3D角色渲染到2D界面上

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Carrie.Net;
using CommonUI.Editor.UI;
using CommonUI_Unity3D.Impl;
using JsonFx.Json;
using System;

public class Character3DController : MonoBehaviour, IScene
{
    public class CharactorCell
    {
        public byte prof;
        public uint ID;
        public GameObject GO;
    }

    public AssemblerInfo m_Data_AvatarInfo_SS = new AssemblerInfo(0, NetConstant.CHARACTER_NAME_ARCANEARCHER, NetConstant.CHARACTER_NAME_ARCANEARCHER + "_head_0000", NetConstant.CHARACTER_NAME_ARCANEARCHER + "_body_0000", "", "", "weapon2001", "", "wing_0001");
    public AssemblerInfo m_Data_AvatarInfo_ZS = new AssemblerInfo(0, NetConstant.CHARACTER_NAME_UNKNOW, NetConstant.CHARACTER_NAME_UNKNOW + "_head_0000", NetConstant.CHARACTER_NAME_UNKNOW + "_body_0000", "", "weapon0001", "", "", "wing_0001");

    private static Dictionary<byte, CharactorCell> mCharactorCellList = new Dictionary<byte, CharactorCell>();
    private static Dictionary<OpenType, DeployData> mDeployData = new Dictionary<OpenType, DeployData>();

    UECanvas mUECanvas;
    Texture2D mTex = null;
    RenderTexture targetTexture;
    UnityImage image;

    private static Character3DController m_Instance = null;

    void Awake()
    {
        int w = Screen.width;
        Load(w.ToString());
        m_Instance = this;
        SceneManager.Instance.AddListener(this);
    }

    void OnApplicationQuit()
    {
        Assembler.GetInstance().OnFinishLoading -= HandleModelProf;

        m_Instance = null;
    }

    IEnumerator Start()
    {
        Assembler.GetInstance().OnFinishLoading += HandleModelProf;

        LoadProfModel(NetConstant.CHARACTER_TYPE_WARRIOR);
        LoadProfModel(NetConstant.CHARACTER_TYPE_THIEF);
        LoadProfModel(NetConstant.CHARACTER_TYPE_ARCANEARCHER);

        yield return 0;

    }

    public void HandleOnEnterScene(SceneManager sender)
    {

    }

    public void HandleOnLeaveScene(SceneManager sender)
    {
        if (mCharactorCellList != null)
        {
            foreach (CharactorCell cell in mCharactorCellList.Values)
            {
                if (cell.GO != null)
                {
                    cell.GO.SetActive(false);
                    UnityEngine.Object.Destroy(cell.GO);
                }
            }
            mCharactorCellList.Clear();
        }
        Assembler.GetInstance().OnFinishLoading -= HandleModelProf;
    }

    /// <summary>
    /// Load Cell For Prof
    /// </summary>
    /// <param name="prof"></param>
    void LoadProfModel(byte prof)
    {
        if (!mCharactorCellList.ContainsKey(prof))
        {
            CharactorCell cell = new CharactorCell();
            cell.prof = prof;
            {
                AssemblerInfo info = null;
                switch (prof)
                {
                    case NetConstant.CHARACTER_TYPE_WARRIOR:
                        info = m_Instance.m_Data_AvatarInfo_ZS;
                        break;
                    case NetConstant.CHARACTER_TYPE_THIEF:
                        break;
                    case NetConstant.CHARACTER_TYPE_ARCANEARCHER:
                        info = m_Instance.m_Data_AvatarInfo_SS;
                        break;
                    case NetConstant.CHARACTER_TYPE_UNKNOW:
                        info = null;
                        break;
                    default:
                        Debug.LogError("prof error");
                        break;
                }
                cell.ID = Assembler.GetInstance().Create(info);
            }
            {
                //  default is null,
                cell.GO = null;

            }

            mCharactorCellList.Add(prof, cell);
        }
        else
        {
            Debug.LogWarning("Repeat Add");
        }
    }

    /// <summary>
    /// show model for prof
    /// </summary>
    /// <param name="prof"></param>
    void ShowProModel(bool open, byte prof, DeployData deployData)
    {
        if (open)
        {
            m_Camera.SetActive(true);
            m_Model.SetActive(true);
            m_Camera.GetComponent<Camera>().orthographicSize = deployData.size;
        }
        else
        {
            m_Camera.SetActive(false);
            m_Model.SetActive(false);
        }

        foreach (CharactorCell cell in mCharactorCellList.Values)
        {
            if (cell.GO != null)
            {
                if (prof == cell.prof)
                {
                    cell.GO.SetActive(true);
                    cell.GO.transform.localPosition = new Vector3(deployData.x,deployData.y,0);
                    Play(cell.GO);
                }
                else
                    cell.GO.SetActive(false);
            }
        }

        m_Camera.camera.Render();
    }

    /// <summary>
    /// Udpate GameObject of Cell
    /// </summary>
    /// <param name="open"></param>
    /// <param name="prof"></param>
    /// <param name="info"></param>
    /// <param name="canvas"></param>
    static public void Update3D(bool open, byte prof,OpenType type,AssemblerInfo info = null)
    {
        if (info != null)
        {
            string data = JsonWriter.Serialize(info);
            Debug.Log(open + " " + NetConstant.GetResNameByProf(prof) + " " + data);
        }
        DeployData deployData = mDeployData[type];
        m_Instance.ShowProModel(open, prof,deployData);
      
        ///
        /// if null, info is deafult
        ///
        if (info == null)
        {
            switch (prof)
            {
                case NetConstant.CHARACTER_TYPE_WARRIOR:
                    info = m_Instance.m_Data_AvatarInfo_ZS;
                    break;
                case NetConstant.CHARACTER_TYPE_THIEF:
                    break;
                case NetConstant.CHARACTER_TYPE_ARCANEARCHER:
                    info = m_Instance.m_Data_AvatarInfo_SS;
                    break;
                case NetConstant.CHARACTER_TYPE_UNKNOW:
                    info = null;
                    break;
                default:
                    Debug.LogError("prof error");
                    break;
            }
        }


        if (!open) return;

        CharactorCell cell = (CharactorCell)mCharactorCellList[prof];

        //
        //  Control 
        //
//        if (canvas != m_Instance.mUECanvas)
//        {
//            m_Instance.mUECanvas = canvas;
//
//            int width = (int)canvas.Width;
//            int height = (int)canvas.Height;
//            m_Instance.mTex = new Texture2D(width, height);
//            m_Instance.targetTexture = new RenderTexture(width, height, 24);
//            m_Instance.m_Camera.camera.targetTexture = m_Instance.targetTexture;
//
//            m_Instance.image = new UnityImage(m_Instance.mTex, width, height);
//            m_Instance.mUECanvas.SetImage(m_Instance.image);
//        }

        Assembler.GetInstance().Update(cell.ID, info);
    }

    public GameObject m_Model;
    public GameObject m_Camera;

    void HandleModelProf(uint id)
    {
        if (m_Instance == null)
            return;

        foreach (CharactorCell cell in mCharactorCellList.Values)
        {
            if (id == cell.ID)
            {
                //  first create
                if (cell.GO == null)
                {
                    cell.GO = Assembler.GetInstance().GetObject(cell.ID);
                    cell.GO.SetActive(true);
                    cell.GO.transform.parent = m_Model.transform;
                    cell.GO.transform.localPosition = Vector3.zero;
                    cell.GO.transform.localEulerAngles = Vector3.zero;

                    foreach (Transform t in cell.GO.GetComponentsInChildren<Transform>())
                        if (t.gameObject != null)
                            t.gameObject.layer = m_Model.layer;
                }
               // Play(cell.GO);
            }
        }

        if (m_Camera!= null && m_Camera.camera != null && m_Camera.camera.enabled)
            m_Camera.camera.Render();

    }


    public delegate void PostRenderDelegate();
    public PostRenderDelegate PostRender;

    /// <summary>
    /// update render texutre
    /// </summary>
    public void OnPostRender()
    {
        if (mUECanvas == null)
            return;
//        m_Camera.GetComponent<Camera>().orthographicSize = cameraSize;
//        mTex.ReadPixels(new Rect(0, 0, targetTexture.width, targetTexture.height), 0, 0);
//        mTex.Apply();
    }

    #region 播放动画
    private void Play(GameObject obj)
    {
        Animation anim = obj.GetComponent<Animation>();
        if (anim != null)
        {
            AnimationState animState = anim[Bundle_Animation.n_idle];
            if (animState != null)
                animState.wrapMode = WrapMode.Loop;

            anim.Play(Bundle_Animation.n_idle);

            PlayAnimation(obj);
        }
    }

    void PlayAnimation(GameObject o)
    {
        Transform[] hips = o.GetComponentsInChildren<Transform>();

        foreach (Transform hip in hips)
        {
            if (hip.name.Equals("wing"))
            {
                GameObject wing = hip.gameObject;
                wing.animation.wrapMode = WrapMode.Loop;
                wing.animation.Play("n_run");

                break;
            }
        }
    }
    #endregion
  

    public void HandlePrepareEnterScene(SceneManager sender, PrepareDone done)
    {
        done(this);
    }

    public void HandlePrepareLeaveScene(SceneManager sender, PrepareDone done)
    {
        done(this);
    }

    IniParser parser = null;
    float cameraSize = 1.0f;
    public void Load(string width) 
    {
        int wight = Screen.width;
        TextAsset ta = (TextAsset)Resources.Load("Data/test", typeof(TextAsset));
        parser = new IniParser(ta);
        LoadInfo(OpenType.CHARATOR_VIEW, width);
        LoadInfo(OpenType.CHARATOR_PACK, width);
       
    }
    private void LoadInfo(OpenType type,string width) 
    {
        String str = parser.GetSetting(type.ToString(), width);
        string[] strArray = str.Split(new char[] { ',' });
        DeployData data = new DeployData();
        data.x = float.Parse(strArray[0]);
        data.y = float.Parse(strArray[1]);
        data.size = float.Parse(strArray[2]);
        mDeployData.Add(type, data);
    }

    //3D人物使用配置数据
    private void SetCameraSize(float value) 
    {
        m_Camera.GetComponent<Camera>().orthographicSize = value;
    }

    private void SetCharactorPos(float x,float y) 
    {

    }
    private void SetMaterial() 
    {
        //renderer.material.mainTexture
    }

    public class DeployData 
    {
        public float x;
        public float y;
        public float size;
    }

    public enum OpenType 
    {
        CHARATOR_VIEW,
        CHARATOR_PACK,
    }

}

 

posted @ 2014-06-10 15:14  kadajEvo  阅读(942)  评论(0编辑  收藏  举报