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:
@@ -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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// 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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public class ConnectionLine : MonoBehaviour
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{
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{
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[SerializeField] private MonoBehaviour monoSource;
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[SerializeField] private MonoBehaviour monoPointA;
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[SerializeField] private MonoBehaviour monoTarget;
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[SerializeField] private MonoBehaviour monoPointB;
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private IConnectable _output;
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private IConnectable _pointA;
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private IConnectable _input;
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private IConnectable _pointB;
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private LineRenderer line;
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private LineRenderer line;
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private void Awake()
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private void Awake()
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{
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{
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_output = monoSource as IConnectable;
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_pointA = monoPointA as IConnectable;
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_input = monoTarget as IConnectable;
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_pointB = monoPointB as IConnectable;
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line = GetComponent<LineRenderer>();
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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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SetConnectable(_output, _input);
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}
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}
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}
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public void SetConnectable(IConnectable output, IConnectable input)
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public void SetConnectable(IConnectable pointA, IConnectable pointB)
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{
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{
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_output = output;
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if(pointA == null || pointB == null)
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_input = input;
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{
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_output.IsConnectedOutput = true;
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Debug.Log("ConnectionLine requires two valid IConnectable points.");
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_input.IsConnectedInput = true;
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return;
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}
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if (pointA == pointB)
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{
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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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private void SetLineRendererPositions()
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{
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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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line.SetPositions(new Vector3[]
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{
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{
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_output.GetPosition(),
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_pointA.GetPosition(),
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_input.GetPosition()
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_pointB.GetPosition()
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});
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});
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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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}
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private void SendSignal(bool active)
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public void SignalActive(bool active, GameObject sender)
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{
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{
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_input.ReceiveSignal(active,this.gameObject);
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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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}
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else if (sender == _pointB.GetGameObject())
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public void DeleteConnection()
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{
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{
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Destroy(this.gameObject);
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_pointA.SignalActive(active, sender);
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}
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}
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}
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}
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private void OnDestroy()
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private void OnDestroy()
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{
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{
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if (_output != null)
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_pointA.ConnectionLines.Remove(this);
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{
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_pointB.ConnectionLines.Remove(this);
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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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}
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}
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}
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}
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}
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}
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@@ -23,21 +23,36 @@ namespace Script.Gameplay.Connect
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GeneratePreviousConnectionLines(preConnectionLines);
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GeneratePreviousConnectionLines(preConnectionLines);
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}
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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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{
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GameObject lineObject = Instantiate(linePrefab, this.transform);
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GameObject lineObject = Instantiate(linePrefab, this.transform);
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ConnectionLine connectionLine = lineObject.GetComponent<ConnectionLine>();
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ConnectionLine connectionLine = lineObject.GetComponent<ConnectionLine>();
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if (connectionLine != null)
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if (connectionLine != null)
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{
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{
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source.OutputConnectionLine = connectionLine;
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connectionLine.SetConnectable(a, b);
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target.InputConnectionLine = connectionLine;
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connectionLine.SetConnectable(source, target);
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connectionLines.Add(connectionLine);
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connectionLines.Add(connectionLine);
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return connectionLine;
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return connectionLine;
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}
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}
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return null;
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return null;
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}
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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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public void GeneratePreviousConnectionLines(List<PreviousConnection> previousConnections)
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{
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{
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foreach (var preConnection in previousConnections)
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foreach (var preConnection in previousConnections)
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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 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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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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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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string GetConnectableName(); // 获取连接点名称
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public ConnectionLine OutputConnectionLine { get; set; }
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public List<ConnectionLine> ConnectionLines { get; set; }
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public ConnectionLine InputConnectionLine { get; set; }
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void SignalActive(bool active, GameObject sender); // 被激活
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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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}
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}
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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
Normal file
3
Assets/Script/Gameplay/Connect/ISignalSender.cs.meta
Normal file
@@ -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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@@ -1,11 +1,12 @@
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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using Script.Gameplay.Interface;
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using Script.Gameplay.Interface;
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using Script.Gameplay.Connect;
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using Script.Gameplay.Connect;
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namespace Script.Gameplay.Facility
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namespace Script.Gameplay.Facility
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{
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{
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public class ButtonInteractController : MonoBehaviour, IInteractable, IEditableComponent, IConnectable
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public class ButtonInteractController : MonoBehaviour, IInteractable, IEditableComponent, IConnectable, ISignalSender
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{
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{
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#region Interactable
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#region Interactable
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@@ -20,7 +21,7 @@ namespace Script.Gameplay.Facility
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public void Interact(GameObject interactor)
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public void Interact(GameObject interactor)
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{
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{
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if (!Interactable) return;
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if (!Interactable) return;
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StartCoroutine(SendSignalCoroutine(interactor));
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StartCoroutine(SendSignalCoroutine());
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Debug.Log("Button pressed");
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Debug.Log("Button pressed");
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}
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}
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@@ -34,14 +35,15 @@ namespace Script.Gameplay.Facility
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// 可选:取消高亮
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// 可选:取消高亮
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}
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}
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private IEnumerator SendSignalCoroutine(GameObject sender)
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private IEnumerator SendSignalCoroutine()
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{
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{
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SendSignal(true, sender);
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SendSignal(true);
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Interactable = false;
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// 按钮压下的动画或效果可以在这里添加
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// 按钮压下的动画或效果可以在这里添加
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yield return new WaitForSeconds(signalDuration);
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yield return new WaitForSeconds(signalDuration);
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SendSignal(false);
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SendSignal(false, sender);
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Interactable = true;
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// 按钮弹起的动画或效果可以在这里添加
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// 按钮弹起的动画或效果可以在这里添加
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}
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}
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@@ -81,27 +83,30 @@ namespace Script.Gameplay.Facility
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return transform.position;
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return transform.position;
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}
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}
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public GameObject GetGameObject()
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{
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return gameObject;
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}
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public string GetConnectableName()
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public string GetConnectableName()
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{
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{
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return gameObject.name;
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return gameObject.name;
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}
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}
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public ConnectionLine OutputConnectionLine { get; set; }
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public List<ConnectionLine> ConnectionLines { get; set; } = new List<ConnectionLine>();
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public ConnectionLine InputConnectionLine { get; set; }
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public void SignalActive(bool active, GameObject sender)
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public bool IsConnectedOutput { get; set; }
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public bool IsConnectedInput { get; set; }
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public void ReceiveSignal(bool active, GameObject sender)
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{
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{
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// 按钮通常不响应输入信号,可留空或自定义逻辑
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// 按钮通常不接收信号,因此这里可以留空
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}
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}
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public void SendSignal(bool active, GameObject sender)
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public void SendSignal(bool active)
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{
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{
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if (OutputConnectionLine != null)
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if (ConnectionLines != null)
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{
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{
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OutputConnectionLine.ReceiveSignal(active);
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foreach (var line in ConnectionLines)
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{
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line.SignalActive(active, this.gameObject);
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}
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}
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}
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}
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}
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@@ -95,27 +95,22 @@ namespace Script.Gameplay.Facility
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return transform.position;
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return transform.position;
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}
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}
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public GameObject GetGameObject()
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{
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return gameObject;
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}
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public string GetConnectableName()
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public string GetConnectableName()
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{
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{
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return gameObject.name;
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return gameObject.name;
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}
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}
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public ConnectionLine OutputConnectionLine { get; set; }
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public List<ConnectionLine> ConnectionLines { get; set; } = new List<ConnectionLine>();
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public ConnectionLine InputConnectionLine { get; set; }
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public void SignalActive(bool active, GameObject sender)
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public bool IsConnectedOutput { get; set; }
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public bool IsConnectedInput { get; set; }
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public void ReceiveSignal(bool active, GameObject sender)
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{
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{
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Interact(sender);
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Interact(sender);
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}
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}
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public void SendSignal(bool active, GameObject sender)
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{
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OutputConnectionLine.ReceiveSignal(active);
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}
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#endregion
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#endregion
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}
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}
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}
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}
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@@ -1,10 +1,11 @@
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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using Script.Gameplay.Interface;
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using Script.Gameplay.Interface;
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using Script.Gameplay.Connect;
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using Script.Gameplay.Connect;
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namespace Script.Gameplay.Facility
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namespace Script.Gameplay.Facility
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{
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{
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public class LeverInteractController : MonoBehaviour, IInteractable, IEditableComponent, IConnectable
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public class LeverInteractController : MonoBehaviour, IInteractable, IEditableComponent, IConnectable, ISignalSender
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{
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{
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#region Interactable
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#region Interactable
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@@ -20,7 +21,7 @@ namespace Script.Gameplay.Facility
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{
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{
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if (!Interactable) return;
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if (!Interactable) return;
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isPulled = !isPulled;
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isPulled = !isPulled;
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SendSignal(isPulled, interactor);
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SendSignal(isPulled);
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// 可选:拉杆动画
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// 可选:拉杆动画
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Debug.Log(isPulled ? "Lever pulled down" : "Lever reset");
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Debug.Log(isPulled ? "Lever pulled down" : "Lever reset");
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}
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}
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@@ -58,29 +59,39 @@ namespace Script.Gameplay.Facility
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#region Connectable
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#region Connectable
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public void OnGazeEnter() { }
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public void OnGazeEnter()
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public void OnGazeExit() { }
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public Vector3 GetPosition() => transform.position;
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public string GetConnectableName() => gameObject.name;
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public ConnectionLine OutputConnectionLine { get; set; }
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public ConnectionLine InputConnectionLine { get; set; }
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public bool IsConnectedOutput { get; set; }
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public bool IsConnectedInput { get; set; }
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public void ReceiveSignal(bool active, GameObject sender)
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{
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{
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// 拉杆通常不响应输入信号
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}
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}
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public void SendSignal(bool active, GameObject sender)
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public void OnGazeExit()
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{
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{
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if (OutputConnectionLine != null)
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}
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public Vector3 GetPosition() => transform.position;
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public GameObject GetGameObject()
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{
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{
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OutputConnectionLine.ReceiveSignal(active);
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return gameObject;
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}
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public string GetConnectableName() => gameObject.name;
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public List<ConnectionLine> ConnectionLines { get; set; }= new List<ConnectionLine>();
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public void SignalActive(bool active, GameObject sender)
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{
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//
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}
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public void SendSignal(bool active)
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{
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if (ConnectionLines != null)
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{
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foreach (var line in ConnectionLines)
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{
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line.SignalActive(active, this.gameObject);
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}
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}
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}
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}
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}
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#endregion
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#endregion
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}
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}
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}
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}
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|
@@ -1,10 +1,11 @@
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|
using System.Collections.Generic;
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using UnityEngine;
|
using UnityEngine;
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using Script.Gameplay.Interface;
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using Script.Gameplay.Interface;
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using Script.Gameplay.Connect;
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using Script.Gameplay.Connect;
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|
|
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namespace Script.Gameplay.Facility
|
namespace Script.Gameplay.Facility
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{
|
{
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public class PressurePlateController : MonoBehaviour, IEditableComponent, IConnectable
|
public class PressurePlateController : MonoBehaviour, IEditableComponent, IConnectable, ISignalSender
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{
|
{
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[SerializeField] private bool isActive = true;
|
[SerializeField] private bool isActive = true;
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[SerializeField] private LayerMask detectLayer = ~0; // 检测所有层,可在Inspector中指定
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[SerializeField] private LayerMask detectLayer = ~0; // 检测所有层,可在Inspector中指定
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@@ -16,10 +17,11 @@ namespace Script.Gameplay.Facility
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private void FixedUpdate()
|
private void FixedUpdate()
|
||||||
{
|
{
|
||||||
if (!isActive) return;
|
if (!isActive) return;
|
||||||
bool hasObject = Physics.CheckBox(transform.position + plateOffset, plateSize * 0.5f, Quaternion.identity, detectLayer);
|
bool hasObject = Physics.CheckBox(transform.position + plateOffset, plateSize * 0.5f, Quaternion.identity,
|
||||||
|
detectLayer);
|
||||||
if (hasObject != lastState)
|
if (hasObject != lastState)
|
||||||
{
|
{
|
||||||
SendSignal(hasObject, gameObject);
|
SendSignal(hasObject);
|
||||||
lastState = hasObject;
|
lastState = hasObject;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -39,25 +41,37 @@ namespace Script.Gameplay.Facility
|
|||||||
|
|
||||||
#region Connectable
|
#region Connectable
|
||||||
|
|
||||||
public void OnGazeEnter() { }
|
public void OnGazeEnter()
|
||||||
public void OnGazeExit() { }
|
|
||||||
public Vector3 GetPosition() => transform.position;
|
|
||||||
public string GetConnectableName() => gameObject.name;
|
|
||||||
public ConnectionLine OutputConnectionLine { get; set; }
|
|
||||||
public ConnectionLine InputConnectionLine { get; set; }
|
|
||||||
public bool IsConnectedOutput { get; set; }
|
|
||||||
public bool IsConnectedInput { get; set; }
|
|
||||||
|
|
||||||
public void ReceiveSignal(bool active, GameObject sender)
|
|
||||||
{
|
{
|
||||||
// 压力板不响应输入信号
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SendSignal(bool active, GameObject sender)
|
public void OnGazeExit()
|
||||||
{
|
{
|
||||||
if (OutputConnectionLine != null)
|
}
|
||||||
|
|
||||||
|
public Vector3 GetPosition() => transform.position;
|
||||||
|
|
||||||
|
public GameObject GetGameObject()
|
||||||
{
|
{
|
||||||
OutputConnectionLine.ReceiveSignal(active);
|
return gameObject;
|
||||||
|
}
|
||||||
|
|
||||||
|
public string GetConnectableName() => gameObject.name;
|
||||||
|
public List<ConnectionLine> ConnectionLines { get; set; } = new List<ConnectionLine>();
|
||||||
|
|
||||||
|
public void SignalActive(bool active, GameObject sender)
|
||||||
|
{
|
||||||
|
//
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SendSignal(bool active)
|
||||||
|
{
|
||||||
|
if (ConnectionLines != null)
|
||||||
|
{
|
||||||
|
foreach (var line in ConnectionLines)
|
||||||
|
{
|
||||||
|
line.SignalActive(active, this.gameObject);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -72,4 +86,3 @@ namespace Script.Gameplay.Facility
|
|||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@@ -19,14 +19,14 @@ namespace Script.Gameplay.Player
|
|||||||
|
|
||||||
private IConnectable outTarget;
|
private IConnectable outTarget;
|
||||||
private IConnectable inputTarget;
|
private IConnectable inputTarget;
|
||||||
public event Action<IConnectable> OnSetOutputTarget;
|
public event Action<IConnectable> OnSetPointA;
|
||||||
public event Action<IConnectable> OnSetInputTarget;
|
public event Action<IConnectable> OnSetPointB;
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
inputManager = InputManager.Instance;
|
inputManager = InputManager.Instance;
|
||||||
inputManager.Input.Player.SetOutput.performed += ctx => SetOutTarget(currentTarget);
|
inputManager.Input.Player.SetOutput.performed += ctx => SetPointA(currentTarget);
|
||||||
inputManager.Input.Player.SetInput.performed += ctx => SetInputTarget(currentTarget);
|
inputManager.Input.Player.SetInput.performed += ctx => SetPointB(currentTarget);
|
||||||
inputManager.Input.Player.Connect.performed += ctx => CreateConnection();
|
inputManager.Input.Player.Connect.performed += ctx => CreateConnection();
|
||||||
inputManager.Input.Player.CutLine.performed += ctx => CutConnectLine(currentTarget);
|
inputManager.Input.Player.CutLine.performed += ctx => CutConnectLine(currentTarget);
|
||||||
|
|
||||||
@@ -77,34 +77,27 @@ namespace Script.Gameplay.Player
|
|||||||
return currentTarget;
|
return currentTarget;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetOutTarget(IConnectable target)
|
public void SetPointA(IConnectable target)
|
||||||
{
|
{
|
||||||
if (target == null) return;
|
if (target == null) return;
|
||||||
if(!IsEnableConnecting) return;
|
if(!IsEnableConnecting) return;
|
||||||
if (!target.IsConnectedOutput)
|
|
||||||
{
|
|
||||||
outTarget = target;
|
outTarget = target;
|
||||||
OnSetOutputTarget?.Invoke(outTarget);
|
OnSetPointA?.Invoke(outTarget);
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetInputTarget(IConnectable target)
|
public void SetPointB(IConnectable target)
|
||||||
{
|
{
|
||||||
if (target == null) return;
|
if (target == null) return;
|
||||||
if(!IsEnableConnecting) return;
|
if(!IsEnableConnecting) return;
|
||||||
if (!target.IsConnectedInput)
|
inputTarget = target;
|
||||||
{
|
OnSetPointB?.Invoke(inputTarget);
|
||||||
inputTarget = currentTarget;
|
|
||||||
OnSetInputTarget?.Invoke(inputTarget);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void CutConnectLine(IConnectable target)
|
public void CutConnectLine(IConnectable target)
|
||||||
{
|
{
|
||||||
if (target == null) return;
|
if (target == null) return;
|
||||||
if(target.OutputConnectionLine != null && target.InputConnectionLine != null) return;
|
if(!IsEnableConnecting) return;
|
||||||
target.OutputConnectionLine?.DeleteConnection();
|
ConnectionLineManager.Instance.CutTargetConnectionLines(target);
|
||||||
target.InputConnectionLine?.DeleteConnection();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void CreateConnection()
|
private void CreateConnection()
|
||||||
|
@@ -23,8 +23,8 @@ namespace UI
|
|||||||
private void OnGetConnectController(PlayerConnectController controller)
|
private void OnGetConnectController(PlayerConnectController controller)
|
||||||
{
|
{
|
||||||
_playerConnectController = controller;
|
_playerConnectController = controller;
|
||||||
_playerConnectController.OnSetInputTarget += UpdateInputText;
|
_playerConnectController.OnSetPointB += UpdateInputText;
|
||||||
_playerConnectController.OnSetOutputTarget += UpdateOutputText;
|
_playerConnectController.OnSetPointA += UpdateOutputText;
|
||||||
UpdateInputText(null);
|
UpdateInputText(null);
|
||||||
UpdateOutputText(null);
|
UpdateOutputText(null);
|
||||||
}
|
}
|
||||||
|
Reference in New Issue
Block a user