--- --- 宿舍管理器 --- 管理场景上对象 --- XHomeDormManager = XHomeDormManager or {} local XHomeRoomObj = require("XHome/XDorm/XHomeRoomObj") local XHomeFurnitureObj = require("XHome/XDorm/XHomeFurnitureObj") -- 格子颜色了类型 GridColorType = { Default = 1, Green = 2, Red = 3, Interact = 4, Blue = 5, } local GRID_COLOR_PATH = { Default = CS.XGame.ClientConfig:GetString("HomeGridColorDefaultAssetUrl"), Green = CS.XGame.ClientConfig:GetString("HomeGridColorGreenAssetUrl"), Red = CS.XGame.ClientConfig:GetString("HomeGridColorRedAssetUrl"), Interact = CS.XGame.ClientConfig:GetString("HomeGridColorInteractAssetUrl"), Blue = CS.XGame.ClientConfig:GetString("HomeGridColorBlueAssetUrl") } -- local IsSelf = false local InDormitoryScene = false local GridColorSoDic = {} local ResourceCacheDic = {} local MapResource = nil local MapTransform = nil local GroundRoot = nil local WallRoot = nil local HomeMapManager = nil --房间地图配置管理器 local RoomFacade = nil --房间外墙模板 local RoomRoot = nil local RoomTemplateGrid = nil local RoomDic = {} local TallBuilding = nil local CurSelectedRoom = nil local IsSelectedFurniture = false local ClickFurnitureCallback = nil XHomeDormManager.DormBgm = {} XHomeDormManager.FurnitureShowAttrType = -1 local FurnitureMiniorType = { Ground = 1, Wall = 2, Ceiling = 3, BigFurniture = 4, SmallFurniture = 5, DecorateFurniture = 6, PetFurniture = 7, } local RecordRoomPutup = {} -- 初始化场景 local function InitScene(go, datas, dormDataType, onFinishLoadScene, isenterroom) CS.XGridManager.Instance:Init() --场景全局光照 XHomeSceneManager.SetGlobalIllumSO(CS.XGame.ClientConfig:GetString("HomeSceneSoAssetUrl")) --格子颜色信息资源 for key, path in pairs(GRID_COLOR_PATH) do local resource = CS.XResourceManager.Load(path) if resource then GridColorSoDic[GridColorType[key]] = resource end end TallBuilding = go.transform:Find("GroupBase/@TallBuilding") RoomFacade = go.transform:Find("@RoomFacade") RoomRoot = go.transform:Find("@Room") RoomTemplateGrid = go.transform:Find("@Room/@Room_Template") if not XTool.UObjIsNil(RoomTemplateGrid) then RoomTemplateGrid.gameObject:SetActiveEx(false) end if not XTool.UObjIsNil(RoomRoot) then XHomeDormManager.LoadRooms(datas, dormDataType) end XDataCenter.DormManager.LoacdCollectTxture() local camera = XHomeSceneManager.GetSceneCamera() HomeMapManager:SetCamera(camera) if dormDataType == XDormConfig.DormDataType.Self then XLuaUiManager.OpenWithCallback("UiDormMain", function() XLuaUiManager.Open("UiDormComponent") if onFinishLoadScene then onFinishLoadScene() end if isenterroom then XLuaUiManager.Open("UiDormSecond", XDormConfig.VisitDisplaySetType.MySelf, XHomeDormManager.DormitoryId) end end) else if not XLuaUiManager.IsUiLoad("UiDormSecond") then local visit = XDormConfig.VisitDisplaySetType.Stranger if XDataCenter.SocialManager.CheckIsFriend(XHomeDormManager.TargetId) then visit = XDormConfig.VisitDisplaySetType.MyFriend end XLuaUiManager.OpenWithCallback("UiDormSecond", function() XLuaUiManager.Close("UiLoading") end, visit, XHomeDormManager.DormitoryId) end end XHomeCharManager.Init() InDormitoryScene = true end -- 移除场景 local function RemoveScene() InDormitoryScene = false CS.XGridManager.Instance:Clear() for _, v in pairs(GridColorSoDic) do if v then v:Release() end end GridColorSoDic = {} XLuaUiManager.Close("UiDormComponent") RoomFacade = nil RoomRoot = nil RoomTemplateGrid = nil for _, room in pairs(RoomDic) do room:Dispose() end RoomDic = {} CurSelectedRoom = nil HomeMapManager = nil GroundRoot = nil WallRoot = nil if not XTool.UObjIsNil(MapTransform) then CS.UnityEngine.GameObject.Destroy(MapTransform.gameObject) end MapTransform = nil if MapResource then MapResource:Release() end MapResource = nil for _, v in pairs(ResourceCacheDic) do CS.XResourceManager.Unload(v) end ResourceCacheDic = {} end -- 初始化地表地图 local function InitSurfaceMap(model) MapTransform = model.transform GroundRoot = MapTransform:Find("@GroundRoot") WallRoot = MapTransform:Find("@WallRoot") MapTransform:SetParent(nil) MapTransform.gameObject:SetActiveEx(false) HomeMapManager = model:GetComponent("XHomeMapManager") HomeMapManager:Init() end -- 进入宿舍 function XHomeDormManager.EnterDorm(targetId, dormitoryId, isSele, onFinishLoadScene, onFinishEnterRoom) local isSelf = true local dormDataType = XDormConfig.DormDataType.Self XHomeDormManager.TargetId = targetId XHomeDormManager.DormitoryId = dormitoryId if targetId and targetId ~= XPlayer.Id then isSelf = false dormDataType = XDormConfig.DormDataType.Target end local cb = function() -- IsSelf = isSelf local datas = XDataCenter.DormManager.GetDormitoryData(dormDataType) local onLoadCompleteCb = function(go) go.gameObject:SetActiveEx(true) InitScene(go, datas, dormDataType, onFinishLoadScene, isSele) if dormitoryId and isSele then XHomeDormManager.SetSelectedRoom(dormitoryId, true, nil, onFinishEnterRoom) end end XDataCenter.DormManager.RequestDormitoryDormEnter() MapResource = CS.XResourceManager.Load(CS.XGame.ClientConfig:GetString("HomeMapAssetUrl")) local model = CS.UnityEngine.Object.Instantiate(MapResource.Asset) InitSurfaceMap(model) CS.XGlobalIllumination.SetSceneType(CS.XSceneType.Dormitory) XHomeSceneManager.EnterScene("sushe003", CS.XGame.ClientConfig:GetString("SuShe003"), onLoadCompleteCb, RemoveScene) end if isSelf then cb() else local charId = XDataCenter.DormManager.GetVisitorDormitoryCharacterId() XDataCenter.DormManager.RequestDormitoryVisit(targetId, dormitoryId, charId, cb) end end --获取房间信息 function XHomeDormManager.GetRoom(roomId) if not RoomDic then return nil end return RoomDic[roomId] end --设置房间交互信息GameObject function XHomeDormManager.SetRoomInteractInfo(roomId) local room = XHomeDormManager.GetRoom(roomId) if room then room:SetInteractInfoGo() end end --隐藏房间交互信息GameObject function XHomeDormManager.HideRoomInteractInfo(roomId) local room = XHomeDormManager.GetRoom(roomId) if room then room:HideInteractInfoGo() end end -- 加载模板以及收藏宿舍 local function LoadTemplateRooms(datas, loadtype, isNotChangeView) for _, data in pairs(datas) do local room = RoomDic[data.Id] if not room then if not XTool.UObjIsNil(RoomTemplateGrid) then room = XHomeRoomObj.New(data) RoomDic[data.Id] = room room:SetModel(RoomTemplateGrid.gameObject, loadtype) RoomTemplateGrid.gameObject:SetActiveEx(true) end else room:SetData(data, loadtype) end end if not isNotChangeView then XHomeSceneManager.ChangeView(HomeSceneViewType.OverView) end end -- 加载宿舍房间 function XHomeDormManager.LoadRooms(datas, loadtype, isNotChangeView) if datas == nil then return end if XDormConfig.IsTemplateRoom(loadtype) then LoadTemplateRooms(datas, loadtype, isNotChangeView) return end for _, data in pairs(datas) do local room = RoomDic[data.Id] if not room then local room_trans = RoomRoot:Find("@Room_" .. data.Id) local room_trans_Putup = room_trans:Find("@Hud") if not XTool.UObjIsNil(room_trans) then room = XHomeRoomObj.New(data, RoomFacade) RoomDic[data.Id] = room room:SetModel(room_trans.gameObject, loadtype) RecordRoomPutup[data.Id] = room_trans_Putup end else room:SetData(data, loadtype) end end if not isNotChangeView then XHomeSceneManager.ChangeView(HomeSceneViewType.OverView) end end function XHomeDormManager.GetRoomsPutup(dormId) return RecordRoomPutup[dormId] end -- 将地图网格挂到指定房间根节点 function XHomeDormManager.AttachSurfaceToRoom(roomId) if not roomId then MapTransform.gameObject:SetActiveEx(false) end local room = RoomDic[roomId] if room and not XTool.UObjIsNil(room.Transform) then local groundSurface = GroundRoot:GetComponentInChildren(typeof(CS.XHomeSurface)) if not XTool.UObjIsNil(groundSurface) then groundSurface.ConfigId = room.Ground.Data.CfgId end -- 4个 local wallSurface = WallRoot:GetComponentInChildren(typeof(CS.XHomeSurface)) if not XTool.UObjIsNil(wallSurface) then if room.Wall == nil then XLog.Error("缺少墙的数据....(迷惑)") else wallSurface.ConfigId = room.Wall.Data.CfgId end end MapTransform:SetParent(room.Transform, false) MapTransform.localPosition = CS.UnityEngine.Vector3.zero; MapTransform.localRotation = CS.UnityEngine.Quaternion.identity MapTransform.localScale = CS.UnityEngine.Vector3.one MapTransform.gameObject:SetActiveEx(true) end end --锁定墙体碰撞盒 function XHomeDormManager.LockCollider(rotate) if XTool.UObjIsNil(HomeMapManager) then return end HomeMapManager:LockCollider(rotate) end function XHomeDormManager.OnShowBlockGrids(platType, gridOffset, rotate) if XTool.UObjIsNil(HomeMapManager) then return end local so = XHomeDormManager.GetGridColorSO(GridColorType.Red) HomeMapManager:OnShowBlockGrids(platType, gridOffset, so.Asset, rotate) end function XHomeDormManager.OnHideBlockGrids(platType, rotate) if XTool.UObjIsNil(HomeMapManager) then return end HomeMapManager:OnHideBlockGrids(platType, rotate) end --解锁墙体碰撞盒 function XHomeDormManager.UnlockCollider() if XTool.UObjIsNil(HomeMapManager) then return end HomeMapManager:UnlockCollider() end --获取家具交互点格子坐标 function XHomeDormManager.GetInteractGridPos(furnitureX, furnitureY, width, height, x, y, rotate) if XTool.UObjIsNil(HomeMapManager) then return end -- 返回(格子坐标;该坐标是否在房间地图内) return HomeMapManager:GetInteractGridPos(furnitureX, furnitureY, width, height, x, y, rotate) end -- 获取地图格子边长 function XHomeDormManager.GetCeilSize() if XTool.UObjIsNil(HomeMapManager) then return 0 end return HomeMapManager.CeilSize end -- 获取地图宽 function XHomeDormManager.GetMapWidth() if XTool.UObjIsNil(HomeMapManager) then return 0 end return HomeMapManager.MapSize.x end -- 获取地图高 function XHomeDormManager.GetMapHeight() if XTool.UObjIsNil(HomeMapManager) then return 0 end return HomeMapManager.MapSize.y end -- 获取地图墙高 function XHomeDormManager.GetMapTall() if XTool.UObjIsNil(HomeMapManager) then return 0 end return HomeMapManager.MapSize.z end -- 获取格子颜色SO function XHomeDormManager.GetGridColorSO(gridColorType) return GridColorSoDic[gridColorType] end -- 显示地表网格 function XHomeDormManager.ShowSurface(type) if XTool.UObjIsNil(MapTransform) then return end if type == CS.XHomePlatType.Ground then GroundRoot.gameObject:SetActiveEx(true) WallRoot.gameObject:SetActiveEx(false) elseif type == CS.XHomePlatType.Wall then GroundRoot.gameObject:SetActiveEx(false) WallRoot.gameObject:SetActiveEx(true) end end function XHomeDormManager.ReformRoom(roomId, isBegin) local room = RoomDic[roomId] if not room then return end room:Reform(isBegin) end -- 收起房间全部家具 function XHomeDormManager.CleanRoom(roomId) local room = RoomDic[roomId] if not room then return end room:CleanRoom() end -- 重置房间 function XHomeDormManager.RevertRoom(roomId) local room = RoomDic[roomId] if not room then return end room:RevertRoom() end function XHomeDormManager.RevertOnWall(roomId) local room = RoomDic[roomId] if not room then return end room:CleanWallFurniture() end -- 重置当前宿舍光照 function XHomeDormManager.SetIllumination() if CurSelectedRoom then CurSelectedRoom:SetIllumination() end end -- 保存房间摆设 function XHomeDormManager.SaveRoomModification(roomId, isBehavior, cb) local room = RoomDic[roomId] if not room then return end XDataCenter.DormManager.RequestDecorationRoom(roomId, room, isBehavior, cb) end -- 创建家具 function XHomeDormManager.CreateFurniture(roomId, furnitureData, gridPos, rotate) if not furnitureData then return end local room = RoomDic[roomId] if not room then return nil end local isTemplateRoom = XDormConfig.IsTemplateRoom(room.CurLoadType) local id = furnitureData.Id or 0 if isTemplateRoom and id == 0 then id = XGlobalVar.GetIncId() end local data = {} data.Id = id data.CfgId = furnitureData.ConfigId data.GridX = gridPos.x data.GridY = gridPos.y data.RotateAngle = rotate local furniture = XHomeFurnitureObj.New(data, room) local root if furniture.Cfg.LocateType == XFurnitureConfigs.HomeLocateType.Replace then root = room.SurfaceRoot else root = room.FurnitureRoot end furniture:LoadModel(furniture.Cfg.Model, root) if isTemplateRoom then return furniture end if room.Data:IsSelfData() then XHomeDormManager.ReplaceFurnitureMaterial(furniture, furnitureData.Id, XDormConfig.DormDataType.Self) XHomeDormManager.ReplaceFurnitureFx(furniture, furnitureData.Id, XDormConfig.DormDataType.Self) else XHomeDormManager.ReplaceFurnitureMaterial(furniture, furnitureData.Id, XDormConfig.DormDataType.Target) XHomeDormManager.ReplaceFurnitureFx(furniture, furnitureData.Id, XDormConfig.DormDataType.Target) end return furniture end function XHomeDormManager.ReplaceFurnitureMaterial(furniture, furnitureId, dormDataType) local materialPath = XDataCenter.FurnitureManager.GetFurnitureMaterial(furnitureId, dormDataType) if not materialPath then return end local targetMaterial = ResourceCacheDic[materialPath] if not targetMaterial then targetMaterial = CS.XResourceManager.Load(materialPath) ResourceCacheDic[materialPath] = targetMaterial end CS.XMaterialContainerHelper.ReplaceDormMat(furniture.GameObject, targetMaterial.Asset) end function XHomeDormManager.ReplaceFurnitureFx(furniture, furnitureId, dormDataType) local fxPath = XDataCenter.FurnitureManager.GetFurnitureFx(furnitureId, dormDataType) if not fxPath then return end local effect = furniture.Transform:Find("Effect") if not effect then return end effect.gameObject:LoadPrefab(fxPath) end -- 更换基础装修 function XHomeDormManager.ReplaceSurface(roomId, furniture) local room = RoomDic[roomId] if not room then return nil end room:ReplaceSurface(furniture) end -- 检测房间中家具类型数量限制 function XHomeDormManager.CheckFurnitureCountReachLimit(roomId, furniture) local room = RoomDic[roomId] if not room then return true end return room:CheckFurnitureCountReachLimit(furniture) end -- 检测房间中家具类型数量限制 function XHomeDormManager.CheckFurnitureCountReachLimitByPutNumType(roomId, putNumType) local room = RoomDic[roomId] if not room then return true end return room:CheckFurnitureCountReachLimitByPutNumType(putNumType) end -- 往房间中加入家具 function XHomeDormManager.AddFurniture(roomId, furniture) local room = RoomDic[roomId] if not room then return nil end room:AddFurniture(furniture) end -- 从房间中移除家具 function XHomeDormManager.RemoveFurniture(roomId, furniture) local room = RoomDic[roomId] if not room then return nil end room:RemoveFurniture(furniture) end -- 选中指定房间 function XHomeDormManager.SetSelectedRoom(roomId, isSelected, isvistor, onFinishEnterRoom) CS.XMirrorManager.Instance:SetDormLayer(isSelected, CS.UnityEngine.LayerMask.GetMask(HomeSceneLayerMask.Device)) local room = RoomDic[roomId] if not room then return nil end if CurSelectedRoom then if CurSelectedRoom.Data.Id == room.Data.Id then CurSelectedRoom:SetCharacterExit() CurSelectedRoom:SetSelected(isSelected, true, onFinishEnterRoom) if isvistor then CurSelectedRoom = nil end if not isSelected then XHomeSceneManager.SetGlobalIllumSO(CS.XGame.ClientConfig:GetString("HomeSceneSoAssetUrl")) end return end CurSelectedRoom:SetSelected(false, nil, onFinishEnterRoom) end room:SetSelected(isSelected, true, onFinishEnterRoom) if isSelected then CurSelectedRoom = room end end function XHomeDormManager.CharacterExit(roomId) local room = RoomDic[roomId] if not room then return end room:SetCharacterExit() end -- 显示或隐藏指定房间的外部景物 function XHomeDormManager.ShowOrHideOutsideRoom(baseRoomId, isShowOutside) -- 场景上高楼 if not XTool.UObjIsNil(TallBuilding) then TallBuilding.gameObject:SetActiveEx(isShowOutside) end -- 其他房间 for id, room in pairs(RoomDic) do local isTemplateRoom = XDormConfig.IsTemplateRoom(room.CurLoadType) if id ~= baseRoomId and not isTemplateRoom then room.GameObject:SetActiveEx(isShowOutside) end end end -- 显示构造体详情时 显示隐藏指定房间的外部景物 function XHomeDormManager.ShowOrHideBuilding(isShowOutside) -- 场景上高楼 if not XTool.UObjIsNil(TallBuilding) then TallBuilding.gameObject:SetActiveEx(isShowOutside) end end -- 设置选中家具 function XHomeDormManager.SetSelectedFurniture(selected) IsSelectedFurniture = selected end -- 检测当前是否选中家具 function XHomeDormManager.CheckSelectedFurniture() return IsSelectedFurniture end -- 设置点击家具回调 function XHomeDormManager.SetClickFurnitureCallback(cb) ClickFurnitureCallback = cb end -- 调用点击家具回调 function XHomeDormManager.FireClickFurnitureCallback(furniture) if ClickFurnitureCallback then ClickFurnitureCallback(furniture) end end -- 检测家具是否被阻挡 function XHomeDormManager.CheckRoomFurnitureBlock(roomId, furnitureId, x, y, width, height, type, rotate) local room = RoomDic[roomId] if room then return room:CheckFurnitureBlock(furnitureId, x, y, width, height, type, rotate) end return true, CS.UnityEngine.Vector3.zero end -- 检测家具碰撞 function XHomeDormManager.CheckRoomFurnitureCollider(furniture, roomId) local room = RoomDic[roomId] return room:CheckFurnituresCollider(furniture) or false end -- 获取本地坐标 function XHomeDormManager.GetLocalPosByGrid(x, y, type, rotate) if not XTool.UObjIsNil(HomeMapManager) then return HomeMapManager:GetLocalPosByGrid(x, y, type, rotate) end end -- 检测地图是否有阻挡 function XHomeDormManager.CheckMultiBlock(blockCfgId, x, y, width, height, type, rotate) if not XTool.UObjIsNil(HomeMapManager) then return HomeMapManager:CheckMultiBlock(blockCfgId, x, y, width, height, type, rotate) end end -- 世界坐标转地板格子坐标 function XHomeDormManager.WorldPosToGroundGridPos(worldPos, roomTransform) if XTool.UObjIsNil(HomeMapManager) then return CS.UnityEngine.Vector2.zero, 0 end local localPos = roomTransform.worldToLocalMatrix:MultiplyPoint(worldPos) local gridPos = HomeMapManager:GetGridPosByLocal(localPos, CS.XHomePlatType.Ground, 0, 1, 1) return gridPos end -- 检测世界坐标是否在地图边界 function XHomeDormManager.WorldPosCheckIsInBound(worldPos, roomTransform) if XTool.UObjIsNil(HomeMapManager) then return false end local localPos = roomTransform.worldToLocalMatrix:MultiplyPoint(worldPos) local gridPos = HomeMapManager:GetGridPosByLocal(localPos, CS.XHomePlatType.Ground, 0) local valid = HomeMapManager:CheckIsInBound(CS.XHomePlatType.Ground, gridPos.x, gridPos.y, 0) return valid end -- 获取格子坐标 function XHomeDormManager.GetGridPosByWorldPos(worldPos, transform, width, height) if XTool.UObjIsNil(HomeMapManager) then return CS.UnityEngine.Vector3.zero, 0 end local type, rotate local name = transform.name if name == "@Wall01" then type = CS.XHomePlatType.Wall rotate = 0 elseif name == "@Wall02" then type = CS.XHomePlatType.Wall rotate = 1 elseif name == "@Wall03" then type = CS.XHomePlatType.Wall rotate = 2 elseif name == "@Wall04" then type = CS.XHomePlatType.Wall rotate = 3 else type = CS.XHomePlatType.Ground rotate = 0 end local localPos = HomeMapManager.transform.worldToLocalMatrix:MultiplyPoint(worldPos) local gridPos = HomeMapManager:GetGridPosByLocal(localPos, type, rotate, width, height) return gridPos, rotate end -- 获取某个宿舍,某类型家具的数量 function XHomeDormManager.GetFurnitureNumsByRoomAndMinor(roomId, minorType) local room = RoomDic[roomId] if not room then return 0 end local roomData = room:GetData() if minorType == FurnitureMiniorType.Ground then return 1 elseif minorType == FurnitureMiniorType.Wall then return 1 elseif minorType == FurnitureMiniorType.Ceiling then return 1 end local furnitureList = roomData:GetFurnitureDic() local totalNum = 0 for _, v in pairs(furnitureList) do local furnitureTemplate = XFurnitureConfigs.GetFurnitureTemplateById(v.ConfigId) local furnitureMinorType = XFurnitureConfigs.GetFurnitureTypeById(furnitureTemplate.TypeId) if minorType == furnitureMinorType.MinorType then totalNum = totalNum + 1 end end return totalNum end -- 获取某个宿舍,某类型家具的容量 function XHomeDormManager.GetFurnitureCapacityByRoomANdMinor(roomId, minorType, roomType) local roomTemplate if XDormConfig.IsTemplateRoom(roomType) then roomTemplate = XDormConfig.GetDefaultDormitory() else roomTemplate = XDormConfig.GetDormitoryCfgById(roomId) end if minorType == FurnitureMiniorType.Ground or minorType == FurnitureMiniorType.Wall or minorType == FurnitureMiniorType.Ceiling then return 1 elseif minorType == FurnitureMiniorType.BigFurniture then return roomTemplate.BigFurnitureCapacity or 0 elseif minorType == FurnitureMiniorType.SmallFurniture then return roomTemplate.SmallFurnitureCapacity or 0 elseif minorType == FurnitureMiniorType.DecorateFurniture then return roomTemplate.DecorateCapacity or 0 elseif minorType == FurnitureMiniorType.PetFurniture then return roomTemplate.PetCapacity or 0 else return 0 end end function XHomeDormManager.GetFurnitureScoresByRoomData(roomData, dormDataType) local furnitureIdList = {} local totalScore = 0 local attrList = { [1] = 0, [2] = 0, [3] = 0, } if not roomData then return totalScore, attrList end local furnitureList = roomData:GetFurnitureDic() for _, v in pairs(furnitureList) do table.insert(furnitureIdList, { furnitureId = v.Id }) end local curdormDataType = XDormConfig.DormDataType.Target if not dormDataType then curdormDataType = XDormConfig.DormDataType.Self end for _, v in pairs(furnitureIdList) do local redScore = XDataCenter.FurnitureManager.GetFurnitureRedScore(v.furnitureId, curdormDataType) local yellowScore = XDataCenter.FurnitureManager.GetFurnitureYellowScore(v.furnitureId, curdormDataType) local blueScore = XDataCenter.FurnitureManager.GetFurnitureBlueScore(v.furnitureId, curdormDataType) totalScore = totalScore + XDataCenter.FurnitureManager.GetFurnitureScore(v.furnitureId, curdormDataType) --totalScore = totalScore + redScore + yellowScore + blueScore attrList[1] = attrList[1] + redScore attrList[2] = attrList[2] + yellowScore attrList[3] = attrList[3] + blueScore end return { TotalScore = totalScore, AttrList = attrList } end function XHomeDormManager.GetFurnitureScoresByUnsaveRoom(roomId) local room = RoomDic[roomId] local totalScore = 0 local attrList = { [1] = 0, [2] = 0, [3] = 0, } if not room then return { TotalScore = totalScore, AttrList = attrList } end local roomData = XDataCenter.DormManager.GetRoomDataByRoomId(roomId) return XHomeDormManager.GetFurnitureScoresByRoomData(roomData) end -- 获取 function XHomeDormManager.GetFurnitureScoresByRoomId(roomId) local room = RoomDic[roomId] local totalScore = 0 local attrList = { [1] = 0, [2] = 0, [3] = 0, } if not room then return { TotalScore = totalScore, AttrList = attrList } end local roomData = room:GetData() return XHomeDormManager.GetFurnitureScoresByRoomData(roomData) end -- 获取宿舍内3D坐标 对应2D坐标 function XHomeDormManager.GetWorldToViewPoint(roomId, pos) local room = RoomDic[roomId] local camera = XHomeSceneManager.GetSceneCamera() if not room or not camera then XLog.Error("XHomeDormManager.GetWorldToViewPoint error room is null, id is " .. roomId) return CS.UnityEngine.Vector3.zero end local screenPos = camera:WorldToViewportPoint(pos) screenPos.x = screenPos.x * CsXUiManager.RealScreenWidth screenPos.y = screenPos.y * CsXUiManager.RealScreenHeight return screenPos end function XHomeDormManager.GetFurnitureFromList(id, furntiureList) if not furntiureList then return nil end for _, v in pairs(furntiureList) do if v.Id == id then return v end end return nil end -- 是否需要保存宿舍, 宿舍任何物品稍微有改动则需要提示玩家保存 function XHomeDormManager.IsNeedSave(roomId, roomDataType) local room = RoomDic[roomId] if not room then return false end local lastSaveData = XDataCenter.DormManager.GetRoomDataByRoomId(roomId, roomDataType) local currentData = room:GetData() -- 家具(数量不一致,或者位置、角度不一致,提示保存) local lastFurnitureList = lastSaveData:GetFurnitureDic() local currentFurnitureList = currentData:GetFurnitureDic() local isMyRoom = roomDataType == XDormConfig.DormDataType.Self local lastFurnitureNum = XHomeDormManager.GetFurnitureNumsByDic(lastFurnitureList) local currentFurnitureNum = XHomeDormManager.GetFurnitureNumsByDic(currentFurnitureList) if lastFurnitureNum ~= currentFurnitureNum then return true end for _, v in pairs(lastFurnitureList) do local currentFurniture = currentFurnitureList[v.Id] if currentFurniture == nil then return true end if isMyRoom then -- 地板,天花板,墙 if XDataCenter.FurnitureManager.IsFurnitureMatchType(v.Id, XFurnitureConfigs.HomeSurfaceBaseType.Ground) then if v.Id ~= room.Ground.Data.Id then return true end elseif XDataCenter.FurnitureManager.IsFurnitureMatchType(v.Id, XFurnitureConfigs.HomeSurfaceBaseType.Ceiling) then if v.Id ~= room.Ceiling.Data.Id then return true end elseif XDataCenter.FurnitureManager.IsFurnitureMatchType(v.Id, XFurnitureConfigs.HomeSurfaceBaseType.Wall) then if v.Id ~= room.Wall.Data.Id then return true end else if v.ConfigId ~= currentFurniture.ConfigId or v.GridX ~= currentFurniture.GridX or v.GridY ~= currentFurniture.GridY or v.RotateAngle ~= currentFurniture.RotateAngle then return true end end else -- 地板,天花板,墙 if XFurnitureConfigs.IsFurnitureMatchTypeByConfigId(v.ConfigId, XFurnitureConfigs.HomeSurfaceBaseType.Ground) then if v.ConfigId ~= room.Ground.Data.CfgId then return true end elseif XFurnitureConfigs.IsFurnitureMatchTypeByConfigId(v.ConfigId, XFurnitureConfigs.HomeSurfaceBaseType.Ceiling) then if v.ConfigId ~= room.Ceiling.Data.CfgId then return true end elseif XFurnitureConfigs.IsFurnitureMatchTypeByConfigId(v.ConfigId, XFurnitureConfigs.HomeSurfaceBaseType.Wall) then if v.ConfigId ~= room.Wall.Data.CfgId then return true end else if v.ConfigId ~= currentFurniture.ConfigId or v.GridX ~= currentFurniture.GridX or v.GridY ~= currentFurniture.GridY or v.RotateAngle ~= currentFurniture.RotateAngle then return true end end end end return false end function XHomeDormManager.GetFurnitureNumsByDic(furnitureDic) local totalNum = 0 if not furnitureDic then return totalNum end for _, _ in pairs(furnitureDic) do totalNum = totalNum + 1 end return totalNum end -- 获取单个房间 function XHomeDormManager.GetSingleDormByRoomId(roomId) local room = RoomDic[roomId] return room end function XHomeDormManager.DormistoryGetFarestWall(dormitoryId) local room = XHomeDormManager.GetSingleDormByRoomId(dormitoryId) local totalWallNums = 4 local wallPositions = {} for i = 1, totalWallNums do wallPositions[i] = room.Transform:Find(string.format("HomeMapManager(Clone)/@WallRoot/@Wall0%d", i)).position end local camera = XHomeSceneManager.GetSceneCamera() if not camera then return 1 end local cameraPosition = camera.transform.position local maxWallIndex = 1 local maxWallDistance = 0 for k, wallPos in pairs(wallPositions) do local distance = CS.UnityEngine.Vector3.Distance(cameraPosition, wallPos) if distance > maxWallDistance then maxWallIndex = k maxWallDistance = distance end end return maxWallIndex end -- 是否在宿舍场景里 function XHomeDormManager.InDormScene() return InDormitoryScene end -- 是否在宿舍某个房间里 function XHomeDormManager.InAnyRoom() return CurSelectedRoom ~= nil and CurSelectedRoom.IsSelected end -- 获取当前在宿舍某个房间的id function XHomeDormManager.GetCurrentRoomId() if CurSelectedRoom and CurSelectedRoom.IsSelected then return CurSelectedRoom.Data.Id end return nil end -- 获取当前在宿舍某个房间家具数据 function XHomeDormManager.GetCurrentRoomFurnitures() if CurSelectedRoom and CurSelectedRoom.IsSelected then return CurSelectedRoom.Data:GetFurnitureDic() end return nil end -- 是否在宿舍某个房间里(房间id为roomId) function XHomeDormManager.IsInRoom(roomId) if CurSelectedRoom == nil then return false end if roomId and CurSelectedRoom.Data and CurSelectedRoom.Data.Id == roomId then return CurSelectedRoom.IsSelected end return false end --将网格的坐标显示到UI上 仅用于编辑器模式 function XHomeDormManager.ShowGridPosInUi(type) if not XTool.UObjIsNil(HomeMapManager) then return HomeMapManager:ShowGridPosInUi(type) end end