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- using UnityEngine;
- using System.Collections;
- using System;
- using UnityEditor;
- using FairyGUI;
- namespace GFGGame
- {
- public class SceneController
- {
- public static void UpdateLoginScene(GameObject sceneObj)
- {
- //背景
- Transform tf = sceneObj.transform.Find("Bg");
- SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
- var resPath = ResPathUtil.GetDressUpPath("jhsy_bg", "jpg");
- Sprite sp = GFGAsset.Load<Sprite>(resPath);
- DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);
- spr.sprite = sp;
- //角色
- DressUpUtil.UpdateBody("ui_loginrole", sceneObj, true, null);
- }
- public static void UpdateMainScene(GameObject sceneObj)
- {
- //背景
- Transform tf = sceneObj.transform.Find("Bg");
- SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
- var resPath = ResPathUtil.GetDressUpPath("zjm_bg1", "jpg");
- Sprite sp = GFGAsset.Load<Sprite>(resPath);
- DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);
- spr.sprite = sp;
- //角色
- CustomSuitData suitSavedData = CustomSuitDataManager.GetCurrentSuitList();
- int[] equipDatas = suitSavedData.equipDatas;
- UpdateRole(equipDatas, sceneObj, false);
- if (suitSavedData.pic > 0 && suitSavedData.suitId > 0)
- {
- SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(suitSavedData.suitId);
- DressUpUtil.UpdateBody(suitCfg.picRes, sceneObj, !string.IsNullOrEmpty(suitCfg.aniRes), suitCfg.effRes);
- }
- else
- {
- DressUpUtil.UpdateBody(null, sceneObj);
- }
- }
- public static void UpdateRole(int[] equipDatas, GameObject sceneObj, bool needSetMask = false, int[] exceptTypes = null, bool showAni = true, GameObject parentObj = null)
- {
- Reset(sceneObj);
- int count = equipDatas.Length;
- for (int i = 0; i < count; i++)
- {
- int id = (int)equipDatas[i];
- if (exceptTypes != null)
- {
- int subType = ItemUtil.GetItemSubType(id);
- if (Array.IndexOf(exceptTypes, subType) >= 0)
- {
- continue;
- }
- }
- DressUpUtil.AddItem(id, sceneObj, needSetMask, showAni, parentObj);
- }
- DressUpUtil.UpdateBody(null, sceneObj, false, null, needSetMask, parentObj);
- }
- public static void UpdateDialogBg(string value, GameObject sceneObj)
- {
- Transform tf = sceneObj.transform.Find("Bg");
- SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
- if (value == "0")
- {
- spr.sprite = null;
- }
- else
- {
- var resPath = ResPathUtil.GetDressUpPath(value, "jpg");
- Sprite sp = GFGAsset.Load<Sprite>(resPath);
- DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);
- spr.sprite = sp;
- }
- }
- public static void UpdateDialogPic(string value, GameObject sceneObj)
- {
- Transform tf = sceneObj.transform.Find("Pic");
- SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
- if (value == "0")
- {
- spr.sprite = null;
- }
- else
- {
- void UpdateDialogPicAlpha(object param)
- {
- Color c = spr.color;
- if (spr.enabled && c.a < 1f)
- {
- c.a += 0.05f;
- spr.color = c;
- }
- else
- {
- FairyGUI.Timers.inst.Remove(UpdateDialogPicAlpha);
- }
- }
- var resPath = ResPathUtil.GetNpcPicSPath(value);
- Sprite sp = GFGAsset.Load<Sprite>(resPath);
- DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);
- spr.sprite = sp;
- Color c = spr.color;
- c.a = 0f;
- spr.color = c;
- FairyGUI.Timers.inst.AddUpdate(UpdateDialogPicAlpha);
- }
- }
- public static void UpdateFightTarget(string value, GameObject sceneObj)
- {
- Transform tf = sceneObj.transform.Find("Npc");
- SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
- var resPath = ResPathUtil.GetNpcPicFPath(value);
- Sprite sp = GFGAsset.Load<Sprite>(resPath);
- DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);
- spr.sprite = sp;
- }
- private static void Reset(GameObject sceneObj)
- {
- //背景层次
- Transform bg = sceneObj.transform.Find("Bg");
- if (bg != null)
- {
- SpriteRenderer spr = bg.GetComponent<SpriteRenderer>();
- if (spr != null)
- {
- ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(ConstDressUpItemType.BEI_JING);
- spr.sortingOrder = typeCfg.defaultLayer;
- }
- }
- //角色清理
- Transform role = sceneObj.transform.Find("Role");
- if (role != null)
- {
- int childCount = role.childCount;
- for (int i = childCount - 1; i >= 0; --i)
- {
- Transform child = role.GetChild(i);
- if (child.gameObject.name != "Body")
- {
- GameObject.DestroyImmediate(child.gameObject);
- }
- }
- }
- }
- public static void UpdatePhotographBody(int[] equipDatas, GameObject sceneObj, bool needSetMask = false, int[] exceptTypes = null, bool showAni = true, GameObject parentObj = null)
- {
- SceneController.UpdateRole(equipDatas, sceneObj, false, null, false, parentObj);
- if (EquipDataCache.cacher.IsSuitPic && EquipDataCache.cacher.suitId > 0)
- {
- SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(EquipDataCache.cacher.suitId);
- DressUpUtil.UpdateBody(suitCfg.picRes, sceneObj, false, null, false, parentObj);
- }
- GameObject gameObject = sceneObj.transform.Find("Scene/Role/Body").gameObject;
- SceneController.PhotographAddCollider(gameObject);
- }
- public static void UpdatePhotographBgOrNpcOrBorder(GameObject sceneObj, EnumPhotographType type, int itemId, int maxlayer, out int maxLayer)
- {
- maxLayer = maxlayer;
- string objName = "";
- ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
- var resPath = ""; ResPathUtil.GetDressUpPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
- if (type == EnumPhotographType.BG)
- {
- objName = "Bg/BgRes";
- resPath = ResPathUtil.GetDressUpPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
- }
- else if (type == EnumPhotographType.NPC)
- {
- objName = "Scene/Npc/NpcRes";
- resPath = ResPathUtil.GetNpcPicFPath(itemCfg.res);
- }
- else if (type == EnumPhotographType.BORDER)
- {
- objName = "Border/BorderRes";
- resPath = ResPathUtil.GetDressUpPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
- }
- Transform tf = sceneObj.transform.Find(objName);
- tf.position = Vector3.zero;
- SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
- if (spr == null)
- {
- tf.gameObject.AddComponent<SpriteRenderer>();
- spr = tf.GetComponent<SpriteRenderer>();
- }
- DressUpUtil.ChangeAssetReleaser(tf.gameObject, resPath);
- Sprite sp = GFGAsset.Load<Sprite>(resPath);
- spr.sprite = sp;
- spr.size = spr.sprite.bounds.size;//将节点设置为原图大小
- if (type == EnumPhotographType.BG)
- {
- ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(ConstDressUpItemType.BEI_JING);
- spr.sortingOrder = typeCfg.defaultLayer;
- }
- if (type == EnumPhotographType.NPC)
- {
- maxlayer++;
- maxLayer = maxlayer;
- spr.sortingOrder = maxLayer;
- }
- if (type != EnumPhotographType.BORDER)//边框不加碰撞盒
- {
- PhotographAddCollider(tf.gameObject);
- }
- }
- //添加碰撞盒
- public static void PhotographAddCollider(GameObject gameObject)
- {
- BoxCollider2D polygonCollider2D = gameObject.GetComponent<BoxCollider2D>();
- if (polygonCollider2D != null)
- {
- GameObject.Destroy(polygonCollider2D);
- }
- polygonCollider2D = gameObject.AddComponent<BoxCollider2D>();
- polygonCollider2D.isTrigger = true;
- }
- //场景添加单个道具
- public static void AddItemToScene(GameObject sceneObj, int itemId, int index, int resLayer = int.MinValue)
- {
- ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
- //普通层
- if (itemCfg.resLayer1 > 0)
- {
- var parentGameObj = new GameObject(string.Format("{0}_{1}_{2}", itemId, index, itemCfg.resLayer1));
- parentGameObj.transform.SetParent(sceneObj.transform.Find("Scene"), false);
- DressUpUtil.AddItem(itemId, sceneObj, false, false, parentGameObj, itemCfg.resLayer1, resLayer);
- SceneController.PhotographAddCollider(parentGameObj.transform.GetChild(0).gameObject);
- }
- //特殊层
- if (itemCfg.resLayer2 > 0)
- {
- var parentGameObj = new GameObject(string.Format("{0}_{1}_{2}", itemId, index, itemCfg.resLayer2));
- parentGameObj.transform.SetParent(sceneObj.transform.Find("Scene"), false);
- DressUpUtil.AddItem(itemId, sceneObj, false, false, parentGameObj, itemCfg.resLayer2, resLayer);
- SceneController.PhotographAddCollider(parentGameObj.transform.GetChild(0).gameObject);
- }
- }
- //传入父物体,根据所有子物体大小计算父物体边框大小
- public static Vector2 GetGameObjectSize(GameObject parentObj)
- {
- Vector2 size = Vector2.one;
- for (int i = 0; i < parentObj.transform.childCount; i++)
- {
- GameObject childGameObj = parentObj.transform.GetChild(i).gameObject;
- BoxCollider2D boxCollider2D = childGameObj.GetComponent<BoxCollider2D>();
- if (boxCollider2D != null)
- {
- return boxCollider2D.size * childGameObj.transform.localScale * parentObj.transform.localScale * 100;
- }
- }
- return Vector2.zero;
- }
- //设置物体中心点
- public static void SetGameObjectCenter(GameObject parentObj)
- {
- Transform parent = parentObj.transform;
- Vector3 postion = parent.position;
- Quaternion rotation = parent.rotation;
- Vector3 scale = parent.localScale;
- parent.position = Vector3.zero;
- parent.rotation = Quaternion.Euler(Vector3.zero);
- parent.localScale = Vector3.one;
- Vector3 center = Vector3.zero;
- Renderer[] renders = parent.GetComponentsInChildren<Renderer>();
- foreach (Renderer child in renders)
- {
- center += child.bounds.center;
- }
- center /= parent.GetComponentsInChildren<Transform>().Length;
- Bounds bounds = new Bounds(center, Vector3.zero);
- foreach (Renderer child in renders)
- {
- bounds.Encapsulate(child.bounds);
- }
- parent.position = postion;
- parent.rotation = rotation;
- parent.localScale = scale;
- foreach (Transform t in parent)
- {
- t.position = t.position - bounds.center;
- }
- parent.transform.position = bounds.center + parent.position;
- }
- //输入变换前后的向量,返回旋转角度
- public static float GetRotationAngle(Vector3 lastRotation, Vector3 curRotation)
- {
- float angle = Vector3.Angle(lastRotation, curRotation); //求出两向量之间的夹角
- Vector3 normal = Vector3.Cross(lastRotation, curRotation);//叉乘求出法线向量
- 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
- return angle;
- }
- public static GameObject GetFirstHitObj(RaycastHit2D[] hit2Ds)
- {
- int layer = int.MinValue;
- GameObject gameObject = null;
- for (int i = 0; i < hit2Ds.Length; i++)
- {
- SpriteRenderer spr = hit2Ds[i].collider.gameObject.GetComponent<SpriteRenderer>();
- if (spr && spr.sortingOrder > layer)
- {
- gameObject = hit2Ds[i].collider.gameObject;
- layer = spr.sortingOrder;
- }
- }
- return gameObject;
- }
- public static void AddObjectToView(GameObject _gameObject, GoWrapper _wrapper, GGraph holder, string res, out GameObject gameObject, out GoWrapper wrapper, float scale = 100)
- {
- if (_gameObject != null)
- {
- GameObject.Destroy(_gameObject);
- _gameObject = null;
- }
- _gameObject = DressUpUtil.AddAnimationObj(res);
- _gameObject.transform.localScale = new Vector3(scale, scale, scale);
- if (_wrapper == null)
- {
- _wrapper = new GoWrapper(_gameObject);
- holder.SetNativeObject(_wrapper);
- }
- else
- {
- _wrapper.wrapTarget = _gameObject;//替换资源
- }
- wrapper = _wrapper;
- gameObject = _gameObject;
- }
- }
- }
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