SceneController.cs 12 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. //拍照角色
  151. public static void UpdatePhotographBody(int[] equipDatas, GameObject sceneObj, GameObject parentObj)
  152. {
  153. SceneController.UpdateRole(equipDatas, sceneObj, false, null, false, parentObj);
  154. if (EquipDataCache.cacher.IsSuitPic && EquipDataCache.cacher.suitId > 0)
  155. {
  156. SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(EquipDataCache.cacher.suitId);
  157. DressUpUtil.UpdateBody(suitCfg.picRes, sceneObj, false, null, false, parentObj);
  158. }
  159. GameObject gameObject = parentObj.transform.Find("Body").gameObject;
  160. SceneController.SetBoxCollider2DToGameObject(gameObject);
  161. }
  162. //拍照场景添加单个道具
  163. public static void AddItemToScene(GameObject sceneObj, GameObject parentGameObj, int itemId, int layerId, int resLayer)
  164. {
  165. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  166. parentGameObj.transform.SetParent(sceneObj.transform.Find("Scene"), false);
  167. DressUpUtil.AddItem(itemId, sceneObj, false, false, parentGameObj, layerId, resLayer);
  168. SceneController.SetBoxCollider2DToGameObject(parentGameObj.transform.GetChild(0).gameObject);
  169. }
  170. //向Transform添加SpriteRenderer并设置资源
  171. public static void SetSpriteRendererToTransform(Transform tf, string resPath)
  172. {
  173. tf.position = Vector3.zero;
  174. SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
  175. if (spr == null)
  176. {
  177. tf.gameObject.AddComponent<SpriteRenderer>();
  178. spr = tf.GetComponent<SpriteRenderer>();
  179. }
  180. DressUpUtil.ChangeAssetReleaser(tf.gameObject, resPath);
  181. Sprite sp = GFGAsset.Load<Sprite>(resPath);
  182. spr.sprite = sp;
  183. spr.size = spr.sprite.bounds.size;//将节点设置为原图大小
  184. ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(ConstDressUpItemType.BEI_JING);
  185. }
  186. //向GameObject添加BoxCollider2D
  187. public static void SetBoxCollider2DToGameObject(GameObject gameObject)
  188. {
  189. BoxCollider2D polygonCollider2D = gameObject.GetComponent<BoxCollider2D>();
  190. if (polygonCollider2D != null)
  191. {
  192. GameObject.Destroy(polygonCollider2D);
  193. }
  194. polygonCollider2D = gameObject.AddComponent<BoxCollider2D>();
  195. polygonCollider2D.isTrigger = true;
  196. }
  197. //传入父物体,返回体碰撞盒大小
  198. public static Vector2 GetGameObjectSize(GameObject parentObj)
  199. {
  200. Vector2 size = Vector2.one;
  201. for (int i = 0; i < parentObj.transform.childCount; i++)
  202. {
  203. GameObject childGameObj = parentObj.transform.GetChild(i).gameObject;
  204. BoxCollider2D boxCollider2D = childGameObj.GetComponent<BoxCollider2D>();
  205. if (boxCollider2D != null)
  206. {
  207. return boxCollider2D.size * childGameObj.transform.localScale * parentObj.transform.localScale * 100;
  208. }
  209. }
  210. return Vector2.zero;
  211. }
  212. //设置物体中心点
  213. public static void SetGameObjectCenter(GameObject parentObj)
  214. {
  215. Transform parent = parentObj.transform; // 2.选中技算
  216. Vector3 postion = parent.position;
  217. Quaternion rotation = parent.rotation;
  218. Vector3 scale = parent.localScale;
  219. parent.position = Vector3.zero;
  220. parent.rotation = Quaternion.Euler(Vector3.zero);
  221. parent.localScale = Vector3.one;
  222. Vector3 center = Vector3.zero;
  223. Renderer[] renders = parent.GetComponentsInChildren<Renderer>();
  224. int index = 0;
  225. foreach (Transform t in parent)
  226. {
  227. string[] strs = t.name.Split('_');
  228. if (strs.Length > 1 && strs[1] == "eff") continue;//不计算特效大小
  229. Renderer render = t.GetComponent<Renderer>();
  230. if (render)
  231. {
  232. index++;
  233. center += render.bounds.center;
  234. }
  235. }
  236. center /= index;
  237. Bounds bounds = new Bounds(center, Vector3.zero);
  238. foreach (Transform t in parent)
  239. {
  240. string[] strs = t.name.Split('_');
  241. if (strs.Length > 1 && strs[1] == "eff") continue;
  242. Renderer render = t.GetComponent<Renderer>();
  243. if (render) bounds.Encapsulate(render.bounds);
  244. Debug.Log("zoya_111" + bounds);
  245. }
  246. parent.position = postion;
  247. parent.rotation = rotation;
  248. parent.localScale = scale;
  249. foreach (Transform t in parent)
  250. {
  251. string[] strs = t.parent.name.Split('_');
  252. if (strs.Length > 1 && strs[1] == "eff") continue;
  253. t.position = t.position - bounds.center;
  254. }
  255. parent.position = bounds.center + parent.position;
  256. }
  257. public static GameObject GetFirstHitObj(RaycastHit2D[] hit2Ds)
  258. {
  259. int layer = int.MinValue;
  260. GameObject gameObject = null;
  261. for (int i = 0; i < hit2Ds.Length; i++)
  262. {
  263. SpriteRenderer spr = hit2Ds[i].collider.gameObject.GetComponent<SpriteRenderer>();
  264. if (spr && spr.sortingOrder > layer)
  265. {
  266. gameObject = hit2Ds[i].collider.gameObject;
  267. layer = spr.sortingOrder;
  268. }
  269. }
  270. return gameObject;
  271. }
  272. public static void AddObjectToView(GameObject _gameObject, GoWrapper _wrapper, GGraph holder, string res, out GameObject gameObject, out GoWrapper wrapper, float scale = 100)
  273. {
  274. if (_gameObject != null)
  275. {
  276. GameObject.Destroy(_gameObject);
  277. _gameObject = null;
  278. }
  279. _gameObject = DressUpUtil.AddAnimationObj(res);
  280. _gameObject.transform.localScale = new Vector3(scale, scale, scale);
  281. if (_wrapper == null)
  282. {
  283. _wrapper = new GoWrapper(_gameObject);
  284. holder.SetNativeObject(_wrapper);
  285. }
  286. else
  287. {
  288. _wrapper.wrapTarget = _gameObject;//替换资源
  289. }
  290. wrapper = _wrapper;
  291. gameObject = _gameObject;
  292. }
  293. }
  294. }