kill(hitGameObj);
  362. PinchGesture gesture = (PinchGesture)context.sender;
  363. float newValue = Mathf.Clamp(hitGameObj.transform.localScale.x + gesture.delta, 0.3f, 2);
  364. Debug.Log("双指缩放:" + newValue);
  365. ControllerScale(newValue, hitGameObj, Math.Sign(hitGameObj.transform.localScale.x));
  366. }
  367. //双指旋转
  368. private void OnRotate(EventContext context)
  369. {
  370. Debug.Log("双指旋转hitGameObj:" + hitGameObj);
  371. if (hitGameObj == null) return;
  372. Debug.Log("双指旋转name:" + hitGameObj.name);
  373. if (hitGameObj.name == BgResName) return;//背景不可以缩放、旋转
  374. // isTwoTouchPoint = true;
  375. GTween.Kill(hitGameObj.transform);
  376. RotationGesture gesture = (RotationGesture)context.sender;
  377. Debug.Log("双指旋转:" + gesture.delta);
  378. ControllerRotate(gesture.delta, hitGameObj);
  379. }
  380. private void ControllerScale(float value, GameObject gameObject, int sign)
  381. {
  382. if (value > MaxScale || value < MinScale) return;
  383. gameObject.transform.localScale = new Vector3(value * sign, value, value);
  384. Vector2 size = PhotographUtil.Instance.GetGameObjectBoundsSize(gameObject);
  385. _ui.m_comSelectBox.target.size = size;
  386. }
  387. private void ControllerRotate(float value, GameObject gameObject)
  388. {
  389. gameObject.transform.Rotate(Vector3.forward, -value, Space.World);
  390. _ui.m_comSelectBox.target.rotation += value;
  391. }
  392. private void OnClickBtnBg()
  393. {
  394. _ui.m_ComSelectRes.target.visible = false;
  395. }
  396. private void OnTouchBtnFlipBegin()//翻转
  397. {
  398. Transform transform = memoryHitGameObj.transform;
  399. var value = Math.Abs(transform.localScale.x);
  400. // transform.localScale = new Vector3(-value, Math.Abs(value), 1);
  401. ControllerScale(value, memoryHitGameObj, -Math.Sign(transform.localScale.x));
  402. }
  403. private void OnTouchBtnDeleteBegin()//删除
  404. {
  405. if (memoryHitGameObj.transform.name == RolePath)
  406. {
  407. return;
  408. }
  409. else if (memoryHitGameObj.transform.name == Border || memoryHitGameObj.transform.name == NpcName)
  410. {
  411. memoryHitGameObj.transform.localPosition = Vector3.zero;
  412. memoryHitGameObj.transform.localRotation = Quaternion.Euler(Vector3.zero);
  413. memoryHitGameObj.transform.localScale = Vector3.one;
  414. GameObject gameObject = memoryHitGameObj.transform.GetChild(0).gameObject;
  415. PhotographSceneManager.Instance.DeleteSpriteRendererFromGameObject(gameObject);
  416. PhotographSceneManager.Instance.DeleteBoxCollider2DFromGameObject(gameObject);
  417. }
  418. else
  419. {
  420. GameObject.DestroyImmediate(memoryHitGameObj);
  421. }
  422. _itemGameObjs.Remove(memoryHitGameObj);
  423. _ui.m_comSelectBox.target.visible = false;
  424. }
  425. private void SetUIView()
  426. {
  427. _ui.m_ComSelectRes.target.visible = true;
  428. _ui.m_comSelectBox.target.visible = false;
  429. hitGameObj = null;
  430. memoryHitGameObj = null;
  431. _ui.m_ComSelectRes.m_comBtnTab.target.scrollPane.SetPercX(0, false);
  432. _ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex = 0;
  433. if (_ui.m_ComSelectRes.m_list.numItems > 0)
  434. {
  435. _ui.m_ComSelectRes.m_list.ScrollToView(0);
  436. _ui.m_ComSelectRes.m_list.selectedIndex = 0;
  437. }
  438. }
  439. private void OnClickBtnUp()
  440. {
  441. PhotographUtil.Instance.SetLayer(memoryHitGameObj, "up");
  442. }
  443. private void OnClickBtnDown()
  444. {
  445. PhotographUtil.Instance.SetLayer(memoryHitGameObj, "down");
  446. }
  447. private void OnClickBtnPhotograph()
  448. {
  449. // GRoot.inst.visible = false;
  450. Timers.inst.StartCoroutine(ScreenShotTex());// ();
  451. }
  452. private void OnClickBtnGalleryJoin()
  453. {
  454. // GRoot.inst.visible = false;
  455. Timers.inst.StartCoroutine(ScreenShotTex());// ();
  456. }
  457. private IEnumerator ScreenShotTex()
  458. {
  459. GRoot.inst.visible = false;
  460. yield return new WaitForEndOfFrame();
  461. Rect rect = new Rect(0, 0, UnityEngine.Screen.width, UnityEngine.Screen.height);
  462. Texture2D tex = new Texture2D((int)rect.width, (int)rect.height, TextureFormat.ARGB32, false);//新建一个Texture2D对象
  463. tex.ReadPixels(rect, 0, 0);//读取像素,屏幕左下角为0点
  464. tex.Apply();//保存像素信息
  465. GRoot.inst.visible = true;
  466. if (_ui.m_c1.selectedIndex == 0)
  467. {
  468. ViewManager.Show<PhotographSaveView>(tex);
  469. LogServerHelper.SendPlayParticipationLog((int)PlayParticipationEnum.PAI_ZHAO, 2);
  470. }
  471. else if (_ui.m_c1.selectedIndex == 1)
  472. {
  473. AlertUI.Show("是否确认上传此作品?")
  474. .SetLeftButton(true, "否").SetRightButton(true, "是", async (object data) =>
  475. {
  476. ViewManager.Show<ModalStatusView>("上传中...");
  477. object[] rsp = await PoemGallerySProxy.ReqUpLoadGalleryWorks();
  478. if (rsp == null) return;
  479. byte[] bytes = tex.EncodeToJPG();
  480. bool pushResult = await PictureStorageHelper.PushToHWCloud(rsp[0].ToString(), bytes);
  481. if (!pushResult) return;
  482. bool result = await PoemGallerySProxy.ReqNoticeGalleryWorksUploaded((long)(rsp[1]), tex);
  483. if (result)
  484. {
  485. _ui.m_txtCount.text = string.Format("{0}/{1}", PoemGalleryDataManager.Instance.MyWorksCountOfTheme, GlobalCfgArray.globalCfg.maxGalleryWorksCount);
  486. ViewManager.Hide<ModalStatusView>();
  487. OnClickBtnBack();
  488. ViewManager.GoBackFrom(typeof(DressUpView).FullName);
  489. }
  490. });
  491. }
  492. }
  493. private void OnClickBtnBack()
  494. {
  495. this.Hide();
  496. //ViewManager.Show<DressUpView>();
  497. EventAgent.DispatchEvent(ConstMessage.CLOSE_PHOTOGRAPHVIEW);
  498. }
  499. protected override void OnHide()
  500. {
  501. base.OnHide();
  502. if (_sceneObject != null)
  503. {
  504. PrefabManager.Instance.Restore(_sceneObject);
  505. _sceneObject = null;
  506. }
  507. _equipSceneData.Clear();
  508. hitGameObj = null;
  509. memoryHitGameObj = null;
  510. pinchGesture.onAction.Remove(OnPinch);
  511. rotationGesture.onAction.Remove(OnRotate);
  512. pinchGesture = null;
  513. rotationGesture = null;
  514. _ui.m_c1.selectedIndex = 0;
  515. Timers.inst.Remove(CheckGuide);
  516. }
  517. private void CheckGuide(object param)
  518. {
  519. if (GuideDataManager.IsGuideFinish(ConstGuideId.FREEDOM_DRESS) <= 0 ||
  520. GuideDataManager.IsGuideFinish(ConstGuideId.ENTER_CHAPTER) <= 0)
  521. {
  522. UpdateToCheckGuide(null);
  523. }
  524. else
  525. {
  526. Timers.inst.Remove(CheckGuide);
  527. }
  528. }
  529. protected override void UpdateToCheckGuide(object param)
  530. {
  531. if (!ViewManager.CheckIsTopView(this.viewCom)) return;
  532. GuideController.TryGuide(null, ConstGuideId.FREEDOM_DRESS, 7, "在这里可以选择已获得的背景、道具等,也可以放大缩小物品,增加画面丰富度。", -1, true, _ui.target.height - _ui.m_ComSelectRes.target.height - 250);
  533. GuideController.TryGuide(_ui.m_btnPhotograph, ConstGuideId.FREEDOM_DRESS, 8, "来记录下这一刻吧。");
  534. // GuideController.TryCompleteGuide(ConstGuideId.FREEDOM_DRESS, 8);
  535. GuideController.TryGuide(_ui.m_btnBack, ConstGuideId.ENTER_CHAPTER, 1, "");
  536. }
  537. protected override void TryCompleteGuide()
  538. {
  539. base.TryCompleteGuide();
  540. // GuideController.TryCompleteGuide(ConstGuideId.FREEDOM_DRESS, 8);
  541. }
  542. }
  543. }