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 && showAni)
  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, GameObject parentObj = null)
  117. {
  118. //角色
  119. Transform roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME);
  120. GameObject roleObj = parentObj == null ? roleTf.gameObject : parentObj;
  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. public static void ChangeAssetReleaser(GameObject gameObj, string resPath)
  158. {
  159. var assetDisposer = gameObj.GetComponent<AssetReleaser>();
  160. if (assetDisposer == null)
  161. {
  162. assetDisposer = gameObj.AddComponent<AssetReleaser>();
  163. }
  164. assetDisposer.resPath = resPath;
  165. }
  166. private static void updateLayerRes(ItemCfg itemCfg, GameObject parentObj, int layerId, bool isT, bool needSetMask, bool showAni = true)
  167. {
  168. ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType);
  169. string objName = string.Format(FORMAT_OBJ_NAME, typeCfg.type, layerId);
  170. string res = itemCfg.res;
  171. int sortingOrder = typeCfg.defaultLayer;
  172. if (layerId == 2)
  173. {
  174. sortingOrder = typeCfg.specialLayer;
  175. }
  176. if (isT)
  177. {
  178. res = string.Format(FORMAT_LAYER_RES_NAME_WITH_T, res);
  179. }
  180. Transform tf = parentObj.transform.Find(objName);
  181. if (tf != null)
  182. {
  183. GameObject.DestroyImmediate(tf.gameObject);
  184. tf = null;
  185. }
  186. if (itemCfg.isAni > 0 && showAni)
  187. {
  188. AddAnimationObj(res, objName, parentObj, sortingOrder);
  189. }
  190. else
  191. {
  192. string ext = ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType);
  193. AddSpriteObj(res, ext, objName, parentObj, sortingOrder, needSetMask);
  194. }
  195. }
  196. private static GameObject AddSpriteObj(string res, string ext, string objName, GameObject parentObj, int sortingOrder, bool needSetMask)
  197. {
  198. string resPath = ResPathUtil.GetDressUpPath(res, ext);
  199. SpriteRenderer spr = null;
  200. var gameObj = new GameObject(objName);
  201. spr = gameObj.AddComponent<SpriteRenderer>();
  202. AddAssetReleaser(gameObj, resPath);
  203. gameObj.transform.SetParent(parentObj.transform, false);
  204. float tx, ty;
  205. LoadSpritePos(res, out tx, out ty);
  206. gameObj.transform.localPosition = new Vector3(tx, ty, gameObj.transform.localPosition.z);
  207. Sprite sp = GFGAsset.Load<Sprite>(resPath);
  208. spr.sprite = sp;
  209. spr.sortingOrder = sortingOrder;
  210. if (needSetMask)
  211. {
  212. spr.maskInteraction = SpriteMaskInteraction.VisibleInsideMask;
  213. }
  214. else
  215. {
  216. spr.maskInteraction = SpriteMaskInteraction.None;
  217. }
  218. return gameObj;
  219. }
  220. private static GameObject AddAnimationObj(string res, string objName, GameObject parentObj, int sortingOrder)
  221. {
  222. string resPath = ResPathUtil.GetDressUpAnimationPath(res);
  223. var prefab = GFGAsset.Load<GameObject>(resPath);
  224. var gameObj = GameObject.Instantiate(prefab);
  225. AddAssetReleaser(gameObj, resPath);
  226. gameObj.name = objName;
  227. gameObj.transform.SetParent(parentObj.transform, false);
  228. var render = gameObj.GetComponent<CubismRenderController>();
  229. if (render == null && gameObj.transform.childCount > 0)
  230. {
  231. var childObj = gameObj.transform.GetChild(0);
  232. if (childObj != null)
  233. {
  234. render = childObj.GetComponent<CubismRenderController>();
  235. }
  236. }
  237. if (render != null)
  238. {
  239. render.SortingOrder = sortingOrder;
  240. }
  241. SetParticleSortingOrder(gameObj, sortingOrder);
  242. return gameObj;
  243. }
  244. public static GameObject AddAnimationObj(string res)
  245. {
  246. string resPath = ResPathUtil.GetCardAnimationPath(res);
  247. var prefab = GFGAsset.Load<GameObject>(resPath);
  248. if (prefab == null)
  249. {
  250. return null;
  251. }
  252. var gameObj = GameObject.Instantiate(prefab);
  253. AddAssetReleaser(gameObj, resPath);
  254. return gameObj;
  255. }
  256. private static GameObject AddEffectObj(string res, string objName, GameObject parentObj, int sortingOrder)
  257. {
  258. var resPath = ResPathUtil.GetDressUpEffectPath(res);
  259. GameObject effPre = GFGAsset.Load<GameObject>(resPath);
  260. var gameObj = GameObject.Instantiate(effPre);
  261. AddAssetReleaser(gameObj, resPath);
  262. gameObj.transform.SetParent(parentObj.transform);
  263. gameObj.name = objName;
  264. SetParticleSortingOrder(gameObj, sortingOrder);
  265. return gameObj;
  266. }
  267. public static void LoadSpritePos(string res, out float tx, out float ty)
  268. {
  269. string resPath = ResPathUtil.GetDressUpPath(res, "bytes");
  270. if (VEngine.Versions.Contains(resPath))
  271. {
  272. var asset = GFGAsset.Load<TextAsset>(resPath);
  273. if (asset != null)
  274. {
  275. var st = new MemoryStream(asset.bytes);
  276. var br = new BinaryReader(st);
  277. tx = br.ReadInt32() / 100f;
  278. ty = -br.ReadInt32() / 100f;
  279. GFGAsset.Release(resPath);
  280. return;
  281. }
  282. }
  283. tx = 0;
  284. ty = 0;
  285. }
  286. private static void SetParticleSortingOrder(GameObject gameObj, int sortingOrder)
  287. {
  288. var count = gameObj.transform.childCount;
  289. for (int i = 0; i < count; i++)
  290. {
  291. var tf = gameObj.transform.GetChild(i);
  292. var ps = tf.GetComponent<ParticleSystem>();
  293. if (ps != null)
  294. {
  295. var renderer = ps.GetComponent<Renderer>();
  296. if (renderer != null)
  297. {
  298. renderer.sortingOrder = sortingOrder;
  299. }
  300. }
  301. }
  302. }
  303. }
  304. }