DressUpObj.cs 20 KB

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  1. using System.Collections.Generic;
  2. using UnityEngine;
  3. using System;
  4. using System.Linq;
  5. using ET;
  6. namespace GFGGame
  7. {
  8. public class DressUpObj
  9. {
  10. private GameObject _sceneObj;
  11. private GameObject _roleObj;
  12. private bool _needSetMask;
  13. private bool _showSceneType = true;
  14. private bool _showBg = true;
  15. private DressUpData _dressUpData = new DressUpData();
  16. public int bgId
  17. {
  18. get
  19. {
  20. return _dressUpData.bgId;
  21. }
  22. }
  23. public int suitId
  24. {
  25. get
  26. {
  27. return _dressUpData.suitId;
  28. }
  29. }
  30. public int actionId
  31. {
  32. get
  33. {
  34. return _dressUpData.actionId;
  35. }
  36. }
  37. public bool IsAction
  38. {
  39. get
  40. {
  41. return _dressUpData.actionId > 0;
  42. }
  43. }
  44. public List<int> itemList
  45. {
  46. get
  47. {
  48. return _dressUpData.itemList.ToList();
  49. }
  50. }
  51. /// <summary>
  52. ///
  53. /// </summary>
  54. /// <param name="sceneObj"></param>
  55. /// <param name="needSetMask"></param>
  56. /// <param name="showSceneType"></param>
  57. /// <param name="roleObj"></param>
  58. /// <param name="showBg"></param>
  59. /// <param name="resetData">是否重置装备数据</param>
  60. public void setSceneObj(GameObject sceneObj, bool needSetMask = false, bool showSceneType = true, GameObject roleObj = null, bool showBg = true)
  61. {
  62. if (_sceneObj != null && _sceneObj != sceneObj)
  63. {
  64. GameObject.Destroy(_sceneObj);
  65. }
  66. _sceneObj = sceneObj;
  67. _needSetMask = needSetMask;
  68. _showSceneType = showSceneType;
  69. _showBg = showBg;
  70. _roleObj = roleObj;
  71. if(_dressUpData.IsNew)
  72. {
  73. PutOnDefaultDressUpData();
  74. }
  75. else
  76. {
  77. UpdateRoleView();
  78. }
  79. }
  80. public DressUpData DressUpDataClone()
  81. {
  82. return _dressUpData.Clone();
  83. }
  84. public void Dispose()
  85. {
  86. _sceneObj = null;
  87. _dressUpData = null;
  88. }
  89. //传入一个服装部件Id,判断是否有与此部件同类型服装已穿着
  90. public bool CheckSameTypeIsOn(int itemId)
  91. {
  92. int subType = ItemUtilCS.GetItemSubType(itemId);
  93. for (int i = 0; i < _dressUpData.itemList.Count; i++)
  94. {
  95. int _subType = ItemUtilCS.GetItemSubType(_dressUpData.itemList[i]);
  96. if (subType == _subType) return true;
  97. }
  98. return false;
  99. }
  100. /// <summary>
  101. /// 仅判断换装部件是否已穿着
  102. /// </summary>
  103. /// <param name="itemId"></param>
  104. /// <returns></returns>
  105. public bool CheckDressUpItemIsOn(int itemId)
  106. {
  107. if (itemId == _dressUpData.bgId)
  108. {
  109. return true;
  110. }
  111. return _dressUpData.itemList.Contains(itemId);
  112. }
  113. /// <summary>
  114. /// 仅判断套装是否穿上
  115. /// </summary>
  116. /// <param name="id"></param>
  117. /// <returns></returns>
  118. public bool CheckSuitIsOn(int id)
  119. {
  120. SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(id);
  121. if (suitCfg == null)
  122. {
  123. return false;
  124. }
  125. int[] items = suitCfg.partsArr;
  126. foreach (int itemId in items)
  127. {
  128. if (_dressUpData.actionId == id)
  129. {
  130. if (SuitCfgArray.Instance.CheckActionContainsItem(itemId, id))
  131. {
  132. continue;
  133. }
  134. }
  135. bool isOn = CheckDressUpItemIsOn(itemId);
  136. if (!isOn)
  137. {
  138. return false;
  139. }
  140. }
  141. return true;
  142. }
  143. public void AddOrRemove(int itemId, bool checkDefault, bool isAdd = false, bool isRemove = false)
  144. {
  145. int subType = ItemUtilCS.GetItemSubType(itemId);
  146. if (subType == ConstDressUpItemType.BEI_JING)
  147. {
  148. if (!_showBg)
  149. {
  150. return;
  151. }
  152. _dressUpData.bgId = itemId;
  153. bool showAni = IsAction || DressUpMenuItemCfg1Array.Instance.CheckIsSceneType(itemId);
  154. DressUpUtil.AddItem(_dressUpData.bgId, _sceneObj, _needSetMask, showAni, _roleObj);
  155. }
  156. else
  157. {
  158. if (!CheckDressUpItemIsOn(itemId))
  159. {
  160. if (!isRemove)
  161. {
  162. checkRemoveSameType(subType);
  163. Add(itemId);
  164. }
  165. }
  166. else
  167. {
  168. if (!isAdd)
  169. {
  170. Remove(itemId);
  171. }
  172. }
  173. if (checkDefault)
  174. {
  175. checkDefaultItem();
  176. }
  177. }
  178. }
  179. public void checkRemoveSameType(int type)
  180. {
  181. int count = 0;
  182. int firstTeshuId = 0;
  183. for (int i = 0; i < _dressUpData.itemList.Count; i++)
  184. {
  185. int itemID = (int)_dressUpData.itemList[i];
  186. int subType = ItemUtilCS.GetItemSubType(itemID);
  187. if (subType == type
  188. || (type == ConstDressUpItemType.LIAN_YI_QUN && (subType == ConstDressUpItemType.SHANG_YI || subType == ConstDressUpItemType.XIA_ZHUANG || subType == ConstDressUpItemType.NEI_DA))
  189. || (type == ConstDressUpItemType.SHANG_YI && subType == ConstDressUpItemType.LIAN_YI_QUN)
  190. || (type == ConstDressUpItemType.XIA_ZHUANG && subType == ConstDressUpItemType.LIAN_YI_QUN)
  191. || (type == ConstDressUpItemType.NEI_DA && subType == ConstDressUpItemType.LIAN_YI_QUN))
  192. {
  193. Remove(itemID);
  194. i--;
  195. }
  196. if (subType > ConstDressUpItemType.TE_SHU)
  197. {
  198. if (count == 0)
  199. {
  200. firstTeshuId = itemID;
  201. }
  202. count++;
  203. }
  204. }
  205. if (type > ConstDressUpItemType.TE_SHU && count >= 3)
  206. {
  207. //特殊饰品最多穿三件,第四件会自动顶掉第一件
  208. Remove(firstTeshuId);
  209. }
  210. }
  211. //脱掉所有换装,换成默认装(不处理背景)
  212. public void TakeOffAll(bool checkDefault = true)
  213. {
  214. _dressUpData.suitId = 0;
  215. _dressUpData.actionId = 0;
  216. foreach (int itemID in itemList)
  217. {
  218. AddOrRemove(itemID, false, false, true);
  219. }
  220. if (checkDefault)
  221. {
  222. checkDefaultItem();
  223. UpdateWholeBodyView();
  224. }
  225. RoleLevelCfg roleLevelCfg = RoleLevelCfgArray.Instance.GetCfg(GameGlobal.myNumericComponent.GetAsInt(NumericType.Lvl));
  226. // FightDataManager.Instance.score = roleLevelCfg.baseScore;
  227. // foreach (int itemId in _dressUpData.itemList)
  228. // {
  229. // FightDataManager.Instance.score += ItemDataManager.GetItemAdditionScore(itemId, InstanceZonesDataManager.currentScoreType, InstanceZonesDataManager.currentFightTags);
  230. // }
  231. }
  232. //穿上或脱掉一个动作
  233. public void PutOnOrTakeOffAction(int actionId)
  234. {
  235. if (_dressUpData.actionId == actionId)
  236. {
  237. CancelAction();
  238. }
  239. else
  240. {
  241. PutOnAction(actionId);
  242. }
  243. }
  244. //当穿一件部件时检查是否需要取消动作,如果需要则取消该动作
  245. public void CheckCancelActionWhenPutOn(int itemId)
  246. {
  247. if (_dressUpData.actionId > 0)
  248. {
  249. bool replaceableByAction = SuitCfgArray.Instance.CheckItemReaplaceableByAction(itemId, _dressUpData.actionId);
  250. if (!replaceableByAction)
  251. {
  252. CancelAction();
  253. _dressUpData.actionId = 0;
  254. }
  255. }
  256. }
  257. //刷新视图,用于新设置sceneobj后的初始显示
  258. private void UpdateRoleView()
  259. {
  260. PutOnDressUpData(DressUpDataClone());
  261. }
  262. /// <summary>
  263. /// 尝试穿戴配置套装
  264. /// </summary>
  265. /// <param name="id">套装id</param>
  266. /// <param name="tryShowAction">尝试穿上动作</param>
  267. /// <param name="excludeType">排除类型列表</param>
  268. /// <param name="showOptional">是否显示可选部件</param>
  269. /// <param name="CheckOwn">是否只显示主角拥有的部件</param>
  270. public void PutOnSuitCfg(int id, bool tryShowAction, int[] excludeType = null, bool showOptional = true, bool CheckOwn = true)
  271. {
  272. if (_dressUpData.suitId == id)
  273. {
  274. return;
  275. }
  276. TakeOffAll(false);
  277. _dressUpData.suitId = id;
  278. bool hasSuitActionRes = DressUpMenuSuitDataManager.CheckSuitHasAction(_dressUpData.suitId);
  279. _dressUpData.actionId = (hasSuitActionRes && tryShowAction) ? id : 0;
  280. SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(_dressUpData.suitId);
  281. List<int> items = new List<int>(suitCfg.partsArr);
  282. if (showOptional)
  283. {
  284. if (suitCfg.partsOptionalArr != null && suitCfg.partsOptionalArr.Length > 0)
  285. {
  286. items.AddRange(suitCfg.partsOptionalArr);
  287. }
  288. }
  289. int subType = 0;
  290. foreach (int itemId in items)
  291. {
  292. if (!CheckOwn || DressUpMenuItemDataManager.CheckHasItem(itemId))
  293. {
  294. subType = ItemUtilCS.GetItemSubType(itemId);
  295. bool replaceableByAction = SuitCfgArray.Instance.CheckItemReaplaceableByAction(itemId, suitId);
  296. if (!IsAction || replaceableByAction)
  297. {
  298. if (excludeType == null || Array.IndexOf(excludeType, subType) < 0)
  299. {
  300. AddOrRemove(itemId, false, true);
  301. }
  302. }
  303. }
  304. }
  305. checkDefaultItem();
  306. UpdateWholeBodyView();
  307. }
  308. //穿戴一组换装数据
  309. public void PutOnDressUpData(DressUpData dressUpData)
  310. {
  311. TakeOffAll(false);
  312. _dressUpData.suitId = dressUpData.suitId;
  313. _dressUpData.actionId = dressUpData.actionId;
  314. if (dressUpData.bgId > 0)
  315. {
  316. AddOrRemove(dressUpData.bgId, false);
  317. }
  318. foreach (int itemID in dressUpData.itemList)
  319. {
  320. AddOrRemove(itemID, false, true);
  321. }
  322. checkDefaultItem();
  323. UpdateWholeBodyView();
  324. }
  325. //穿戴默认换装数据
  326. public void PutOnDefaultDressUpData()
  327. {
  328. PutOnDressUpData(DressUpData.CreateDefault());
  329. }
  330. //穿戴一组散件数据(会先脱掉原来的再穿)
  331. public void PutOnItemList(List<int> itemList)
  332. {
  333. TakeOffAll(false);
  334. foreach (int itemID in itemList)
  335. {
  336. AddOrRemove(itemID, false, true);
  337. }
  338. checkDefaultItem();
  339. UpdateWholeBodyView();
  340. }
  341. public int GetItemIdBuyType(int subType)
  342. {
  343. for (int i = 0; i < itemList.Count; i++)
  344. {
  345. if (itemList[i] != ConstItemID.DEFULT_LIAN_YI_QUN && itemList[i] != ConstItemID.DEFULT_NEI_DA && itemList[i] != ConstItemID.DEFULT_XIA_ZHUANG && itemList[i] != ConstItemID.DEFULT_FA_XING)
  346. {
  347. if (subType == ItemUtilCS.GetItemSubType(itemList[i]))
  348. {
  349. return itemList[i];
  350. }
  351. }
  352. }
  353. if (suitId > 0)
  354. {
  355. return suitId;
  356. }
  357. return 0;
  358. }
  359. private void Add(int itemId)
  360. {
  361. if (!_showSceneType)
  362. {
  363. if (DressUpMenuItemCfg1Array.Instance.CheckIsSceneType(itemId))
  364. {
  365. return;
  366. }
  367. }
  368. if (!_dressUpData.itemList.Contains(itemId))
  369. {
  370. _dressUpData.itemList.Add(itemId);
  371. bool showAni = IsAction || DressUpMenuItemCfg1Array.Instance.CheckIsSceneType(itemId);
  372. DressUpUtil.AddItem(itemId, _sceneObj, _needSetMask, showAni, _roleObj);
  373. // FightDataManager.Instance.score += ItemDataManager.GetItemAdditionScore(itemId, InstanceZonesDataManager.currentScoreType, InstanceZonesDataManager.currentFightTags);
  374. }
  375. }
  376. private void Remove(int itemId)
  377. {
  378. if (_dressUpData.itemList == null)
  379. {
  380. return;
  381. }
  382. if (_dressUpData.itemList.Contains(itemId))
  383. {
  384. _dressUpData.itemList.Remove(itemId);
  385. DressUpUtil.RemoveItem(itemId, _sceneObj, _roleObj);
  386. // FightDataManager.Instance.score -= ItemDataManager.GetItemAdditionScore(itemId, InstanceZonesDataManager.currentScoreType, InstanceZonesDataManager.currentFightTags);
  387. }
  388. }
  389. //检测当前穿戴是否是一件完整套装,且只穿了一件套装,返回套装id
  390. private int CheckCurDressIsSuit()
  391. {
  392. var suitId = 0;
  393. var suitIdList = new List<int>();
  394. for (int i = 0; i < _dressUpData.itemList.Count; i++)
  395. {
  396. int itemSuitId = SuitCfgArray.Instance.GetSuitIdOfItem(_dressUpData.itemList[i]);
  397. if (!suitIdList.Contains(itemSuitId))
  398. {
  399. suitIdList.Add(itemSuitId);
  400. }
  401. }
  402. foreach (var itemSuitId in suitIdList)
  403. {
  404. if (CheckSuitIsOn(itemSuitId))
  405. {
  406. suitId = itemSuitId;
  407. break;
  408. }
  409. }
  410. _dressUpData.suitId = suitId;
  411. return _dressUpData.suitId;
  412. }
  413. private void checkDefaultItem()
  414. {
  415. //是否有头发
  416. bool hasFaXing = false;
  417. //检查默认资源
  418. //是否有连衣裙
  419. bool hasLianYiQun = false;
  420. //是否有内搭
  421. bool hasNeiDa = false;
  422. //是否有上衣
  423. bool hasShangYi = false;
  424. //是否有下装
  425. bool hasXiaZhuang = false;
  426. //是否有默认内搭
  427. bool hasNeiDaDefault = false;
  428. //是否有默认下装
  429. bool hasXiaZhuangDefault = false;
  430. for (int i = 0; i < _dressUpData.itemList.Count; i++)
  431. {
  432. int itemID = (int)_dressUpData.itemList[i];
  433. int subType = ItemUtilCS.GetItemSubType(itemID);
  434. if (subType == (int)ConstDressUpItemType.FA_XING)
  435. {
  436. hasFaXing = true;
  437. }
  438. else if (subType == ConstDressUpItemType.LIAN_YI_QUN)
  439. {
  440. hasLianYiQun = true;
  441. }
  442. else if (subType == ConstDressUpItemType.NEI_DA)
  443. {
  444. hasNeiDa = true;
  445. }
  446. else if (subType == ConstDressUpItemType.XIA_ZHUANG)
  447. {
  448. hasXiaZhuang = true;
  449. }
  450. else if (subType == ConstDressUpItemType.SHANG_YI)
  451. {
  452. hasShangYi = true;
  453. }
  454. if (itemID == ConstItemID.DEFULT_NEI_DA)
  455. {
  456. hasNeiDaDefault = true;
  457. }
  458. else if (itemID == ConstItemID.DEFULT_XIA_ZHUANG)
  459. {
  460. hasXiaZhuangDefault = true;
  461. }
  462. }
  463. if (!hasFaXing)
  464. {
  465. Add(ConstItemID.DEFULT_FA_XING);
  466. }
  467. if (!IsAction)
  468. {
  469. if (!hasLianYiQun)
  470. {
  471. if (!hasShangYi && (!hasNeiDa || hasNeiDaDefault) && (!hasXiaZhuang || hasXiaZhuangDefault))
  472. {
  473. Remove(ConstItemID.DEFULT_XIA_ZHUANG);
  474. Remove(ConstItemID.DEFULT_NEI_DA);
  475. Add(ConstItemID.DEFULT_LIAN_YI_QUN);
  476. }
  477. else
  478. {
  479. if (!hasXiaZhuang)
  480. {
  481. Add(ConstItemID.DEFULT_XIA_ZHUANG);
  482. }
  483. if (!hasNeiDa)
  484. {
  485. Add(ConstItemID.DEFULT_NEI_DA);
  486. }
  487. }
  488. }
  489. }
  490. CheckCurDressIsSuit();
  491. }
  492. //更新整个身体层(包括头和躯干)
  493. private void UpdateWholeBodyView()
  494. {
  495. if (IsAction)
  496. {
  497. SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(_dressUpData.actionId);
  498. var hasAniRes = ResPathUtil.CheckDressUpAnimationExist(suitCfg.aniRes);
  499. var res = hasAniRes ? suitCfg.aniRes : null;
  500. DressUpUtil.UpdateWholeBody(res, _sceneObj, hasAniRes, suitCfg.effRes, false, _roleObj);
  501. }
  502. else
  503. {
  504. DressUpUtil.UpdateWholeBody(null, _sceneObj, false, null, _needSetMask, _roleObj);
  505. }
  506. }
  507. //穿上一个动作
  508. public void PutOnAction(int actionId)
  509. {
  510. _dressUpData.actionId = actionId;
  511. foreach (int itemId in itemList)
  512. {
  513. bool replaceableByAction = SuitCfgArray.Instance.CheckItemReaplaceableByAction(itemId, _dressUpData.actionId);
  514. if (!replaceableByAction)
  515. {
  516. AddOrRemove(itemId, false, false, true);
  517. }
  518. }
  519. checkDefaultItem();
  520. UpdateWholeBodyView();
  521. }
  522. //取消动作
  523. public void CancelAction(bool changeToStand = false)
  524. {
  525. if (_dressUpData.actionId <= 0)
  526. {
  527. return;
  528. }
  529. var tempActionId = _dressUpData.actionId;
  530. _dressUpData.actionId = 0;
  531. if(changeToStand)
  532. {
  533. SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(tempActionId);
  534. List<int> items = new List<int>(suitCfg.partsArr);
  535. if (suitCfg.partsOptionalArr != null && suitCfg.partsOptionalArr.Length > 0)
  536. {
  537. items.AddRange(suitCfg.partsOptionalArr);
  538. }
  539. int subType = 0;
  540. foreach (int itemId in items)
  541. {
  542. if (DressUpMenuItemDataManager.CheckHasItem(itemId))
  543. {
  544. subType = ItemUtilCS.GetItemSubType(itemId);
  545. bool replaceableByAction = SuitCfgArray.Instance.CheckItemReaplaceableByAction(itemId, tempActionId);
  546. if (!replaceableByAction)
  547. {
  548. AddOrRemove(itemId, false, true);
  549. }
  550. }
  551. }
  552. }
  553. checkDefaultItem();
  554. UpdateWholeBodyView();
  555. }
  556. }
  557. }