DressUpUtil.cs 19 KB

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