Files
test/Assets/PerfectWorld/Scripts/Players/PlayerModelPreview.cs
T
2026-05-18 16:10:23 +07:00

500 lines
19 KiB
C#

using System;
using System.Collections.Generic;
using BrewMonster.Scripts.Managers;
using CSNetwork.Protocols.RPCData;
using Cysharp.Threading.Tasks;
using UnityEngine;
namespace BrewMonster.Scripts
{
public class PlayerModelPreview : MonoSingleton<PlayerModelPreview>
{
[SerializeField] private Transform modelRoot;
[SerializeField] private bool enablePreviewCameraWithInventory = true;
public List<GameObject> playerModels = new();
public List<int> playerModelIds = new();
/// <summary>
/// Fired (with the roleId) the first time a model becomes active after loading completes.
/// Subscribe from HostPlayerPortraitCapture so it can attach the portrait camera at the
/// right moment even when the async load finishes after AttachToPlayerModelPreview is called.
/// </summary>
public event Action<int> OnModelReady;
private int _loadVersion;
private bool _hasRequestedPlayerModelId;
private int _requestedPlayerModelId;
private bool _inventoryPreviewActive;
private bool _suppressHierarchyWatch;
private bool _refreshQueued;
private RoleInfo _lastPreviewRoleInfo;
private Transform _lastOriginModelRoot;
private int _lastOriginModelChildCount;
private Camera _previewCamera;
private void Awake()
{
if (modelRoot == null)
modelRoot = transform;
_previewCamera = GetComponent<Camera>();
}
private void OnDestroy()
{
ClearModelsImmediate();
}
private void LateUpdate()
{
if (!_inventoryPreviewActive || _suppressHierarchyWatch)
return;
Transform activeRoot = GetActivePreviewModelTransform();
if (activeRoot == null)
{
if (_refreshQueued)
{
_refreshQueued = false;
TryRefreshFromCachedRole();
}
return;
}
int currentChildCount = CountAllChildren(activeRoot);
if (_lastOriginModelRoot != activeRoot || _lastOriginModelChildCount != currentChildCount)
{
bool hierarchyChanged = _lastOriginModelRoot != null;
_lastOriginModelRoot = activeRoot;
_lastOriginModelChildCount = currentChildCount;
if (hierarchyChanged && _lastPreviewRoleInfo != null)
_refreshQueued = true;
}
if (_refreshQueued)
{
_refreshQueued = false;
TryRefreshFromCachedRole();
}
}
/// <summary>Called when Inventory UI opens — shows the host preview model on shared Bootstrap camera.</summary>
public void BeginInventoryPreview(int roleId)
{
_inventoryPreviewActive = true;
ResetHierarchyWatch();
if (enablePreviewCameraWithInventory && _previewCamera != null)
_previewCamera.enabled = true;
ShowPlayerModel(roleId);
}
/// <summary>Called when Inventory UI closes — hides preview models. Camera stays enabled for login/character-select reuse.</summary>
public void EndInventoryPreview()
{
_inventoryPreviewActive = false;
_refreshQueued = false;
_suppressHierarchyWatch = false;
ResetHierarchyWatch();
HideAllPlayerModels();
}
/// <summary>
/// Loads one preview instance per role (via <see cref="NPCManager.GetModelPlayer"/>).
/// All instances stay hidden until <see cref="ShowPlayerModel"/> is called.
/// </summary>
public async void ShowAllPlayerModels(List<RoleInfo> roleInfos)
{
BMLogger.Log($"ShowAllPlayerModels: {roleInfos.Count}");
_loadVersion++;
int version = _loadVersion;
if (roleInfos == null || roleInfos.Count == 0 || NPCManager.Instance == null)
{
ClearModels();
_suppressHierarchyWatch = false;
return;
}
List<GameObject> oldModels = new List<GameObject>(playerModels);
playerModels.Clear();
playerModelIds.Clear();
for (int i = 0; i < roleInfos.Count; i++)
{
RoleInfo role = roleInfos[i];
GameObject model = await LoadPlayerModel(role);
if (model == null)
continue;
if (version != _loadVersion)
{
Destroy(model);
return;
}
model.transform.SetParent(modelRoot, false);
model.transform.localPosition = Vector3.zero;
model.transform.localRotation = Quaternion.identity;
model.SetActive(false);
playerModels.Add(model);
playerModelIds.Add(role.roleid);
ApplyRequestedModelVisibility();
}
for (int i = 0; i < oldModels.Count; i++)
{
if (oldModels[i] != null)
{
Destroy(oldModels[i]);
}
}
_suppressHierarchyWatch = false;
if (_inventoryPreviewActive)
SyncHierarchyBaseline();
}
/// <summary>
/// Shows the preview for the given role id (matches <see cref="RoleInfo.roleid"/>). Hides all others.
/// </summary>
public void ShowPlayerModel(int playerModelId)
{
_hasRequestedPlayerModelId = true;
_requestedPlayerModelId = playerModelId;
ApplyRequestedModelVisibility();
}
/// <summary>
/// Applies the visibility of player models based on the requested player model id.
/// Fires <see cref="OnModelReady"/> the first time a model transitions to active so that
/// portrait capture systems can attach at the correct moment after async loading.
/// </summary>
private void ApplyRequestedModelVisibility()
{
if (!_hasRequestedPlayerModelId)
return;
int n = Mathf.Min(playerModels.Count, playerModelIds.Count);
for (int i = 0; i < n; i++)
{
GameObject go = playerModels[i];
if (go == null)
continue;
bool shouldBeActive = playerModelIds[i] == _requestedPlayerModelId;
bool wasActive = go.activeSelf;
go.SetActive(shouldBeActive);
if (shouldBeActive && !wasActive)
OnModelReady?.Invoke(playerModelIds[i]);
}
if (_inventoryPreviewActive)
SyncHierarchyBaseline();
}
public void HideAllPlayerModels()
{
_hasRequestedPlayerModelId = false;
for (int i = 0; i < playerModels.Count; i++)
{
if (playerModels[i] != null)
{
playerModels[i].SetActive(false);
}
}
}
public void ClearModels()
{
for (int i = 0; i < playerModels.Count; i++)
{
if (playerModels[i] != null)
{
Destroy(playerModels[i]);
}
}
playerModels.Clear();
playerModelIds.Clear();
}
private void ClearModelsImmediate()
{
for (int i = 0; i < playerModels.Count; i++)
{
if (modelRoot != null)
{
if (playerModels[i] != null)
{
if (Application.isPlaying)
Destroy(playerModels[i]);
else
DestroyImmediate(playerModels[i]);
}
}
}
playerModels.Clear();
playerModelIds.Clear();
}
private async UniTask<GameObject> LoadPlayerModel(RoleInfo role)
{
var elemendataman = ElementDataManProvider.GetElementDataMan();
GameObject model = await NPCManager.Instance.GetModelPlayer(role.occupation, role.gender);
if (model == null)
return null;
model.SetActive(false);
if (modelRoot != null)
{
model.transform.SetParent(modelRoot, false);
}
var playerDefaultEquipments = model.GetComponentInChildren<PlayerDefaultEquipments>();
if (playerDefaultEquipments == null)
{
return null;
}
DATA_TYPE DataType = default;
bool useDefaultUpper = true;
bool useDefaultLower = true;
bool useDefaultWrist = true;
bool useDefaultFoot = true;
GRoleInventory equipment;
for (int i = 0; i < role.equipment.Count; i++)
{
equipment = role.equipment[i];
var equipData = elemendataman.get_data_ptr((uint)equipment.id, ID_SPACE.ID_SPACE_ESSENCE, ref DataType);
switch (DataType)
{
case DATA_TYPE.DT_WEAPON_ESSENCE:
if (equipData == null) break;
var weaponData = (WEAPON_ESSENCE)equipData;
string fileModelRight = AFile.NormalizePath(weaponData.FileModelRight, true).ToLower();
string fileModelLeft = AFile.NormalizePath(weaponData.FileModelLeft, true).ToLower();
GameObject weaponPrefab = null;
if (!string.IsNullOrEmpty(fileModelRight))
{
weaponPrefab = await AddressableManager.Instance.LoadPrefabAsync(fileModelRight);
var weaponObject = Instantiate(weaponPrefab);
if (weaponObject != null)
{
weaponObject.transform.SetParent(FindChildObjectRecursive(model.transform, CECPlayer._hh_right_hand_weapon).transform);
weaponObject.transform.localPosition = weaponPrefab.transform.localPosition;
weaponObject.transform.localRotation = weaponPrefab.transform.localRotation;
weaponObject.transform.localScale = Vector3.one;
weaponObject.SetActive(true);
}
}
if (!string.IsNullOrEmpty(fileModelLeft))
{
weaponPrefab = await AddressableManager.Instance.LoadPrefabAsync(fileModelLeft);
var weaponObject = Instantiate(weaponPrefab);
if (weaponObject != null)
{
weaponObject.transform.SetParent(FindChildObjectRecursive(model.transform, CECPlayer._hh_left_hand_weapon).transform);
weaponObject.transform.localPosition = weaponPrefab.transform.localPosition;
weaponObject.transform.localRotation = weaponPrefab.transform.localRotation;
weaponObject.transform.localScale = Vector3.one;
weaponObject.SetActive(true);
}
}
break;
case DATA_TYPE.DT_ARMOR_ESSENCE:
if (equipData == null) break;
var pArmor = (ARMOR_ESSENCE)equipData;
var nLocation = pArmor.equip_location;
var armorSkinPath = CECPlayer._GenEquipmentSkinPath(role.occupation, role.gender, pArmor.RealName);
if (!armorSkinPath.EndsWith(".ecm"))
{
armorSkinPath += ".ecm";
}
var armorPrefab = await AddressableManager.Instance.LoadPrefabAsync(armorSkinPath);
if (armorPrefab != null)
{
var armorObject = Instantiate(armorPrefab);
armorObject.transform.SetParent(GetSkeletonBuilder(model)?.transform);
armorObject.transform.localPosition = Vector3.zero;
armorObject.transform.localRotation = Quaternion.identity;
armorObject.transform.localScale = Vector3.one;
var skinnedMeshRenderereFromDataList = armorObject.GetComponentsInChildren<SkinnedMeshRenderFromData>();
foreach (var skinnedMeshRenderereFromData in skinnedMeshRenderereFromDataList)
{
if (skinnedMeshRenderereFromData != null)
{
skinnedMeshRenderereFromData._skinnedMeshRenderer.bones = GetSkeletonBuilder(model).GetBones(skinnedMeshRenderereFromData.BoneNames);
skinnedMeshRenderereFromData._skinnedMeshRenderer.rootBone = skinnedMeshRenderereFromData._skinnedMeshRenderer.bones[^1];
}
}
switch (nLocation)
{
case (uint)CECPlayer.SkinIndex.SKIN_UPPER_BODY_INDEX:
useDefaultUpper = false;
break;
case (uint)CECPlayer.SkinIndex.SKIN_LOWER_INDEX:
useDefaultLower = false;
break;
case (uint)CECPlayer.SkinIndex.SKIN_WRIST_INDEX:
useDefaultWrist = false;
break;
case (uint)CECPlayer.SkinIndex.SKIN_FOOT_INDEX:
useDefaultFoot = false;
break;
}
}
break;
}
switch (equipment.pos)
{
case InventoryConst.EQUIPIVTR_BODY:
useDefaultUpper = false;
break;
case InventoryConst.EQUIPIVTR_LEG:
useDefaultLower = false;
break;
case InventoryConst.EQUIPIVTR_WRIST:
useDefaultWrist = false;
break;
case InventoryConst.EQUIPIVTR_FOOT:
useDefaultFoot = false;
break;
}
}
playerDefaultEquipments.DefaultUpper.SetActive(useDefaultUpper);
playerDefaultEquipments.DefaultLower.SetActive(useDefaultLower);
playerDefaultEquipments.DefaultWirst.SetActive(useDefaultWrist);
playerDefaultEquipments.DefaultFoot.SetActive(useDefaultFoot);
return model;
}
private GameObject FindChildObjectRecursive(Transform parent, string name)
{
foreach (Transform child in parent)
{
if (child.name == name)
{
return child.gameObject;
}
var childObject = FindChildObjectRecursive(child, name);
if (childObject != null)
{
return childObject;
}
}
return null;
}
private SkeletonBuilder GetSkeletonBuilder(GameObject characterModel)
{
if (characterModel == null)
{
return null;
}
return characterModel.GetComponentInChildren<SkeletonBuilder>();
}
public void ReloadRoleModel(RoleInfo roleInfo)
{
if (roleInfo == null)
return;
_lastPreviewRoleInfo = roleInfo;
_suppressHierarchyWatch = true;
ShowAllPlayerModels(new List<RoleInfo> { roleInfo });
ShowPlayerModel(roleInfo.roleid);
}
private Transform GetActivePreviewModelTransform()
{
if (!_hasRequestedPlayerModelId)
return null;
int n = Mathf.Min(playerModels.Count, playerModelIds.Count);
for (int i = 0; i < n; i++)
{
GameObject model = playerModels[i];
if (model != null && model.activeSelf && playerModelIds[i] == _requestedPlayerModelId)
return model.transform;
}
for (int i = 0; i < n; i++)
{
GameObject model = playerModels[i];
if (model != null && playerModelIds[i] == _requestedPlayerModelId)
return model.transform;
}
return null;
}
private void TryRefreshFromCachedRole()
{
if (_lastPreviewRoleInfo == null || !_inventoryPreviewActive || _suppressHierarchyWatch)
return;
ReloadRoleModel(_lastPreviewRoleInfo);
}
private void SyncHierarchyBaseline()
{
Transform activeRoot = GetActivePreviewModelTransform();
if (activeRoot == null)
return;
_lastOriginModelRoot = activeRoot;
_lastOriginModelChildCount = CountAllChildren(activeRoot);
}
private void ResetHierarchyWatch()
{
_lastOriginModelRoot = null;
_lastOriginModelChildCount = 0;
}
private static int CountAllChildren(Transform root)
{
if (root == null)
return 0;
int count = root.childCount;
for (int i = 0; i < root.childCount; i++)
{
count += CountAllChildren(root.GetChild(i));
}
return count;
}
}
}