DressUpUtil.cs 20 KB

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  1. using UnityEngine;
  2. using Live2D.Cubism.Rendering;
  3. using System.IO;
  4. using FairyGUI;
  5. using UnityEngine.Rendering;
  6. namespace GFGGame
  7. {
  8. public class DressUpUtil
  9. {
  10. private const string HEAD_DEFAULT_RES_NAME = "head";
  11. private const string BODY_DEFAULT_RES_NAME = "body";
  12. private const string ROLE_OBJ_NAME = "Role";
  13. private const string HEAD_SPRITE_NAME = "Head";
  14. private const string BODY_SPRITE_NAME = "Body";
  15. public const string BODY_ANIMATION_NAME = "Body_a";
  16. private const string BODY_EFFECT_OBJ_NAME = "Body_eff";
  17. public const string FORMAT_SPRITE_NAME = "T{0}_s{1}";
  18. private const string FORMAT_ANIMATION_NAME = "T{0}_a{1}";
  19. private const string FORMAT_EFFECT_OBJ_NAME = "T{0}_e{1}";
  20. public static void AddItem(int itemID, GameObject sceneObj, bool needSetMask = false, bool showAni = true, GameObject parentObj = null, int resLayer = 0)
  21. {
  22. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  23. if (itemCfg != null)
  24. {
  25. // GameObject parentObj = null;
  26. if (parentObj == null)
  27. {
  28. if (itemCfg.subType == ConstDressUpItemType.BEI_JING || DressUpMenuItemCfg1Array.Instance.CheckIsSceneTypeBySubType(itemCfg.subType))
  29. {
  30. parentObj = sceneObj;
  31. }
  32. else
  33. {
  34. //角色
  35. Transform role = sceneObj.transform.Find(ROLE_OBJ_NAME);
  36. parentObj = role.gameObject;
  37. }
  38. }
  39. showAni = showAni || itemCfg.subType == ConstDressUpItemType.ZHUANG_RONG;
  40. if (resLayer > 0)
  41. {
  42. string layerName = "";
  43. switch (resLayer)
  44. {
  45. case 1:
  46. layerName = itemCfg.resLayer1;
  47. break;
  48. case 2:
  49. layerName = itemCfg.resLayer2;
  50. break;
  51. case 3:
  52. layerName = itemCfg.resLayer3;
  53. break;
  54. }
  55. if (!string.IsNullOrEmpty(layerName))
  56. {
  57. updateLayerRes(itemCfg, parentObj, resLayer, needSetMask, showAni);
  58. }
  59. // updateLayerRes(itemCfg, parentObj, resLayer, resLayer == 2, needSetMask, showAni);
  60. }
  61. else
  62. {
  63. //普通层
  64. if (!string.IsNullOrEmpty(itemCfg.resLayer1))
  65. {
  66. updateLayerRes(itemCfg, parentObj, 1, needSetMask, showAni);
  67. }
  68. //第二层
  69. if (!string.IsNullOrEmpty(itemCfg.resLayer2))
  70. {
  71. updateLayerRes(itemCfg, parentObj, 2, needSetMask, showAni);
  72. }
  73. //第三层
  74. if (!string.IsNullOrEmpty(itemCfg.resLayer3))
  75. {
  76. updateLayerRes(itemCfg, parentObj, 3, needSetMask, showAni);
  77. }
  78. }
  79. }
  80. }
  81. public static void RemoveItem(int itemID, GameObject sceneObj, GameObject parentObj = null)
  82. {
  83. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  84. if (itemCfg != null)
  85. {
  86. if (parentObj == null)
  87. {
  88. if (itemCfg.subType == ConstDressUpItemType.BEI_JING || DressUpMenuItemCfg1Array.Instance.CheckIsSceneTypeBySubType(itemCfg.subType))
  89. {
  90. parentObj = sceneObj;
  91. }
  92. else
  93. {
  94. //角色
  95. Transform role = sceneObj.transform.Find(ROLE_OBJ_NAME);
  96. parentObj = role.gameObject;
  97. }
  98. }
  99. string spritObjName;
  100. string aniObjName;
  101. //默认层
  102. if (!string.IsNullOrEmpty(itemCfg.resLayer1))
  103. {
  104. spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 1);
  105. TryClearSpriteObj(parentObj, spritObjName);
  106. aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 1);
  107. TryRemoveObj(parentObj, aniObjName);
  108. aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, 1);
  109. TryRemoveObj(parentObj, aniObjName);
  110. }
  111. //特殊层
  112. if (!string.IsNullOrEmpty(itemCfg.resLayer2))
  113. {
  114. spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 2);
  115. TryClearSpriteObj(parentObj, spritObjName);
  116. aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 2);
  117. TryRemoveObj(parentObj, aniObjName);
  118. aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, 2);
  119. TryRemoveObj(parentObj, aniObjName);
  120. }
  121. //第三层
  122. if (!string.IsNullOrEmpty(itemCfg.resLayer3))
  123. {
  124. spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 3);
  125. TryClearSpriteObj(parentObj, spritObjName);
  126. aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 3);
  127. TryRemoveObj(parentObj, aniObjName);
  128. aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, 3);
  129. TryRemoveObj(parentObj, aniObjName);
  130. }
  131. }
  132. }
  133. public static void InitHead(GameObject sceneObj, bool needSetMask = false, GameObject parentObj = null)
  134. {
  135. var roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME);
  136. parentObj = parentObj == null ? roleTf.gameObject : parentObj;
  137. string res = HEAD_DEFAULT_RES_NAME;
  138. Transform transform_t = parentObj.transform.Find(HEAD_SPRITE_NAME);
  139. if (transform_t != null)
  140. {
  141. return;
  142. }
  143. AddSpriteObj(res, "png", HEAD_SPRITE_NAME, parentObj, 1, needSetMask);
  144. }
  145. public static void UpdateWholeBody(string res, GameObject sceneObj, bool isAni = false, string effRes = null, bool needSetMask = false, GameObject parentObj = null)
  146. {
  147. InitHead(sceneObj, needSetMask, parentObj);
  148. UpdateBodyOnly(res, sceneObj, isAni, effRes, needSetMask, parentObj);
  149. }
  150. public static void UpdateBodyOnly(string res, GameObject sceneObj, bool isAni = false, string effRes = null, bool needSetMask = false, GameObject parentObj = null)
  151. {
  152. //角色
  153. var roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME);
  154. parentObj = parentObj == null ? roleTf.gameObject : parentObj;
  155. if (res == null)
  156. {
  157. res = BODY_DEFAULT_RES_NAME;
  158. }
  159. //清理旧的
  160. TryClearSpriteObj(parentObj, BODY_SPRITE_NAME);
  161. var removeBodyAni = TryRemoveObj(parentObj, BODY_ANIMATION_NAME);
  162. TryRemoveObj(parentObj, BODY_EFFECT_OBJ_NAME);
  163. if (isAni)
  164. {
  165. AddAnimationObj(res, BODY_ANIMATION_NAME, parentObj, 0);
  166. }
  167. else
  168. {
  169. AddSpriteObj(res, "png", BODY_SPRITE_NAME, parentObj, 0, needSetMask);
  170. if (removeBodyAni)
  171. {
  172. parentObj.transform.SetPositionAndRotation(new Vector3(), new Quaternion());
  173. }
  174. }
  175. //特效
  176. if (!string.IsNullOrEmpty(effRes))
  177. {
  178. TryAddEffectObj(effRes, BODY_EFFECT_OBJ_NAME, parentObj, 0);
  179. }
  180. }
  181. public static void AddAssetReleaser(GameObject gameObj, string resPath)
  182. {
  183. var assetDisposer = gameObj.AddComponent<AssetReleaser>();
  184. assetDisposer.resPath = resPath;
  185. }
  186. public static void ChangeAssetReleaser(GameObject gameObj, string resPath)
  187. {
  188. var assetDisposer = gameObj.GetComponent<AssetReleaser>();
  189. if (assetDisposer == null)
  190. {
  191. assetDisposer = gameObj.AddComponent<AssetReleaser>();
  192. }
  193. assetDisposer.resPath = resPath;
  194. }
  195. private static void updateLayerRes(ItemCfg itemCfg, GameObject parentObj, int layerId, bool needSetMask, bool showAni = true)
  196. {
  197. ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType);
  198. string res = itemCfg.res;
  199. int sortingOrder = typeCfg.defaultLayer;
  200. switch (layerId)
  201. {
  202. case 1:
  203. res = itemCfg.resLayer1 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer1);
  204. break;
  205. case 2:
  206. sortingOrder = typeCfg.specialLayer;
  207. res = itemCfg.resLayer2 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer2);
  208. break;
  209. case 3:
  210. sortingOrder = typeCfg.thirdlLayer;
  211. res = itemCfg.resLayer3 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer3);
  212. break;
  213. }
  214. //清理旧的
  215. var spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, layerId);
  216. TryClearSpriteObj(parentObj, spritObjName);
  217. var aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, layerId);
  218. TryRemoveObj(parentObj, aniObjName);
  219. string ext = ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType);
  220. //这里需要先添加静态图,防止加载动画有延迟,出现光头
  221. GameObject spriteObj = AddSpriteObj(res, ext, spritObjName, parentObj, sortingOrder, needSetMask);
  222. if (showAni)
  223. {
  224. var aniObj = AddAnimationObj(res, aniObjName, parentObj, sortingOrder);
  225. if (aniObj != null && spriteObj != null)
  226. {
  227. Timers.inst.Add(0.03f, 1, (obj) =>
  228. {
  229. if (parentObj != null && parentObj.transform != null)
  230. {
  231. Transform tf = parentObj.transform.Find(spritObjName);
  232. if (tf != null && tf.gameObject != null && tf.gameObject.activeInHierarchy)
  233. {
  234. var assetDisposer = tf.gameObject.GetComponent<AssetReleaser>();
  235. if (assetDisposer != null)
  236. {
  237. if (!string.IsNullOrEmpty(assetDisposer.resPath))
  238. {
  239. string resPath = ResPathUtil.GetDressUpPath(res, ext);
  240. if (assetDisposer.resPath == resPath)
  241. {
  242. TryClearSpriteObj(parentObj, spritObjName);
  243. }
  244. }
  245. }
  246. }
  247. }
  248. });
  249. }
  250. }
  251. aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, layerId);
  252. TryRemoveObj(parentObj, aniObjName);
  253. TryAddEffectObj(res, aniObjName, parentObj, sortingOrder);
  254. }
  255. private static GameObject AddSpriteObj(string res, string ext, string objName, GameObject parentObj, int sortingOrder, bool needSetMask)
  256. {
  257. string resPath = ResPathUtil.GetDressUpPath(res, ext);
  258. if (!VEngine.Versions.Contains(resPath))
  259. {
  260. return null;
  261. }
  262. SpriteRenderer spr = null;
  263. var gameObj = parentObj.transform.Find(objName)?.gameObject;
  264. if (gameObj == null)
  265. {
  266. gameObj = new GameObject(objName);
  267. gameObj.transform.SetParent(parentObj.transform, false);
  268. AddAssetReleaser(gameObj, resPath);
  269. }
  270. spr = gameObj.GetComponent<SpriteRenderer>();
  271. if (spr == null)
  272. {
  273. spr = gameObj.AddComponent<SpriteRenderer>();
  274. }
  275. float tx, ty;
  276. LoadSpritePos(res, out tx, out ty);
  277. gameObj.transform.localPosition = new Vector3(tx, ty, gameObj.transform.localPosition.z);
  278. Sprite sp = GFGAsset.Load<Sprite>(resPath);
  279. spr.sprite = sp;
  280. spr.sortingOrder = sortingOrder;
  281. if (needSetMask)
  282. {
  283. spr.maskInteraction = SpriteMaskInteraction.VisibleInsideMask;
  284. if (parentObj.transform.parent != null && parentObj.transform.parent.name == "targetRole")
  285. {
  286. spr.maskInteraction = SpriteMaskInteraction.VisibleOutsideMask;
  287. }
  288. else
  289. {
  290. spr.maskInteraction = SpriteMaskInteraction.VisibleInsideMask;
  291. }
  292. }
  293. else
  294. {
  295. spr.maskInteraction = SpriteMaskInteraction.None;
  296. }
  297. return gameObj;
  298. }
  299. public static void TryClearSpriteObj(GameObject parentObj, string spritObjName)
  300. {
  301. if (parentObj == null)
  302. {
  303. return;
  304. }
  305. Transform transform_t = parentObj.transform.Find(spritObjName);
  306. if (transform_t != null)
  307. {
  308. GameObject gameObj_t = transform_t.gameObject;
  309. if (gameObj_t != null)
  310. {
  311. //SpriteRenderer spr = null;
  312. //spr = gameObj_t.GetComponent<SpriteRenderer>();
  313. //if(spr != null)
  314. //{
  315. // spr.sprite = null;
  316. //}
  317. // var assetDisposer = gameObj_t.GetComponent<AssetReleaser>();
  318. // if (assetDisposer != null)
  319. // {
  320. // if (!string.IsNullOrEmpty(assetDisposer.resPath))
  321. // {
  322. // GFGAsset.Release(assetDisposer.resPath);
  323. // assetDisposer.resPath = null;
  324. // }
  325. // }
  326. // SpriteRenderer spr = gameObj_t.GetComponent<SpriteRenderer>();
  327. // if (spr != null)
  328. // {
  329. // GameObject.Destroy(spr);
  330. // }
  331. GameObject.DestroyImmediate(gameObj_t);
  332. }
  333. }
  334. }
  335. private static GameObject AddAnimationObj(string res, string objName, GameObject parentObj, int sortingOrder)
  336. {
  337. string resPath = ResPathUtil.GetDressUpAnimationPath(res);
  338. if (!VEngine.Versions.Contains(resPath))
  339. {
  340. return null;
  341. }
  342. var prefab = GFGAsset.Load<GameObject>(resPath);
  343. var gameObj = GameObject.Instantiate(prefab);
  344. AddAssetReleaser(gameObj, resPath);
  345. if (objName == BODY_ANIMATION_NAME)
  346. {
  347. //如果是动作动画,就根据动画位置及角度信息设置给Role对象
  348. parentObj.transform.SetPositionAndRotation(gameObj.transform.localPosition, gameObj.transform.localRotation);
  349. gameObj.transform.SetPositionAndRotation(new Vector3(), new Quaternion());
  350. }
  351. gameObj.name = objName;
  352. gameObj.transform.SetParent(parentObj.transform, false);
  353. var render = gameObj.GetComponent<CubismRenderController>();
  354. if (render == null && gameObj.transform.childCount > 0)
  355. {
  356. var childObj = gameObj.transform.GetChild(0);
  357. if (childObj != null)
  358. {
  359. render = childObj.GetComponent<CubismRenderController>();
  360. }
  361. }
  362. if (render != null && render.gameObject.activeSelf == true)
  363. {
  364. render.SortingOrder = sortingOrder;
  365. }
  366. SetParticleSortingOrder(gameObj, sortingOrder);
  367. return gameObj;
  368. }
  369. private static bool TryRemoveObj(GameObject parentObj, string aniObjName)
  370. {
  371. if (parentObj == null)
  372. {
  373. return false;
  374. }
  375. Transform transform = parentObj.transform.Find(aniObjName);
  376. if (transform != null)
  377. {
  378. GameObject gameObj = transform.gameObject;
  379. if (gameObj != null)
  380. {
  381. GameObject.DestroyImmediate(gameObj);
  382. return true;
  383. }
  384. }
  385. return false;
  386. }
  387. public static GameObject CreateAnimationObj(string resPath)
  388. {
  389. // string resPath = ResPathUtil.GetCardAnimationPath(res);
  390. var prefab = GFGAsset.Load<GameObject>(resPath);
  391. if (prefab == null)
  392. {
  393. return null;
  394. }
  395. var gameObj = GameObject.Instantiate(prefab);
  396. AddAssetReleaser(gameObj, resPath);
  397. return gameObj;
  398. }
  399. private static void TryAddEffectObj(string res, string objName, GameObject parentObj, int sortingOrder)
  400. {
  401. var resPath = ResPathUtil.GetDressUpEffectPath(res);
  402. if (!VEngine.Versions.Contains(resPath))
  403. {
  404. return;
  405. }
  406. GameObject effPre = GFGAsset.Load<GameObject>(resPath);
  407. var gameObj = GameObject.Instantiate(effPre);
  408. AddAssetReleaser(gameObj, resPath);
  409. gameObj.transform.SetParent(parentObj.transform, false);
  410. gameObj.name = objName;
  411. var sortingGroup = gameObj.transform.GetComponent<SortingGroup>();
  412. if (sortingGroup == null)
  413. {
  414. sortingGroup = gameObj.AddComponent<SortingGroup>();
  415. }
  416. sortingGroup.sortingOrder = sortingOrder + 1;//特效层默认高一个层级
  417. //SetParticleSortingOrder(gameObj, sortingOrder + 1);//特效层默认高一个层级
  418. }
  419. public static void LoadSpritePos(string res, out float tx, out float ty)
  420. {
  421. string resPath = ResPathUtil.GetDressUpPath(res, "bytes");
  422. if (VEngine.Versions.Contains(resPath))
  423. {
  424. var asset = GFGAsset.Load<TextAsset>(resPath);
  425. if (asset != null)
  426. {
  427. var st = new MemoryStream(asset.bytes);
  428. var br = new BinaryReader(st);
  429. tx = br.ReadInt32() / 100f;
  430. ty = -br.ReadInt32() / 100f;
  431. GFGAsset.Release(resPath);
  432. return;
  433. }
  434. }
  435. tx = 0;
  436. ty = 0;
  437. }
  438. public static void SetParticleSortingOrder(GameObject gameObj, int sortingOrder, bool isAdd = false)
  439. {
  440. ParticleSystem[] particles = gameObj.transform.GetComponentsInChildren<ParticleSystem>();
  441. for (int i = 0; i < particles.Length; i++)
  442. {
  443. var renderer = particles[i].GetComponent<Renderer>();
  444. if (renderer != null)
  445. {
  446. if (isAdd)
  447. {
  448. renderer.sortingOrder = renderer.sortingOrder + sortingOrder;
  449. }
  450. else
  451. {
  452. renderer.sortingOrder = sortingOrder;
  453. }
  454. }
  455. }
  456. }
  457. public static void SetSpriteRenderSortingOrder(GameObject gameObj, int sortingOrder, bool isAdd = false)
  458. {
  459. SpriteRenderer[] spriteRenders = gameObj.transform.GetComponentsInChildren<SpriteRenderer>();
  460. for (int i = 0; i < spriteRenders.Length; i++)
  461. {
  462. if (isAdd)
  463. {
  464. spriteRenders[i].sortingOrder = spriteRenders[i].sortingOrder + sortingOrder;
  465. }
  466. else
  467. {
  468. spriteRenders[i].sortingOrder = sortingOrder;
  469. }
  470. }
  471. }
  472. }
  473. }