SRSectorLayout.cs 14 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. /// 单排扇形
  7. /// </summary>
  8. public class SRSectorLayout : 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</param>
  16. /// <returns></returns>
  17. public static List<ObjectValue> CalLayout(MaterialObl materialObls, GameObject par, out MaterialObl newmaterial)
  18. {
  19. newmaterial = materialObls;
  20. BaseTemPlate text = new BaseTemPlate();
  21. MaterialObjValue textmat = null;
  22. List<BaseTemPlate> noText = new List<BaseTemPlate>();
  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 (int.Parse(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)(int.Parse(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 (int.Parse(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. var count = noText.Count;
  102. switch (count)
  103. {
  104. case 3:
  105. Column_3(noText, par);
  106. break;
  107. case 4:
  108. Column_4(noText, par);
  109. break;
  110. case 5:
  111. Column_5(noText, par);
  112. break;
  113. case 6:
  114. Column_6(noText, par);
  115. break;
  116. default:
  117. break;
  118. }
  119. //第一次排列后,需调整初始坐标和当前坐标保持一致
  120. for (int i = 0; i < objectValues.Count; i++)
  121. {
  122. objectValues[i].InitTransform();
  123. objectValues[i].Object.SetActive(true);
  124. var go = objectValues[i].Object;
  125. newmaterial.materialList[objectValues[i].ID].ObjectTransform.SetStartValue(go.transform.localPosition, go.transform.localEulerAngles, go.transform.localScale);
  126. }
  127. }
  128. if (textmat != null)
  129. {
  130. text.gameObject.SetActive(true);
  131. }
  132. #endregion
  133. return objectValues;
  134. }
  135. public static void CalLayout(ModelList materialObls, GameObject par)
  136. {
  137. BaseTemPlate text = new BaseTemPlate();
  138. ModelItem textmat = null;
  139. List<BaseTemPlate> noText = new List<BaseTemPlate>();
  140. List<ObjectValue> objectValues = new List<ObjectValue>();
  141. for (int i = 0; i < materialObls.materialList.Count; i++)
  142. {
  143. var mat = materialObls.materialList[i];
  144. GameObject go = null;
  145. switch (mat.type)
  146. {
  147. case (int)MaterialType.None:
  148. break;
  149. case (int)MaterialType.Image:
  150. var pImage = ResMgr.Instance.Load<GameObject>("Template/Prefab/Image");
  151. go = Instantiate(pImage, par.transform);
  152. var imageitem = go.AddComponent<TemplateImage>();
  153. go.SetActive(true);
  154. // imageitem.SetData(mat, materialObls.updateTime);
  155. noText.Add(imageitem);
  156. break;
  157. case (int)MaterialType.Video:
  158. var pVideo = ResMgr.Instance.Load<GameObject>("Template/Prefab/Video");
  159. go = Instantiate(pVideo, par.transform);
  160. var videoitem = go.AddComponent<TemplateVideo>();
  161. videoitem.autoplay = materialObls.autoplay;
  162. go.SetActive(true);
  163. //videoitem.SetData(mat, materialObls.updateTime);
  164. noText.Add(videoitem);
  165. break;
  166. case (int)MaterialType.Text:
  167. textmat = mat;
  168. var pText = ResMgr.Instance.Load<GameObject>("Template/Prefab/Text");
  169. go = Instantiate(pText, 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. ObjectValue objectValue = new ObjectValue(i, materialObls.id, mat.name, go);
  212. objectValues.Add(objectValue);
  213. mat.prefabModel = go;
  214. }
  215. }
  216. #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
  217. if (!materialObls.select)
  218. {
  219. var count = noText.Count;
  220. switch (count)
  221. {
  222. case 3:
  223. Column_3(noText, par);
  224. break;
  225. case 4:
  226. Column_4(noText, par);
  227. break;
  228. case 5:
  229. Column_5(noText, par);
  230. break;
  231. default:
  232. break;
  233. }
  234. //第一次排列后,需调整初始坐标和当前坐标保持一致
  235. for (int i = 0; i < objectValues.Count; i++)
  236. {
  237. objectValues[i].InitTransform();
  238. objectValues[i].Object.SetActive(true);
  239. var go = objectValues[i].Object;
  240. materialObls.materialList[objectValues[i].ID].objectTransform.SetStartValue(go.transform.localPosition, go.transform.localEulerAngles, go.transform.localScale);
  241. }
  242. }
  243. if (textmat != null)
  244. {
  245. text.gameObject.SetActive(true);
  246. }
  247. #endregion
  248. }
  249. /// <summary>
  250. /// 根据数量排列图片或文字
  251. /// </summary>
  252. /// <param name="data">图片和视频列表</param>
  253. private static void Column_3(List<BaseTemPlate> data, GameObject game)
  254. {
  255. var scgrid = game.AddComponent<SCGridLayoutGroup>();
  256. scgrid.IsIgnoreInactiveObj = true;
  257. scgrid.LayoutType = LayoutTypes.Vertical;
  258. scgrid.Rows = 1;
  259. scgrid.SpaceX = 0.7f;
  260. scgrid.RefreshInfo();
  261. Destroy(scgrid);
  262. data[0].transform.localPosition += new Vector3(0, 0, -0.18f);
  263. data[0].transform.localRotation = Quaternion.Euler(0, -30, 0);
  264. data[2].transform.localPosition += new Vector3(0, 0, -0.18f);
  265. data[2].transform.localRotation = Quaternion.Euler(0, 30, 0);
  266. }
  267. /// <summary>
  268. /// 根据数量排列图片或文字
  269. /// </summary>
  270. /// <param name="data">图片和视频列表</param>
  271. private static void Column_4(List<BaseTemPlate> data, GameObject game)
  272. {
  273. var scgrid = game.AddComponent<SCGridLayoutGroup>();
  274. scgrid.IsIgnoreInactiveObj = true;
  275. scgrid.LayoutType = LayoutTypes.Vertical;
  276. scgrid.Rows = 1;
  277. scgrid.SpaceX = 0.7f;
  278. scgrid.RefreshInfo();
  279. Destroy(scgrid);
  280. data[0].transform.localPosition += new Vector3(0, 0, -0.35f);
  281. data[0].transform.localRotation = Quaternion.Euler(0, -45, 0);
  282. data[3].transform.localPosition += new Vector3(0, 0, -0.35f);
  283. data[3].transform.localRotation = Quaternion.Euler(0, 45, 0);
  284. }
  285. /// <summary>
  286. /// 根据数量排列图片或文字
  287. /// </summary>
  288. /// <param name="data">图片和视频列表</param>
  289. private static void Column_5(List<BaseTemPlate> data, GameObject game)
  290. {
  291. var scgrid = game.AddComponent<SCGridLayoutGroup>();
  292. scgrid.IsIgnoreInactiveObj = true;
  293. scgrid.LayoutType = LayoutTypes.Vertical;
  294. scgrid.Rows = 1;
  295. scgrid.SpaceX = 0.7f;
  296. scgrid.RefreshInfo();
  297. Destroy(scgrid);
  298. data[0].transform.localPosition += new Vector3(0.15f, 0, -0.65f);
  299. data[0].transform.localRotation = Quaternion.Euler(0, -45, 0);
  300. data[4].transform.localPosition += new Vector3(-0.15f, 0, -0.65f);
  301. data[4].transform.localRotation = Quaternion.Euler(0, 45, 0);
  302. data[1].transform.localPosition += new Vector3(0, 0, -0.22f);
  303. data[1].transform.localRotation = Quaternion.Euler(0, -30, 0);
  304. data[3].transform.localPosition += new Vector3(0, 0, -0.22f);
  305. data[3].transform.localRotation = Quaternion.Euler(0, 30, 0);
  306. }
  307. /// <summary>
  308. /// 根据数量排列图片或文字
  309. /// </summary>
  310. /// <param name="data">图片和视频列表</param>
  311. private static void Column_6(List<BaseTemPlate> data, GameObject game)
  312. {
  313. var scgrid = game.AddComponent<SCGridLayoutGroup>();
  314. scgrid.IsIgnoreInactiveObj = true;
  315. scgrid.LayoutType = LayoutTypes.Vertical;
  316. scgrid.Rows = 1;
  317. scgrid.SpaceX = 0.7f;
  318. scgrid.RefreshInfo();
  319. Destroy(scgrid);
  320. data[0].transform.localPosition += new Vector3(0.15f, 0, -0.65f);
  321. data[0].transform.localRotation = Quaternion.Euler(0, -45, 0);
  322. data[5].transform.localPosition += new Vector3(-0.15f, 0, -0.65f);
  323. data[5].transform.localRotation = Quaternion.Euler(0, 45, 0);
  324. data[1].transform.localPosition += new Vector3(0, 0, -0.22f);
  325. data[1].transform.localRotation = Quaternion.Euler(0, -30, 0);
  326. data[4].transform.localPosition += new Vector3(0, 0, -0.22f);
  327. data[4].transform.localRotation = Quaternion.Euler(0, 30, 0);
  328. }
  329. }