PhotographView.cs 27 KB

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  1. using FairyGUI;
  2. using System;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using UI.DressUp;
  6. using UnityEngine;
  7. using UnityEngine.EventSystems;
  8. namespace GFGGame
  9. {
  10. public class PhotographView : BaseView
  11. {
  12. private UI_PhotographUI _ui;
  13. private GameObject _scenePrefab;
  14. private GameObject _sceneObject;
  15. private DressUpObjDataCache equipDataCache;
  16. private const string MOVE = "MOVE";
  17. private const string SCALE = "SCALE";
  18. private const string ROTATION = "ROTATION";
  19. private const float MaxScale = 2;
  20. private const float MinScale = 0.1f;
  21. private GameObject bodyParent;
  22. private GameObject bgParent;
  23. private GameObject npcParent;
  24. private GameObject borderParent;
  25. private GameObject sceneParent;
  26. private List<int> _listData = null;//当前选择的资源数据
  27. private List<int> _equipRoleData = new List<int>();//当前穿戴的角色数据
  28. private Dictionary<int, List<int>> _equipSceneData = new Dictionary<int, List<int>>();//当前穿戴的场景数据
  29. private Dictionary<GameObject, Vector2> _equipPos = new Dictionary<GameObject, Vector2>();
  30. private Dictionary<GameObject, Vector2> _mousePos = new Dictionary<GameObject, Vector2>();
  31. private Dictionary<GameObject, float> _equipDistance = new Dictionary<GameObject, float>();
  32. // private GameObject hitGameObj;//当前选中的物体
  33. private GameObject hitParentGameObj;//当前选中的父物体(需要进行移动缩放旋转的物体)
  34. private GameObject memoryHitParentGameObj;//当前选中的父物体(需要进行移动缩放旋转的物体)
  35. private Vector3 distance = Vector3.zero;//点击位置和点击物体原点的距离,用于
  36. private Vector2 lastPos = Vector2.zero;//上一次移动后从物体中心到鼠标位置的方向
  37. private float _startDistance;//从物体中心到缩放按钮的距离
  38. private SwipeGesture swipeGesture;
  39. private PinchGesture pinchGesture;
  40. private RotationGesture rotationGesture;
  41. // private bool isTouchUI = false;//点击在m_comSelectBox按钮上
  42. private bool isTwoTouchPoint = false;
  43. private int maxLayer = int.MinValue;//最上层的层级数
  44. protected override void OnInit()
  45. {
  46. base.OnInit();
  47. packageName = UI_PhotographUI.PACKAGE_NAME;
  48. _ui = UI_PhotographUI.Create();
  49. viewCom = _ui.target;
  50. isfullScreen = true;
  51. _ui.m_btnBg.onClick.Add(OnClickBtnBg);
  52. _ui.m_btnChoose.onClick.Add(OnClickBtnChoose);
  53. _ui.m_btnBack.onClick.Add(OnClickBtnBack);
  54. _ui.m_btnPhotograph.onClick.Add(OnClickBtnPhotograph);
  55. _ui.m_ComSelectRes.m_list.itemRenderer = RenderListItem;
  56. _ui.m_ComSelectRes.m_list.onClickItem.Add(OnListItemClick);
  57. _ui.m_ComSelectRes.m_comBtnTab.m_c1.onChanged.Add(OnContorllerChanged);
  58. _scenePrefab = GFGAsset.Load<GameObject>(ResPathUtil.GetPrefabPath("ScenePhotograph"));
  59. _ui.target.onTouchBegin.Add(OnTouchUIBegin);
  60. _ui.target.onTouchMove.Add(OnTouchUIMove);
  61. _ui.target.onTouchEnd.Add(OnTouchUIEnd);
  62. _ui.m_comSelectBox.m_btnSize.onTouchBegin.Add(OnTouchBtnSizeBegin);
  63. _ui.m_comSelectBox.m_btnSize.onTouchMove.Add(OnTouchBtnSizeMove);
  64. _ui.m_comSelectBox.m_btnSize.onTouchEnd.Add(OnTouchBtnSizeEnd);
  65. _ui.m_comSelectBox.m_btnFlip.onTouchBegin.Add(OnTouchBtnFlipBegin);
  66. _ui.m_comSelectBox.m_btnFlip.onTouchEnd.Add(OnTouchBtnFlipEnd);
  67. _ui.m_comSelectBox.m_btnDelete.onTouchBegin.Add(OnTouchBtnDeleteBegin);
  68. _ui.m_comSelectBox.m_btnDelete.onTouchEnd.Add(OnTouchBtnDeleteEnd);
  69. }
  70. protected override void OnShown()
  71. {
  72. base.OnShown();
  73. Input.multiTouchEnabled = true;
  74. equipDataCache = EquipDataCache.cacher;
  75. if (_sceneObject == null)
  76. {
  77. _sceneObject = GameObject.Instantiate(_scenePrefab);
  78. EquipDataCache.cacher.setSceneObj(_sceneObject);
  79. bgParent = _sceneObject.transform.Find("Bg").gameObject;
  80. bodyParent = _sceneObject.transform.Find("Scene/Role").gameObject;
  81. sceneParent = _sceneObject.transform.Find("Scene").gameObject;
  82. npcParent = _sceneObject.transform.Find("Scene/Npc").gameObject;
  83. borderParent = _sceneObject.transform.Find("Border").gameObject;
  84. }
  85. pinchGesture = new PinchGesture(_ui.target);
  86. pinchGesture.onAction.Add(OnPinch);
  87. rotationGesture = new RotationGesture(_ui.target);
  88. rotationGesture.onAction.Add(OnRotate);
  89. _ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex = 0;
  90. OnClickBtnChoose();
  91. RefreshList(EnumPhotographType.BG);
  92. DisposeEquipData();
  93. // SceneController.UpdatePhotographBgOrNpcOrBorder(_sceneObject, EnumPhotographType.BG, equipDataCache.bgId);
  94. UpdateBg(ItemCfgArray.Instance.GetCfg(equipDataCache.bgId));
  95. UpdateBody();
  96. AddEquipTiemToScene();
  97. }
  98. /************************************************************UI界面*********************************************************/
  99. private void OnContorllerChanged(EventContext context)
  100. {
  101. int index = _ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex;
  102. RefreshList((EnumPhotographType)index);
  103. }
  104. private void RefreshList(EnumPhotographType index)
  105. {
  106. _ui.m_ComSelectRes.m_list.numItems = 0;
  107. switch (index)
  108. {
  109. case EnumPhotographType.BG:
  110. _listData = PhotographDataManager.Instance.listBgData;
  111. break;
  112. case EnumPhotographType.NPC:
  113. _listData = PhotographDataManager.Instance.listNpcData;
  114. break;
  115. case EnumPhotographType.SCENE:
  116. _listData = PhotographDataManager.Instance.listSceneData;
  117. break;
  118. case EnumPhotographType.BORDER:
  119. _listData = PhotographDataManager.Instance.listBorderData;
  120. break;
  121. case EnumPhotographType.EFFECT:
  122. _listData = PhotographDataManager.Instance.listEffectData;
  123. break;
  124. }
  125. _ui.m_ComSelectRes.m_list.numItems = _listData.Count;
  126. }
  127. private void RenderListItem(int index, GObject obj)
  128. {
  129. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_listData[index]);
  130. string resPath = ResPathUtil.GetIconPath(itemCfg);
  131. UI_ListItem item = UI_ListItem.Proxy(obj);
  132. item.target.data = _listData[index];
  133. item.m_loaIcon.url = resPath;
  134. item.m_txtName.text = itemCfg.name;
  135. }
  136. private void OnListItemClick(EventContext context)
  137. {
  138. int itemID = (int)((context.data as GObject).data);
  139. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  140. EnumPhotographType type = (EnumPhotographType)_ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex;
  141. switch (type)
  142. {
  143. case EnumPhotographType.BG:
  144. UpdateBg(itemCfg);
  145. break;
  146. case EnumPhotographType.BORDER:
  147. if (_listData.IndexOf(itemID) == 0)
  148. {
  149. Transform tf = _sceneObject.transform.Find("Border/BorderRes");
  150. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  151. if (spr != null)
  152. {
  153. GameObject.Destroy(spr);
  154. }
  155. return;
  156. }
  157. UpdateBorder(itemCfg);
  158. break;
  159. case EnumPhotographType.NPC:
  160. UpdateNpc(itemCfg);
  161. break;
  162. case EnumPhotographType.SCENE:
  163. UpdateScene(itemCfg, false, maxLayer);
  164. break;
  165. case EnumPhotographType.EFFECT:
  166. break;
  167. }
  168. }
  169. /************************************************************场景*********************************************************/
  170. private void OnTouchUIBegin(EventContext context)
  171. {
  172. context.CaptureTouch();
  173. if (_ui.m_ComSelectRes.target.visible == true) return;
  174. //两根手指点击屏幕||两根手指点过屏幕
  175. if (Stage.inst.touchCount > 1 && hitParentGameObj != null) return;//只监听一根手指
  176. if (IsTouchUI) return;
  177. RaycastHit2D[] hit2Ds = Physics2D.RaycastAll(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero);
  178. if (hit2Ds.Length > 0)
  179. {
  180. maxLayer++;
  181. hitParentGameObj = SceneController.GetFirstHitObj(hit2Ds);
  182. _ui.m_comSelectBox.m_btnDelete.visible = true;
  183. if (hitParentGameObj.name == "Body")//主角不可删除
  184. {
  185. _ui.m_comSelectBox.m_btnDelete.visible = false;
  186. }
  187. _ui.m_comSelectBox.target.visible = false;
  188. if (hitParentGameObj.name != "BgRes")//背景不可改动层级
  189. {
  190. hitParentGameObj.GetComponent<SpriteRenderer>().sortingOrder = maxLayer;
  191. hitParentGameObj = hitParentGameObj.transform.parent.gameObject;
  192. _ui.m_comSelectBox.target.visible = true;
  193. }
  194. distance = Input.mousePosition - Camera.main.WorldToScreenPoint(hitParentGameObj.transform.position);
  195. if (_ui.m_comSelectBox.target.data == null || _ui.m_comSelectBox.target.data as GameObject != hitParentGameObj)
  196. {
  197. lastPos = Vector2.zero;
  198. _ui.m_comSelectBox.target.rotation = -hitParentGameObj.transform.eulerAngles.z;
  199. _ui.m_comSelectBox.target.size = SceneController.GetGameObjectSize(hitParentGameObj);
  200. }
  201. _ui.m_comSelectBox.target.data = hitParentGameObj;
  202. ControllerSelectBoxPos();
  203. }
  204. }
  205. private void OnTouchUIMove(EventContext context)
  206. {
  207. if (hitParentGameObj == null) return;//未选中任何物体
  208. if (Stage.inst.touchCount > 1 || isTwoTouchPoint) return; //只监听1根手指
  209. if (IsTouchUI) return;
  210. Debug.Log("拖动");
  211. ControllerObjectPos();
  212. ControllerSelectBoxPos();
  213. }
  214. private void OnTouchUIEnd(EventContext context)
  215. {
  216. if (Stage.inst.touchCount > 1 || context.inputEvent.touchId != 0) return; //只监听1根手指
  217. hitParentGameObj = null;
  218. if (Stage.inst.touchCount == 0)
  219. {
  220. isTwoTouchPoint = false;
  221. }
  222. }
  223. //选中物体的位置
  224. private void ControllerObjectPos()
  225. {
  226. hitParentGameObj.transform.position = Camera.main.ScreenToWorldPoint(Input.mousePosition - distance);
  227. if (hitParentGameObj.name == "BgRes")
  228. {
  229. Vector2 size = hitParentGameObj.GetComponent<SpriteRenderer>().size;
  230. Vector2 uiSize = _ui.target.size;
  231. float deviationWidth = (size.x - uiSize.x / 100) / 2;
  232. float deviationHeigh = (size.y - uiSize.y / 100) / 2;
  233. Vector2 pos = hitParentGameObj.transform.position;
  234. if (pos.x <= -deviationWidth)
  235. {
  236. hitParentGameObj.transform.position = new Vector2(-deviationWidth, hitParentGameObj.transform.position.y);
  237. }
  238. if (pos.x >= deviationWidth)
  239. {
  240. hitParentGameObj.transform.position = new Vector2(deviationWidth, hitParentGameObj.transform.position.y);
  241. }
  242. if (pos.y <= -deviationHeigh)
  243. {
  244. hitParentGameObj.transform.position = new Vector2(hitParentGameObj.transform.position.x, -deviationHeigh);
  245. }
  246. if (pos.y >= deviationHeigh)
  247. {
  248. hitParentGameObj.transform.position = new Vector2(hitParentGameObj.transform.position.x, deviationHeigh);
  249. }
  250. }
  251. }
  252. //选中框的位置
  253. private void ControllerSelectBoxPos()
  254. {
  255. SceneController.SetGameObjectCenter(hitParentGameObj);
  256. //位置:角色、道具、npc全用对应父物体的位置
  257. Vector2 objScreenPos = Camera.main.WorldToScreenPoint(hitParentGameObj.transform.position);
  258. Vector2 localPos = this.viewCom.GlobalToLocal(new Vector2(objScreenPos.x, (Screen.height - objScreenPos.y)));
  259. _ui.m_comSelectBox.target.position = localPos;//(localPos.x, localPos.y);
  260. }
  261. private void OnTouchBtnSizeBegin(EventContext context)
  262. {
  263. // isTouchUI = true;
  264. GameObject gameObject = _ui.m_comSelectBox.target.data as GameObject;
  265. InputEvent inputEvent = (InputEvent)context.data;
  266. Vector2 screenPos = this.viewCom.GlobalToLocal(_ui.m_comSelectBox.m_btnSize.LocalToGlobal(Vector2.zero));
  267. Vector2 pt = new Vector2(screenPos.x, screenPos.y);
  268. Vector2 pt1 = this.viewCom.GlobalToLocal(new Vector2(inputEvent.x, inputEvent.y));
  269. Vector2 pt2 = new Vector2(_ui.m_comSelectBox.target.x, _ui.m_comSelectBox.target.y);
  270. Debug.Log("pt1" + pt1 + " pt2:" + pt2);
  271. if (!_equipDistance.ContainsKey(gameObject))
  272. {
  273. float distance = Vector2.Distance(pt, pt2) / gameObject.transform.localScale.x;
  274. _equipDistance.Add(gameObject, distance);
  275. }
  276. _startDistance = _equipDistance[gameObject];
  277. Debug.Log("_startDistance:" + _startDistance);
  278. }
  279. private void OnTouchBtnSizeMove(EventContext context)
  280. {
  281. GameObject gameObject = _ui.m_comSelectBox.target.data as GameObject;
  282. if (gameObject == null) return;
  283. InputEvent inputEvent = (InputEvent)context.data;
  284. Vector2 pt1 = this.viewCom.GlobalToLocal(new Vector2(inputEvent.x, inputEvent.y));
  285. Vector2 pt2 = new Vector2(_ui.m_comSelectBox.target.x, _ui.m_comSelectBox.target.y);
  286. Vector2 curPos = pt1 - pt2;
  287. Debug.Log("pt1" + pt1 + " pt2:" + pt2 + " curPos:" + curPos + " lastPos:" + lastPos);
  288. float angle = Vector3.Angle(lastPos, curPos); //求出两向量之间的夹角
  289. Vector3 normal = Vector3.Cross(lastPos, curPos);//叉乘求出法线向量
  290. 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
  291. lastPos = curPos;
  292. ControllerRotate(angle, gameObject);
  293. Debug.Log("angle:" + angle);
  294. float dist = Vector2.Distance(pt1, pt2);
  295. Debug.Log("dist:" + dist);
  296. float ss = dist / _startDistance;
  297. float newValue = Mathf.Clamp(ss, 0.1f, 2);
  298. ControllerScale(newValue, gameObject);
  299. }
  300. private void OnTouchBtnSizeEnd(EventContext context)
  301. {
  302. // isTouchUI = false;
  303. lastPos = Vector2.zero;
  304. }
  305. //双指缩放
  306. private void OnPinch(EventContext context)
  307. {
  308. // GameObject gameObject = _ui.m_comSelectBox.target.data as GameObject;
  309. if (hitParentGameObj == null) return;
  310. if (hitParentGameObj.name == "BgRes") return;//背景不可以缩放、旋转
  311. isTwoTouchPoint = true;
  312. GTween.Kill(hitParentGameObj);
  313. PinchGesture gesture = (PinchGesture)context.sender;
  314. float newValue = Mathf.Clamp(hitParentGameObj.transform.localScale.x + gesture.delta, 0.3f, 2);
  315. Debug.Log("双指缩放:" + newValue);
  316. ControllerScale(newValue, hitParentGameObj);
  317. }
  318. private void ControllerScale(float value, GameObject gameObject)
  319. {
  320. if (value > MaxScale || value < MinScale) return;
  321. gameObject.transform.localScale = new Vector3(value, value, value);
  322. Vector2 size = SceneController.GetGameObjectSize(gameObject);
  323. _ui.m_comSelectBox.target.SetSize(size.x, size.y);
  324. }
  325. private void OnRotate(EventContext context)
  326. {
  327. // GameObject gameObject = _ui.m_comSelectBox.target.data as GameObject;
  328. if (hitParentGameObj == null) return;
  329. if (hitParentGameObj.name == "BgRes") return;//背景不可以缩放、旋转
  330. isTwoTouchPoint = true;
  331. GTween.Kill(hitParentGameObj.transform);
  332. RotationGesture gesture = (RotationGesture)context.sender;
  333. Debug.Log("双指旋转:" + gesture.delta);
  334. ControllerRotate(gesture.delta, hitParentGameObj);
  335. }
  336. private void ControllerRotate(float value, GameObject gameObject)
  337. {
  338. gameObject.transform.Rotate(Vector3.forward, -value, Space.World);
  339. _ui.m_comSelectBox.target.rotation += value;
  340. }
  341. private void UpdateBg(ItemCfg itemCfg)
  342. {
  343. Transform tf = _sceneObject.transform.Find("Bg/BgRes");
  344. string resPath = ResPathUtil.GetDressUpPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
  345. SceneController.UpdatePhotographBgOrNpcOrBorder(_sceneObject, itemCfg == null ? equipDataCache.bgId : itemCfg.id, tf, resPath);
  346. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  347. spr.sortingOrder = ItemTypeCfgArray.Instance.GetCfg(ConstDressUpItemType.BEI_JING).defaultLayer;
  348. SceneController.PhotographAddCollider(tf.gameObject);
  349. }
  350. private void UpdateNpc(ItemCfg itemCfg)
  351. {
  352. maxLayer++;
  353. Transform tf = _sceneObject.transform.Find("Scene/Npc/NpcRes");
  354. string resPath = ResPathUtil.GetNpcPicFPath(itemCfg.res);
  355. SceneController.UpdatePhotographBgOrNpcOrBorder(_sceneObject, itemCfg.id, tf, resPath);
  356. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  357. spr.sortingOrder = maxLayer;
  358. SceneController.PhotographAddCollider(tf.gameObject);
  359. }
  360. private void UpdateBorder(ItemCfg itemCfg)
  361. {
  362. Transform tf = _sceneObject.transform.Find("Border/BorderRes");
  363. string resPath = ResPathUtil.GetPhotographFPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
  364. SceneController.UpdatePhotographBgOrNpcOrBorder(_sceneObject, itemCfg.id, tf, resPath);
  365. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  366. spr.sortingOrder = 1000;
  367. // float width = UnityEngine.Screen.width / spr.bounds.size.x;
  368. // float height = UnityEngine.Screen.height / spr.bounds.size.y;
  369. // spr.size = new Vector2(spr.size.x * width, spr.size.y * height);
  370. }
  371. private void UpdateScene(ItemCfg itemCfg, bool isDefaultLayer, int layer)
  372. {
  373. maxLayer = layer < maxLayer ? maxLayer : layer;
  374. if (!isDefaultLayer)
  375. {
  376. maxLayer = layer + 1;
  377. layer = maxLayer;
  378. }
  379. int index = 0;
  380. GameObject parentGameObj;
  381. if (itemCfg.resLayer1 > 0)
  382. {
  383. if (!isDefaultLayer)
  384. {
  385. PhotographDataManager.Instance.AddEquipItem(_equipSceneData, itemCfg.id, out _equipSceneData);
  386. }
  387. index = _equipSceneData[itemCfg.id].Count - 1;
  388. parentGameObj = new GameObject(string.Format("{0}_{1}_{2}", itemCfg.id, index, 0));
  389. SceneController.AddItemToScene(_sceneObject, parentGameObj, itemCfg.id, itemCfg.resLayer1);
  390. SpriteRenderer spr = parentGameObj.transform.GetChild(0).GetComponent<SpriteRenderer>();
  391. spr.sortingOrder = layer;
  392. }
  393. if (itemCfg.resLayer2 > 0)
  394. {
  395. if (!isDefaultLayer)
  396. {
  397. PhotographDataManager.Instance.AddEquipItem(_equipSceneData, itemCfg.id, out _equipSceneData);
  398. }
  399. index = _equipSceneData[itemCfg.id].Count - 1;
  400. parentGameObj = new GameObject(string.Format("{0}_{1}_{2}", itemCfg.id, index, 1));
  401. SceneController.AddItemToScene(_sceneObject, parentGameObj, itemCfg.id, itemCfg.resLayer2);
  402. SpriteRenderer spr = parentGameObj.transform.GetChild(0).GetComponent<SpriteRenderer>();
  403. spr.sortingOrder = layer;
  404. }
  405. }
  406. //主角
  407. private void UpdateBody()
  408. {
  409. SceneController.UpdatePhotographBody(_equipRoleData.ToArray(), _sceneObject, false, null, false, bodyParent);
  410. int layer = _sceneObject.transform.Find("Scene/Role/Body").GetComponent<SpriteRenderer>().sortingOrder;
  411. maxLayer = layer < maxLayer ? maxLayer : layer;
  412. }
  413. //添加初始场景道具
  414. private void AddEquipTiemToScene()
  415. {
  416. ICollection keys = _equipSceneData.Keys;
  417. foreach (int key in keys)
  418. {
  419. for (int i = 0; i < _equipSceneData[key].Count; i++)
  420. {
  421. // SceneController.AddItemToScene(_sceneObject, key, i);
  422. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(key);
  423. int defaultLayer = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType).defaultLayer;
  424. UpdateScene(itemCfg, true, defaultLayer);
  425. // PhotographDataManager.Instance.GetMaxLayer(maxLayer, false, itemCfg, out maxLayer);
  426. }
  427. }
  428. }
  429. //滤镜效果
  430. private void UpdateEffect()
  431. {
  432. }
  433. private bool IsTouchUI
  434. {
  435. get
  436. {
  437. GObject obj = GRoot.inst.touchTarget;
  438. return _ui.m_comSelectBox.m_btnSize.GetChild("icon").asLoader == obj || _ui.m_comSelectBox.m_btnDelete.GetChild("icon").asLoader == obj || _ui.m_comSelectBox.m_btnFlip.GetChild("icon").asLoader == obj || _ui.m_btnBack == obj || _ui.m_btnChoose.GetChild("icon").asLoader == obj || _ui.m_btnPhotograph.GetChild("icon").asLoader == obj;
  439. }
  440. }
  441. private void DisposeEquipData()
  442. {
  443. for (int i = 0; i < equipDataCache.equipDatas.Length; i++)
  444. {
  445. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(equipDataCache.equipDatas[i]);
  446. if (itemCfg.subType == ConstDressUpItemType.QIAN_JING || itemCfg.subType == ConstDressUpItemType.BEI_SHI || itemCfg.subType == ConstDressUpItemType.HUAN_JING)
  447. {
  448. PhotographDataManager.Instance.AddEquipItem(_equipSceneData, itemCfg.id, out _equipSceneData);
  449. }
  450. else
  451. {
  452. _equipRoleData.Add(equipDataCache.equipDatas[i]);
  453. }
  454. }
  455. }
  456. private void OnClickBtnBg()
  457. {
  458. _ui.m_ComSelectRes.target.visible = false;
  459. }
  460. private void OnClickBtnChoose()
  461. {
  462. _ui.m_ComSelectRes.target.visible = true;
  463. _ui.m_comSelectBox.target.visible = false;
  464. hitParentGameObj = null;
  465. }
  466. private void OnTouchBtnFlipBegin()
  467. {
  468. // isTouchUI = true;
  469. Transform transform = (_ui.m_comSelectBox.target.data as GameObject).transform;
  470. for (int i = 0; i < transform.childCount; i++)
  471. {
  472. transform.GetChild(i).Rotate(Vector3.up, 180, Space.World);
  473. }
  474. }
  475. private void OnTouchBtnFlipEnd()
  476. {
  477. // isTouchUI = false;
  478. }
  479. private void OnTouchBtnDeleteBegin()
  480. {
  481. // isTouchUI = true;
  482. GameObject gameObject = _ui.m_comSelectBox.target.data as GameObject;
  483. if (gameObject.transform.gameObject == bodyParent)
  484. {
  485. return;
  486. }
  487. else if (gameObject.transform.gameObject == npcParent)
  488. {
  489. SpriteRenderer spriteRenderer = gameObject.transform.GetChild(0).GetComponent<SpriteRenderer>();
  490. if (spriteRenderer != null)
  491. {
  492. GameObject.Destroy(spriteRenderer);
  493. }
  494. }
  495. else
  496. {
  497. GameObject.DestroyImmediate(gameObject);
  498. }
  499. _ui.m_comSelectBox.target.visible = false;
  500. }
  501. private void OnTouchBtnDeleteEnd()
  502. {
  503. // isTouchUI = false;
  504. }
  505. private void OnClickBtnPhotograph()
  506. {
  507. _ui.target.visible = false;
  508. Timers.inst.StartCoroutine(ScreenShotTex());// ();
  509. }
  510. private IEnumerator ScreenShotTex()
  511. {
  512. _ui.target.visible = false;
  513. yield return new WaitForEndOfFrame();
  514. Rect rect = new Rect(0, 0, UnityEngine.Screen.width, UnityEngine.Screen.height);
  515. Texture2D tex = new Texture2D((int)rect.width, (int)rect.height, TextureFormat.ARGB32, false);//新建一个Texture2D对象
  516. tex.ReadPixels(rect, 0, 0);//读取像素,屏幕左下角为0点
  517. tex.Apply();//保存像素信息
  518. ViewManager.Show<PhotographSaveView>(tex);
  519. _ui.target.visible = true;
  520. }
  521. private void OnClickBtnBack()
  522. {
  523. this.Hide();
  524. // ViewManager.Show(ViewName.DRESS_UP_VIEW);
  525. EventAgent.DispatchEvent(ConstMessage.CLOSE_PHOTOGRAPHVIEW);
  526. }
  527. protected override void OnHide()
  528. {
  529. base.OnHide();
  530. if (_sceneObject != null)
  531. {
  532. GameObject.Destroy(_sceneObject);
  533. _sceneObject = null;
  534. }
  535. equipDataCache = null;
  536. _equipRoleData.Clear();
  537. _equipSceneData.Clear();
  538. hitParentGameObj = null;
  539. pinchGesture.onAction.Remove(OnPinch);
  540. rotationGesture.onAction.Remove(OnRotate);
  541. pinchGesture = null;
  542. rotationGesture = null;
  543. }
  544. public override void Dispose()
  545. {
  546. if (_scenePrefab != null)
  547. {
  548. GameObject.Destroy(_scenePrefab);
  549. _scenePrefab = null;
  550. }
  551. base.Dispose();
  552. }
  553. }
  554. }