CharacterManager.cs 5.4 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178
  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 jsonStr = File.ReadAllText(Application.persistentDataPath + "/PlayerGoods.json");
  67. List<Good> goods = JsonMapper.ToObject<List<Good>>(jsonStr);
  68. foreach(var item in goods)
  69. {
  70. await ChangePlayerTex(cr, item);
  71. }
  72. }
  73. public async UniTask ChangePlayerTex (CharacterRender cr, Good config)
  74. {
  75. //Debug.Log(config.id);
  76. switch (int.Parse(config.assetsType))
  77. {
  78. case 1:
  79. await cr.SetPlayerCloth(config);
  80. break;
  81. case 2:
  82. await cr.SetPlayerBlendShape(config);
  83. break;
  84. case 3:
  85. await cr.SetTextrue(config);
  86. break;
  87. case 4:
  88. await cr.SetEyeTextrue(config);
  89. break;
  90. case 5:
  91. await cr.SetTextrue(config);
  92. break;
  93. }
  94. }
  95. public async UniTask<T> CreatNewDress<T>(Good good, CharacterDressRender cdr, string dir = null) where T : UnityEngine.Object
  96. {
  97. int type = good.id / 10000;
  98. string assetsName = null;
  99. if (good.assetsType == "1")
  100. {
  101. assetsName = ((good.id / 100) * 100).ToString();
  102. if ((good.id / 100) == 1415)//面饰
  103. {
  104. assetsName = good.id.ToString();
  105. }
  106. }
  107. else
  108. {
  109. if (type == 4 || type == 9)//眉毛/胡子
  110. {
  111. assetsName = $"{good.id}_BaseMap";
  112. }
  113. if (type == 15)//纹身
  114. {
  115. assetsName = ((good.id / 100) * 100).ToString();
  116. assetsName = $"{int.Parse(assetsName) + 1}_{good.id}_BaseMap";
  117. }
  118. }
  119. if (string.IsNullOrEmpty(assetsName))
  120. {
  121. assetsName = good.id.ToString();
  122. }
  123. assetsName += dir;
  124. var handle = await YooAssetManager.Instance.LoadAsset<T>(assetsName);
  125. if (handle as GameObject)
  126. {
  127. cdr.gameObject = GameObject.Instantiate(handle);
  128. }
  129. else
  130. {
  131. cdr.gameObject = handle;
  132. }
  133. //Debug.Log(type);
  134. if (type == 2)
  135. {
  136. int lastTwoDigits = good.id % 100;
  137. string texName = $"20000_200{lastTwoDigits.ToString("00")}_BaseMap";
  138. var tex = await YooAssetManager.Instance.LoadAsset<Texture>(texName);
  139. ((GameObject)cdr.gameObject).transform.GetChild(0).GetComponent<SkinnedMeshRenderer>().material.SetTexture("_BaseMap", tex);
  140. //Debug.Log(tex);
  141. //Debug.Log(cdr.gameObject);
  142. }
  143. if (type == 8)
  144. {
  145. if(good.id!=80000)
  146. {
  147. var mat = await YooAssetManager.Instance.LoadAsset<Material>(good.id.ToString() + "_mat");
  148. ((GameObject)cdr.gameObject).transform.GetChild(0).GetComponent<SkinnedMeshRenderer>().material = mat;
  149. }
  150. }
  151. if (type != 15 && type > 9 && type < 18)
  152. {
  153. var mat = await YooAssetManager.Instance.LoadAsset<Material>(good.id.ToString() + "_mat");
  154. ((GameObject)cdr.gameObject).transform.GetChild(0).GetComponent<SkinnedMeshRenderer>().material = mat;
  155. }
  156. cdr.good = good;
  157. return (T)cdr.gameObject;
  158. }
  159. /// <summary>
  160. /// 释放selfRender(CharacterRender)所挂在的人物模型
  161. /// </summary>
  162. /// <param name="cr"></param>
  163. public void CharacterDispose()
  164. {
  165. Destroy(selfRender.gameObject);
  166. }
  167. }