refactor(Connect): 重构连接体系,实现一个物体拥有多个连接线
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@@ -6,66 +6,73 @@ namespace Script.Gameplay.Connect
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// 只负责在场景中绘制连接线,并处理信号传递
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public class ConnectionLine : MonoBehaviour
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{
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[SerializeField] private MonoBehaviour monoSource;
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[SerializeField] private MonoBehaviour monoTarget;
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private IConnectable _output;
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private IConnectable _input;
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[SerializeField] private MonoBehaviour monoPointA;
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[SerializeField] private MonoBehaviour monoPointB;
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private IConnectable _pointA;
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private IConnectable _pointB;
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private LineRenderer line;
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private void Awake()
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{
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_output = monoSource as IConnectable;
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_input = monoTarget as IConnectable;
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_pointA = monoPointA as IConnectable;
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_pointB = monoPointB as IConnectable;
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line = GetComponent<LineRenderer>();
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if (_output != null && _input != null)
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SetLineRendererPositions();
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}
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public void SetConnectable(IConnectable pointA, IConnectable pointB)
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{
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if(pointA == null || pointB == null)
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{
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SetConnectable(_output, _input);
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Debug.Log("ConnectionLine requires two valid IConnectable points.");
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return;
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}
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}
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public void SetConnectable(IConnectable output, IConnectable input)
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{
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_output = output;
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_input = input;
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_output.IsConnectedOutput = true;
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_input.IsConnectedInput = true;
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line.SetPositions(new Vector3[]
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if (pointA == pointB)
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{
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_output.GetPosition(),
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_input.GetPosition()
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});
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}
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public void ReceiveSignal(bool active)
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{
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SendSignal(active);
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}
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private void SendSignal(bool active)
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{
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_input.ReceiveSignal(active,this.gameObject);
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Debug.Log("ConnectionLine cannot connect the same point.");
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return;
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}
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_pointA = pointA;
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_pointB = pointB;
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pointA.ConnectionLines.Add(this);
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pointB.ConnectionLines.Add(this);
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SetLineRendererPositions();
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}
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public void DeleteConnection()
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private void SetLineRendererPositions()
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{
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Destroy(this.gameObject);
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if (_pointA != null && _pointB != null)
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{
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line.SetPositions(new Vector3[]
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{
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_pointA.GetPosition(),
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_pointB.GetPosition()
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});
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}
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}
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public void SignalActive(bool active, GameObject sender)
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{
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if (_pointA != null && _pointB != null)
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{
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if (sender == _pointA.GetGameObject())
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{
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_pointB.SignalActive(active, sender);
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}
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else if (sender == _pointB.GetGameObject())
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{
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_pointA.SignalActive(active, sender);
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}
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}
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}
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private void OnDestroy()
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{
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if (_output != null)
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{
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_output.IsConnectedOutput = false;
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}
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if (_input != null)
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{
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_input.IsConnectedInput = false;
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}
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_pointA.ConnectionLines.Remove(this);
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_pointB.ConnectionLines.Remove(this);
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}
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}
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}
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@@ -23,20 +23,35 @@ namespace Script.Gameplay.Connect
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GeneratePreviousConnectionLines(preConnectionLines);
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}
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public ConnectionLine GenerateConnectionLine(IConnectable source, IConnectable target)
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public ConnectionLine GenerateConnectionLine(IConnectable a, IConnectable b)
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{
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GameObject lineObject = Instantiate(linePrefab, this.transform);
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ConnectionLine connectionLine = lineObject.GetComponent<ConnectionLine>();
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if (connectionLine != null)
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{
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source.OutputConnectionLine = connectionLine;
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target.InputConnectionLine = connectionLine;
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connectionLine.SetConnectable(source, target);
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connectionLine.SetConnectable(a, b);
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connectionLines.Add(connectionLine);
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return connectionLine;
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}
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return null;
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}
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public void CutTargetConnectionLines(IConnectable target)
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{
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List<ConnectionLine> linesToRemove = new List<ConnectionLine>();
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foreach (var line in connectionLines)
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{
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if (line != null && (line.Equals(target)))
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{
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linesToRemove.Add(line);
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}
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}
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foreach (var line in linesToRemove)
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{
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connectionLines.Remove(line);
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Destroy(line.gameObject);
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}
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}
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public void GeneratePreviousConnectionLines(List<PreviousConnection> previousConnections)
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{
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@@ -8,12 +8,9 @@ namespace Script.Gameplay.Connect
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void OnGazeEnter(); // 玩家开始注视时触发
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void OnGazeExit(); // 玩家停止注视时触发
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Vector3 GetPosition(); // 获取连接点位置
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GameObject GetGameObject(); // 获取连接点物体
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string GetConnectableName(); // 获取连接点名称
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public ConnectionLine OutputConnectionLine { get; set; }
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public ConnectionLine InputConnectionLine { get; set; }
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bool IsConnectedOutput { get; set; } // 是否作为输出端连接
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bool IsConnectedInput { get; set; } // 是否作为输入端连接
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void ReceiveSignal(bool active, GameObject sender); // 接收信号
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void SendSignal(bool active, GameObject sender); // 发出信号
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public List<ConnectionLine> ConnectionLines { get; set; }
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void SignalActive(bool active, GameObject sender); // 被激活
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}
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}
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8
Assets/Script/Gameplay/Connect/ISignalSender.cs
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8
Assets/Script/Gameplay/Connect/ISignalSender.cs
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@@ -0,0 +1,8 @@
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using UnityEngine;
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namespace Script.Gameplay.Connect
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{
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public interface ISignalSender
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{
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public void SendSignal(bool active);
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}
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}
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3
Assets/Script/Gameplay/Connect/ISignalSender.cs.meta
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3
Assets/Script/Gameplay/Connect/ISignalSender.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: dc3af72006f342c3b8b7526a5b09e6ee
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timeCreated: 1760958923
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