using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.Events;
using XFramework;
public static class GameObjectCreater
{
///
/// 异步加载AB包创建车队 创建完成后执行完成事件
///
public static async void CreateCarFromAB(List carDatas, Transform parent, UnityAction createrOverAction)
{
Dictionary> taskDic = new Dictionary>();
Dictionary nameToTaskDic = new Dictionary();
for (int i = 0; i < carDatas.Count; i++)
{
string prefabName = "武器修理工程车";//后续根据车辆名称完善 现阶段所有车型用同一个模型
nameToTaskDic.Add(carDatas[i].carName, prefabName);//
if (!taskDic.ContainsKey(prefabName))//避免加载重复资源
{
string path = StreamingAssetsManager.GetPath(prefabName);//根据预制件名称获取资源路径
taskDic.Add(prefabName, AssetBundleHelper.LoadABPrefab(path, prefabName));
}
if (!string.IsNullOrEmpty(carDatas[i].onboardEquip))//该车辆存在展开时的车载装备 加载车载装备
{
string childPrefabName = "600平米帐篷";//后续按照车载装备名称完善 现阶段所有只有一个车载模型
if (!taskDic.ContainsKey(childPrefabName))//避免加载重复资源
{
nameToTaskDic.Add(carDatas[i].onboardEquip, childPrefabName);//车载物体没有分配好唯一名称
string childPrefabPath = StreamingAssetsManager.GetPath(childPrefabName);//根据预制件名称获取资源路径
taskDic.Add(childPrefabName, AssetBundleHelper.LoadABPrefab(childPrefabPath, childPrefabName));
}
}
}
await Task.WhenAll(taskDic.Values);//等待所有的车辆和车载物体加载完成
for (int i = 0; i < carDatas.Count; i++)
{
//string path = StreamingAssetsManager.GetPath("武器修理工程车");//后续按照车辆名称完善
//GameObject prefab = await AssetBundleHelper.LoadABPrefab(path, "武器修理工程车");
GameObject prefab = taskDic[nameToTaskDic[carDatas[i].carName]].Result;//获取资源加载线程的资源 可能为空 后续处理为空情况
GameObject newGO = GameObject.Instantiate(prefab);
newGO.transform.parent = parent;
CarCtrl carCtrl = newGO.AddComponent();
carCtrl.SetInitData(carDatas[i]);
if (!string.IsNullOrEmpty(carDatas[i].onboardEquip))//该车辆存在展开时的车载装备 加载车载装备
{
//string equipPath =StreamingAssetsManager.GetPath("600平米帐篷");//后续按照车载装备名称完善
//GameObject equipPrefab = await AssetBundleHelper.LoadABPrefab(equipPath, carDatas[i].onboardEquip);
GameObject equipPrefab = taskDic[nameToTaskDic[carDatas[i].onboardEquip]].Result;//获取资源加载线程的资源 可能为空 后续处理为空情况
carCtrl.SetOnboardEquip(equipPrefab, $"{carDatas[i].carName}_{carDatas[i].onboardEquip}");
}
Crat3DText(carCtrl, new Vector3(0, 6, 0), "MainCamText", Camera.main.transform, LookAtState.LookAt);//创建展示车辆名称的3D文字
GameObjectManager.Instance.SetNewCar(carCtrl);
}
createrOverAction?.Invoke();
}
///
/// 创建突发事件触发器
///
///
internal static void CreateTufaTrigger(List tuFaDatas, Transform parent)
{
for (int i = 0; i < tuFaDatas.Count; i++)
{
GameObject newTufa = new GameObject($"TuFa_{tuFaDatas[i].name.ToString()}");
newTufa.transform.SetParent(parent);
newTufa.transform.position = MapHelper.GetWorldPosFromAnchPos(new Vector2(tuFaDatas[i].posX, tuFaDatas[i].posY));
TuFaTriggerInstanceCtrl tuFaTrigger = newTufa.AddComponent();
tuFaTrigger.InitTrigger(tuFaDatas[i].name, tuFaDatas[i].ID);
GameObjectManager.Instance.InjeectGO(ManagerGOTypes.tufa, tuFaTrigger.gameObject, tuFaDatas[i].ID);
}
}
///
/// 创建展示AB包中装备名称的3D文字
///
///
public static void Crat3DText(IShowName3DText useGO,Vector3 localPos,string layerName, Transform lookTarget, LookAtState lookAtState,float textSzie=0)
{
GameObject nameTextPrefab = ResourcesManager.Load("Name3DText");
Text3DCtrl text3DCtrl= GameObject.Instantiate(nameTextPrefab, useGO.GetTrans()).GetComponent();
if (text3DCtrl)
{
text3DCtrl.transform.localPosition = localPos;
text3DCtrl.SetLookTarget(lookTarget);
text3DCtrl.LookAtState = lookAtState;
text3DCtrl.SetLayer(layerName);
text3DCtrl.SetTextSize(textSzie);
useGO.Bind3DText(text3DCtrl);
}
else
{
Debug.Log("3D文字预制件未挂载Text3DCtrl无法完成初始化");
}
}
///
/// 创建VR虚拟同步人物模型 初始化物体名称
///
public static void CreatSyncVRPerson(List allUser)
{
GameObject vrPersonPrafab = ResourcesManager.Load("VR_PersonSyncPrefab");
for (int i = 0; i < allUser.Count; i++)
{
VRPersonSyncHandlerCtrl vRPerson = GameObject.Instantiate(vrPersonPrafab).GetComponent();
vRPerson.SetUser(allUser[i].userName, allUser[i].ip);
}
}
}