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. if (checkDefault)
  163. {
  164. TryCancelActionWhenPutOn(itemId);
  165. }
  166. checkRemoveSameType(subType);
  167. Add(itemId);
  168. }
  169. }
  170. else
  171. {
  172. if (!isAdd)
  173. {
  174. Remove(itemId);
  175. }
  176. }
  177. if (checkDefault)
  178. {
  179. checkDefaultItem();
  180. }
  181. }
  182. }
  183. public void checkRemoveSameType(int type)
  184. {
  185. int count = 0;
  186. int firstTeshuId = 0;
  187. for (int i = 0; i < _dressUpData.itemList.Count; i++)
  188. {
  189. int itemID = (int)_dressUpData.itemList[i];
  190. int subType = ItemUtilCS.GetItemSubType(itemID);
  191. if (subType == type
  192. || (type == ConstDressUpItemType.LIAN_YI_QUN && (subType == ConstDressUpItemType.SHANG_YI || subType == ConstDressUpItemType.XIA_ZHUANG || subType == ConstDressUpItemType.NEI_DA))
  193. || (type == ConstDressUpItemType.SHANG_YI && subType == ConstDressUpItemType.LIAN_YI_QUN)
  194. || (type == ConstDressUpItemType.XIA_ZHUANG && subType == ConstDressUpItemType.LIAN_YI_QUN)
  195. || (type == ConstDressUpItemType.NEI_DA && subType == ConstDressUpItemType.LIAN_YI_QUN))
  196. {
  197. Remove(itemID);
  198. i--;
  199. }
  200. if (subType > ConstDressUpItemType.TE_SHU)
  201. {
  202. if (count == 0)
  203. {
  204. firstTeshuId = itemID;
  205. }
  206. count++;
  207. }
  208. }
  209. if (type > ConstDressUpItemType.TE_SHU && count >= 3)
  210. {
  211. //特殊饰品最多穿三件,第四件会自动顶掉第一件
  212. Remove(firstTeshuId);
  213. }
  214. }
  215. //脱掉所有换装,换成默认装(不处理背景)
  216. public void TakeOffAll(bool checkDefault = true)
  217. {
  218. _dressUpData.suitId = 0;
  219. _dressUpData.actionId = 0;
  220. foreach (int itemID in itemList)
  221. {
  222. AddOrRemove(itemID, false, false, true);
  223. }
  224. if (checkDefault)
  225. {
  226. checkDefaultItem();
  227. UpdateWholeBodyView();
  228. }
  229. RoleLevelCfg roleLevelCfg = RoleLevelCfgArray.Instance.GetCfg(GameGlobal.myNumericComponent.GetAsInt(NumericType.Lvl));
  230. // FightDataManager.Instance.score = roleLevelCfg.baseScore;
  231. // foreach (int itemId in _dressUpData.itemList)
  232. // {
  233. // FightDataManager.Instance.score += ItemDataManager.GetItemAdditionScore(itemId, InstanceZonesDataManager.currentScoreType, InstanceZonesDataManager.currentFightTags);
  234. // }
  235. }
  236. //穿上或脱掉一个动作
  237. public void PutOnOrTakeOffAction(int actionId)
  238. {
  239. if (_dressUpData.actionId == actionId)
  240. {
  241. CancelAction();
  242. }
  243. else
  244. {
  245. PutOnAction(actionId);
  246. }
  247. }
  248. //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
  249. public void TryCancelActionWhenPutOn(int itemId)
  250. {
  251. if (_dressUpData.actionId > 0)
  252. {
  253. bool replaceableByAction = SuitCfgArray.Instance.CheckItemReaplaceableByAction(itemId, _dressUpData.actionId);
  254. if (!replaceableByAction)
  255. {
  256. CancelAction();
  257. _dressUpData.actionId = 0;
  258. }
  259. }
  260. }
  261. //刷新视图,用于新设置sceneobj后的初始显示
  262. private void UpdateRoleView()
  263. {
  264. PutOnDressUpData(DressUpDataClone());
  265. }
  266. /// <summary>
  267. /// 尝试穿戴配置套装
  268. /// </summary>
  269. /// <param name="id">套装id</param>
  270. /// <param name="tryShowAction">尝试穿上动作</param>
  271. /// <param name="excludeType">排除类型列表</param>
  272. /// <param name="showOptional">是否显示可选部件</param>
  273. /// <param name="CheckOwn">是否只显示主角拥有的部件</param>
  274. public void PutOnSuitCfg(int id, bool tryShowAction, int[] excludeType = null, bool showOptional = true, bool CheckOwn = true)
  275. {
  276. if (_dressUpData.suitId == id)
  277. {
  278. return;
  279. }
  280. TakeOffAll(false);
  281. _dressUpData.suitId = id;
  282. bool hasSuitActionRes = DressUpMenuSuitDataManager.CheckSuitHasActionRes(_dressUpData.suitId);
  283. _dressUpData.actionId = (hasSuitActionRes && tryShowAction) ? id : 0;
  284. SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(_dressUpData.suitId);
  285. List<int> items = new List<int>(suitCfg.partsArr);
  286. if (showOptional)
  287. {
  288. if (suitCfg.partsOptionalArr != null && suitCfg.partsOptionalArr.Length > 0)
  289. {
  290. items.AddRange(suitCfg.partsOptionalArr);
  291. }
  292. }
  293. int subType = 0;
  294. foreach (int itemId in items)
  295. {
  296. if (!CheckOwn || DressUpMenuItemDataManager.CheckHasItem(itemId))
  297. {
  298. subType = ItemUtilCS.GetItemSubType(itemId);
  299. bool replaceableByAction = SuitCfgArray.Instance.CheckItemReaplaceableByAction(itemId, suitId);
  300. if (!IsAction || replaceableByAction)
  301. {
  302. if (excludeType == null || Array.IndexOf(excludeType, subType) < 0)
  303. {
  304. AddOrRemove(itemId, false, true);
  305. }
  306. }
  307. }
  308. }
  309. checkDefaultItem();
  310. UpdateWholeBodyView();
  311. }
  312. //穿上一个动作
  313. public void PutOnAction(int actionId)
  314. {
  315. bool hasSuitActionRes = DressUpMenuSuitDataManager.CheckSuitHasActionRes(actionId);
  316. _dressUpData.actionId = actionId;
  317. if(hasSuitActionRes)
  318. {
  319. foreach (int itemId in itemList)
  320. {
  321. bool replaceableByAction = SuitCfgArray.Instance.CheckItemReaplaceableByAction(itemId, _dressUpData.actionId);
  322. if (!replaceableByAction)
  323. {
  324. AddOrRemove(itemId, false, false, true);
  325. }
  326. }
  327. }
  328. else
  329. {
  330. CancelAction(true);
  331. }
  332. checkDefaultItem();
  333. UpdateWholeBodyView();
  334. }
  335. //取消动作
  336. public void CancelAction(bool changeToStand = false)
  337. {
  338. if (_dressUpData.actionId <= 0)
  339. {
  340. return;
  341. }
  342. var tempActionId = _dressUpData.actionId;
  343. _dressUpData.actionId = 0;
  344. if (changeToStand)
  345. {
  346. SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(tempActionId);
  347. List<int> items = new List<int>(suitCfg.partsArr);
  348. if (suitCfg.partsOptionalArr != null && suitCfg.partsOptionalArr.Length > 0)
  349. {
  350. items.AddRange(suitCfg.partsOptionalArr);
  351. }
  352. foreach (int itemId in items)
  353. {
  354. if (DressUpMenuItemDataManager.CheckHasItem(itemId))
  355. {
  356. bool replaceableByAction = SuitCfgArray.Instance.CheckItemReaplaceableByAction(itemId, tempActionId);
  357. if (!replaceableByAction)
  358. {
  359. AddOrRemove(itemId, false, true);
  360. }
  361. }
  362. }
  363. }
  364. UpdateRoleView();
  365. }
  366. //穿戴一组换装数据
  367. public void PutOnDressUpData(DressUpData dressUpData)
  368. {
  369. TakeOffAll(false);
  370. _dressUpData.suitId = dressUpData.suitId;
  371. _dressUpData.actionId = dressUpData.actionId;
  372. if (dressUpData.bgId > 0)
  373. {
  374. AddOrRemove(dressUpData.bgId, false);
  375. }
  376. foreach (int itemID in dressUpData.itemList)
  377. {
  378. AddOrRemove(itemID, false, true);
  379. }
  380. checkDefaultItem();
  381. UpdateWholeBodyView();
  382. }
  383. //穿戴默认换装数据
  384. public void PutOnDefaultDressUpData()
  385. {
  386. PutOnDressUpData(DressUpData.CreateDefault());
  387. }
  388. //穿戴一组散件数据(会先脱掉原来的再穿)
  389. public void PutOnItemList(List<int> itemList)
  390. {
  391. TakeOffAll(false);
  392. foreach (int itemID in itemList)
  393. {
  394. AddOrRemove(itemID, false, true);
  395. }
  396. checkDefaultItem();
  397. UpdateWholeBodyView();
  398. }
  399. public int GetItemIdBuyType(int subType)
  400. {
  401. for (int i = 0; i < itemList.Count; i++)
  402. {
  403. 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)
  404. {
  405. if (subType == ItemUtilCS.GetItemSubType(itemList[i]))
  406. {
  407. return itemList[i];
  408. }
  409. }
  410. }
  411. if (suitId > 0)
  412. {
  413. return suitId;
  414. }
  415. return 0;
  416. }
  417. private void Add(int itemId)
  418. {
  419. if (!_showSceneType)
  420. {
  421. if (DressUpMenuItemCfg1Array.Instance.CheckIsSceneType(itemId))
  422. {
  423. return;
  424. }
  425. }
  426. if (!_dressUpData.itemList.Contains(itemId))
  427. {
  428. _dressUpData.itemList.Add(itemId);
  429. bool showAni = IsAction || DressUpMenuItemCfg1Array.Instance.CheckIsSceneType(itemId);
  430. DressUpUtil.AddItem(itemId, _sceneObj, _needSetMask, showAni, _roleObj);
  431. // FightDataManager.Instance.score += ItemDataManager.GetItemAdditionScore(itemId, InstanceZonesDataManager.currentScoreType, InstanceZonesDataManager.currentFightTags);
  432. }
  433. }
  434. private void Remove(int itemId)
  435. {
  436. if (_dressUpData.itemList == null)
  437. {
  438. return;
  439. }
  440. if (_dressUpData.itemList.Contains(itemId))
  441. {
  442. _dressUpData.itemList.Remove(itemId);
  443. DressUpUtil.RemoveItem(itemId, _sceneObj, _roleObj);
  444. // FightDataManager.Instance.score -= ItemDataManager.GetItemAdditionScore(itemId, InstanceZonesDataManager.currentScoreType, InstanceZonesDataManager.currentFightTags);
  445. }
  446. }
  447. //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
  448. private int CheckCurDressIsSuit()
  449. {
  450. var suitId = 0;
  451. var suitIdList = new List<int>();
  452. for (int i = 0; i < _dressUpData.itemList.Count; i++)
  453. {
  454. int itemSuitId = SuitCfgArray.Instance.GetSuitIdOfItem(_dressUpData.itemList[i]);
  455. if (!suitIdList.Contains(itemSuitId))
  456. {
  457. suitIdList.Add(itemSuitId);
  458. }
  459. }
  460. foreach (var itemSuitId in suitIdList)
  461. {
  462. if (CheckSuitIsOn(itemSuitId))
  463. {
  464. suitId = itemSuitId;
  465. break;
  466. }
  467. }
  468. _dressUpData.suitId = suitId;
  469. return _dressUpData.suitId;
  470. }
  471. private void checkDefaultItem()
  472. {
  473. //是否有头发
  474. bool hasFaXing = false;
  475. //检查默认资源
  476. //是否有连衣裙
  477. bool hasLianYiQun = false;
  478. //是否有内搭
  479. bool hasNeiDa = false;
  480. //是否有上衣
  481. bool hasShangYi = false;
  482. //是否有下装
  483. bool hasXiaZhuang = false;
  484. //是否有默认内搭
  485. bool hasNeiDaDefault = false;
  486. //是否有默认下装
  487. bool hasXiaZhuangDefault = false;
  488. for (int i = 0; i < _dressUpData.itemList.Count; i++)
  489. {
  490. int itemID = (int)_dressUpData.itemList[i];
  491. int subType = ItemUtilCS.GetItemSubType(itemID);
  492. if (subType == (int)ConstDressUpItemType.FA_XING)
  493. {
  494. hasFaXing = true;
  495. }
  496. else if (subType == ConstDressUpItemType.LIAN_YI_QUN)
  497. {
  498. hasLianYiQun = true;
  499. }
  500. else if (subType == ConstDressUpItemType.NEI_DA)
  501. {
  502. hasNeiDa = true;
  503. }
  504. else if (subType == ConstDressUpItemType.XIA_ZHUANG)
  505. {
  506. hasXiaZhuang = true;
  507. }
  508. else if (subType == ConstDressUpItemType.SHANG_YI)
  509. {
  510. hasShangYi = true;
  511. }
  512. if (itemID == ConstItemID.DEFULT_NEI_DA)
  513. {
  514. hasNeiDaDefault = true;
  515. }
  516. else if (itemID == ConstItemID.DEFULT_XIA_ZHUANG)
  517. {
  518. hasXiaZhuangDefault = true;
  519. }
  520. }
  521. if (!hasFaXing)
  522. {
  523. Add(ConstItemID.DEFULT_FA_XING);
  524. }
  525. if (!IsAction)
  526. {
  527. if (!hasLianYiQun)
  528. {
  529. if (!hasShangYi && (!hasNeiDa || hasNeiDaDefault) && (!hasXiaZhuang || hasXiaZhuangDefault))
  530. {
  531. Remove(ConstItemID.DEFULT_XIA_ZHUANG);
  532. Remove(ConstItemID.DEFULT_NEI_DA);
  533. Add(ConstItemID.DEFULT_LIAN_YI_QUN);
  534. }
  535. else
  536. {
  537. if (!hasXiaZhuang)
  538. {
  539. Add(ConstItemID.DEFULT_XIA_ZHUANG);
  540. }
  541. if (!hasNeiDa)
  542. {
  543. Add(ConstItemID.DEFULT_NEI_DA);
  544. }
  545. }
  546. }
  547. }
  548. CheckCurDressIsSuit();
  549. }
  550. //更新整个身体层(包括头和躯干)
  551. private void UpdateWholeBodyView()
  552. {
  553. if (IsAction)
  554. {
  555. SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(_dressUpData.actionId);
  556. var hasAniRes = ResPathUtil.CheckDressUpAnimationExist(suitCfg.aniRes);
  557. var res = hasAniRes ? suitCfg.aniRes : null;
  558. DressUpUtil.UpdateWholeBody(res, _sceneObj, hasAniRes, res, false, _roleObj);
  559. }
  560. else
  561. {
  562. DressUpUtil.UpdateWholeBody(null, _sceneObj, false, null, _needSetMask, _roleObj);
  563. }
  564. }
  565. }
  566. }