PGRData/Script/matrix/xhome/XHomeSceneManager.lua

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6.4 KiB
Lua

XHomeSceneManager = XHomeSceneManager or {}
HomeSceneViewType = {
OverView = 0, --总览
RoomView = 1, --房间视角
DeviceView = 2, --设备视角
}
HomeSceneLayerMask = {
Room = "Room",
Device = "Device",
HomeSurface = "HomeSurface",
Block = "Block",
HomeCharacter = "HomeCharacter",
}
local CurrentScene = nil
local CurrentView = HomeSceneViewType.OverView
function XHomeSceneManager.Init()
--TODO
end
function XHomeSceneManager.EnterScene(sceneName, sceneAssetUrl,onLoadCompleteCb, onLeaveCb)
if CurrentScene and CurrentScene.Name == sceneName then
return
end
local scene = XHomeScene.New(sceneName, sceneAssetUrl, onLoadCompleteCb, onLeaveCb)
XLuaUiManager.Open("UiLoading", LoadingType.Dormitory)
CS.UnityEngine.Resources.UnloadUnusedAssets()
XHomeSceneManager.LeaveScene()
CurrentScene = scene
CurrentScene:OnEnterScene()
CurrentView = HomeSceneViewType.OverView
end
function XHomeSceneManager.LeaveScene()
if CurrentScene then
CurrentScene:OnLeaveScene()
-- 清除宿舍本地图片缓存
XDataCenter.DormManager.ClearLocalCaptureCache()
CurrentScene = nil
end
end
function XHomeSceneManager.GetCurrentScene()
return CurrentScene
end
function XHomeSceneManager.GetSceneCamera()
if CurrentScene then
return CurrentScene:GetCamera()
end
return nil
end
function XHomeSceneManager.GetSceneCameraController()
if CurrentScene then
return CurrentScene:GetCameraController()
end
return nil
end
function XHomeSceneManager.ChangeAngleYAndYAxis(angleY, isAllowYAxis)
local cameraController = XHomeSceneManager.GetSceneCameraController()
if not XTool.UObjIsNil(cameraController) then
if angleY > 0 then
cameraController.TargetAngleY = angleY
end
cameraController.AllowYAxis = isAllowYAxis
end
end
function XHomeSceneManager.EnterShare(homeRoomData)
if not homeRoomData then
return
end
local cameraController = XHomeSceneManager.GetSceneCameraController()
if not XTool.UObjIsNil(cameraController) then
local imgName = tostring(XPlayer.Id) .. tostring(homeRoomData:GetShareId()) .. XDormConfig.ShareName
local texture = cameraController:CaptureCamera(imgName, true)
XDataCenter.DormManager.SetLocalCaptureCache(imgName, texture)
XLuaUiManager.Open("UiDormTemplateShare", homeRoomData, texture)
end
end
function XHomeSceneManager.CaptureCamera(imgName, isBig)
if not imgName then
return nil
end
local texture = nil
local cameraController = XHomeSceneManager.GetSceneCameraController()
if not XTool.UObjIsNil(cameraController) then
local captrueAngleX = XDormConfig.CaptureAngleX
local captrueAngleY = XDormConfig.CaptureAngleY
local captrueDistance = XDormConfig.CaptureDistance
local oldIsTweenCamera = cameraController.IsTweenCamera
local oldTargetAngleX = cameraController.TargetAngleX
local oldTargetAngleY = cameraController.TargetAngleY
local oldDistance = cameraController.Distance
local minDistance = cameraController.MinDistance
local maxDistance = cameraController.MaxDistance
-- 设置摄像机参数
cameraController.IsTweenCamera = false
if captrueDistance > maxDistance then
cameraController.MaxDistance = captrueDistance
end
if captrueDistance < minDistance then
cameraController.MinDistance = captrueDistance
end
cameraController.TargetAngleX = captrueAngleX
cameraController.TargetAngleY = captrueAngleY
cameraController.Distance = captrueDistance
-- 截屏
texture = cameraController:CaptureCamera(imgName, isBig)
XDataCenter.DormManager.SetLocalCaptureCache(imgName, texture)
XScheduleManager.ScheduleOnce(function()
--还原摄像机参数
cameraController.MaxDistance = maxDistance
cameraController.MinDistance = minDistance
cameraController.TargetAngleX = oldTargetAngleX
cameraController.TargetAngleY = oldTargetAngleY
cameraController.Distance = oldDistance
cameraController.IsTweenCamera = oldIsTweenCamera
end, 500)
return texture
end
return texture
end
function XHomeSceneManager.ChangeView(viewType)
CurrentView = viewType
local mask = XHomeSceneManager.GetLayerMask()
if CurrentScene then
CurrentScene:SetRaycasterMask(mask)
end
end
function XHomeSceneManager.GetCurrentView()
return CurrentView
end
function XHomeSceneManager.GetLayerMask()
if (CurrentView == HomeSceneViewType.OverView) then
return CS.UnityEngine.LayerMask.GetMask(HomeSceneLayerMask.Room)
elseif (CurrentView == HomeSceneViewType.RoomView) then
return CS.UnityEngine.LayerMask.GetMask(HomeSceneLayerMask.Device) | CS.UnityEngine.LayerMask.GetMask(HomeSceneLayerMask.HomeCharacter)
else
return nil
end
end
function XHomeSceneManager.ChangeBackToOverView()
if CurrentView == HomeSceneViewType.OverView then
return false
end
CurrentScene:ChangeCameraToScene(function()
XHomeSceneManager.ChangeView(HomeSceneViewType.OverView)
end)
return true
end
function XHomeSceneManager.ChangeSceneView(sceneId, cb)
CurrentScene:ChangeCameraToSceneById(sceneId, cb)
XHomeSceneManager.SetGlobalIllumSO(CS.XGame.ClientConfig:GetString("HomeSceneSoAssetUrl"))
end
function XHomeSceneManager.IsInHomeScene()
return CurrentScene ~= nil
end
----------------------------光照信息接口 start-----------------------------
-- 设置场景光照信息
--function XHomeSceneManager.SetSceneType(sceneType)
-- XLog.Error(sceneType)
-- if CurrentScene then
-- CurrentScene:SetSceneType(sceneType)
-- end
--end
--
-- 重置为当前光照场景类型
--function XHomeSceneManager.ResetToCurrentSceneType()
-- if CurrentScene then
-- CurrentScene:ResetToCurrentSceneType()
-- end
--end
-- 设置全局光照
function XHomeSceneManager.SetGlobalIllumSO(soPath)
if CurrentScene then
CurrentScene:SetGlobalIllumSO(soPath)
end
end
-- 重置为当前场景全局光
function XHomeSceneManager.ResetToCurrentGlobalIllumination()
if CurrentScene then
CurrentScene:ResetToCurrentGlobalIllumination()
end
end
----------------------------光照信息接口 end-----------------------------