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- using UnityEngine;
- using System;
- using System.Collections;
- using System.Collections.Generic;
- namespace FairyGUI
- {
- /// <summary>
- /// GoWrapper is class for wrapping common gameobject into UI display list.
- /// </summary>
- public class GoWrapper : DisplayObject
- {
- [Obsolete("No need to manually set this flag anymore, coz it will be handled automatically.")]
- public bool supportStencil;
- public event Action<UpdateContext> onUpdate;
- public Action<Dictionary<Material, Material>> customCloneMaterials;
- public Action customRecoverMaterials;
- protected GameObject _wrapTarget;
- protected List<RendererInfo> _renderers;
- protected Dictionary<Material, Material> _materialsBackup;
- protected Canvas _canvas;
- protected bool _cloneMaterial;
- protected bool _shouldCloneMaterial;
- protected struct RendererInfo
- {
- public Renderer renderer;
- public Material[] materials;
- public int sortingOrder;
- }
- protected static List<Transform> helperTransformList = new List<Transform>();
- /// <summary>
- ///
- /// </summary>
- public GoWrapper()
- {
- // _flags |= Flags.SkipBatching;
- _renderers = new List<RendererInfo>();
- _materialsBackup = new Dictionary<Material, Material>();
- CreateGameObject("GoWrapper");
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="go">包装对象。</param>
- public GoWrapper(GameObject go) : this()
- {
- SetWrapTarget(go, false);
- }
- /// <summary>
- /// 设置包装对象。注意如果原来有包装对象,设置新的包装对象后,原来的包装对象只会被删除引用,但不会被销毁。
- /// 对象包含的所有材质不会被复制,如果材质已经是公用的,这可能影响到其他对象。如果希望自动复制,改为使用SetWrapTarget(target, true)设置。
- /// </summary>
- public GameObject wrapTarget
- {
- get { return _wrapTarget; }
- set { SetWrapTarget(value, false); }
- }
- [Obsolete("setWrapTarget is deprecated. Use SetWrapTarget instead.")]
- public void setWrapTarget(GameObject target, bool cloneMaterial)
- {
- SetWrapTarget(target, cloneMaterial);
- }
- /// <summary>
- /// 设置包装对象。注意如果原来有包装对象,设置新的包装对象后,原来的包装对象只会被删除引用,但不会被销毁。
- /// </summary>
- /// <param name="target"></param>
- /// <param name="cloneMaterial">如果true,则复制材质,否则直接使用sharedMaterial。</param>
- public void SetWrapTarget(GameObject target, bool cloneMaterial)
- {
- // set Flags.SkipBatching only target not null
- if (target == null) _flags &= ~Flags.SkipBatching;
- else _flags |= Flags.SkipBatching;
- InvalidateBatchingState();
- RecoverMaterials();
- _cloneMaterial = cloneMaterial;
- if (_wrapTarget != null)
- _wrapTarget.transform.SetParent(null, false);
- _canvas = null;
- _wrapTarget = target;
- _shouldCloneMaterial = false;
- _renderers.Clear();
- if (_wrapTarget != null)
- {
- _wrapTarget.transform.SetParent(this.cachedTransform, false);
- _canvas = _wrapTarget.GetComponent<Canvas>();
- if (_canvas != null)
- {
- _canvas.renderMode = RenderMode.WorldSpace;
- _canvas.worldCamera = StageCamera.main;
- _canvas.overrideSorting = true;
- RectTransform rt = _canvas.GetComponent<RectTransform>();
- rt.pivot = new Vector2(0, 1);
- rt.position = new Vector3(0, 0, 0);
- this.SetSize(rt.rect.width, rt.rect.height);
- }
- else
- {
- CacheRenderers();
- this.SetSize(0, 0);
- }
- SetGoLayers(this.layer);
- }
- }
- /// <summary>
- /// GoWrapper will cache all renderers of your gameobject on constructor.
- /// If your gameobject change laterly, call this function to update the cache.
- /// GoWrapper会在构造函数里查询你的gameobject所有的Renderer并保存。如果你的gameobject
- /// 后续发生了改变,调用这个函数通知GoWrapper重新查询和保存。
- /// </summary>
- public void CacheRenderers()
- {
- if (_canvas != null)
- return;
- RecoverMaterials();
- _renderers.Clear();
- Renderer[] items = _wrapTarget.GetComponentsInChildren<Renderer>(true);
- int cnt = items.Length;
- _renderers.Capacity = cnt;
- for (int i = 0; i < cnt; i++)
- {
- Renderer r = items[i];
- Material[] mats = r.sharedMaterials;
- RendererInfo ri = new RendererInfo()
- {
- renderer = r,
- materials = mats,
- sortingOrder = r.sortingOrder
- };
- _renderers.Add(ri);
- if (!_cloneMaterial && mats != null
- && ((r is SkinnedMeshRenderer) || (r is MeshRenderer)))
- {
- int mcnt = mats.Length;
- for (int j = 0; j < mcnt; j++)
- {
- Material mat = mats[j];
- if (mat != null && mat.renderQueue != 3000) //Set the object rendering in Transparent Queue as UI objects
- mat.renderQueue = 3000;
- }
- }
- }
- _renderers.Sort((RendererInfo c1, RendererInfo c2) =>
- {
- return c1.sortingOrder - c2.sortingOrder;
- });
- _shouldCloneMaterial = _cloneMaterial;
- }
- void CloneMaterials()
- {
- _shouldCloneMaterial = false;
- int cnt = _renderers.Count;
- for (int i = 0; i < cnt; i++)
- {
- RendererInfo ri = _renderers[i];
- Material[] mats = ri.materials;
- if (mats == null)
- continue;
- bool shouldSetRQ = (ri.renderer is SkinnedMeshRenderer) || (ri.renderer is MeshRenderer);
- int mcnt = mats.Length;
- for (int j = 0; j < mcnt; j++)
- {
- Material mat = mats[j];
- if (mat == null)
- continue;
- //确保相同的材质不会复制两次
- Material newMat;
- if (!_materialsBackup.TryGetValue(mat, out newMat))
- {
- newMat = new Material(mat);
- _materialsBackup[mat] = newMat;
- }
- mats[j] = newMat;
- if (shouldSetRQ && mat.renderQueue != 3000) //Set the object rendering in Transparent Queue as UI objects
- newMat.renderQueue = 3000;
- }
- if (customCloneMaterials != null)
- customCloneMaterials.Invoke(_materialsBackup);
- else if (ri.renderer != null)
- ri.renderer.sharedMaterials = mats;
- }
- }
- void RecoverMaterials()
- {
- if (_materialsBackup.Count == 0)
- return;
- int cnt = _renderers.Count;
- for (int i = 0; i < cnt; i++)
- {
- RendererInfo ri = _renderers[i];
- if (ri.renderer == null)
- continue;
- Material[] mats = ri.materials;
- if (mats == null)
- continue;
- int mcnt = mats.Length;
- for (int j = 0; j < mcnt; j++)
- {
- Material mat = mats[j];
- foreach (KeyValuePair<Material, Material> kv in _materialsBackup)
- {
- if (kv.Value == mat)
- mats[j] = kv.Key;
- }
- }
- if (customRecoverMaterials != null)
- customRecoverMaterials.Invoke();
- else
- ri.renderer.sharedMaterials = mats;
- }
- foreach (KeyValuePair<Material, Material> kv in _materialsBackup)
- Material.DestroyImmediate(kv.Value);
- _materialsBackup.Clear();
- }
- public override int renderingOrder
- {
- get
- {
- return base.renderingOrder;
- }
- set
- {
- base.renderingOrder = value;
- if (_canvas != null)
- _canvas.sortingOrder = value;
- else
- {
- int cnt = _renderers.Count;
- for (int i = 0; i < cnt; i++)
- {
- RendererInfo ri = _renderers[i];
- if (ri.renderer != null)
- {
- if (i != 0 && _renderers[i].sortingOrder != _renderers[i - 1].sortingOrder)
- value = UpdateContext.current.renderingOrder++;
- ri.renderer.sortingOrder = value;
- }
- }
- }
- }
- }
- override protected bool SetLayer(int value, bool fromParent)
- {
- if (base.SetLayer(value, fromParent))
- {
- SetGoLayers(value);
- return true;
- }
- else
- return false;
- }
- protected void SetGoLayers(int layer)
- {
- if (_wrapTarget == null)
- return;
- _wrapTarget.GetComponentsInChildren<Transform>(true, helperTransformList);
- int cnt = helperTransformList.Count;
- for (int i = 0; i < cnt; i++)
- helperTransformList[i].gameObject.layer = layer;
- helperTransformList.Clear();
- }
- override public void Update(UpdateContext context)
- {
- if (onUpdate != null)
- onUpdate(context);
- if (_shouldCloneMaterial)
- CloneMaterials();
- ApplyClipping(context);
- base.Update(context);
- }
- private List<Material> helperMaterials = new List<Material>();
- virtual protected void ApplyClipping(UpdateContext context)
- {
- #if UNITY_2018_2_OR_NEWER
- int cnt = _renderers.Count;
- for (int i = 0; i < cnt; i++)
- {
- Renderer renderer = _renderers[i].renderer;
- if (renderer == null)
- continue;
- if (customCloneMaterials != null)
- helperMaterials.AddRange(_materialsBackup.Values);
- else
- renderer.GetSharedMaterials(helperMaterials);
- int cnt2 = helperMaterials.Count;
- for (int j = 0; j < cnt2; j++)
- {
- Material mat = helperMaterials[j];
- if (mat != null)
- context.ApplyClippingProperties(mat, false);
- }
- helperMaterials.Clear();
- }
- #else
- int cnt = _renderers.Count;
- for (int i = 0; i < cnt; i++)
- {
- Material[] mats = _renderers[i].materials;
- if (mats == null)
- continue;
-
- int cnt2 = mats.Length;
- for (int j = 0; j < cnt2; j++)
- {
- Material mat = mats[j];
- if (mat != null)
- context.ApplyClippingProperties(mat, false);
- }
- }
- #endif
- }
- public override void Dispose()
- {
- if ((_flags & Flags.Disposed) != 0)
- return;
- if (_wrapTarget != null)
- {
- UnityEngine.Object.Destroy(_wrapTarget);
- _wrapTarget = null;
- if (_materialsBackup.Count > 0)
- { //如果有备份,说明材质是复制出来的,应该删除
- foreach (KeyValuePair<Material, Material> kv in _materialsBackup)
- Material.DestroyImmediate(kv.Value);
- }
- }
- _renderers = null;
- _materialsBackup = null;
- _canvas = null;
- customCloneMaterials = null;
- customRecoverMaterials = null;
- base.Dispose();
- }
- }
- }
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