using System; using System.Collections.Generic; using System.IO; using UnityEngine; public class InfinityColorTextureCache { public InfinityColorTextureCache(Maid maid) { this.maid_ = maid; if (InfinityColorTextureCache.render_cache_ == null) { InfinityColorTextureCache.render_cache_ = new RenderTextureCache(); } } public static RenderTextureCache render_cache { get { if (InfinityColorTextureCache.render_cache_ == null) { InfinityColorTextureCache.render_cache_ = new RenderTextureCache(); } return InfinityColorTextureCache.render_cache_; } } public void Update() { InfinityColorTextureCache.render_cache_.Update(); } private void AddTexture(int mat_no, string prop_name, Texture base_tex) { if (base_tex == null) { return; } InfinityColorTextureCache.TextureSet textureSet = this.GetTextureSet(mat_no, prop_name, true); textureSet.base_tex = base_tex; textureSet.modified_tex = null; textureSet.parts_color = MaidParts.PARTS_COLOR.NONE; } public void AddTexture(int mat_no, string prop_name, Texture base_tex, MaidParts.PARTS_COLOR parts_color) { if (base_tex == null) { return; } if (parts_color <= MaidParts.PARTS_COLOR.NONE || MaidParts.PARTS_COLOR.MAX <= parts_color) { this.AddTexture(mat_no, prop_name, base_tex); return; } InfinityColorTextureCache.TextureSet textureSet = this.GetTextureSet(mat_no, prop_name, true); textureSet.base_tex = base_tex; textureSet.parts_color = parts_color; Action value = delegate(RenderTexture tex) { InfinityColorTextureCache.TextureSet textureSet2 = null; foreach (KeyValuePair> keyValuePair in this.tex_dic_) { Dictionary value2 = keyValuePair.Value; foreach (KeyValuePair keyValuePair2 in value2) { if (!(keyValuePair2.Value.modified_tex != tex)) { textureSet2 = keyValuePair2.Value; } } } if (textureSet2 != null) { this.UpdateTexture(textureSet2.base_tex, textureSet2.parts_color, tex); } }; textureSet.modified_tex = InfinityColorTextureCache.render_cache_.GetTexture(textureSet.base_tex.width, textureSet.base_tex.height, RenderTextureFormat.ARGB32, new KeyValuePair>(10, value)); this.UpdateTexture(textureSet.base_tex, textureSet.parts_color, textureSet.modified_tex); } public void RemoveTexture(int mat_no, string prop_name) { if (!this.tex_dic_.ContainsKey(mat_no)) { return; } Dictionary dictionary = this.tex_dic_[mat_no]; if (!dictionary.ContainsKey(prop_name)) { return; } InfinityColorTextureCache.TextureSet textureSet = dictionary[prop_name]; if (textureSet == null) { return; } if (textureSet.base_tex != null) { if (textureSet.base_tex is RenderTexture) { InfinityColorTextureCache.render_cache_.RemoveTexture(textureSet.base_tex as RenderTexture); } else { UnityEngine.Object.Destroy(textureSet.base_tex); } } if (textureSet.modified_tex != null) { InfinityColorTextureCache.render_cache_.RemoveTexture(textureSet.modified_tex); } dictionary.Remove(prop_name); if (dictionary.Count <= 0) { this.tex_dic_.Remove(mat_no); } } public void RemoveTexture() { foreach (KeyValuePair> keyValuePair in this.tex_dic_) { foreach (KeyValuePair keyValuePair2 in keyValuePair.Value) { InfinityColorTextureCache.TextureSet value = keyValuePair2.Value; if (value != null) { if (value.base_tex != null) { if (value.base_tex is RenderTexture) { InfinityColorTextureCache.render_cache_.RemoveTexture(value.base_tex as RenderTexture); } else { UnityEngine.Object.Destroy(value.base_tex); } } if (value.modified_tex != null) { InfinityColorTextureCache.render_cache_.RemoveTexture(value.modified_tex); } } } } this.tex_dic_.Clear(); } public bool UpdateTexture(int mat_no, string prop_name) { InfinityColorTextureCache.TextureSet textureSet = this.GetTextureSet(mat_no, prop_name, false); return this.UpdateTexture(textureSet.base_tex, textureSet.parts_color, textureSet.modified_tex); } public bool UpdateTexture(Texture base_tex, MaidParts.PARTS_COLOR parts_color, RenderTexture target_tex) { if (base_tex == null || target_tex == null) { return false; } if (parts_color <= MaidParts.PARTS_COLOR.NONE || MaidParts.PARTS_COLOR.MAX <= parts_color) { return false; } RenderTexture active = RenderTexture.active; Material systemMaterial = GameUty.GetSystemMaterial(GameUty.SystemMaterial.InfinityColor); systemMaterial.SetTexture("_MultiColTex", this.maid_.Parts.GetPartsColorTableTex(parts_color)); Graphics.Blit(base_tex, target_tex, systemMaterial); RenderTexture.active = active; return true; } public bool UpdateColor(MaidParts.PARTS_COLOR parts_color) { if (parts_color <= MaidParts.PARTS_COLOR.NONE || MaidParts.PARTS_COLOR.MAX <= parts_color) { return false; } bool result = false; foreach (KeyValuePair> keyValuePair in this.tex_dic_) { Dictionary value = keyValuePair.Value; foreach (KeyValuePair keyValuePair2 in value) { InfinityColorTextureCache.TextureSet value2 = keyValuePair2.Value; if (value2.parts_color == parts_color && value2.base_tex != null && value2.modified_tex != null) { result = true; this.UpdateTexture(value2.base_tex, value2.parts_color, value2.modified_tex); } } } return result; } public Texture GetModifiedTexture(int mat_no, string prop_name) { InfinityColorTextureCache.TextureSet textureSet = this.GetTextureSet(mat_no, prop_name, false); if (textureSet == null) { return null; } return (!(textureSet.modified_tex != null)) ? textureSet.base_tex : textureSet.modified_tex; } private InfinityColorTextureCache.TextureSet GetTextureSet(int mat_no, string prop_name, bool create_tex_set) { if (!this.tex_dic_.ContainsKey(mat_no)) { if (!create_tex_set) { return null; } this.tex_dic_.Add(mat_no, new Dictionary()); } Dictionary dictionary = this.tex_dic_[mat_no]; if (!dictionary.ContainsKey(prop_name)) { if (!create_tex_set) { return null; } dictionary.Add(prop_name, new InfinityColorTextureCache.TextureSet()); } return dictionary[prop_name]; } public static string GetTimeFileName() { string str = UTY.gameProjectPath + "\\"; string text = str + "ScreenShot/_tmp"; if (!Directory.Exists(text)) { Directory.CreateDirectory(text); } return text + "\\"; } private static RenderTextureCache render_cache_; private Maid maid_; private Dictionary> tex_dic_ = new Dictionary>(); public class TextureSet { public Texture base_tex; public RenderTexture modified_tex; public MaidParts.PARTS_COLOR parts_color; } }