refactor(Connect): 重构连接体系,实现一个物体拥有多个连接线

This commit is contained in:
2025-10-20 19:40:55 +08:00
parent bb2c5aa436
commit 0a1aa83425
11 changed files with 187 additions and 140 deletions

View File

@@ -6,66 +6,73 @@ namespace Script.Gameplay.Connect
// 只负责在场景中绘制连接线,并处理信号传递
public class ConnectionLine : MonoBehaviour
{
[SerializeField] private MonoBehaviour monoSource;
[SerializeField] private MonoBehaviour monoTarget;
private IConnectable _output;
private IConnectable _input;
[SerializeField] private MonoBehaviour monoPointA;
[SerializeField] private MonoBehaviour monoPointB;
private IConnectable _pointA;
private IConnectable _pointB;
private LineRenderer line;
private void Awake()
{
_output = monoSource as IConnectable;
_input = monoTarget as IConnectable;
_pointA = monoPointA as IConnectable;
_pointB = monoPointB as IConnectable;
line = GetComponent<LineRenderer>();
if (_output != null && _input != null)
SetLineRendererPositions();
}
public void SetConnectable(IConnectable pointA, IConnectable pointB)
{
if(pointA == null || pointB == null)
{
SetConnectable(_output, _input);
Debug.Log("ConnectionLine requires two valid IConnectable points.");
return;
}
}
public void SetConnectable(IConnectable output, IConnectable input)
{
_output = output;
_input = input;
_output.IsConnectedOutput = true;
_input.IsConnectedInput = true;
line.SetPositions(new Vector3[]
if (pointA == pointB)
{
_output.GetPosition(),
_input.GetPosition()
});
}
public void ReceiveSignal(bool active)
{
SendSignal(active);
}
private void SendSignal(bool active)
{
_input.ReceiveSignal(active,this.gameObject);
Debug.Log("ConnectionLine cannot connect the same point.");
return;
}
_pointA = pointA;
_pointB = pointB;
pointA.ConnectionLines.Add(this);
pointB.ConnectionLines.Add(this);
SetLineRendererPositions();
}
public void DeleteConnection()
private void SetLineRendererPositions()
{
Destroy(this.gameObject);
if (_pointA != null && _pointB != null)
{
line.SetPositions(new Vector3[]
{
_pointA.GetPosition(),
_pointB.GetPosition()
});
}
}
public void SignalActive(bool active, GameObject sender)
{
if (_pointA != null && _pointB != null)
{
if (sender == _pointA.GetGameObject())
{
_pointB.SignalActive(active, sender);
}
else if (sender == _pointB.GetGameObject())
{
_pointA.SignalActive(active, sender);
}
}
}
private void OnDestroy()
{
if (_output != null)
{
_output.IsConnectedOutput = false;
}
if (_input != null)
{
_input.IsConnectedInput = false;
}
_pointA.ConnectionLines.Remove(this);
_pointB.ConnectionLines.Remove(this);
}
}
}