1114 lines
No EOL
33 KiB
Lua
1114 lines
No EOL
33 KiB
Lua
---
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--- 宿舍管理器
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--- 管理场景上对象
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---
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XHomeDormManager = XHomeDormManager or {}
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local XHomeRoomObj = require("XHome/XDorm/XHomeRoomObj")
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local XHomeFurnitureObj = require("XHome/XDorm/XHomeFurnitureObj")
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-- 格子颜色了类型
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GridColorType = {
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Default = 1,
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Green = 2,
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Red = 3,
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Interact = 4,
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Blue = 5,
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}
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local GRID_COLOR_PATH = {
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Default = CS.XGame.ClientConfig:GetString("HomeGridColorDefaultAssetUrl"),
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Green = CS.XGame.ClientConfig:GetString("HomeGridColorGreenAssetUrl"),
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Red = CS.XGame.ClientConfig:GetString("HomeGridColorRedAssetUrl"),
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Interact = CS.XGame.ClientConfig:GetString("HomeGridColorInteractAssetUrl"),
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Blue = CS.XGame.ClientConfig:GetString("HomeGridColorBlueAssetUrl")
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}
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-- local IsSelf = false
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local InDormitoryScene = false
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local GridColorSoDic = {}
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local ResourceCacheDic = {}
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local MapResource = nil
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local MapTransform = nil
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local GroundRoot = nil
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local WallRoot = nil
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local HomeMapManager = nil --房间地图配置管理器
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local RoomFacade = nil --房间外墙模板
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local RoomRoot = nil
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local RoomTemplateGrid = nil
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local RoomDic = {}
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local TallBuilding = nil
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local CurSelectedRoom = nil
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local IsSelectedFurniture = false
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local ClickFurnitureCallback = nil
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XHomeDormManager.DormBgm = {}
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XHomeDormManager.FurnitureShowAttrType = -1
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local FurnitureMiniorType = {
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Ground = 1,
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Wall = 2,
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Ceiling = 3,
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BigFurniture = 4,
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SmallFurniture = 5,
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DecorateFurniture = 6,
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PetFurniture = 7,
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}
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local RecordRoomPutup = {}
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-- 初始化场景
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local function InitScene(go, datas, dormDataType, onFinishLoadScene, isenterroom)
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-- 初始化格子
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CS.XGridManager.Instance:Init()
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--场景全局光照
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XHomeSceneManager.SetGlobalIllumSO(CS.XGame.ClientConfig:GetString("HomeSceneSoAssetUrl"))
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--格子颜色信息资源
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for key, path in pairs(GRID_COLOR_PATH) do
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local resource = CS.XResourceManager.Load(path)
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if resource then
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GridColorSoDic[GridColorType[key]] = resource
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end
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end
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TallBuilding = go.transform:Find("GroupBase/@TallBuilding")
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-- 房间盖
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RoomFacade = go.transform:Find("@RoomFacade")
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-- 所有房间的根节点
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RoomRoot = go.transform:Find("@Room")
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-- 默认的房间模板
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RoomTemplateGrid = go.transform:Find("@Room/@Room_Template")
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if not XTool.UObjIsNil(RoomTemplateGrid) then
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RoomTemplateGrid.gameObject:SetActiveEx(false)
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end
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if not XTool.UObjIsNil(RoomRoot) then
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-- 加载房间数据
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XHomeDormManager.LoadRooms(datas, dormDataType)
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end
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-- 加载收藏宿舍的入口图片
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XDataCenter.DormManager.LoacdCollectTxture()
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local camera = XHomeSceneManager.GetSceneCamera()
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HomeMapManager:SetCamera(camera)
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if dormDataType == XDormConfig.DormDataType.Self then
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XLuaUiManager.OpenWithCallback("UiDormMain", function()
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-- 做了个宿舍的组件,额外组合原有宿舍的功能
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XLuaUiManager.Open("UiDormComponent")
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-- 全部加载场景回调,打开宿舍界面时传递
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if onFinishLoadScene then
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onFinishLoadScene()
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end
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if isenterroom then
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XLuaUiManager.Open("UiDormSecond", XDormConfig.VisitDisplaySetType.MySelf, XHomeDormManager.DormitoryId)
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end
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end)
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else
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if not XLuaUiManager.IsUiLoad("UiDormSecond") then
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local visit = XDormConfig.VisitDisplaySetType.Stranger
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if XDataCenter.SocialManager.CheckIsFriend(XHomeDormManager.TargetId) then
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visit = XDormConfig.VisitDisplaySetType.MyFriend
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end
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XLuaUiManager.OpenWithCallback("UiDormSecond", function()
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XLuaUiManager.Close("UiLoading")
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end, visit, XHomeDormManager.DormitoryId)
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end
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end
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-- 宿舍角色相关的事件监听
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XHomeCharManager.Init()
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InDormitoryScene = true
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end
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-- 移除场景
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local function RemoveScene()
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InDormitoryScene = false
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CS.XGridManager.Instance:Clear()
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for _, v in pairs(GridColorSoDic) do
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if v then
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v:Release()
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end
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end
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GridColorSoDic = {}
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XLuaUiManager.Close("UiDormComponent")
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RoomFacade = nil
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RoomRoot = nil
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RoomTemplateGrid = nil
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for _, room in pairs(RoomDic) do
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room:Dispose()
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end
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RoomDic = {}
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CurSelectedRoom = nil
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HomeMapManager = nil
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GroundRoot = nil
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WallRoot = nil
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if not XTool.UObjIsNil(MapTransform) then
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CS.UnityEngine.GameObject.Destroy(MapTransform.gameObject)
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end
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MapTransform = nil
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if MapResource then
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MapResource:Release()
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end
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MapResource = nil
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for _, v in pairs(ResourceCacheDic) do
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CS.XResourceManager.Unload(v)
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end
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ResourceCacheDic = {}
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end
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-- 初始化地表地图
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local function InitSurfaceMap(model)
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MapTransform = model.transform
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GroundRoot = MapTransform:Find("@GroundRoot")
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WallRoot = MapTransform:Find("@WallRoot")
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MapTransform:SetParent(nil)
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MapTransform.gameObject:SetActiveEx(false)
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HomeMapManager = model:GetComponent("XHomeMapManager")
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HomeMapManager:Init()
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end
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-- 进入宿舍
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function XHomeDormManager.EnterDorm(targetId, dormitoryId, isSele, onFinishLoadScene, onFinishEnterRoom)
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local isSelf = true
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local dormDataType = XDormConfig.DormDataType.Self
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XHomeDormManager.TargetId = targetId
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XHomeDormManager.DormitoryId = dormitoryId
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if targetId and targetId ~= XPlayer.Id then
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isSelf = false
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dormDataType = XDormConfig.DormDataType.Target
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end
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local cb = function()
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-- IsSelf = isSelf
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-- 根据房间类型获取房间数据XHomeRoomData
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local datas = XDataCenter.DormManager.GetDormitoryData(dormDataType)
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local onLoadCompleteCb = function(go)
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go.gameObject:SetActiveEx(true)
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-- 初始化场景
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InitScene(go, datas, dormDataType, onFinishLoadScene, isSele)
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if dormitoryId and isSele then
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XHomeDormManager.SetSelectedRoom(dormitoryId, true, nil, onFinishEnterRoom)
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end
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end
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XDataCenter.DormManager.RequestDormitoryDormEnter()
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-- 加载房间管理器
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MapResource = CS.XResourceManager.Load(CS.XGame.ClientConfig:GetString("HomeMapAssetUrl"))
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local model = CS.UnityEngine.Object.Instantiate(MapResource.Asset)
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-- 初始化地表地图,获取C#XHomeMapManager脚本,找到地板、墙壁根节点
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InitSurfaceMap(model)
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-- 设置全局光照
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CS.XGlobalIllumination.SetSceneType(CS.XSceneType.Dormitory)
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-- 进入场景
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XHomeSceneManager.EnterScene("sushe003", CS.XGame.ClientConfig:GetString("SuShe003"), onLoadCompleteCb, RemoveScene)
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end
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if isSelf then
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cb()
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else
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local charId = XDataCenter.DormManager.GetVisitorDormitoryCharacterId()
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XDataCenter.DormManager.RequestDormitoryVisit(targetId, dormitoryId, charId, cb)
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end
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end
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--获取房间信息
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function XHomeDormManager.GetRoom(roomId)
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if not RoomDic then
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return nil
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end
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return RoomDic[roomId]
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end
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--设置房间交互信息GameObject
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function XHomeDormManager.SetRoomInteractInfo(roomId)
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local room = XHomeDormManager.GetRoom(roomId)
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if room then
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room:SetInteractInfoGo()
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end
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end
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--隐藏房间交互信息GameObject
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function XHomeDormManager.HideRoomInteractInfo(roomId)
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local room = XHomeDormManager.GetRoom(roomId)
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if room then
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room:HideInteractInfoGo()
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end
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end
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-- 加载模板以及收藏宿舍
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local function LoadTemplateRooms(datas, loadtype, isNotChangeView)
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for _, data in pairs(datas) do
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local room = RoomDic[data.Id]
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if not room then
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if not XTool.UObjIsNil(RoomTemplateGrid) then
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room = XHomeRoomObj.New(data)
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RoomDic[data.Id] = room
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room:SetModel(RoomTemplateGrid.gameObject, loadtype)
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RoomTemplateGrid.gameObject:SetActiveEx(true)
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end
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else
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room:SetData(data, loadtype)
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end
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end
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if not isNotChangeView then
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XHomeSceneManager.ChangeView(HomeSceneViewType.OverView)
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end
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end
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-- 加载宿舍房间
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function XHomeDormManager.LoadRooms(datas, loadtype, isNotChangeView)
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if datas == nil then
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return
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end
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-- 如果是模板宿舍,比如是收藏、展示、其他玩家等,直接走LoadTemplateRooms接口
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if XDormConfig.IsTemplateRoom(loadtype) then
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LoadTemplateRooms(datas, loadtype, isNotChangeView)
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return
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end
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for _, data in pairs(datas) do
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local room = RoomDic[data.Id]
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if not room then
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local room_trans = RoomRoot:Find("@Room_" .. data.Id)
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local room_trans_Putup = room_trans:Find("@Hud")
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if not XTool.UObjIsNil(room_trans) then
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-- 创建房间obj
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room = XHomeRoomObj.New(data, RoomFacade)
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RoomDic[data.Id] = room
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room:SetModel(room_trans.gameObject, loadtype)
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RecordRoomPutup[data.Id] = room_trans_Putup
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end
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else
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-- 重新设置房间数据
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room:SetData(data, loadtype)
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end
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end
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if not isNotChangeView then
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XHomeSceneManager.ChangeView(HomeSceneViewType.OverView)
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end
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end
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function XHomeDormManager.GetRoomsPutup(dormId)
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return RecordRoomPutup[dormId]
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end
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-- 将地图网格挂到指定房间根节点
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function XHomeDormManager.AttachSurfaceToRoom(roomId)
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if not roomId then
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MapTransform.gameObject:SetActiveEx(false)
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end
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local room = RoomDic[roomId]
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if room and not XTool.UObjIsNil(room.Transform) then
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local groundSurface = GroundRoot:GetComponentInChildren(typeof(CS.XHomeSurface))
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if not XTool.UObjIsNil(groundSurface) then
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groundSurface.ConfigId = room.Ground.Data.CfgId
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end
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-- 4个
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local wallSurface = WallRoot:GetComponentInChildren(typeof(CS.XHomeSurface))
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if not XTool.UObjIsNil(wallSurface) then
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if room.Wall == nil then
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XLog.Error("缺少墙的数据....(迷惑)")
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else
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wallSurface.ConfigId = room.Wall.Data.CfgId
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end
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end
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MapTransform:SetParent(room.Transform, false)
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MapTransform.localPosition = CS.UnityEngine.Vector3.zero;
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MapTransform.localRotation = CS.UnityEngine.Quaternion.identity
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MapTransform.localScale = CS.UnityEngine.Vector3.one
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MapTransform.gameObject:SetActiveEx(true)
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end
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end
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--锁定墙体碰撞盒
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function XHomeDormManager.LockCollider(rotate)
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if XTool.UObjIsNil(HomeMapManager) then
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return
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end
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HomeMapManager:LockCollider(rotate)
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end
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function XHomeDormManager.OnShowBlockGrids(platType, gridOffset, rotate)
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if XTool.UObjIsNil(HomeMapManager) then
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return
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end
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local so = XHomeDormManager.GetGridColorSO(GridColorType.Red)
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HomeMapManager:OnShowBlockGrids(platType, gridOffset, so.Asset, rotate)
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end
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function XHomeDormManager.OnHideBlockGrids(platType, rotate)
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if XTool.UObjIsNil(HomeMapManager) then
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return
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end
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HomeMapManager:OnHideBlockGrids(platType, rotate)
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end
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--解锁墙体碰撞盒
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function XHomeDormManager.UnlockCollider()
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if XTool.UObjIsNil(HomeMapManager) then
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return
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end
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HomeMapManager:UnlockCollider()
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end
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--获取家具交互点格子坐标
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function XHomeDormManager.GetInteractGridPos(furnitureX, furnitureY, width, height, x, y, rotate)
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if XTool.UObjIsNil(HomeMapManager) then
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return
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end
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-- 返回(格子坐标;该坐标是否在房间地图内)
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return HomeMapManager:GetInteractGridPos(furnitureX, furnitureY, width, height, x, y, rotate)
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end
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-- 获取地图格子边长
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function XHomeDormManager.GetCeilSize()
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if XTool.UObjIsNil(HomeMapManager) then
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return 0
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end
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return HomeMapManager.CeilSize
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end
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-- 获取地图宽
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function XHomeDormManager.GetMapWidth()
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if XTool.UObjIsNil(HomeMapManager) then
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return 0
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end
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return HomeMapManager.MapSize.x
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end
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-- 获取地图高
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function XHomeDormManager.GetMapHeight()
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if XTool.UObjIsNil(HomeMapManager) then
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return 0
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end
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return HomeMapManager.MapSize.y
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end
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-- 获取地图墙高
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function XHomeDormManager.GetMapTall()
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if XTool.UObjIsNil(HomeMapManager) then
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return 0
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end
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return HomeMapManager.MapSize.z
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end
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-- 获取格子颜色SO
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function XHomeDormManager.GetGridColorSO(gridColorType)
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return GridColorSoDic[gridColorType]
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end
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-- 显示地表网格
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function XHomeDormManager.ShowSurface(type)
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if XTool.UObjIsNil(MapTransform) then
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return
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end
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if type == CS.XHomePlatType.Ground then
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GroundRoot.gameObject:SetActiveEx(true)
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WallRoot.gameObject:SetActiveEx(false)
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elseif type == CS.XHomePlatType.Wall then
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GroundRoot.gameObject:SetActiveEx(false)
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WallRoot.gameObject:SetActiveEx(true)
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end
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end
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function XHomeDormManager.ReformRoom(roomId, isBegin)
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local room = RoomDic[roomId]
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if not room then
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return
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end
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room:Reform(isBegin)
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end
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-- 收起房间全部家具
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function XHomeDormManager.CleanRoom(roomId)
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local room = RoomDic[roomId]
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if not room then
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return
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end
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room:CleanRoom()
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end
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-- 重置房间
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function XHomeDormManager.RevertRoom(roomId)
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local room = RoomDic[roomId]
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if not room then
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return
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end
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room:RevertRoom()
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end
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function XHomeDormManager.RevertOnWall(roomId)
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local room = RoomDic[roomId]
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if not room then
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return
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end
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room:CleanWallFurniture()
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end
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-- 重置当前宿舍光照
|
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function XHomeDormManager.SetIllumination()
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if CurSelectedRoom then
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CurSelectedRoom:SetIllumination()
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end
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end
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-- 保存房间摆设
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function XHomeDormManager.SaveRoomModification(roomId, isBehavior, cb)
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local room = RoomDic[roomId]
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if not room then
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return
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end
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XDataCenter.DormManager.RequestDecorationRoom(roomId, room, isBehavior, cb)
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end
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-- 创建家具
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function XHomeDormManager.CreateFurniture(roomId, furnitureData, gridPos, rotate)
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if not furnitureData then
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return
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end
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local room = RoomDic[roomId]
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if not room then
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return nil
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end
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local isTemplateRoom = XDormConfig.IsTemplateRoom(room.CurLoadType)
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local id = furnitureData.Id or 0
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if isTemplateRoom and id == 0 then
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id = XGlobalVar.GetIncId()
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end
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local data = {}
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data.Id = id
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data.CfgId = furnitureData.ConfigId
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data.GridX = gridPos.x
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data.GridY = gridPos.y
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data.RotateAngle = rotate
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local furniture = XHomeFurnitureObj.New(data, room)
|
||
local root
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||
if furniture.Cfg.LocateType == XFurnitureConfigs.HomeLocateType.Replace then
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||
root = room.SurfaceRoot
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else
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root = room.FurnitureRoot
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||
end
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||
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)
|
||
-- 镜面管理
|
||
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
|
||
|
||
-- 选中当前的房间,进入,创建角色
|
||
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 |