293 lines
7.0 KiB
C#
293 lines
7.0 KiB
C#
using QFramework;
|
||
using QFramework.Example;
|
||
using System;
|
||
using System.Collections;
|
||
using System.Collections.Generic;
|
||
using UnityEngine;
|
||
using UnityEngine.EventSystems;
|
||
using XMLTool;
|
||
using static XMLTool.Body3D;
|
||
|
||
public class Body3DController : MonoSingleton<Body3DController>
|
||
{
|
||
public enum Status
|
||
{
|
||
Normal = 1 << 0,
|
||
Active = 1 << 1,
|
||
Drag = 1 << 2,
|
||
}
|
||
|
||
Body3DController() { }
|
||
|
||
Dictionary<GameObject, Body3DObjItem> objs = new Dictionary<GameObject, Body3DObjItem>();
|
||
|
||
bool selectIsGroup = false;
|
||
|
||
public List<GameObject> isOnList = new List<GameObject>();
|
||
public bool allowDrag = false;
|
||
|
||
public Status status = Status.Normal;
|
||
private Vector2 mouseDownPosition; // ¼Ç¼Êó±ê°´ÏÂʱµÄλÖÃ
|
||
|
||
Stack<GameObject> activeObjs = new Stack<GameObject>();
|
||
public Stack<GameObject> moveObjs = new Stack<GameObject>();
|
||
public override void OnSingletonInit()
|
||
{
|
||
base.OnSingletonInit();
|
||
|
||
TypeEventSystem.Global.Register<OnBody3DStart>((arg) =>
|
||
{
|
||
Refresh();
|
||
}).UnRegisterWhenGameObjectDestroyed(gameObject);
|
||
|
||
TypeEventSystem.Global.Register<OnModuleQuit>(OnClear);
|
||
TypeEventSystem.Global.Register<OnBody3DGroupTypeChanged>(OnToggleSelectType);
|
||
TypeEventSystem.Global.Register<OnBody3DSelected>(OnBody3DSelectedHandler);
|
||
}
|
||
|
||
private void OnBody3DSelectedHandler(OnBody3DSelected selected)
|
||
{
|
||
|
||
if (selected.isOn)
|
||
{
|
||
if (isOnList.Contains(selected.obj) == false)
|
||
{
|
||
if (selectIsGroup == false)
|
||
{
|
||
ClearObjectToggle();
|
||
}
|
||
isOnList.Add(selected.obj);
|
||
|
||
UIBody3DInfoData data = new UIBody3DInfoData();
|
||
data.body = selected.obj.GetComponent<Body3DObjItem>().body;
|
||
UIKit.OpenPanelAsync<UIBody3DInfo>(UILevel.PopUI, data).ToAction().Start(this);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if (isOnList.Contains(selected.obj))
|
||
{
|
||
isOnList.Remove(selected.obj);
|
||
selected.obj.GetComponent<ObjectToggle>().Set(false);
|
||
}
|
||
if (isOnList.Count <= 0)
|
||
{
|
||
UIKit.HidePanel<UIBody3DInfo>();
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
|
||
public void SetStatus(Status status, bool isAdd)
|
||
{
|
||
if (isAdd)
|
||
{
|
||
this.status |= status;
|
||
}
|
||
else
|
||
{
|
||
// ɾ³ý״̬
|
||
this.status &= ~status;
|
||
}
|
||
}
|
||
|
||
public bool CheckStatus(Status status)
|
||
{
|
||
return (this.status & status) == status;
|
||
}
|
||
|
||
public void AddActiveObj(GameObject obj)
|
||
{
|
||
activeObjs.Push(obj);
|
||
}
|
||
public GameObject PopActiveObj()
|
||
{
|
||
if (activeObjs.Count > 0)
|
||
{
|
||
return activeObjs.Pop();
|
||
}
|
||
else
|
||
{
|
||
return null;
|
||
}
|
||
}
|
||
|
||
public void AddMoveObj(GameObject obj)
|
||
{
|
||
if (moveObjs.Contains(obj) == false)
|
||
{
|
||
moveObjs.Push(obj);
|
||
}
|
||
}
|
||
public GameObject PopMoveObj()
|
||
{
|
||
if (moveObjs.Count > 0)
|
||
{
|
||
return moveObjs.Pop();
|
||
}
|
||
else
|
||
{
|
||
return null;
|
||
}
|
||
}
|
||
|
||
public void Active(bool isActive)
|
||
{
|
||
foreach (var item in objs)
|
||
{
|
||
if (isOnList.Contains(item.Key) == false)
|
||
{
|
||
item.Key.SetActive(isActive);
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
|
||
|
||
public void Active(GameObject obj, bool isActive, bool isOther)
|
||
{
|
||
if (isOther)
|
||
{
|
||
foreach (var item in objs)
|
||
{
|
||
if (item.Key != obj)
|
||
{
|
||
item.Key.SetActive(isActive);
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
obj.SetActive(isActive);
|
||
}
|
||
}
|
||
public void Transparent(GameObject obj, bool isTransparent, bool isOther)
|
||
{
|
||
if (isOther)
|
||
{
|
||
foreach (var item in objs)
|
||
{
|
||
if (item.Key != obj)
|
||
{
|
||
var mesh = item.Key.GetComponent<MeshRenderer>();
|
||
if (mesh != null)
|
||
{
|
||
Utility.SetSurfaceType(mesh.material, isTransparent);
|
||
}
|
||
else
|
||
{
|
||
Debug.LogError($"ÎïÌå:{item.Key.name} ûÓÐMeshRenderer×é¼þ");
|
||
}
|
||
}
|
||
}
|
||
|
||
}
|
||
else
|
||
{
|
||
Utility.SetSurfaceType(obj.GetComponent<MeshRenderer>().material, isTransparent);
|
||
}
|
||
}
|
||
private void OnToggleSelectType(OnBody3DGroupTypeChanged type)
|
||
{
|
||
selectIsGroup = type.isGroup;
|
||
}
|
||
|
||
private void OnClear(OnModuleQuit quit)
|
||
{
|
||
Clear();
|
||
}
|
||
|
||
public void Refresh()
|
||
{
|
||
Parser(Global.Instance.cur3DPart);
|
||
}
|
||
|
||
public void Parser(Body3D.Body body)
|
||
{
|
||
|
||
if (body.subBody != null && body.subBody.Count > 0)
|
||
{
|
||
foreach (var item in body.subBody)
|
||
{
|
||
Parser(item.Value);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
GameObject obj = Utility.FindObj(body.Path);
|
||
|
||
//if (obj != null) { Debug.Log("????" + body.Path + "????"); };
|
||
var bodyObjItem = obj.GetOrAddComponent<Body3DObjItem>();
|
||
bodyObjItem.Init(body);
|
||
objs.Add(obj, bodyObjItem);
|
||
}
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
|
||
private void Update()
|
||
{
|
||
if (Input.GetMouseButtonDown(0))
|
||
{
|
||
// ¼Ç¼Êó±ê°´ÏÂʱµÄλÖÃ
|
||
mouseDownPosition = Input.mousePosition;
|
||
}
|
||
|
||
if (Input.GetMouseButtonUp(0))
|
||
{
|
||
// »ñÈ¡Êó±ȩ̂ÆðʱµÄλÖÃ
|
||
Vector2 mouseUpPosition = Input.mousePosition;
|
||
|
||
// ¼ÆËãÊó±ê°´ÏºÍ̧ÆðλÖÃÖ®¼äµÄ¾àÀë
|
||
float distance = Vector2.Distance(mouseDownPosition, mouseUpPosition);
|
||
|
||
// ÅжÏÒÆ¶¯¾àÀëÊÇ·ñСÓÚ 1 ÇÒδµã»÷ÔÚ UI ÉÏ
|
||
if (distance < 1f && EventSystem.current.IsPointerOverGameObject() == false)
|
||
{
|
||
// ´ÓÏà»ú·¢ÉäÒ»ÌõÉäÏßµ½µ±Ç°Êó±êλÖÃ
|
||
if (Camera.main != null)
|
||
{
|
||
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||
RaycastHit hit;
|
||
if (Physics.Raycast(ray, out hit))
|
||
{
|
||
//GameObject obj = hit.collider.gameObject;
|
||
// ÕâÀï¿ÉÒÔÌí¼Ó´¦ÀíÉäÏß»÷ÖÐÎïÌåµÄÂß¼
|
||
}
|
||
else
|
||
{
|
||
if (!selectIsGroup)
|
||
{
|
||
ClearObjectToggle();
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
|
||
public void ClearObjectToggle()
|
||
{
|
||
for (int i = isOnList.Count - (1); i >= 0; i--)
|
||
{
|
||
isOnList[i].GetComponent<ObjectToggle>().Set(false);
|
||
}
|
||
}
|
||
|
||
public void Clear()
|
||
{
|
||
objs.Clear();
|
||
}
|
||
|
||
|
||
|
||
|
||
}
|