AxibugEmuOnline/AxibugEmuOnline.Client/Assets/Script/AppMain/Utility.cs

89 lines
3.1 KiB
C#

using AxibugEmuOnline.Client.ClientCore;
using AxibugProtobuf;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace AxibugEmuOnline.Client
{
public static class Utility
{
public static void SetActiveEx(this GameObject go, bool active)
{
if (active && go.activeSelf) return;
if (!active && !go.activeSelf) return;
go.SetActive(active);
}
public static string GetHostNickName(this Protobuf_Room_MiniInfo roomInfo)
{
var hostUID = roomInfo.HostPlayerUID;
Protobuf_Room_GamePlaySlot slotdata = roomInfo.GamePlaySlotList.FirstOrDefault(w => w.PlayerUID == hostUID);
if (slotdata != null)
return slotdata.PlayerNickName;
else
return string.Empty;
}
public static void GetRoomPlayers(this Protobuf_Room_MiniInfo roomInfo, out int current, out int max)
{
current = 0; max = 4;
current = roomInfo.GamePlaySlotList.Count(w => w.PlayerUID > 0);
}
private static Dictionary<int, RomFile> s_RomFileCahcesInRoomInfo = new Dictionary<int, RomFile>();
public static void FetchRomFileInRoomInfo(this Protobuf_Room_MiniInfo roomInfo, Action<Protobuf_Room_MiniInfo, RomFile> callback)
{
RomFile romFile;
if (s_RomFileCahcesInRoomInfo.TryGetValue(roomInfo.GameRomID, out romFile))
{
callback.Invoke(roomInfo, romFile);
return;
}
App.StartCoroutine(App.httpAPI.GetRomInfo(roomInfo.GameRomID, (romWebData) =>
{
RomFile _romFile = new RomFile(0, 0, (RomPlatformType)romWebData.ptype);
_romFile.SetWebData(romWebData);
s_RomFileCahcesInRoomInfo[roomInfo.GameRomID] = _romFile;
callback.Invoke(roomInfo, _romFile);
}));
}
public static byte[] ToJPG(this Texture texture, Vector2 scale)
{
Texture2D outputTex = ConvertFromRenderTexture(texture, scale);
return outputTex.EncodeToJPG();
}
private static Texture2D ConvertFromRenderTexture(Texture src, Vector2 scale)
{
float offsetX = (scale.x < 0) ? 1 : 0;
float offsetY = (scale.y < 0) ? 1 : 0;
var offset = new Vector2(offsetX, offsetY);
// 创建临时RenderTexture并拷贝内容
RenderTexture tempRT = RenderTexture.GetTemporary(src.width, src.height, 0, RenderTextureFormat.ARGB32);
Graphics.Blit(src, tempRT, scale, offset);
// 读取到Texture2D
Texture2D tex = new Texture2D(src.width, src.height, TextureFormat.RGBA32, false);
RenderTexture.active = tempRT;
tex.ReadPixels(new Rect(0, 0, tempRT.width, tempRT.height), 0, 0);
tex.Apply();
// 释放资源
RenderTexture.active = null;
RenderTexture.ReleaseTemporary(tempRT);
return tex;
}
}
}