SceneController.cs 14 KB

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  1. using UnityEngine;
  2. using System.Collections;
  3. using System;
  4. using UnityEditor;
  5. using FairyGUI;
  6. namespace GFGGame
  7. {
  8. public class SceneController
  9. {
  10. public static void UpdateLoginScene(GameObject sceneObj)
  11. {
  12. //背景
  13. Transform tf = sceneObj.transform.Find("Bg");
  14. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  15. var resPath = ResPathUtil.GetDressUpPath("jhsy_bg", "jpg");
  16. Sprite sp = GFGAsset.Load<Sprite>(resPath);
  17. DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);
  18. spr.sprite = sp;
  19. //角色
  20. DressUpUtil.UpdateBody("ui_loginrole", sceneObj, true, null);
  21. }
  22. public static void UpdateMainScene(GameObject sceneObj)
  23. {
  24. //背景
  25. Transform tf = sceneObj.transform.Find("Bg");
  26. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  27. var resPath = ResPathUtil.GetDressUpPath("zjm_bg1", "jpg");
  28. Sprite sp = GFGAsset.Load<Sprite>(resPath);
  29. DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);
  30. spr.sprite = sp;
  31. //角色
  32. CustomSuitData suitSavedData = CustomSuitDataManager.GetCurrentSuitList();
  33. int[] equipDatas = suitSavedData.equipDatas;
  34. UpdateRole(equipDatas, sceneObj, false);
  35. if (suitSavedData.pic > 0 && suitSavedData.suitId > 0)
  36. {
  37. SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(suitSavedData.suitId);
  38. DressUpUtil.UpdateBody(suitCfg.picRes, sceneObj, !string.IsNullOrEmpty(suitCfg.aniRes), suitCfg.effRes);
  39. }
  40. else
  41. {
  42. DressUpUtil.UpdateBody(null, sceneObj);
  43. }
  44. }
  45. public static void UpdateRole(int[] equipDatas, GameObject sceneObj, bool needSetMask = false, int[] exceptTypes = null, bool showAni = true, GameObject parentObj = null)
  46. {
  47. Reset(sceneObj);
  48. int count = equipDatas.Length;
  49. for (int i = 0; i < count; i++)
  50. {
  51. int id = (int)equipDatas[i];
  52. if (exceptTypes != null)
  53. {
  54. int subType = ItemUtil.GetItemSubType(id);
  55. if (Array.IndexOf(exceptTypes, subType) >= 0)
  56. {
  57. continue;
  58. }
  59. }
  60. DressUpUtil.AddItem(id, sceneObj, needSetMask, showAni, parentObj);
  61. }
  62. DressUpUtil.UpdateBody(null, sceneObj, false, null, needSetMask, parentObj);
  63. }
  64. public static void UpdateDialogBg(string value, GameObject sceneObj)
  65. {
  66. Transform tf = sceneObj.transform.Find("Bg");
  67. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  68. if (value == "0")
  69. {
  70. spr.sprite = null;
  71. }
  72. else
  73. {
  74. var resPath = ResPathUtil.GetDressUpPath(value, "jpg");
  75. Sprite sp = GFGAsset.Load<Sprite>(resPath);
  76. DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);
  77. spr.sprite = sp;
  78. }
  79. }
  80. public static void UpdateDialogPic(string value, GameObject sceneObj)
  81. {
  82. Transform tf = sceneObj.transform.Find("Pic");
  83. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  84. if (value == "0")
  85. {
  86. spr.sprite = null;
  87. }
  88. else
  89. {
  90. void UpdateDialogPicAlpha(object param)
  91. {
  92. Color c = spr.color;
  93. if (spr.enabled && c.a < 1f)
  94. {
  95. c.a += 0.05f;
  96. spr.color = c;
  97. }
  98. else
  99. {
  100. FairyGUI.Timers.inst.Remove(UpdateDialogPicAlpha);
  101. }
  102. }
  103. var resPath = ResPathUtil.GetNpcPicSPath(value);
  104. Sprite sp = GFGAsset.Load<Sprite>(resPath);
  105. DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);
  106. spr.sprite = sp;
  107. Color c = spr.color;
  108. c.a = 0f;
  109. spr.color = c;
  110. FairyGUI.Timers.inst.AddUpdate(UpdateDialogPicAlpha);
  111. }
  112. }
  113. public static void UpdateFightTarget(string value, GameObject sceneObj)
  114. {
  115. Transform tf = sceneObj.transform.Find("Npc");
  116. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  117. var resPath = ResPathUtil.GetNpcPicFPath(value);
  118. Sprite sp = GFGAsset.Load<Sprite>(resPath);
  119. DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);
  120. spr.sprite = sp;
  121. }
  122. private static void Reset(GameObject sceneObj)
  123. {
  124. //背景层次
  125. Transform bg = sceneObj.transform.Find("Bg");
  126. if (bg != null)
  127. {
  128. SpriteRenderer spr = bg.GetComponent<SpriteRenderer>();
  129. if (spr != null)
  130. {
  131. ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(ConstDressUpItemType.BEI_JING);
  132. spr.sortingOrder = typeCfg.defaultLayer;
  133. }
  134. }
  135. //角色清理
  136. Transform role = sceneObj.transform.Find("Role");
  137. if (role != null)
  138. {
  139. int childCount = role.childCount;
  140. for (int i = childCount - 1; i >= 0; --i)
  141. {
  142. Transform child = role.GetChild(i);
  143. if (child.gameObject.name != "Body")
  144. {
  145. GameObject.DestroyImmediate(child.gameObject);
  146. }
  147. }
  148. }
  149. }
  150. public static void UpdatePhotographBody(int[] equipDatas, GameObject sceneObj, bool needSetMask = false, int[] exceptTypes = null, bool showAni = true, GameObject parentObj = null)
  151. {
  152. SceneController.UpdateRole(equipDatas, sceneObj, false, null, false, parentObj);
  153. if (EquipDataCache.cacher.IsSuitPic && EquipDataCache.cacher.suitId > 0)
  154. {
  155. SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(EquipDataCache.cacher.suitId);
  156. DressUpUtil.UpdateBody(suitCfg.picRes, sceneObj, false, null, false, parentObj);
  157. }
  158. GameObject gameObject = sceneObj.transform.Find("Scene/Role/Body").gameObject;
  159. SceneController.PhotographAddCollider(gameObject);
  160. }
  161. public static void UpdatePhotographBgOrNpcOrBorder(GameObject sceneObj, EnumPhotographType type, int itemId, int maxlayer, out int maxLayer)
  162. {
  163. maxLayer = maxlayer;
  164. string objName = "";
  165. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  166. var resPath = ""; ResPathUtil.GetDressUpPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
  167. if (type == EnumPhotographType.BG)
  168. {
  169. objName = "Bg/BgRes";
  170. resPath = ResPathUtil.GetDressUpPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
  171. }
  172. else if (type == EnumPhotographType.NPC)
  173. {
  174. objName = "Scene/Npc/NpcRes";
  175. resPath = ResPathUtil.GetNpcPicFPath(itemCfg.res);
  176. }
  177. else if (type == EnumPhotographType.BORDER)
  178. {
  179. objName = "Border/BorderRes";
  180. resPath = ResPathUtil.GetDressUpPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
  181. }
  182. Transform tf = sceneObj.transform.Find(objName);
  183. tf.position = Vector3.zero;
  184. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  185. if (spr == null)
  186. {
  187. tf.gameObject.AddComponent<SpriteRenderer>();
  188. spr = tf.GetComponent<SpriteRenderer>();
  189. }
  190. DressUpUtil.ChangeAssetReleaser(tf.gameObject, resPath);
  191. Sprite sp = GFGAsset.Load<Sprite>(resPath);
  192. spr.sprite = sp;
  193. spr.size = spr.sprite.bounds.size;//将节点设置为原图大小
  194. if (type == EnumPhotographType.BG)
  195. {
  196. ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(ConstDressUpItemType.BEI_JING);
  197. spr.sortingOrder = typeCfg.defaultLayer;
  198. }
  199. if (type == EnumPhotographType.NPC)
  200. {
  201. maxlayer++;
  202. maxLayer = maxlayer;
  203. spr.sortingOrder = maxLayer;
  204. }
  205. if (type != EnumPhotographType.BORDER)//边框不加碰撞盒
  206. {
  207. PhotographAddCollider(tf.gameObject);
  208. }
  209. }
  210. //添加碰撞盒
  211. public static void PhotographAddCollider(GameObject gameObject)
  212. {
  213. BoxCollider2D polygonCollider2D = gameObject.GetComponent<BoxCollider2D>();
  214. if (polygonCollider2D != null)
  215. {
  216. GameObject.Destroy(polygonCollider2D);
  217. }
  218. polygonCollider2D = gameObject.AddComponent<BoxCollider2D>();
  219. polygonCollider2D.isTrigger = true;
  220. }
  221. //场景添加单个道具
  222. public static void AddItemToScene(GameObject sceneObj, int itemId, int index, int resLayer = int.MinValue)
  223. {
  224. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  225. //普通层
  226. if (itemCfg.resLayer1 > 0)
  227. {
  228. var parentGameObj = new GameObject(string.Format("{0}_{1}_{2}", itemId, index, itemCfg.resLayer1));
  229. parentGameObj.transform.SetParent(sceneObj.transform.Find("Scene"), false);
  230. DressUpUtil.AddItem(itemId, sceneObj, false, false, parentGameObj, itemCfg.resLayer1, resLayer);
  231. SceneController.PhotographAddCollider(parentGameObj.transform.GetChild(0).gameObject);
  232. }
  233. //特殊层
  234. if (itemCfg.resLayer2 > 0)
  235. {
  236. var parentGameObj = new GameObject(string.Format("{0}_{1}_{2}", itemId, index, itemCfg.resLayer2));
  237. parentGameObj.transform.SetParent(sceneObj.transform.Find("Scene"), false);
  238. DressUpUtil.AddItem(itemId, sceneObj, false, false, parentGameObj, itemCfg.resLayer2, resLayer);
  239. SceneController.PhotographAddCollider(parentGameObj.transform.GetChild(0).gameObject);
  240. }
  241. }
  242. //传入父物体,根据所有子物体大小计算父物体边框大小
  243. public static Vector2 GetGameObjectSize(GameObject parentObj)
  244. {
  245. Vector2 size = Vector2.one;
  246. for (int i = 0; i < parentObj.transform.childCount; i++)
  247. {
  248. GameObject childGameObj = parentObj.transform.GetChild(i).gameObject;
  249. BoxCollider2D boxCollider2D = childGameObj.GetComponent<BoxCollider2D>();
  250. if (boxCollider2D != null)
  251. {
  252. return boxCollider2D.size * childGameObj.transform.localScale * parentObj.transform.localScale * 100;
  253. }
  254. }
  255. return Vector2.zero;
  256. }
  257. //设置物体中心点
  258. public static void SetGameObjectCenter(GameObject parentObj)
  259. {
  260. Transform parent = parentObj.transform;
  261. Vector3 postion = parent.position;
  262. Quaternion rotation = parent.rotation;
  263. Vector3 scale = parent.localScale;
  264. parent.position = Vector3.zero;
  265. parent.rotation = Quaternion.Euler(Vector3.zero);
  266. parent.localScale = Vector3.one;
  267. Vector3 center = Vector3.zero;
  268. Renderer[] renders = parent.GetComponentsInChildren<Renderer>();
  269. foreach (Renderer child in renders)
  270. {
  271. center += child.bounds.center;
  272. }
  273. center /= parent.GetComponentsInChildren<Transform>().Length;
  274. Bounds bounds = new Bounds(center, Vector3.zero);
  275. foreach (Renderer child in renders)
  276. {
  277. bounds.Encapsulate(child.bounds);
  278. }
  279. parent.position = postion;
  280. parent.rotation = rotation;
  281. parent.localScale = scale;
  282. foreach (Transform t in parent)
  283. {
  284. t.position = t.position - bounds.center;
  285. }
  286. parent.transform.position = bounds.center + parent.position;
  287. }
  288. //输入变换前后的向量,返回旋转角度
  289. public static float GetRotationAngle(Vector3 lastRotation, Vector3 curRotation)
  290. {
  291. float angle = Vector3.Angle(lastRotation, curRotation); //求出两向量之间的夹角
  292. Vector3 normal = Vector3.Cross(lastRotation, curRotation);//叉乘求出法线向量
  293. 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
  294. return angle;
  295. }
  296. public static GameObject GetFirstHitObj(RaycastHit2D[] hit2Ds)
  297. {
  298. int layer = int.MinValue;
  299. GameObject gameObject = null;
  300. for (int i = 0; i < hit2Ds.Length; i++)
  301. {
  302. SpriteRenderer spr = hit2Ds[i].collider.gameObject.GetComponent<SpriteRenderer>();
  303. if (spr && spr.sortingOrder > layer)
  304. {
  305. gameObject = hit2Ds[i].collider.gameObject;
  306. layer = spr.sortingOrder;
  307. }
  308. }
  309. return gameObject;
  310. }
  311. public static void AddObjectToView(GameObject _gameObject, GoWrapper _wrapper, GGraph holder, string res, out GameObject gameObject, out GoWrapper wrapper, float scale = 100)
  312. {
  313. if (_gameObject != null)
  314. {
  315. GameObject.Destroy(_gameObject);
  316. _gameObject = null;
  317. }
  318. _gameObject = DressUpUtil.AddAnimationObj(res);
  319. _gameObject.transform.localScale = new Vector3(scale, scale, scale);
  320. if (_wrapper == null)
  321. {
  322. _wrapper = new GoWrapper(_gameObject);
  323. holder.SetNativeObject(_wrapper);
  324. }
  325. else
  326. {
  327. _wrapper.wrapTarget = _gameObject;//替换资源
  328. }
  329. wrapper = _wrapper;
  330. gameObject = _gameObject;
  331. }
  332. }
  333. }