SceneController.cs 7.2 KB

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  1. using UnityEngine;
  2. using System.Collections;
  3. using YooAsset;
  4. using Live2D.Cubism.Rendering;
  5. //using System.Collections.Generic;
  6. using FairyGUI;
  7. //using DG.Tweening;
  8. namespace GFGGame
  9. {
  10. public class SceneController
  11. {
  12. public static void UpdateMainScene(GameObject sceneObj)
  13. {
  14. //背景0
  15. Transform tf = sceneObj.transform.Find("Bg");
  16. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  17. var resPath = RoleDataManager.GetMainBgRes();
  18. SpriteHelper.AddSpriteTo(spr, resPath);
  19. //角色
  20. CustomSuitData suitSavedData = CustomSuitDataManager.GetCurrentSuitData();
  21. MyDressUpHelper.dressUpObj.setSceneObj(sceneObj.transform.Find("Scene").gameObject, false, true, null, false);
  22. MyDressUpHelper.dressUpObj.PutOnDressUpData(suitSavedData.dressUpData);
  23. }
  24. public static void UpdateDialogBg(string value, GameObject sceneObj)
  25. {
  26. StoryDialogDataManager.Instance.waitBgChange = false;
  27. Transform bg = sceneObj.transform.Find("Bg");
  28. Transform bgNext = sceneObj.transform.Find("BgNext");
  29. SpriteRenderer bgSpr = bg.GetComponent<SpriteRenderer>();
  30. SpriteRenderer bgNextSpr = bgNext.GetComponent<SpriteRenderer>();
  31. if (value == "0")
  32. {
  33. SpriteHelper.RemoveSpriteFrom(bgSpr);
  34. }
  35. else
  36. {
  37. var resPath = ResPathUtil.GetSceneBgPath(value);
  38. if (bgSpr.sprite == null)
  39. {
  40. SpriteHelper.AddSpriteTo(bgSpr, resPath);
  41. }
  42. else
  43. {
  44. StoryDialogDataManager.Instance.waitBgChange = true;
  45. StoryDialogDataManager.Instance.dialogShowDelay = 0.4f;
  46. SetSpriteRendererAlpha(bgSpr, 1f);
  47. SpriteHelper.AddSpriteTo(bgNextSpr, resPath);
  48. FairyGUI.Timers.inst.StartCoroutine(LastBgFadeOut());
  49. IEnumerator LastBgFadeOut()
  50. {
  51. while (true)
  52. {
  53. if (bgSpr != null)
  54. {
  55. if (bgSpr.enabled && bgSpr.color.a > 0f)
  56. {
  57. SetSpriteRendererAlpha(bgSpr, bgSpr.color.a - 0.033f);
  58. }
  59. else
  60. {
  61. SpriteHelper.AddSpriteTo(bgSpr, resPath);
  62. SetSpriteRendererAlpha(bgSpr, 1f);
  63. SpriteHelper.RemoveSpriteFrom(bgNextSpr);
  64. break;
  65. }
  66. }
  67. else
  68. {
  69. break;
  70. }
  71. yield return new WaitForEndOfFrame();
  72. }
  73. StoryDialogDataManager.Instance.waitBgChange = false;
  74. }
  75. }
  76. }
  77. }
  78. public static void InitPicFace(string faceValue, GameObject sceneObj)
  79. {
  80. Transform face = sceneObj.transform.Find("Pic/Face");
  81. SpriteRenderer sprFace = face.GetComponent<SpriteRenderer>();
  82. if (faceValue == "0")
  83. {
  84. SpriteHelper.RemoveSpriteFrom(sprFace);
  85. }
  86. else
  87. {
  88. var resPath = ResPathUtil.GetNpcPicFacePath(faceValue);
  89. float tx, ty;
  90. DressUpUtil.LoadSpritePos(resPath, out tx, out ty);
  91. face.localPosition = new Vector3(tx, ty, face.localPosition.z);
  92. SpriteHelper.AddSpriteTo(sprFace, resPath);
  93. }
  94. }
  95. public static async void UpdateDialogPic(string value, GameObject sceneObj)
  96. {
  97. StoryDialogDataManager.Instance.waitPicFade = false;
  98. Transform tf = sceneObj.transform.Find("Pic");
  99. Transform face = sceneObj.transform.Find("Pic/Face");
  100. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  101. SpriteRenderer sprFace = face.GetComponent<SpriteRenderer>();
  102. if (value == "0")
  103. {
  104. SpriteHelper.RemoveSpriteFrom(spr);
  105. }
  106. else
  107. {
  108. StoryDialogDataManager.Instance.waitPicFade = true;
  109. var resPath = ResPathUtil.GetNpcPicSPath(value);
  110. SpriteHelper.AddSpriteTo(spr, resPath);
  111. SetSpriteRendererAlpha(spr, 0f);
  112. SetSpriteRendererAlpha(sprFace, 0f);
  113. FairyGUI.Timers.inst.StartCoroutine(UpdateDialogPicAlpha());
  114. IEnumerator UpdateDialogPicAlpha()
  115. {
  116. while (true)
  117. {
  118. if (spr != null)
  119. {
  120. if (spr.enabled && spr.color.a < 1f)
  121. {
  122. SetSpriteRendererAlpha(spr, spr.color.a + 0.055f);
  123. SetSpriteRendererAlpha(sprFace, spr.color.a);
  124. }
  125. else
  126. {
  127. break;
  128. }
  129. }
  130. else
  131. {
  132. break;
  133. }
  134. yield return new WaitForEndOfFrame();
  135. }
  136. StoryDialogDataManager.Instance.waitPicFade = false;
  137. }
  138. }
  139. }
  140. public static void UpdateDialogAnim(string value, ref GameObject animObj)
  141. {
  142. StoryDialogDataManager.Instance.waiting = false;
  143. if (value == "0")
  144. {
  145. if(animObj != null)
  146. {
  147. PrefabManager.Instance.Restore(animObj);
  148. animObj = null;
  149. }
  150. }
  151. else
  152. {
  153. string res = value.Split('/')[1];
  154. animObj = PrefabManager.Instance.InstantiateSync(ResPathUtil.GetStoryDialogCGPath(value, res));
  155. //StoryDialogDataManager.Instance.dialogShowDelay = 0.4f;
  156. }
  157. }
  158. public static void ControlBgVisible(GameObject sceneObj, bool isShow)
  159. {
  160. Transform bg = sceneObj.transform.Find("Bg");
  161. Transform bgNext = sceneObj.transform.Find("BgNext");
  162. bg.gameObject.SetActive(isShow);
  163. bgNext.gameObject.SetActive(isShow);
  164. }
  165. public static void SetSpriteRendererAlpha(SpriteRenderer spr, float a)
  166. {
  167. Color c = spr.color;
  168. c.a = a;
  169. spr.color = c;
  170. }
  171. public static void UpdateFightTarget(string value, GameObject sceneObj)
  172. {
  173. Transform tf = sceneObj.transform.Find("Npc");
  174. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  175. var resPath = ResPathUtil.GetNpcPicFPath(value);
  176. SpriteHelper.AddSpriteTo(spr, resPath);
  177. }
  178. }
  179. }