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.CheckSuitHasActionRes(_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. //穿上一个动作
  309. public void PutOnAction(int actionId)
  310. {
  311. bool hasSuitActionRes = DressUpMenuSuitDataManager.CheckSuitHasActionRes(_dressUpData.suitId);
  312. _dressUpData.actionId = actionId;
  313. if(hasSuitActionRes)
  314. {
  315. foreach (int itemId in itemList)
  316. {
  317. bool replaceableByAction = SuitCfgArray.Instance.CheckItemReaplaceableByAction(itemId, _dressUpData.actionId);
  318. if (!replaceableByAction)
  319. {
  320. AddOrRemove(itemId, false, false, true);
  321. }
  322. }
  323. }
  324. else
  325. {
  326. CancelAction(true);
  327. }
  328. checkDefaultItem();
  329. UpdateWholeBodyView();
  330. }
  331. //取消动作
  332. public void CancelAction(bool changeToStand = false)
  333. {
  334. if (_dressUpData.actionId <= 0)
  335. {
  336. return;
  337. }
  338. var tempActionId = _dressUpData.actionId;
  339. _dressUpData.actionId = 0;
  340. if (changeToStand)
  341. {
  342. SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(tempActionId);
  343. List<int> items = new List<int>(suitCfg.partsArr);
  344. if (suitCfg.partsOptionalArr != null && suitCfg.partsOptionalArr.Length > 0)
  345. {
  346. items.AddRange(suitCfg.partsOptionalArr);
  347. }
  348. foreach (int itemId in items)
  349. {
  350. if (DressUpMenuItemDataManager.CheckHasItem(itemId))
  351. {
  352. bool replaceableByAction = SuitCfgArray.Instance.CheckItemReaplaceableByAction(itemId, tempActionId);
  353. if (!replaceableByAction)
  354. {
  355. AddOrRemove(itemId, false, true);
  356. }
  357. }
  358. }
  359. }
  360. checkDefaultItem();
  361. UpdateWholeBodyView();
  362. }
  363. //穿戴一组换装数据
  364. public void PutOnDressUpData(DressUpData dressUpData)
  365. {
  366. TakeOffAll(false);
  367. _dressUpData.suitId = dressUpData.suitId;
  368. _dressUpData.actionId = dressUpData.actionId;
  369. if (dressUpData.bgId > 0)
  370. {
  371. AddOrRemove(dressUpData.bgId, false);
  372. }
  373. foreach (int itemID in dressUpData.itemList)
  374. {
  375. AddOrRemove(itemID, false, true);
  376. }
  377. checkDefaultItem();
  378. UpdateWholeBodyView();
  379. }
  380. //穿戴默认换装数据
  381. public void PutOnDefaultDressUpData()
  382. {
  383. PutOnDressUpData(DressUpData.CreateDefault());
  384. }
  385. //穿戴一组散件数据(会先脱掉原来的再穿)
  386. public void PutOnItemList(List<int> itemList)
  387. {
  388. TakeOffAll(false);
  389. foreach (int itemID in itemList)
  390. {
  391. AddOrRemove(itemID, false, true);
  392. }
  393. checkDefaultItem();
  394. UpdateWholeBodyView();
  395. }
  396. public int GetItemIdBuyType(int subType)
  397. {
  398. for (int i = 0; i < itemList.Count; i++)
  399. {
  400. 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)
  401. {
  402. if (subType == ItemUtilCS.GetItemSubType(itemList[i]))
  403. {
  404. return itemList[i];
  405. }
  406. }
  407. }
  408. if (suitId > 0)
  409. {
  410. return suitId;
  411. }
  412. return 0;
  413. }
  414. private void Add(int itemId)
  415. {
  416. if (!_showSceneType)
  417. {
  418. if (DressUpMenuItemCfg1Array.Instance.CheckIsSceneType(itemId))
  419. {
  420. return;
  421. }
  422. }
  423. if (!_dressUpData.itemList.Contains(itemId))
  424. {
  425. _dressUpData.itemList.Add(itemId);
  426. bool showAni = IsAction || DressUpMenuItemCfg1Array.Instance.CheckIsSceneType(itemId);
  427. DressUpUtil.AddItem(itemId, _sceneObj, _needSetMask, showAni, _roleObj);
  428. // FightDataManager.Instance.score += ItemDataManager.GetItemAdditionScore(itemId, InstanceZonesDataManager.currentScoreType, InstanceZonesDataManager.currentFightTags);
  429. }
  430. }
  431. private void Remove(int itemId)
  432. {
  433. if (_dressUpData.itemList == null)
  434. {
  435. return;
  436. }
  437. if (_dressUpData.itemList.Contains(itemId))
  438. {
  439. _dressUpData.itemList.Remove(itemId);
  440. DressUpUtil.RemoveItem(itemId, _sceneObj, _roleObj);
  441. // FightDataManager.Instance.score -= ItemDataManager.GetItemAdditionScore(itemId, InstanceZonesDataManager.currentScoreType, InstanceZonesDataManager.currentFightTags);
  442. }
  443. }
  444. //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
  445. private int CheckCurDressIsSuit()
  446. {
  447. var suitId = 0;
  448. var suitIdList = new List<int>();
  449. for (int i = 0; i < _dressUpData.itemList.Count; i++)
  450. {
  451. int itemSuitId = SuitCfgArray.Instance.GetSuitIdOfItem(_dressUpData.itemList[i]);
  452. if (!suitIdList.Contains(itemSuitId))
  453. {
  454. suitIdList.Add(itemSuitId);
  455. }
  456. }
  457. foreach (var itemSuitId in suitIdList)
  458. {
  459. if (CheckSuitIsOn(itemSuitId))
  460. {
  461. suitId = itemSuitId;
  462. break;
  463. }
  464. }
  465. _dressUpData.suitId = suitId;
  466. return _dressUpData.suitId;
  467. }
  468. private void checkDefaultItem()
  469. {
  470. //是否有头发
  471. bool hasFaXing = false;
  472. //检查默认资源
  473. //是否有连衣裙
  474. bool hasLianYiQun = false;
  475. //是否有内搭
  476. bool hasNeiDa = false;
  477. //是否有上衣
  478. bool hasShangYi = false;
  479. //是否有下装
  480. bool hasXiaZhuang = false;
  481. //是否有默认内搭
  482. bool hasNeiDaDefault = false;
  483. //是否有默认下装
  484. bool hasXiaZhuangDefault = false;
  485. for (int i = 0; i < _dressUpData.itemList.Count; i++)
  486. {
  487. int itemID = (int)_dressUpData.itemList[i];
  488. int subType = ItemUtilCS.GetItemSubType(itemID);
  489. if (subType == (int)ConstDressUpItemType.FA_XING)
  490. {
  491. hasFaXing = true;
  492. }
  493. else if (subType == ConstDressUpItemType.LIAN_YI_QUN)
  494. {
  495. hasLianYiQun = true;
  496. }
  497. else if (subType == ConstDressUpItemType.NEI_DA)
  498. {
  499. hasNeiDa = true;
  500. }
  501. else if (subType == ConstDressUpItemType.XIA_ZHUANG)
  502. {
  503. hasXiaZhuang = true;
  504. }
  505. else if (subType == ConstDressUpItemType.SHANG_YI)
  506. {
  507. hasShangYi = true;
  508. }
  509. if (itemID == ConstItemID.DEFULT_NEI_DA)
  510. {
  511. hasNeiDaDefault = true;
  512. }
  513. else if (itemID == ConstItemID.DEFULT_XIA_ZHUANG)
  514. {
  515. hasXiaZhuangDefault = true;
  516. }
  517. }
  518. if (!hasFaXing)
  519. {
  520. Add(ConstItemID.DEFULT_FA_XING);
  521. }
  522. if (!IsAction)
  523. {
  524. if (!hasLianYiQun)
  525. {
  526. if (!hasShangYi && (!hasNeiDa || hasNeiDaDefault) && (!hasXiaZhuang || hasXiaZhuangDefault))
  527. {
  528. Remove(ConstItemID.DEFULT_XIA_ZHUANG);
  529. Remove(ConstItemID.DEFULT_NEI_DA);
  530. Add(ConstItemID.DEFULT_LIAN_YI_QUN);
  531. }
  532. else
  533. {
  534. if (!hasXiaZhuang)
  535. {
  536. Add(ConstItemID.DEFULT_XIA_ZHUANG);
  537. }
  538. if (!hasNeiDa)
  539. {
  540. Add(ConstItemID.DEFULT_NEI_DA);
  541. }
  542. }
  543. }
  544. }
  545. CheckCurDressIsSuit();
  546. }
  547. //更新整个身体层(包括头和躯干)
  548. private void UpdateWholeBodyView()
  549. {
  550. if (IsAction)
  551. {
  552. SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(_dressUpData.actionId);
  553. var hasAniRes = ResPathUtil.CheckDressUpAnimationExist(suitCfg.aniRes);
  554. var res = hasAniRes ? suitCfg.aniRes : null;
  555. DressUpUtil.UpdateWholeBody(res, _sceneObj, hasAniRes, res, false, _roleObj);
  556. }
  557. else
  558. {
  559. DressUpUtil.UpdateWholeBody(null, _sceneObj, false, null, _needSetMask, _roleObj);
  560. }
  561. }
  562. }
  563. }