PGRData/Script/matrix/xhome/xdorm/XHomeDormManager.lua

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---
--- 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")
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local XHomeRoomCache = require("XHome/XDorm/XHomeRoomCache")
-- 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
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---@type table<number, XIResource>
local GridColorSoDic = {}
local ResourceCacheDic = {}
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---@type XIResource
local MapResource = nil
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---@type UnityEngine.Transform
local MapTransform = nil
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---@type UnityEngine.Transform
local GroundRoot = nil
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---@type UnityEngine.Transform
local WallRoot = nil
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---@type XHomeMapManager
local HomeMapManager = nil --房间地图配置管理器
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---@type UnityEngine.GameObject
local RoomFacade = nil --房间外墙模板
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---@type UnityEngine.GameObject
local RoomRoot = nil --房间根节点
---@type UnityEngine.GameObject
local RoomTemplateGrid = nil --模板房间
---@type table<number,XHomeRoomObj>
local RoomDic = {}
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---@type UnityEngine.GameObject
local TallBuilding = nil
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---@type XHomeRoomObj
local CurSelectedRoom = nil
local IsSelectedFurniture = false
local ClickFurnitureCallback = nil
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local NeedLoadFurnitureOnLoad = true --是否在进入宿舍时加载家具
---@type XHomeRoomCache
local HomeFurnitureCache
---@type UnityEngine.Material[]
local FurnitureRimMat = {}
local FurnitureRedRimMatKey
XHomeDormManager.DormBgm = {}
XHomeDormManager.FurnitureShowAttrType = -1
local FurnitureMiniorType = {
Ground = 1,
Wall = 2,
Ceiling = 3,
BigFurniture = 4,
SmallFurniture = 5,
DecorateFurniture = 6,
PetFurniture = 7,
}
local RecordRoomPutup = {}
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local function InitFurnitureRimMat()
for key, template in pairs(XDormConfig.GetFurnitureRimMat()) do
local mat = CS.XMaterialContainerHelper.CloneMaterial(CS.XGraphicManager.RenderConst.RoomRimMat)
mat:SetColor("_HighlightColor", XUiHelper.Hexcolor2Color(template.HighlightColor))
mat:SetFloat("_MinHighLightLevel", template.MinHighLightLevel)
mat:SetFloat("_MaxHighLightLevel", template.MaxHighLightLevel)
mat:SetFloat("_HighlightSpeed", template.HighlightSpeed)
mat:SetFloat("_ColorIntensity", template.ColorIntensity)
mat:SetFloat("_Alpha", template.Alpha)
FurnitureRimMat[key] = mat
end
end
--- 初始化场景
---@param go UnityEngine.GameObject 场景根物体
---@param homeDormDataMap table<number,XHomeRoomData> 场景根物体
---@param dormDataType number 加载宿舍类型XDormConfig.DormDataType
---@param onFinishLoadScene function 场景全部加载完宿舍界面打开后执行
---@param isEnterRoom boolean 是否进入房间内
--------------------------
local function InitScene(go, homeDormDataMap, dormDataType, onFinishLoadScene, isEnterRoom)
HomeFurnitureCache = HomeFurnitureCache or XHomeRoomCache.New(XDormConfig.DormLoadCacheCount)
InitFurnitureRimMat()
-- 初始化格子
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")
-- 房间盖
RoomFacade = go.transform:Find("@RoomFacade")
-- 所有房间的根节点
RoomRoot = go.transform:Find("@Room")
-- 默认的房间模板
RoomTemplateGrid = go.transform:Find("@Room/@Room_Template")
if not XTool.UObjIsNil(RoomTemplateGrid) then
RoomTemplateGrid.gameObject:SetActiveEx(false)
end
if not XTool.UObjIsNil(RoomRoot) then
-- 加载房间数据
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XHomeDormManager.LoadRooms(homeDormDataMap, dormDataType)
end
-- 加载收藏宿舍的入口图片
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XDataCenter.DormManager.LoadCollectTexture()
local camera = XHomeSceneManager.GetSceneCamera()
HomeMapManager:SetCamera(camera)
if dormDataType == XDormConfig.DormDataType.Self then
XLuaUiManager.OpenWithCallback("UiDormMain", function()
-- 做了个宿舍的组件,额外组合原有宿舍的功能
XLuaUiManager.Open("UiDormComponent")
-- 全部加载场景回调,打开宿舍界面时传递
if onFinishLoadScene then
onFinishLoadScene()
end
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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
-- 宿舍角色相关的事件监听
XHomeCharManager.Init()
InDormitoryScene = true
end
-- 移除场景
local function RemoveScene()
InDormitoryScene = false
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NeedLoadFurnitureOnLoad = true
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 = {}
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HomeFurnitureCache:Clear()
CurSelectedRoom = nil
HomeMapManager = nil
GroundRoot = nil
WallRoot = nil
if not XTool.UObjIsNil(MapTransform) then
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XUiHelper.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
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for _, mat in pairs(FurnitureRimMat) do
XUiHelper.Destroy(mat)
end
FurnitureRimMat = {}
ResourceCacheDic = {}
end
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--- 初始化地表地图
---@param model UnityEngine.GameObject
--------------------------
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
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--- 进入宿舍
---@param targetId number 用户Id
---@param dormitoryId number 宿舍Id
---@param isEnterRoom boolean 是否进入房间内
---@param onFinishLoadScene function 场景全部加载完宿舍界面打开后执行
---@param onFinishEnterRoom function 宿舍Id
---@return
--------------------------
function XHomeDormManager.EnterDorm(targetId, dormitoryId, isEnterRoom, 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
-- 根据房间类型获取房间数据XHomeRoomData
local datas = XDataCenter.DormManager.GetDormitoryData(dormDataType)
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NeedLoadFurnitureOnLoad = XDormConfig.GetDormFurnitureTotal(datas) <= XDormConfig.LoadThresholdTotal
local onLoadCompleteCb = function(go)
go.gameObject:SetActiveEx(true)
-- 初始化场景
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InitScene(go, datas, dormDataType, onFinishLoadScene, isEnterRoom)
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if dormitoryId and isEnterRoom then
XHomeDormManager.SetSelectedRoom(dormitoryId, true, nil, onFinishEnterRoom)
end
end
XDataCenter.DormManager.RequestDormitoryDormEnter()
-- 加载房间管理器
MapResource = CS.XResourceManager.Load(CS.XGame.ClientConfig:GetString("HomeMapAssetUrl"))
local model = CS.UnityEngine.Object.Instantiate(MapResource.Asset)
-- 初始化地表地图获取C#XHomeMapManager脚本找到地板、墙壁根节点
InitSurfaceMap(model)
-- 设置全局光照
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XUiHelper.SetSceneType(CS.XSceneType.Dormitory)
-- 进入场景
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
-- 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
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
-- 创建房间obj
room = XHomeRoomObj.New(data, RoomFacade)
RoomDic[data.Id] = room
room:SetModel(room_trans.gameObject, loadtype)
RecordRoomPutup[data.Id] = room_trans_Putup
end
else
-- 重新设置房间数据
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
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if room.Wall == nil then
XLog.Error("缺少墙的数据....(迷惑)")
return
end
-- 4个
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local wallSurfaceArr = WallRoot:GetComponentsInChildren(typeof(CS.XHomeSurface))
if wallSurfaceArr == nil or wallSurfaceArr.Length < 4 then
XLog.Error("墙体数据不匹配")
end
for i = 0, wallSurfaceArr.Length - 1 do
wallSurfaceArr[i].ConfigId = room.Wall.Data.CfgId
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
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function XHomeDormManager.ClearFurnitureAnimation(roomId)
local room = RoomDic[roomId]
if not room then
return
end
room:ClearFurnitureAnimation()
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
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--- 创建家具
---@param roomId number 房间Id
---@param furnitureData XHomeRoomData 房间数据
---@param gridPos UnityEngine.Vector2 格子坐标
---@param rotate number 在Y轴的旋转角度
---@param isAsync boolean 是否异步
---@param onComplete function 加载完成回调
---@return XHomeFurnitureObj
--------------------------
function XHomeDormManager.CreateFurniture(roomId, furnitureData, gridPos, rotate, isAsync, onComplete)
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
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local furniture = XHomeFurnitureObj.New(data, room, onComplete)
local root
if furniture.Cfg.LocateType == XFurnitureConfigs.HomeLocateType.Replace then
root = room.SurfaceRoot
else
root = room.FurnitureRoot
end
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if string.IsNilOrEmpty(furniture.Cfg.Model) then
XLog.Warning("加载家具失败家具模型Url为空, 家具Id = " .. furnitureData.ConfigId)
return
end
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if isAsync then
furniture:LoadModelAsync(furniture.Cfg.Model, root)
else
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furniture:LoadModel(furniture.Cfg.Model, root)
end
if isTemplateRoom then
return furniture
end
return furniture
end
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function XHomeDormManager.UpdateFurnitureData(roomId, oldIds, newIds)
local room = RoomDic[roomId]
if not room then
return
end
room:UpdateFurnitureData(oldIds, newIds)
end
function XHomeDormManager.GetFurnitureObj(roomId, furnitureId)
if not XTool.IsNumberValid(roomId) or not XTool.IsNumberValid(furnitureId) then
return
end
local room = RoomDic[roomId]
if not room then
return
end
return room:GetFurnitureObjById(furnitureId)
end
function XHomeDormManager.CancelSelectRayCast(roomId)
if not XTool.IsNumberValid(roomId) then
return
end
local room = RoomDic[roomId]
if not room then
return
end
room:CancelSelectRayCast()
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
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function XHomeDormManager.SetSelectedRoom(roomId, isSelected, isVisitor, 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()
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CurSelectedRoom:SetSelected(isSelected, true, isSelected and onFinishEnterRoom or nil)
if isVisitor and not isSelected then
CurSelectedRoom = nil
end
if not isSelected then
XHomeSceneManager.SetGlobalIllumSO(CS.XGame.ClientConfig:GetString("HomeSceneSoAssetUrl"))
end
return
end
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CurSelectedRoom:SetSelected(false)
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
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function XHomeDormManager.GetFurnitureScoresByUnSaveRoom(roomId, dormDataType)
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
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local roomData = XDataCenter.DormManager.GetRoomDataByRoomId(roomId, dormDataType)
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return XHomeDormManager.GetFurnitureScoresByRoomData(roomData, dormDataType)
end
-- 获取
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function XHomeDormManager.GetFurnitureScoresByRoomId(roomId, dormDataType)
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()
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return XHomeDormManager.GetFurnitureScoresByRoomData(roomData, dormDataType)
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
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--- 是否需要保存模板宿舍
---@return boolean
--------------------------
function XHomeDormManager.IsNeedSaveByTemplate(roomId, roomType, targetRoomId)
local room = RoomDic[targetRoomId]
if not room then
return false
end
--模板数据
local templateData = XDataCenter.DormManager.GetRoomDataByRoomId(roomId, roomType)
--目标数据
local targetData = room:GetData()
local templateList = templateData:GetFurnitureDic()
local targetList = targetData:GetFurnitureDic()
local templateCount = XHomeDormManager.GetFurnitureNumsByDic(templateList)
local targetCount = XHomeDormManager.GetFurnitureNumsByDic(targetList)
if targetCount ~= templateCount then
return true
end
local furnitureObjMap = room:GetAllFurnitureObj()
for _, furniture in pairs(templateList) do
-- 地板,天花板,墙
if XFurnitureConfigs.IsFurnitureMatchTypeByConfigId(furniture.ConfigId, XFurnitureConfigs.HomeSurfaceBaseType.Ground) then
if furniture.ConfigId ~= room.Ground.Data.CfgId then
return true
end
elseif XFurnitureConfigs.IsFurnitureMatchTypeByConfigId(furniture.ConfigId, XFurnitureConfigs.HomeSurfaceBaseType.Ceiling) then
if furniture.ConfigId ~= room.Ceiling.Data.CfgId then
return true
end
elseif XFurnitureConfigs.IsFurnitureMatchTypeByConfigId(furniture.ConfigId, XFurnitureConfigs.HomeSurfaceBaseType.Wall) then
if furniture.ConfigId ~= room.Wall.Data.CfgId then
return true
end
else
local furnitureObj = furnitureObjMap[room:GetIdByTemplateFurnitureId(furniture.Id)]
if not furnitureObj then
return true
end
if furniture.ConfigId ~= furnitureObj.Data.CfgId or furniture.GridX ~= furnitureObj.GridX or
furniture.GridY ~= furnitureObj.GridY or furniture.RotateAngle ~= furnitureObj.RotateAngle then
return true
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
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function XHomeDormManager.RaycastUnOwnedFurniture(currentRoomId, targetRoomId, currentRoomType, targetRoomType)
local current = XDataCenter.DormManager.GetRoomDataByRoomId(currentRoomId, currentRoomType)
local target = XDataCenter.DormManager.GetRoomDataByRoomId(targetRoomId, targetRoomType)
if not current or not target then
return
end
local room = RoomDic[currentRoomId]
if not room then
return
end
local currentFurniture = current:GetFurnitureConfigDic()
local targetFurniture = target:GetFurnitureConfigDic()
local bagFurniture = XDataCenter.FurnitureManager.GetUnUseFurniture()
local unOwn = {}
for configId, furnitureIds in pairs(currentFurniture) do
local needCount = #furnitureIds
local targetCount = #(targetFurniture[configId] or {})
local bagCount = #(bagFurniture[configId] or {})
local ownCount = targetCount + bagCount
if needCount > ownCount then
for i = ownCount + 1, needCount do
table.insert(unOwn, furnitureIds[i])
end
end
end
local dict = room:GetAllFurnitureObj()
for _, furnitureId in pairs(unOwn) do
local obj = dict[furnitureId]
if obj and obj.RayCastNotOwn then
obj:RayCastNotOwn(true)
end
end
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
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--是否在进入宿舍时加载家具
function XHomeDormManager.CheckLoadFurnitureOnEnter()
return NeedLoadFurnitureOnLoad
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
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end
function XHomeDormManager.Test()
local root = CS.UnityEngine.GameObject.Find("sushe003(Clone)").transform
local base = root:Find("@Room/@Room_21001")
local extra = {"@Room/@Room_21001","@Room/@Room_21003", "@Room/@Room_21005"}
local curPos = base.localPosition
for i = 1, #extra do
local room = root:Find(extra[i])
room.gameObject:SetActiveEx(true)
curPos.z = curPos.z + 12
room.localPosition = curPos
local facade = room:Find("@RoomFacade(Clone)")
facade.gameObject:SetActiveEx(false)
local furniture = room:Find("@Furniture")
furniture.gameObject:SetActiveEx(true)
local surface = room:Find("@Surface")
surface.gameObject:SetActiveEx(true)
local chars = room:Find("@Character")
chars.gameObject:SetActiveEx(true)
end
root:Find("@Room/@Room_21001/@Surface/Teahousewall001(Clone)/0").gameObject:SetActiveEx(false)
root:Find("@Room/@Room_21003/@Surface/Teahousewall001(Clone)/0").gameObject:SetActiveEx(false)
root:Find("@Room/@Room_21003/@Surface/Teahousewall001(Clone)/2").gameObject:SetActiveEx(false)
root:Find("@Room/@Room_21005/@Surface/Teahousewall001(Clone)/2").gameObject:SetActiveEx(false)
root:Find("Camera"):GetComponent("Camera").farClipPlane = 50
for _, room in pairs(RoomDic) do
room:ResetCharacterList()
end
end
--- 更新缓存
---@param roomObj XHomeRoomObj
--------------------------
function XHomeDormManager.UpdateRoomCache(roomObj)
-- 未达到阈值,不采用缓存机制
if XHomeDormManager.CheckLoadFurnitureOnEnter() then
return
end
HomeFurnitureCache:Enqueue(roomObj)
end
function XHomeDormManager.GetFurnitureRedRimMat()
if not FurnitureRedRimMatKey then
FurnitureRedRimMatKey = "UnOwnRed"
end
return FurnitureRimMat[FurnitureRedRimMatKey]
end