PhotographView.cs 30 KB

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  1. using FairyGUI;
  2. using System;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using System.Drawing;
  6. using UI.DressUp;
  7. using UnityEditor;
  8. using UnityEngine;
  9. using UnityEngine.EventSystems;
  10. namespace GFGGame
  11. {
  12. public class PhotographView : BaseView
  13. {
  14. private UI_PhotographUI _ui;
  15. private GameObject _scenePrefab;
  16. private GameObject _sceneObject;
  17. // private DressUpObjDataCache equipDataCache;
  18. // private const string MOVE = "MOVE";
  19. // private const string SCALE = "SCALE";
  20. // private const string ROTATION = "ROTATION";
  21. private const float MaxScale = 2;
  22. private const float MinScale = 0.1f;
  23. private const string BgResPath = "Bg/BgRes";
  24. private const string BorderResPath = "Border/BorderRes";
  25. private const string NpcResPath = "Scene/Npc/NpcRes";
  26. private const string RolePath = "Scene/Role";
  27. private const string RoleName = "Role";
  28. private const string NpcPath = "Scene/Npc";
  29. private const string BgResName = "BgRes";
  30. // private const string BorderResName = "BorderRes";
  31. // private GameObject bodyParent;
  32. // private GameObject bgParent;
  33. // private GameObject npcParent;
  34. // private GameObject borderParent;
  35. // private GameObject sceneParent;
  36. private List<int> _listData = null;//当前选择的资源数据
  37. public List<int> _equipRoleData = new List<int>();//当前穿戴的角色数据
  38. public Dictionary<int, List<int>> _equipSceneData = new Dictionary<int, List<int>>();//当前穿戴的场景数据
  39. private Dictionary<GameObject, float> _equipDistance = new Dictionary<GameObject, float>();
  40. private GameObject hitGameObj;//当前选中的物体(单指拖动,双指缩放旋转)
  41. private GameObject memoryHitGameObj;//当前选中的物体(单指缩放旋转)
  42. private Vector3 distance = Vector3.zero;//点击位置和点击物体原点的距离,用于
  43. private Vector2 lastPos = Vector2.zero;//上一次移动后从物体中心到鼠标位置的方向
  44. private float lastDistance = 0;//上一次移动后从物体中心到鼠标位置的方向
  45. // private float _startDistance;//从物体中心到缩放按钮的距离
  46. private SwipeGesture swipeGesture;
  47. private PinchGesture pinchGesture;
  48. private RotationGesture rotationGesture;
  49. private bool isTwoTouchPoint = false;
  50. private int maxLayer = int.MinValue;//最上层的层级数
  51. protected override void OnInit()
  52. {
  53. base.OnInit();
  54. packageName = UI_PhotographUI.PACKAGE_NAME;
  55. _ui = UI_PhotographUI.Create();
  56. viewCom = _ui.target;
  57. isfullScreen = true;
  58. _ui.m_btnBg.onClick.Add(OnClickBtnBg);
  59. _ui.m_loaGuide.onClick.Add(OnClickLoaGuide);
  60. _ui.m_loaGuide1.onClick.Add(OnClickLoaGuide1);
  61. _ui.m_btnChoose.onClick.Add(SetUIView);
  62. _ui.m_btnBack.onClick.Add(OnClickBtnBack);
  63. _ui.m_btnPhotograph.onClick.Add(OnClickBtnPhotograph);
  64. _ui.m_ComSelectRes.m_list.itemRenderer = RenderListItem;
  65. _ui.m_ComSelectRes.m_list.onClickItem.Add(OnListItemClick);
  66. _ui.m_ComSelectRes.m_comBtnTab.m_c1.onChanged.Add(OnContorllerChanged);
  67. _scenePrefab = GFGAsset.Load<GameObject>(ResPathUtil.GetPrefabPath("ScenePhotograph"));
  68. _ui.target.onTouchBegin.Add(OnTouchUIBegin);
  69. _ui.target.onTouchMove.Add(OnTouchUIMove);
  70. _ui.target.onTouchEnd.Add(OnTouchUIEnd);
  71. _ui.m_comSelectBox.m_btnSize.onTouchBegin.Add(OnTouchBtnSizeBegin);
  72. _ui.m_comSelectBox.m_btnSize.onTouchMove.Add(OnTouchBtnSizeMove);
  73. _ui.m_comSelectBox.m_btnSize.onTouchEnd.Add(OnTouchBtnSizeEnd);
  74. _ui.m_comSelectBox.m_btnFlip.onTouchBegin.Add(OnTouchBtnFlipBegin);
  75. _ui.m_comSelectBox.m_btnFlip.onTouchEnd.Add(OnTouchBtnFlipEnd);
  76. _ui.m_comSelectBox.m_btnDelete.onTouchBegin.Add(OnTouchBtnDeleteBegin);
  77. _ui.m_comSelectBox.m_btnDelete.onTouchEnd.Add(OnTouchBtnDeleteEnd);
  78. }
  79. protected override void OnShown()
  80. {
  81. base.OnShown();
  82. Input.multiTouchEnabled = true;
  83. // equipDataCache = EquipDataCache.cacher;
  84. PhotographDataManager.Instance.ClassifyEquipData();
  85. _equipRoleData = PhotographDataManager.Instance._equipRoleData;
  86. _equipSceneData = PhotographDataManager.Instance._equipSceneData;
  87. if (_sceneObject == null)
  88. {
  89. _sceneObject = GameObject.Instantiate(_scenePrefab);
  90. EquipDataCache.cacher.setSceneObj(_sceneObject);
  91. }
  92. pinchGesture = new PinchGesture(_ui.target);
  93. pinchGesture.onAction.Add(OnPinch);
  94. rotationGesture = new RotationGesture(_ui.target);
  95. rotationGesture.onAction.Add(OnRotate);
  96. _ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex = 0;
  97. RefreshList(EnumPhotographType.BG);
  98. SetUIView();
  99. UpdateBg(ItemCfgArray.Instance.GetCfg(EquipDataCache.cacher.bgId));
  100. UpdateBody();
  101. UpdateScene();
  102. GuideController.TryGuideDressUpViewMenuPart1(_ui.m_ComSelectRes.m_comBtnTab.m_btn2);
  103. // GuideController.TryGuideBtnPhotograph(_ui.m_btnPhotograph);
  104. if (GuideDataManager.GetGuideCount(ConstGuideId.PHOTOGRAPH_GUIDE) > 0 && GuideDataManager.GetGuideCountCopy(ConstGuideId.PHOTOGRAPH) > 0)
  105. {
  106. _ui.m_loaGuide.enabled = false;
  107. _ui.m_loaGuide1.enabled = false;
  108. }
  109. else
  110. {
  111. _ui.m_loaGuide.enabled = true;
  112. _ui.m_loaGuide1.enabled = false;
  113. }
  114. // CreatTex();
  115. }
  116. /************************************************************UI界面*********************************************************/
  117. private void OnContorllerChanged(EventContext context)
  118. {
  119. int index = _ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex;
  120. RefreshList((EnumPhotographType)index);
  121. GuideController.TryGuideBtnPhotograph(_ui.m_loaGuide);
  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. }
  129. private void RenderListItem(int index, GObject obj)
  130. {
  131. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_listData[index]);
  132. string resPath = ResPathUtil.GetIconPath(itemCfg);
  133. UI_ListItem item = UI_ListItem.Proxy(obj);
  134. item.target.data = _listData[index];
  135. item.m_loaIcon.url = resPath;
  136. item.m_txtName.text = itemCfg.name;
  137. }
  138. private void OnListItemClick(EventContext context)
  139. {
  140. int itemID = (int)((context.data as GObject).data);
  141. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  142. EnumPhotographType type = (EnumPhotographType)_ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex;
  143. switch (type)
  144. {
  145. case EnumPhotographType.BG:
  146. UpdateBg(itemCfg);
  147. break;
  148. case EnumPhotographType.BORDER:
  149. if (_listData.IndexOf(itemID) == 0)
  150. {
  151. Transform tf = _sceneObject.transform.Find(BorderResPath);
  152. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  153. if (spr != null)
  154. {
  155. GameObject.Destroy(spr);
  156. }
  157. return;
  158. }
  159. UpdateBorder(itemCfg);
  160. break;
  161. case EnumPhotographType.NPC:
  162. UpdateNpc(itemCfg);
  163. break;
  164. case EnumPhotographType.SCENE:
  165. AddSceneItem(itemCfg, false);
  166. break;
  167. case EnumPhotographType.EFFECT:
  168. break;
  169. }
  170. }
  171. /************************************************************场景*********************************************************/
  172. private void OnTouchUIBegin(EventContext context)
  173. {
  174. context.CaptureTouch();
  175. if (_ui.m_ComSelectRes.target.visible == true) return;//添加道具不监听场景点击
  176. 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
  177. if (PhotographDataManager.Instance.IsTouchUI(this.viewCom)) return;
  178. RaycastHit2D[] hit2Ds = Physics2D.RaycastAll(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero);
  179. if (hit2Ds.Length > 0)
  180. {
  181. // maxLayer++;
  182. lastPos = Vector2.zero;
  183. hitGameObj = SceneController.GetFirstHitObj(hit2Ds);
  184. _ui.m_comSelectBox.m_btnDelete.visible = true;
  185. if (hitGameObj.name == "Body")//主角不可删除
  186. {
  187. _ui.m_comSelectBox.m_btnDelete.visible = false;
  188. }
  189. _ui.m_comSelectBox.target.visible = false;
  190. if (hitGameObj.name != BgResName)//背景不可改动层级
  191. {
  192. hitGameObj = hitGameObj.transform.parent.gameObject;
  193. PhotographDataManager.Instance.SetItemLayer(hitGameObj, maxLayer);
  194. maxLayer = PhotographDataManager.Instance.GetMaxLayer(hitGameObj, maxLayer) + 1;
  195. _ui.m_comSelectBox.target.visible = true;
  196. if (!_equipDistance.ContainsKey(hitGameObj))
  197. {
  198. SceneController.SetGameObjectCenter(hitGameObj);
  199. }
  200. }
  201. memoryHitGameObj = hitGameObj;
  202. distance = Input.mousePosition - Camera.main.WorldToScreenPoint(hitGameObj.transform.position);
  203. Vector3 localEulerAngles = hitGameObj.transform.localEulerAngles;
  204. float rotation = 0;
  205. if (localEulerAngles.y == 0)
  206. {
  207. rotation = -hitGameObj.transform.localEulerAngles.z;
  208. }
  209. else
  210. {
  211. if (hitGameObj.transform.localEulerAngles.z > 180)
  212. {
  213. rotation = hitGameObj.transform.localEulerAngles.z - 360;
  214. }
  215. else
  216. {
  217. rotation = hitGameObj.transform.localEulerAngles.z;
  218. }
  219. }
  220. _ui.m_comSelectBox.target.rotation = rotation;// localEulerAngles.y != 0 ? hitGameObj.transform.localEulerAngles.z : -hitGameObj.transform.localEulerAngles.z;
  221. Debug.Log("rotation:" + _ui.m_comSelectBox.target.rotation + " " + _ui.m_comSelectBox.target.rotationX + " " + _ui.m_comSelectBox.target.rotationY);
  222. _ui.m_comSelectBox.target.size = SceneController.GetGameObjectSize(hitGameObj);
  223. ControllerSelectBoxPos();
  224. }
  225. }
  226. private void OnTouchUIMove(EventContext context)
  227. {
  228. if (hitGameObj == null) return;//未选中任何物体
  229. if (Stage.inst.touchCount > 1) return; //只监听1根手指
  230. if (PhotographDataManager.Instance.IsTouchUI(this.viewCom)) return;
  231. Debug.Log("拖动");
  232. ControllerObjectPos();
  233. ControllerSelectBoxPos();
  234. }
  235. private void OnTouchUIEnd(EventContext context)
  236. {
  237. // if (Stage.inst.touchCount > 1 || context.inputEvent.touchId != 0) return; //只监听1根手指
  238. hitGameObj = null;
  239. }
  240. //选中物体的位置
  241. private void ControllerObjectPos()
  242. {
  243. hitGameObj.transform.position = Camera.main.ScreenToWorldPoint(Input.mousePosition - distance);
  244. if (hitGameObj.name == BgResName)
  245. {
  246. PhotographDataManager.Instance.SetBgPos(hitGameObj, _ui.target.size);
  247. }
  248. }
  249. //选中框的位置
  250. private void ControllerSelectBoxPos()
  251. {
  252. Vector2 objScreenPos = Camera.main.WorldToScreenPoint(hitGameObj.transform.position);
  253. Vector2 localPos = this.viewCom.GlobalToLocal(new Vector2(objScreenPos.x, (Screen.height - objScreenPos.y)));
  254. _ui.m_comSelectBox.target.position = localPos;
  255. }
  256. private void OnTouchBtnSizeBegin(EventContext context)
  257. {
  258. InputEvent inputEvent = (InputEvent)context.data;
  259. Vector2 pt0 = this.viewCom.GlobalToLocal(new Vector2(inputEvent.x, inputEvent.y));
  260. Vector2 screenPos = this.viewCom.GlobalToLocal(_ui.m_comSelectBox.m_btnSize.LocalToGlobal(Vector2.zero));
  261. Vector2 pt1 = new Vector2(screenPos.x, screenPos.y);
  262. Vector2 pt2 = new Vector2(_ui.m_comSelectBox.target.x, _ui.m_comSelectBox.target.y);
  263. lastDistance = Vector2.Distance(pt0, pt2);
  264. if (!_equipDistance.ContainsKey(memoryHitGameObj))
  265. {
  266. float distance = Vector2.Distance(pt1, pt2) / memoryHitGameObj.transform.localScale.x;
  267. Debug.Log("distance:" + distance + " pt1:" + pt1 + " pt2:" + pt2);
  268. _equipDistance.Add(memoryHitGameObj, distance);
  269. }
  270. }
  271. private void OnTouchBtnSizeMove(EventContext context)
  272. {
  273. if (memoryHitGameObj == null) return;
  274. InputEvent inputEvent = (InputEvent)context.data;
  275. Vector2 pt1 = this.viewCom.GlobalToLocal(new Vector2(inputEvent.x, inputEvent.y));
  276. Vector2 pt2 = new Vector2(_ui.m_comSelectBox.target.x, _ui.m_comSelectBox.target.y);
  277. Vector2 curPos = pt1 - pt2;
  278. float angle = Vector3.Angle(lastPos, curPos); //求出两向量之间的夹角
  279. Vector3 normal = Vector3.Cross(lastPos, curPos);//叉乘求出法线向量
  280. 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
  281. lastPos = curPos;
  282. ControllerRotate(angle, memoryHitGameObj);
  283. float dist = Vector2.Distance(pt1, pt2);
  284. float ss = dist / lastDistance;
  285. Debug.Log("dist:" + dist + " lastDistance:" + lastDistance + " ss:" + ss);
  286. float newValue = Mathf.Clamp(ss * memoryHitGameObj.transform.localScale.x, 0.1f, 2);
  287. ControllerScale(newValue, memoryHitGameObj);
  288. if (newValue <= 0.1f) return;
  289. Debug.Log("ss:" + ss + " newValue:" + newValue);
  290. lastDistance = dist;
  291. Debug.Log("newValue:" + newValue);
  292. }
  293. private void OnTouchBtnSizeEnd(EventContext context)
  294. {
  295. lastPos = Vector2.zero;
  296. }
  297. //双指缩放
  298. private void OnPinch(EventContext context)
  299. {
  300. if (hitGameObj == null) return;
  301. if (hitGameObj.name == BgResName) return;//背景不可以缩放、旋转
  302. GTween.Kill(hitGameObj);
  303. PinchGesture gesture = (PinchGesture)context.sender;
  304. float newValue = Mathf.Clamp(hitGameObj.transform.localScale.x + gesture.delta, 0.3f, 2);
  305. Debug.Log("双指缩放:" + newValue);
  306. ControllerScale(newValue, hitGameObj);
  307. }
  308. //双指旋转
  309. private void OnRotate(EventContext context)
  310. {
  311. Debug.Log("双指旋转hitGameObj:" + hitGameObj);
  312. if (hitGameObj == null) return;
  313. Debug.Log("双指旋转name:" + hitGameObj.name);
  314. if (hitGameObj.name == BgResName) return;//背景不可以缩放、旋转
  315. // isTwoTouchPoint = true;
  316. GTween.Kill(hitGameObj.transform);
  317. RotationGesture gesture = (RotationGesture)context.sender;
  318. Debug.Log("双指旋转:" + gesture.delta);
  319. ControllerRotate(gesture.delta, hitGameObj);
  320. }
  321. private void ControllerScale(float value, GameObject gameObject)
  322. {
  323. if (value > MaxScale || value < MinScale) return;
  324. gameObject.transform.localScale = new Vector3(value, value, 1);
  325. Vector2 size = SceneController.GetGameObjectSize(gameObject);
  326. _ui.m_comSelectBox.target.size = size;
  327. // _ui.m_comSelectBox.target.SetSize(size.x, size.y);
  328. }
  329. private void ControllerRotate(float value, GameObject gameObject)
  330. {
  331. gameObject.transform.Rotate(Vector3.forward, -value, Space.World);
  332. _ui.m_comSelectBox.target.rotation += value;
  333. }
  334. private void UpdateBg(ItemCfg itemCfg)
  335. {
  336. Transform tf = _sceneObject.transform.Find(BgResPath);
  337. string resPath = ResPathUtil.GetDressUpPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
  338. SceneController.SetSpriteRendererToTransform(tf, resPath);
  339. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  340. spr.sortingOrder = ItemTypeCfgArray.Instance.GetCfg(ConstDressUpItemType.BEI_JING).defaultLayer;
  341. SceneController.SetBoxCollider2DToGameObject(tf.gameObject);
  342. }
  343. //主角
  344. private void UpdateBody()
  345. {
  346. GameObject bodyParent = _sceneObject.transform.Find(RolePath).gameObject;
  347. SceneController.UpdatePhotographBody(_equipRoleData.ToArray(), _sceneObject, bodyParent);
  348. maxLayer = PhotographDataManager.Instance.GetMaxLayer(bodyParent, maxLayer) + 1;
  349. }
  350. //添加初始场景道具
  351. private void UpdateScene()
  352. {
  353. ICollection keys = _equipSceneData.Keys;
  354. foreach (int key in keys)
  355. {
  356. for (int i = 0; i < _equipSceneData[key].Count; i++)
  357. {
  358. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(key);
  359. int defaultLayer = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType).defaultLayer;
  360. AddSceneItem(itemCfg, true);
  361. }
  362. }
  363. }
  364. private void UpdateNpc(ItemCfg itemCfg)
  365. {
  366. maxLayer++;
  367. Transform tf = _sceneObject.transform.Find(NpcResPath);
  368. string resPath = ResPathUtil.GetNpcPicFPath(itemCfg.res);
  369. SceneController.SetSpriteRendererToTransform(tf, resPath);
  370. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  371. spr.sortingOrder = maxLayer;
  372. tf.localPosition = new Vector2(-spr.bounds.center.x, -spr.bounds.center.y);
  373. SceneController.SetBoxCollider2DToGameObject(tf.gameObject);
  374. }
  375. private void UpdateBorder(ItemCfg itemCfg)
  376. {
  377. Transform tf = _sceneObject.transform.Find(BorderResPath);
  378. string resPath = ResPathUtil.GetPhotographFPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
  379. SceneController.SetSpriteRendererToTransform(tf, resPath);
  380. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  381. spr.sortingOrder = 10000;//边框在所有道具的上边
  382. }
  383. private void UpdateEffect()
  384. {
  385. }
  386. private void AddSceneItem(ItemCfg itemCfg, bool isDefaultLayer)
  387. {
  388. int index = 0;
  389. GameObject parentGameObj;
  390. if (itemCfg.resLayer2 > 0)
  391. {
  392. if (!isDefaultLayer)
  393. {
  394. PhotographDataManager.Instance.AddEquipItem(_equipSceneData, itemCfg.id, out _equipSceneData);
  395. }
  396. index = _equipSceneData[itemCfg.id].Count - 1;
  397. parentGameObj = new GameObject(string.Format("{0}_{1}_{2}", itemCfg.id, index, 1));
  398. SceneController.AddItemToScene(_sceneObject, parentGameObj, itemCfg.id, 2, itemCfg.resLayer2);
  399. maxLayer = PhotographDataManager.Instance.GetMaxLayer(parentGameObj, maxLayer) + 1;
  400. if (!isDefaultLayer)
  401. {
  402. PhotographDataManager.Instance.SetItemLayer(parentGameObj, maxLayer);
  403. }
  404. }
  405. if (itemCfg.resLayer1 > 0)
  406. {
  407. if (!isDefaultLayer)
  408. {
  409. PhotographDataManager.Instance.AddEquipItem(_equipSceneData, itemCfg.id, out _equipSceneData);
  410. }
  411. index = _equipSceneData[itemCfg.id].Count - 1;
  412. parentGameObj = new GameObject(string.Format("{0}_{1}_{2}", itemCfg.id, index, 0));
  413. SceneController.AddItemToScene(_sceneObject, parentGameObj, itemCfg.id, 1, itemCfg.resLayer1);
  414. maxLayer = PhotographDataManager.Instance.GetMaxLayer(parentGameObj, maxLayer) + 1;
  415. if (!isDefaultLayer)
  416. {
  417. PhotographDataManager.Instance.SetItemLayer(parentGameObj, maxLayer);
  418. }
  419. }
  420. }
  421. private void OnClickBtnBg()
  422. {
  423. _ui.m_ComSelectRes.target.visible = false;
  424. // GuideController.TryGuideOpenPhotographView(null);
  425. }
  426. private void OnClickLoaGuide()
  427. {
  428. _ui.m_loaGuide1.enabled = true;
  429. _ui.m_loaGuide.enabled = false;
  430. _ui.m_ComSelectRes.target.visible = false;
  431. GuideController.TryGuideOpenPhotographView(_ui.m_loaGuide1);
  432. }
  433. private void OnClickLoaGuide1()
  434. {
  435. _ui.m_loaGuide1.enabled = false;
  436. _ui.m_ComSelectRes.target.visible = false;
  437. GuideController.TryGuideBtnSave(_ui.m_btnPhotograph);
  438. }
  439. private void OnTouchBtnFlipBegin()//翻转
  440. {
  441. Transform transform = memoryHitGameObj.transform;
  442. if (memoryHitGameObj.name == RoleName)
  443. {
  444. transform.Rotate(Vector3.up, 180, Space.Self);
  445. return;
  446. }
  447. for (int i = 0; i < transform.childCount; i++)
  448. {
  449. transform.GetChild(i).Rotate(Vector3.up, 180, Space.Self);
  450. }
  451. }
  452. private void OnTouchBtnFlipEnd()
  453. {
  454. }
  455. private void OnTouchBtnDeleteBegin()//删除
  456. {
  457. if (memoryHitGameObj.transform.name == RolePath)
  458. {
  459. return;
  460. }
  461. else if (memoryHitGameObj.transform.name == NpcPath)
  462. {
  463. SpriteRenderer spriteRenderer = memoryHitGameObj.transform.GetChild(0).GetComponent<SpriteRenderer>();
  464. if (spriteRenderer != null)
  465. {
  466. GameObject.Destroy(spriteRenderer);
  467. }
  468. }
  469. else
  470. {
  471. GameObject.DestroyImmediate(memoryHitGameObj);
  472. }
  473. _ui.m_comSelectBox.target.visible = false;
  474. }
  475. private void OnTouchBtnDeleteEnd()
  476. {
  477. }
  478. private void SetUIView()
  479. {
  480. _ui.m_ComSelectRes.target.visible = true;
  481. _ui.m_comSelectBox.target.visible = false;
  482. hitGameObj = null;
  483. memoryHitGameObj = null;
  484. }
  485. private void OnClickBtnPhotograph()
  486. {
  487. GuideController.HideGuide();
  488. GuideController.TryCompleteGuide(ConstGuideId.PHOTOGRAPH_GUIDE);
  489. _ui.target.visible = false;
  490. Timers.inst.StartCoroutine(ScreenShotTex());// ();
  491. }
  492. private IEnumerator ScreenShotTex()
  493. {
  494. _ui.target.visible = false;
  495. yield return new WaitForEndOfFrame();
  496. Rect rect = new Rect(0, 0, UnityEngine.Screen.width, UnityEngine.Screen.height);
  497. Texture2D tex = new Texture2D((int)rect.width, (int)rect.height, TextureFormat.ARGB32, false);//新建一个Texture2D对象
  498. tex.ReadPixels(rect, 0, 0);//读取像素,屏幕左下角为0点
  499. tex.Apply();//保存像素信息
  500. ViewManager.Show<PhotographSaveView>(tex);
  501. _ui.target.visible = true;
  502. }
  503. private void OnClickBtnBack()
  504. {
  505. this.Hide();
  506. // ViewManager.Show(ViewName.DRESS_UP_VIEW);
  507. EventAgent.DispatchEvent(ConstMessage.CLOSE_PHOTOGRAPHVIEW);
  508. }
  509. protected override void OnHide()
  510. {
  511. base.OnHide();
  512. if (_sceneObject != null)
  513. {
  514. GameObject.Destroy(_sceneObject);
  515. _sceneObject = null;
  516. }
  517. // equipDataCache = null;
  518. _equipRoleData.Clear();
  519. _equipSceneData.Clear();
  520. hitGameObj = null;
  521. memoryHitGameObj = null;
  522. pinchGesture.onAction.Remove(OnPinch);
  523. rotationGesture.onAction.Remove(OnRotate);
  524. pinchGesture = null;
  525. rotationGesture = null;
  526. }
  527. public override void Dispose()
  528. {
  529. if (_scenePrefab != null)
  530. {
  531. GameObject.Destroy(_scenePrefab);
  532. _scenePrefab = null;
  533. }
  534. base.Dispose();
  535. }
  536. protected override void UpdateToCheckGuide(object param)
  537. {
  538. if (!ViewManager.CheckIsTopView(this.viewCom)) return;
  539. GuideController.TryGuide(_ui.m_ComSelectRes.m_comBtnTab.m_btn2, ConstGuideId.PHOTOGRAPH, 4, "可以自由添加已有道具");
  540. GuideController.TryGuide(_ui.m_loaGuide, ConstGuideId.PHOTOGRAPH, 5, "点击空白处查看整体效果");
  541. GuideController.TryGuide(_ui.m_loaGuide1, ConstGuideId.PHOTOGRAPH, 6, "双指可控制放大缩小,或点击边框上的按键控制");
  542. GuideController.TryGuide(_ui.m_btnPhotograph, ConstGuideId.PHOTOGRAPH, 7, "点击拍照,可以记录和分享美照啦");
  543. GuideController.TryCompleteGuide(ConstGuideId.PHOTOGRAPH, 7);
  544. }
  545. private void CreatTex()
  546. {
  547. Rect rect = new Rect(-(UnityEngine.Screen.width / 2), -(UnityEngine.Screen.height / 2), UnityEngine.Screen.width, UnityEngine.Screen.height);
  548. Texture2D tex = new Texture2D((int)rect.width, (int)rect.height, TextureFormat.ARGB32, false);//新建一个Texture2D对象
  549. Transform transform = _sceneObject.transform.Find("Scene/Role");
  550. Dictionary<SpriteRenderer, int> data = new Dictionary<SpriteRenderer, int>();
  551. float width = 0;
  552. float height = 0;
  553. for (int i = 0; i < transform.childCount; i++)
  554. {
  555. SpriteRenderer sr = transform.GetChild(i).GetComponent<SpriteRenderer>();
  556. if (sr != null)
  557. {
  558. width = Math.Max(sr.bounds.size.x + sr.transform.position.x, width);
  559. height = Math.Max(sr.bounds.size.x + sr.transform.position.x, width);
  560. data.Add(sr, sr.sortingOrder);
  561. }
  562. }
  563. List<KeyValuePair<SpriteRenderer, int>> lst = new List<KeyValuePair<SpriteRenderer, int>>(data);
  564. lst.Sort(delegate (KeyValuePair<SpriteRenderer, int> s1, KeyValuePair<SpriteRenderer, int> s2) { return s2.Value.CompareTo(s1.Value); });
  565. data.Clear();
  566. for (int i = lst.Count - 1; i >= 0; i--)
  567. {
  568. SpriteRenderer sr = lst[i].Key;
  569. if (sr != null)
  570. {
  571. // Sprite sprite1 = sr.GetComponent<Sprite>();
  572. Texture2D texture2D = sr.sprite.texture;
  573. for (int j = 0; j < texture2D.width; j++)
  574. {
  575. for (int k = 0; k < texture2D.height; k++)
  576. {
  577. var color = texture2D.GetPixel(j, k);
  578. tex.SetPixel(j, k, color);
  579. tex.Apply();
  580. Debug.Log("color:" + color + " " + j + " " + k);
  581. }
  582. }
  583. // var color = texture2D.GetPixel(0, 0);
  584. // tex.SetPixel(0, 0, color);
  585. // tex.Apply();//保存像素信息
  586. }
  587. }
  588. Sprite sprite = Sprite.Create(tex, rect, new Vector2(-(UnityEngine.Screen.width / 2), -(UnityEngine.Screen.height / 2)));
  589. GameObject gameObject = _sceneObject.transform.Find("Scene/Role/BodyRes").gameObject;
  590. gameObject.AddComponent<SpriteRenderer>();
  591. gameObject.GetComponent<SpriteRenderer>().sprite = sprite;
  592. // // Dictionary<string, int> data = new Dictionary<string, int>();
  593. // // for (int i = 0; i < _equipRoleData.Count; i++)
  594. // // {
  595. // // ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_equipRoleData[i]);
  596. // // ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType);
  597. // // if (itemCfg.resLayer1 > 0)
  598. // // {
  599. // // data.Add(itemCfg.res, typeCfg.defaultLayer);
  600. // // }
  601. // // if (itemCfg.resLayer2 > 0)
  602. // // {
  603. // // data.Add(string.Format("{0}_t", itemCfg.res), typeCfg.defaultLayer);
  604. // // }
  605. // // }
  606. // // List<KeyValuePair<string, int>> lst = new List<KeyValuePair<string, int>>(data);
  607. // // lst.Sort(delegate (KeyValuePair<string, int> s1, KeyValuePair<string, int> s2) { return s2.Value.CompareTo(s1.Value); });
  608. // // data.Clear();
  609. // // for (int i = lst.Count - 1; i >= 0; i--)
  610. // // {
  611. // // string res = lst[i].Key;
  612. // // int sortingOrder = lst[i].Value;
  613. // // float tx, ty;
  614. // // DressUpUtil.LoadSpritePos(res, out tx, out ty);
  615. // // string resPath = ResPathUtil.GetDressUpPath(res);
  616. // // Bitmap bmp = new Bitmap(resPath);
  617. // // tex.SetPixel(0, 0, );//读取像素,屏幕左下角为0点
  618. // // tex.Apply();//保存像素信息
  619. // // }
  620. // tex.SetPixel(0, 0, );//读取像素,屏幕左下角为0点
  621. // tex.Apply();//保存像素信息
  622. // return tex;
  623. }
  624. }
  625. }