CharacterManager.cs 5.6 KB

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  1. using Cysharp.Threading.Tasks;
  2. using LitJson;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using System.IO;
  6. using System.Threading.Tasks;
  7. using UnityEngine;
  8. public class CharacterManager : MonoBehaviour
  9. {
  10. public static CharacterManager Inst;
  11. public CharacterRender selfRender;
  12. /// <summary>已穿戴的物品信息</summary>
  13. public List<Good> WornPackageItems = new List<Good>();
  14. /// <summary>临时已穿戴的物品信息</summary>
  15. public List<Good> TempWornPackageItems = new List<Good>();
  16. public static Camera mainCam;
  17. public static Camera UICam;
  18. void Start()
  19. {
  20. Inst=this;
  21. mainCam = GameObject.Find("Camera").GetComponent<Camera>();
  22. UICam = GameObject.Find("UICamera").GetComponent<Camera>();
  23. }
  24. /// <summary>
  25. /// 匹配玩家的Character
  26. /// </summary>
  27. /// <param name="ob"></param>
  28. public void MatchCharacterRender(CharacterRender cr)
  29. {
  30. if (cr) selfRender = cr;
  31. }
  32. /// <summary>
  33. /// 重新匹配玩家扭脸和换装数据
  34. /// </summary>
  35. /// <param name="cr"></param>
  36. public async void CharacterClothReMatch(CharacterRender cr)
  37. {
  38. if (selfRender.dressRenders.Count>0)
  39. {
  40. foreach (var item in selfRender.dressRenders)
  41. {
  42. await ChangePlayerTex(cr, item.Value.good);
  43. //Debug.Log(cr.gameObject.name+"/"+item.Value.good.name);
  44. }
  45. }
  46. }
  47. /// <summary>
  48. /// 将玩家换装数据保存到本地Json
  49. /// </summary>
  50. public void GoodsSaveToFile()
  51. {
  52. List<Good> goods = new List<Good>();
  53. foreach(var item in selfRender.dressRenders)
  54. {
  55. goods.Add(item.Value.good);
  56. }
  57. string jsonStr=JsonMapper.ToJson(goods);
  58. File.WriteAllText(Application.persistentDataPath + "/PlayerGoods.json", jsonStr);
  59. }
  60. /// <summary>
  61. /// 将玩家换装数据从本地Json读取
  62. /// </summary>
  63. /// <param name="cr"></param>
  64. public async void GoodsReadFromFile(CharacterRender cr)
  65. {
  66. string path = Application.persistentDataPath + "/PlayerGoods.json";
  67. if (File.Exists(path))
  68. {
  69. string jsonStr = File.ReadAllText(path);
  70. List<Good> goods = JsonMapper.ToObject<List<Good>>(jsonStr);
  71. foreach (var item in goods)
  72. {
  73. await ChangePlayerTex(cr, item);
  74. }
  75. }
  76. else Debug.Log("没有找到PlayerGoods.json文件!");
  77. }
  78. public async UniTask ChangePlayerTex (CharacterRender cr, Good config)
  79. {
  80. //Debug.Log(config.id);
  81. switch (int.Parse(config.assetsType))
  82. {
  83. case 1:
  84. await cr.SetPlayerCloth(config);
  85. break;
  86. case 2:
  87. await cr.SetPlayerBlendShape(config);
  88. break;
  89. case 3:
  90. await cr.SetTextrue(config);
  91. break;
  92. case 4:
  93. await cr.SetEyeTextrue(config);
  94. break;
  95. case 5:
  96. await cr.SetTextrue(config);
  97. break;
  98. }
  99. }
  100. public async UniTask<T> CreatNewDress<T>(Good good, CharacterDressRender cdr, string dir = null) where T : UnityEngine.Object
  101. {
  102. int type = good.id / 10000;
  103. string assetsName = null;
  104. if (good.assetsType == "1")
  105. {
  106. assetsName = ((good.id / 100) * 100).ToString();
  107. if ((good.id / 100) == 1415)//面饰
  108. {
  109. assetsName = good.id.ToString();
  110. }
  111. }
  112. else
  113. {
  114. if (type == 4 || type == 9)//眉毛/胡子
  115. {
  116. assetsName = $"{good.id}_BaseMap";
  117. }
  118. if (type == 15)//纹身
  119. {
  120. assetsName = ((good.id / 100) * 100).ToString();
  121. assetsName = $"{int.Parse(assetsName) + 1}_{good.id}_BaseMap";
  122. }
  123. }
  124. if (string.IsNullOrEmpty(assetsName))
  125. {
  126. assetsName = good.id.ToString();
  127. }
  128. assetsName += dir;
  129. var handle = await YooAssetManager.Instance.LoadAsset<T>(assetsName);
  130. if (handle as GameObject)
  131. {
  132. cdr.gameObject = GameObject.Instantiate(handle);
  133. }
  134. else
  135. {
  136. cdr.gameObject = handle;
  137. }
  138. //Debug.Log(type);
  139. if (type == 2)
  140. {
  141. int lastTwoDigits = good.id % 100;
  142. string texName = $"20000_200{lastTwoDigits.ToString("00")}_BaseMap";
  143. var tex = await YooAssetManager.Instance.LoadAsset<Texture>(texName);
  144. ((GameObject)cdr.gameObject).transform.GetChild(0).GetComponent<SkinnedMeshRenderer>().material.SetTexture("_BaseMap", tex);
  145. //Debug.Log(tex);
  146. //Debug.Log(cdr.gameObject);
  147. }
  148. if (type == 8)
  149. {
  150. if(good.id!=80000)
  151. {
  152. var mat = await YooAssetManager.Instance.LoadAsset<Material>(good.id.ToString() + "_mat");
  153. ((GameObject)cdr.gameObject).transform.GetChild(0).GetComponent<SkinnedMeshRenderer>().material = mat;
  154. }
  155. }
  156. if (type != 15 && type > 9 && type < 18)
  157. {
  158. var mat = await YooAssetManager.Instance.LoadAsset<Material>(good.id.ToString() + "_mat");
  159. ((GameObject)cdr.gameObject).transform.GetChild(0).GetComponent<SkinnedMeshRenderer>().material = mat;
  160. }
  161. cdr.good = good;
  162. return (T)cdr.gameObject;
  163. }
  164. /// <summary>
  165. /// 释放selfRender(CharacterRender)所挂在的人物模型
  166. /// </summary>
  167. /// <param name="cr"></param>
  168. public void CharacterDispose()
  169. {
  170. Destroy(selfRender.gameObject);
  171. }
  172. }