PhotographUtil.cs 16 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.IO;
  4. using System.Threading.Tasks;
  5. using FairyGUI;
  6. using Live2D.Cubism.Rendering;
  7. using UI.DressUp;
  8. using UnityEngine;
  9. namespace GFGGame
  10. {
  11. public class PhotographUtil : SingletonBase<PhotographUtil>
  12. {
  13. //传入父物体,返回边界大小
  14. public Vector2 GetGameObjectBoundsSize(GameObject parentObj)
  15. {
  16. float right = int.MinValue;
  17. float left = int.MaxValue;
  18. float top = int.MinValue;
  19. float bottom = int.MaxValue;
  20. BoxCollider2D[] boxColliders = parentObj.transform.GetComponentsInChildren<BoxCollider2D>();
  21. for (int i = 0; i < boxColliders.Length; i++)
  22. {
  23. Vector2 pos = boxColliders[i].transform.localPosition;
  24. Vector2 size = boxColliders[i].size * parentObj.transform.parent.localScale;
  25. right = Math.Max(size.x / 2 + pos.x, right);
  26. left = Math.Min(pos.x - size.x / 2, left);
  27. top = Math.Max(size.y / 2 + pos.y, top);
  28. bottom = Math.Min(pos.y - size.y / 2, bottom);
  29. }
  30. Vector2 boundsSize = new Vector2(right - left, top - bottom);
  31. boundsSize = boundsSize * 100 * Math.Abs(parentObj.transform.localScale.x);
  32. return boundsSize;
  33. }
  34. //设置物体中心点
  35. public async void SetGameObjectCenter(GameObject parentObj)
  36. {
  37. await Task.Delay(5);
  38. Transform parent = parentObj.transform; // 2.选中技算
  39. Vector3 postion = parent.position;
  40. Quaternion rotation = parent.rotation;
  41. Vector3 scale = parent.localScale;
  42. parent.position = Vector3.zero;
  43. parent.rotation = Quaternion.Euler(Vector3.zero);
  44. parent.localScale = Vector3.one;
  45. Vector3 center = Vector3.zero;
  46. int index = 0;
  47. foreach (Transform t in parent)
  48. {
  49. string[] strs = t.name.Split('_');
  50. if (strs.Length > 1 && strs[1].IndexOf("e") >= 0) continue;//不计算特效大小
  51. BoxCollider2D render = t.GetComponent<BoxCollider2D>();
  52. if (render)
  53. {
  54. index++;
  55. center += render.bounds.center + new Vector3(render.offset.x, render.offset.y, 0);
  56. }
  57. }
  58. if (index > 0) center /= index;
  59. Bounds bounds = new Bounds(center, Vector3.zero);
  60. foreach (Transform t in parent)
  61. {
  62. string[] strs = t.name.Split('_');
  63. if (strs.Length > 1 && strs[1].IndexOf("e") >= 0) continue;
  64. BoxCollider2D render = t.GetComponent<BoxCollider2D>();
  65. if (render) bounds.Encapsulate(render.bounds);
  66. }
  67. parent.position = postion;
  68. parent.rotation = rotation;
  69. parent.localScale = scale;
  70. foreach (Transform t in parent)
  71. {
  72. string[] strs = t.parent.name.Split('_');
  73. if (strs.Length > 1 && strs[1].IndexOf("e") >= 0) continue;
  74. t.position = t.position - bounds.center;
  75. }
  76. parent.position = bounds.center + parent.position;
  77. }
  78. public GameObject GetFirstHitObj(RaycastHit2D[] hit2Ds)
  79. {
  80. int layer = int.MinValue;
  81. GameObject gameObject = null;
  82. for (int i = 0; i < hit2Ds.Length; i++)
  83. {
  84. ET.Log.Debug("GetFirstHitObj: name " + hit2Ds[i].collider.transform.parent.gameObject);
  85. int gameobjMaxlayer = GetMaxLayer(hit2Ds[i].collider.transform.parent.gameObject);
  86. ET.Log.Debug("GetFirstHitObj: Maxlayer " + gameobjMaxlayer);
  87. if (gameobjMaxlayer > layer)
  88. {
  89. layer = gameobjMaxlayer;
  90. gameObject = hit2Ds[i].collider.gameObject;
  91. }
  92. }
  93. return gameObject;
  94. }
  95. //是否点击在UI上
  96. public bool IsTouchUI(GComponent viewCom)
  97. {
  98. GObject obj = GRoot.inst.touchTarget;
  99. UI_PhotographUI _viewCom = UI_PhotographUI.Proxy(viewCom);
  100. return _viewCom.m_comSelectBox.m_btnSize.GetChild("icon").asLoader == obj || _viewCom.m_comSelectBox.m_btnDelete.GetChild("icon").asLoader == obj || _viewCom.m_comSelectBox.m_btnFlip.GetChild("icon").asLoader == obj || _viewCom.m_btnBack == obj || _viewCom.m_btnChoose.GetChild("icon").asLoader == obj || _viewCom.m_btnPhotograph.GetChild("icon").asLoader == obj || _viewCom.m_btnUp.GetChild("icon").asLoader == obj || _viewCom.m_btnDown.GetChild("icon").asLoader == obj || _viewCom.m_btnGalleryJoin.GetChild("icon").asLoader == obj;
  101. }
  102. public void SetLayer(GameObject hitGameObj, string state)
  103. {
  104. if (hitGameObj == null) return;
  105. List<GameObject> itemGameObjs = PhotographDataManager.Instance.itemGameObjs;
  106. if (state != "refresh")
  107. {
  108. int index = itemGameObjs.IndexOf(hitGameObj);
  109. if (index < 0)
  110. {
  111. index = itemGameObjs.IndexOf(hitGameObj.transform.parent.gameObject);
  112. }
  113. if (index == itemGameObjs.Count - 1 && state == "top") return;
  114. if (state != "top")
  115. {
  116. if (index < 0)
  117. {
  118. PromptController.Instance.ShowFloatTextPrompt("未选中任物品");
  119. return;
  120. }
  121. if (index == 0 && state == "down")
  122. {
  123. PromptController.Instance.ShowFloatTextPrompt("已经在最下层了");
  124. return;
  125. }
  126. if (index == itemGameObjs.Count - 1 && state == "up")
  127. {
  128. PromptController.Instance.ShowFloatTextPrompt("已经在最上层了");
  129. return;
  130. }
  131. }
  132. GameObject gameObject = itemGameObjs[index];
  133. itemGameObjs.RemoveAt(index);
  134. if (state == "up")
  135. {
  136. itemGameObjs.Insert((index + 1), gameObject);
  137. }
  138. else if (state == "down")
  139. {
  140. itemGameObjs.Insert((index - 1), gameObject);
  141. }
  142. else if (state == "top")
  143. {
  144. itemGameObjs.Add(gameObject);
  145. }
  146. else
  147. {
  148. PromptController.Instance.ShowFloatTextPrompt(state + "操作失败");
  149. return;
  150. }
  151. }
  152. for (int i = 0; i < itemGameObjs.Count; i++)
  153. {
  154. // ET.Log.Debug("SetLayer: name " + itemGameObjs[i].name);
  155. // ET.Log.Debug("SetLayer: GetMinLayer0 " + GetMinLayer(itemGameObjs[i]));
  156. // ET.Log.Debug("SetLayer: GetMaxLayer0 " + GetMaxLayer(itemGameObjs[i]));
  157. ChangeLayer(itemGameObjs[i], i * PhotographDataManager.layerCount, state);
  158. // ET.Log.Debug("SetLayer: GetMinLayer1 " + GetMinLayer(itemGameObjs[i]));
  159. // ET.Log.Debug("SetLayer: GetMaxLayer1 " + GetMaxLayer(itemGameObjs[i]));
  160. }
  161. }
  162. public void ChangeLayer(GameObject parentObj, int layer, string state)
  163. {
  164. int count = 0;
  165. if (state == "up" || state == "top")
  166. {
  167. int curMinLayer = GetMinLayer(parentObj);
  168. count = layer - curMinLayer;
  169. }
  170. else if (state == "down")
  171. {
  172. int curMaxLayer = GetMaxLayer(parentObj);
  173. count = layer - curMaxLayer;
  174. }
  175. int changeLayer = count;
  176. SpriteRenderer[] sps = parentObj.GetComponentsInChildren<SpriteRenderer>();//选中道具可能含有静态图
  177. for (int i = 0; i < sps.Length; i++)
  178. {
  179. int sortingOrder = sps[i].sortingOrder + changeLayer;
  180. sps[i].sortingOrder = sortingOrder;
  181. }
  182. ParticleSystem[] particleSystems = parentObj.GetComponentsInChildren<ParticleSystem>();
  183. for (int i = 0; i < particleSystems.Length; i++)//选中道具可能含有特效
  184. {
  185. var renderer = particleSystems[i].GetComponent<Renderer>();
  186. if (renderer != null)
  187. {
  188. renderer.sortingOrder = renderer.sortingOrder + changeLayer;
  189. }
  190. }
  191. MeshRenderer[] meshRenderers = parentObj.GetComponentsInChildren<MeshRenderer>();
  192. for (int i = 0; i < meshRenderers.Length; i++)
  193. {
  194. var renderer = meshRenderers[i].GetComponent<Renderer>();
  195. if (renderer != null)
  196. {
  197. renderer.sortingOrder = renderer.sortingOrder + changeLayer;
  198. }
  199. }
  200. CubismRenderController[] cubismRenders = parentObj.GetComponentsInChildren<CubismRenderController>();
  201. for (int i = 0; i < cubismRenders.Length; i++)
  202. {
  203. CubismRenderController render = cubismRenders[i];
  204. if (render != null && render.gameObject.activeSelf == true)
  205. {
  206. render.SortingOrder = render.SortingOrder + changeLayer;
  207. }
  208. }
  209. }
  210. public int GetMaxLayer(GameObject parentObj)
  211. {
  212. int layer = int.MinValue;
  213. for (int i = 0; i < parentObj.transform.childCount; i++)
  214. {
  215. GameObject gameObject = parentObj.transform.GetChild(i).gameObject;
  216. if (gameObject.activeSelf == false) continue;
  217. SpriteRenderer[] sprites = gameObject.GetComponentsInChildren<SpriteRenderer>();
  218. for (int j = 0; j < sprites.Length; j++)
  219. {
  220. if (sprites[j] != null && layer < sprites[j].sortingOrder)
  221. {
  222. layer = sprites[j].sortingOrder;
  223. }
  224. }
  225. ParticleSystem[] particles = gameObject.GetComponentsInChildren<ParticleSystem>();
  226. for (int j = 0; j < particles.Length; j++)
  227. {
  228. var renderer = particles[j].GetComponent<Renderer>();
  229. if (renderer != null && layer < renderer.sortingOrder)
  230. {
  231. layer = renderer.sortingOrder;
  232. }
  233. }
  234. MeshRenderer[] meshRenderers = gameObject.GetComponentsInChildren<MeshRenderer>();
  235. for (int j = 0; j < meshRenderers.Length; j++)
  236. {
  237. var renderer = meshRenderers[j].GetComponent<Renderer>();
  238. if (renderer != null && layer < renderer.sortingOrder)
  239. {
  240. layer = renderer.sortingOrder;
  241. }
  242. }
  243. CubismRenderController[] cubismRenders = parentObj.GetComponentsInChildren<CubismRenderController>();
  244. for (int j = 0; j < cubismRenders.Length; j++)
  245. {
  246. CubismRenderController cubism = cubismRenders[j];
  247. if (cubism != null && cubism.gameObject.activeSelf == true && layer < cubism.SortingOrder)
  248. {
  249. layer = cubism.SortingOrder;
  250. }
  251. }
  252. }
  253. return layer;
  254. }
  255. public int GetMinLayer(GameObject parentObj)
  256. {
  257. int layer = int.MaxValue;
  258. for (int i = 0; i < parentObj.transform.childCount; i++)
  259. {
  260. GameObject gameObject = parentObj.transform.GetChild(i).gameObject;
  261. if (gameObject.activeSelf == false) continue;
  262. SpriteRenderer[] sprites = gameObject.GetComponentsInChildren<SpriteRenderer>();
  263. for (int j = 0; j < sprites.Length; j++)
  264. {
  265. if (sprites[j] != null && sprites[j].sortingOrder < layer)
  266. {
  267. layer = sprites[j].sortingOrder;
  268. }
  269. }
  270. ParticleSystem[] particles = gameObject.GetComponentsInChildren<ParticleSystem>();
  271. for (int j = 0; j < particles.Length; j++)
  272. {
  273. var renderer = particles[j].GetComponent<Renderer>();
  274. if (renderer != null && renderer.sortingOrder < layer)
  275. {
  276. layer = renderer.sortingOrder;
  277. }
  278. }
  279. MeshRenderer[] meshRenderers = gameObject.GetComponentsInChildren<MeshRenderer>();
  280. for (int j = 0; j < meshRenderers.Length; j++)
  281. {
  282. var renderer = meshRenderers[j].GetComponent<Renderer>();
  283. if (renderer != null && renderer.sortingOrder < layer)
  284. {
  285. layer = renderer.sortingOrder;
  286. }
  287. }
  288. CubismRenderController[] cubismRenders = parentObj.GetComponentsInChildren<CubismRenderController>();
  289. for (int j = 0; j < cubismRenders.Length; j++)
  290. {
  291. CubismRenderController render = cubismRenders[j];
  292. if (render != null && render.gameObject.activeSelf == true && render.SortingOrder < layer)
  293. {
  294. layer = render.SortingOrder;
  295. }
  296. }
  297. }
  298. return layer;
  299. }
  300. public void SetBgPos(GameObject hitGameObj, Vector2 uiSize)
  301. {
  302. Vector2 size = hitGameObj.GetComponent<SpriteRenderer>().size;
  303. float deviationWidth = (size.x - uiSize.x / 100) / 2;
  304. float deviationHeigh = (size.y - uiSize.y / 100) / 2;
  305. Vector2 pos = hitGameObj.transform.position;
  306. if (pos.x <= -deviationWidth)
  307. {
  308. hitGameObj.transform.position = new Vector2(-deviationWidth, hitGameObj.transform.position.y);
  309. }
  310. if (pos.x >= deviationWidth)
  311. {
  312. hitGameObj.transform.position = new Vector2(deviationWidth, hitGameObj.transform.position.y);
  313. }
  314. if (pos.y <= -deviationHeigh)
  315. {
  316. hitGameObj.transform.position = new Vector2(hitGameObj.transform.position.x, -deviationHeigh);
  317. }
  318. if (pos.y >= deviationHeigh)
  319. {
  320. hitGameObj.transform.position = new Vector2(hitGameObj.transform.position.x, deviationHeigh);
  321. }
  322. }
  323. /// <summary>
  324. /// 将照片保存到本地
  325. /// </summary>
  326. public void SavePicturoToLocal(byte[] bytes, string fileName)
  327. {
  328. string path = Application.persistentDataPath + "/Pictures/WanshiJing/";
  329. //判断目录是否存在,不存在则会创建目录
  330. if (!Directory.Exists(path))
  331. {
  332. try
  333. {
  334. Directory.CreateDirectory(path);
  335. }
  336. catch (Exception exception)
  337. {
  338. throw new Exception("创建文件夹失败, error:" + exception.Message);
  339. }
  340. }
  341. var filePath = path + fileName;
  342. // byte[] bytes = tex.EncodeToJPG();//将纹理数据,转化成一个jpg图片
  343. File.WriteAllBytes(filePath, bytes);
  344. UpdateSystemPhoto(filePath);
  345. }
  346. //调用iOS或Android原生方法保存图片后更新相册.
  347. private void UpdateSystemPhoto(string filePath)
  348. {
  349. #if UNITY_ANDROID
  350. var SaveImageJavaClass = new AndroidJavaClass("com.gfg.gfglibrary.SaveImage"); //设置成我们aar库中的签名+类名
  351. SaveImageJavaClass.CallStatic("scanFile", filePath, "已保存至本地"); //这里我们可以设置保存成功弹窗内容
  352. #endif
  353. }
  354. }
  355. }