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 (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. 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 void 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.Load<GameObject>("Template/Prefab/Image");
  148. go = Instantiate(pImage, par.transform);
  149. var imageitem = go.AddComponent<TemplateImage>();
  150. go.SetActive(true);
  151. // imageitem.SetData(mat, materialObls.updateTime);
  152. noText.Add(imageitem);
  153. break;
  154. case (int)MaterialType.Video:
  155. var pVideo = ResMgr.Instance.Load<GameObject>("Template/Prefab/Video");
  156. go = Instantiate(pVideo, par.transform);
  157. var videoitem = go.AddComponent<TemplateVideo>();
  158. videoitem.autoplay = materialObls.autoplay;
  159. go.SetActive(true);
  160. // videoitem.SetData(mat, materialObls.updateTime);
  161. noText.Add(videoitem);
  162. break;
  163. case (int)MaterialType.Text:
  164. textmat = mat;
  165. var pText = ResMgr.Instance.Load<GameObject>("Template/Prefab/Text");
  166. go = Instantiate(pText, par.transform);
  167. var textitem = go.AddComponent<TemplateText>();
  168. go.SetActive(true);
  169. // textitem.SetData(mat, materialObls.updateTime);
  170. text = textitem;
  171. go.SetActive(false);
  172. break;
  173. default:
  174. break;
  175. }
  176. if (go != null)
  177. {
  178. go.name = string.IsNullOrWhiteSpace(mat.name) ? par.name + "-" + i.ToString() : mat.name;
  179. go.AddComponent<EditorEventHandler>().Type = (MaterialType)(mat.type);
  180. if (materialObls.select)
  181. {
  182. go.transform.localPosition = mat.objectTransform.nowPos;
  183. go.transform.localEulerAngles = mat.objectTransform.nowRot;
  184. go.transform.localScale = mat.objectTransform.nowScale;
  185. }
  186. else
  187. {
  188. go.transform.localEulerAngles = Vector3.zero;
  189. go.transform.localScale = new Vector3(1, 1, 1);
  190. if (mat.type != (int)MaterialType.Text)
  191. {
  192. go.transform.localPosition = Vector3.zero;
  193. }
  194. else
  195. {
  196. //Set text position
  197. if (mat.textPosition == "top")
  198. {
  199. go.transform.localPosition = new Vector3(0, 0.3f, 0);
  200. }
  201. else if (mat.textPosition == "bottom")
  202. {
  203. go.transform.localPosition = new Vector3(0, -0.3f, 0);
  204. }
  205. }
  206. mat.objectTransform.SetStartValue(go.transform.localPosition, go.transform.localEulerAngles, go.transform.localScale);
  207. }
  208. mat.prefabModel = go;
  209. }
  210. }
  211. #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
  212. if (!materialObls.select)
  213. {
  214. Column(noText, par);
  215. //第一次排列后,需调整初始坐标和当前坐标保持一致
  216. for (int i = 0; i < objectValues.Count; i++)
  217. {
  218. objectValues[i].InitTransform();
  219. objectValues[i].Object.SetActive(true);
  220. }
  221. }
  222. if (textmat != null)
  223. {
  224. text.gameObject.SetActive(true);
  225. }
  226. #endregion
  227. }
  228. /// <summary>
  229. /// 排列顺序
  230. /// </summary>
  231. /// <param name="data"></param>
  232. /// <param name="game"></param>
  233. public static void Column(List<BaseTemPlate> data, GameObject game)
  234. {
  235. var scgrid = game.AddComponent<SCGridLayoutGroup>();
  236. scgrid.IsIgnoreInactiveObj = true;
  237. scgrid.LayoutType = LayoutTypes.Vertical;
  238. scgrid.Rows = 1;
  239. scgrid.SpaceX = 0.7f;
  240. scgrid.RefreshInfo();
  241. Destroy(scgrid);
  242. }
  243. }