SRTitleLayout.cs 10 KB

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  1. using SC.XR.Unity;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. /// <summary>
  6. /// 单排平铺
  7. /// </summary>
  8. public class SRTitleLayout : MonoBehaviour
  9. {
  10. /// <summary>
  11. /// 根据素材数量对物体进行布局组合
  12. /// 忽略文字类型
  13. /// </summary>
  14. /// <param name="materialObls">素材</param>
  15. /// <param name="par">素材父物体,景点</param>
  16. /// <returns></returns>
  17. public static List<ObjectValue> CalLayout(MaterialObl materialObls, GameObject par, out MaterialObl newmaterial,string type ="1")
  18. {
  19. newmaterial = materialObls;
  20. BaseTemPlate text = new BaseTemPlate();
  21. List<BaseTemPlate> noText = new List<BaseTemPlate>();
  22. MaterialObjValue textmat = null;
  23. List<ObjectValue> objectValues = new List<ObjectValue>();
  24. for (int i = 0; i < materialObls.materialList.Count; i++)
  25. {
  26. var mat = materialObls.materialList[i];
  27. GameObject go = null;
  28. switch (mat.type)
  29. {
  30. case (int)MaterialType.None:
  31. break;
  32. case (int)MaterialType.Image:
  33. var pImage = ResMgr.Instance.Load<GameObject>("Template/Prefab/Image");
  34. go = Instantiate(pImage, par.transform);
  35. var imageitem = go.AddComponent<TemplateImage>();
  36. go.SetActive(true);
  37. imageitem.SetData(mat, materialObls.updateTime);
  38. noText.Add(imageitem);
  39. break;
  40. case (int)MaterialType.Video:
  41. var pVideo = ResMgr.Instance.Load<GameObject>("Template/Prefab/Video");
  42. go = Instantiate(pVideo, par.transform);
  43. var videoitem = go.AddComponent<TemplateVideo>();
  44. videoitem.autoplay = materialObls.autoplay;
  45. go.SetActive(true);
  46. videoitem.SetData(mat, materialObls.updateTime);
  47. noText.Add(videoitem);
  48. break;
  49. case (int)MaterialType.Text:
  50. textmat = mat;
  51. var pText = ResMgr.Instance.Load<GameObject>("Template/Prefab/Text");
  52. go = Instantiate(pText, par.transform);
  53. var textitem = go.AddComponent<TemplateText>();
  54. go.SetActive(true);
  55. textitem.SetData(mat, materialObls.updateTime);
  56. text = textitem;
  57. go.SetActive(false);
  58. break;
  59. default:
  60. break;
  61. }
  62. if (go != null)
  63. {
  64. go.name = string.IsNullOrWhiteSpace(mat.name) ? par.name + "-" + i.ToString() : mat.name;
  65. go.AddComponent<EditorEventHandler>().Type = (MaterialType)(mat.type);
  66. if (materialObls.select)
  67. {
  68. go.transform.localPosition = mat.ObjectTransform.nowPos;
  69. go.transform.localEulerAngles = mat.ObjectTransform.nowRot;
  70. go.transform.localScale = mat.ObjectTransform.nowScale;
  71. }
  72. else
  73. {
  74. go.transform.localEulerAngles = Vector3.zero;
  75. go.transform.localScale = new Vector3(1, 1, 1);
  76. if (mat.type != (int)MaterialType.Text)
  77. {
  78. go.transform.localPosition = Vector3.zero;
  79. }
  80. else
  81. {
  82. //Set text position
  83. if (mat.textPosition == "top")
  84. {
  85. go.transform.localPosition = new Vector3(0, 0.6f, 0);
  86. }
  87. else if (mat.textPosition == "bottom")
  88. {
  89. go.transform.localPosition = new Vector3(0, -0.6f, 0);
  90. }
  91. }
  92. mat.ObjectTransform.SetStartValue(go.transform.localPosition, go.transform.localEulerAngles, go.transform.localScale);
  93. }
  94. ObjectValue objectValue = new ObjectValue(i, materialObls.id, mat.name, go);
  95. objectValues.Add(objectValue);
  96. }
  97. }
  98. #region 需要判断是否是第一次编辑坐标,若是则执行下方代码,不是则直接返回
  99. if (!materialObls.select)
  100. {
  101. Column(noText, par);
  102. //第一次排列后,需调整初始坐标和当前坐标保持一致
  103. for (int i = 0; i < objectValues.Count; i++)
  104. {
  105. objectValues[i].InitTransform();
  106. objectValues[i].Object.SetActive(true);
  107. var go = objectValues[i].Object;
  108. newmaterial.materialList[objectValues[i].ID].ObjectTransform.SetStartValue(go.transform.localPosition, go.transform.localEulerAngles, go.transform.localScale);
  109. }
  110. if(type !="1") // 判断是不是巨幕
  111. {
  112. if (objectValues.Count > 0)
  113. {
  114. objectValues[0].Object.transform.parent.localScale=new Vector3(3,3,3);
  115. }
  116. }
  117. }
  118. if (textmat != null)
  119. {
  120. text.gameObject.SetActive(true);
  121. }
  122. #endregion
  123. return objectValues;
  124. }
  125. /// <summary>
  126. /// 根据素材数量对物体进行布局组合
  127. /// 忽略文字类型
  128. /// </summary>
  129. /// <param name="materialObls">素材</param>
  130. /// <param name="par">素材父物体,景点</param>
  131. /// <returns></returns>
  132. public static IEnumerator CalLayout(ModelList materialObls, GameObject par)
  133. {
  134. BaseTemPlate text = new BaseTemPlate();
  135. List<BaseTemPlate> noText = new List<BaseTemPlate>();
  136. ModelItem textmat = null;
  137. List<ObjectValue> objectValues = new List<ObjectValue>();
  138. for (int i = 0; i < materialObls.materialList.Count; i++)
  139. {
  140. var mat = materialObls.materialList[i];
  141. GameObject go = null;
  142. switch (mat.type)
  143. {
  144. case (int)MaterialType.None:
  145. break;
  146. case (int)MaterialType.Image:
  147. var pImage = ResMgr.Instance.LoadAsync<GameObject>("Template/Prefab/Image");
  148. yield return pImage;
  149. go = Instantiate(pImage.asset as GameObject, par.transform);
  150. var imageitem = go.AddComponent<TemplateImage>();
  151. go.SetActive(true);
  152. // imageitem.SetData(mat, materialObls.updateTime);
  153. noText.Add(imageitem);
  154. break;
  155. case (int)MaterialType.Video:
  156. var pVideo = ResMgr.Instance.LoadAsync<GameObject>("Template/Prefab/Video");
  157. yield return pVideo;
  158. go = Instantiate(pVideo.asset as GameObject, par.transform);
  159. var videoitem = go.AddComponent<TemplateVideo>();
  160. videoitem.autoplay = materialObls.autoplay;
  161. go.SetActive(true);
  162. // videoitem.SetData(mat, materialObls.updateTime);
  163. noText.Add(videoitem);
  164. break;
  165. case (int)MaterialType.Text:
  166. textmat = mat;
  167. var pText = ResMgr.Instance.LoadAsync<GameObject>("Template/Prefab/Text");
  168. yield return pText;
  169. go = Instantiate(pText.asset as GameObject, par.transform);
  170. var textitem = go.AddComponent<TemplateText>();
  171. go.SetActive(true);
  172. // textitem.SetData(mat, materialObls.updateTime);
  173. text = textitem;
  174. go.SetActive(false);
  175. break;
  176. default:
  177. break;
  178. }
  179. if (go != null)
  180. {
  181. go.name = string.IsNullOrWhiteSpace(mat.name) ? par.name + "-" + i.ToString() : mat.name;
  182. go.AddComponent<EditorEventHandler>().Type = (MaterialType)(mat.type);
  183. if (materialObls.select)
  184. {
  185. go.transform.localPosition = mat.objectTransform.nowPos;
  186. go.transform.localEulerAngles = mat.objectTransform.nowRot;
  187. go.transform.localScale = mat.objectTransform.nowScale;
  188. }
  189. else
  190. {
  191. go.transform.localEulerAngles = Vector3.zero;
  192. go.transform.localScale = new Vector3(1, 1, 1);
  193. if (mat.type != (int)MaterialType.Text)
  194. {
  195. go.transform.localPosition = Vector3.zero;
  196. }
  197. else
  198. {
  199. //Set text position
  200. if (mat.textPosition == "top")
  201. {
  202. go.transform.localPosition = new Vector3(0, 0.3f, 0);
  203. }
  204. else if (mat.textPosition == "bottom")
  205. {
  206. go.transform.localPosition = new Vector3(0, -0.3f, 0);
  207. }
  208. }
  209. mat.objectTransform.SetStartValue(go.transform.localPosition, go.transform.localEulerAngles, go.transform.localScale);
  210. }
  211. mat.prefabModel = go;
  212. }
  213. }
  214. #region 需要判断是否是第一次编辑坐标,若是则执行下方代码,不是则直接返回
  215. if (!materialObls.select)
  216. {
  217. Column(noText, par);
  218. //第一次排列后,需调整初始坐标和当前坐标保持一致
  219. for (int i = 0; i < objectValues.Count; i++)
  220. {
  221. objectValues[i].InitTransform();
  222. objectValues[i].Object.SetActive(true);
  223. }
  224. }
  225. if (textmat != null)
  226. {
  227. text.gameObject.SetActive(true);
  228. }
  229. #endregion
  230. }
  231. /// <summary>
  232. /// 排列顺序
  233. /// </summary>
  234. /// <param name="data"></param>
  235. /// <param name="game"></param>
  236. public static void Column(List<BaseTemPlate> data, GameObject game)
  237. {
  238. var scgrid = game.AddComponent<SCGridLayoutGroup>();
  239. scgrid.IsIgnoreInactiveObj = true;
  240. scgrid.LayoutType = LayoutTypes.Vertical;
  241. scgrid.Rows = 1;
  242. scgrid.SpaceX = 0.7f;
  243. scgrid.RefreshInfo();
  244. Destroy(scgrid);
  245. }
  246. }