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
|
||||
// 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;
|
||||
}
|
||||
if (pointA == pointB)
|
||||
{
|
||||
Debug.Log("ConnectionLine cannot connect the same point.");
|
||||
return;
|
||||
}
|
||||
_pointA = pointA;
|
||||
_pointB = pointB;
|
||||
pointA.ConnectionLines.Add(this);
|
||||
pointB.ConnectionLines.Add(this);
|
||||
SetLineRendererPositions();
|
||||
}
|
||||
|
||||
private void SetLineRendererPositions()
|
||||
{
|
||||
if (_pointA != null && _pointB != null)
|
||||
{
|
||||
line.SetPositions(new Vector3[]
|
||||
{
|
||||
_pointA.GetPosition(),
|
||||
_pointB.GetPosition()
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
public void SetConnectable(IConnectable output, IConnectable input)
|
||||
public void SignalActive(bool active, GameObject sender)
|
||||
{
|
||||
_output = output;
|
||||
_input = input;
|
||||
_output.IsConnectedOutput = true;
|
||||
_input.IsConnectedInput = true;
|
||||
|
||||
line.SetPositions(new Vector3[]
|
||||
if (_pointA != null && _pointB != null)
|
||||
{
|
||||
_output.GetPosition(),
|
||||
_input.GetPosition()
|
||||
});
|
||||
}
|
||||
|
||||
public void ReceiveSignal(bool active)
|
||||
{
|
||||
SendSignal(active);
|
||||
}
|
||||
|
||||
private void SendSignal(bool active)
|
||||
{
|
||||
_input.ReceiveSignal(active,this.gameObject);
|
||||
}
|
||||
|
||||
public void DeleteConnection()
|
||||
{
|
||||
Destroy(this.gameObject);
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
@@ -23,21 +23,36 @@ namespace Script.Gameplay.Connect
|
||||
GeneratePreviousConnectionLines(preConnectionLines);
|
||||
}
|
||||
|
||||
public ConnectionLine GenerateConnectionLine(IConnectable source, IConnectable target)
|
||||
public ConnectionLine GenerateConnectionLine(IConnectable a, IConnectable b)
|
||||
{
|
||||
GameObject lineObject = Instantiate(linePrefab, this.transform);
|
||||
ConnectionLine connectionLine = lineObject.GetComponent<ConnectionLine>();
|
||||
if (connectionLine != null)
|
||||
{
|
||||
source.OutputConnectionLine = connectionLine;
|
||||
target.InputConnectionLine = connectionLine;
|
||||
connectionLine.SetConnectable(source, target);
|
||||
connectionLine.SetConnectable(a, b);
|
||||
connectionLines.Add(connectionLine);
|
||||
return connectionLine;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public void CutTargetConnectionLines(IConnectable target)
|
||||
{
|
||||
List<ConnectionLine> linesToRemove = new List<ConnectionLine>();
|
||||
foreach (var line in connectionLines)
|
||||
{
|
||||
if (line != null && (line.Equals(target)))
|
||||
{
|
||||
linesToRemove.Add(line);
|
||||
}
|
||||
}
|
||||
foreach (var line in linesToRemove)
|
||||
{
|
||||
connectionLines.Remove(line);
|
||||
Destroy(line.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
public void GeneratePreviousConnectionLines(List<PreviousConnection> previousConnections)
|
||||
{
|
||||
foreach (var preConnection in previousConnections)
|
||||
|
@@ -8,12 +8,9 @@ namespace Script.Gameplay.Connect
|
||||
void OnGazeEnter(); // 玩家开始注视时触发
|
||||
void OnGazeExit(); // 玩家停止注视时触发
|
||||
Vector3 GetPosition(); // 获取连接点位置
|
||||
GameObject GetGameObject(); // 获取连接点物体
|
||||
string GetConnectableName(); // 获取连接点名称
|
||||
public ConnectionLine OutputConnectionLine { get; set; }
|
||||
public ConnectionLine InputConnectionLine { get; set; }
|
||||
bool IsConnectedOutput { get; set; } // 是否作为输出端连接
|
||||
bool IsConnectedInput { get; set; } // 是否作为输入端连接
|
||||
void ReceiveSignal(bool active, GameObject sender); // 接收信号
|
||||
void SendSignal(bool active, GameObject sender); // 发出信号
|
||||
public List<ConnectionLine> ConnectionLines { get; set; }
|
||||
void SignalActive(bool active, GameObject sender); // 被激活
|
||||
}
|
||||
}
|
8
Assets/Script/Gameplay/Connect/ISignalSender.cs
Normal file
8
Assets/Script/Gameplay/Connect/ISignalSender.cs
Normal file
@@ -0,0 +1,8 @@
|
||||
using UnityEngine;
|
||||
namespace Script.Gameplay.Connect
|
||||
{
|
||||
public interface ISignalSender
|
||||
{
|
||||
public void SendSignal(bool active);
|
||||
}
|
||||
}
|
3
Assets/Script/Gameplay/Connect/ISignalSender.cs.meta
Normal file
3
Assets/Script/Gameplay/Connect/ISignalSender.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dc3af72006f342c3b8b7526a5b09e6ee
|
||||
timeCreated: 1760958923
|
@@ -1,11 +1,12 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Script.Gameplay.Interface;
|
||||
using Script.Gameplay.Connect;
|
||||
|
||||
namespace Script.Gameplay.Facility
|
||||
{
|
||||
public class ButtonInteractController : MonoBehaviour, IInteractable, IEditableComponent, IConnectable
|
||||
public class ButtonInteractController : MonoBehaviour, IInteractable, IEditableComponent, IConnectable, ISignalSender
|
||||
{
|
||||
#region Interactable
|
||||
|
||||
@@ -20,7 +21,7 @@ namespace Script.Gameplay.Facility
|
||||
public void Interact(GameObject interactor)
|
||||
{
|
||||
if (!Interactable) return;
|
||||
StartCoroutine(SendSignalCoroutine(interactor));
|
||||
StartCoroutine(SendSignalCoroutine());
|
||||
Debug.Log("Button pressed");
|
||||
}
|
||||
|
||||
@@ -34,14 +35,15 @@ namespace Script.Gameplay.Facility
|
||||
// 可选:取消高亮
|
||||
}
|
||||
|
||||
private IEnumerator SendSignalCoroutine(GameObject sender)
|
||||
private IEnumerator SendSignalCoroutine()
|
||||
{
|
||||
SendSignal(true, sender);
|
||||
SendSignal(true);
|
||||
Interactable = false;
|
||||
// 按钮压下的动画或效果可以在这里添加
|
||||
|
||||
yield return new WaitForSeconds(signalDuration);
|
||||
|
||||
SendSignal(false, sender);
|
||||
SendSignal(false);
|
||||
Interactable = true;
|
||||
// 按钮弹起的动画或效果可以在这里添加
|
||||
}
|
||||
|
||||
@@ -81,27 +83,30 @@ namespace Script.Gameplay.Facility
|
||||
return transform.position;
|
||||
}
|
||||
|
||||
public GameObject GetGameObject()
|
||||
{
|
||||
return gameObject;
|
||||
}
|
||||
|
||||
public string GetConnectableName()
|
||||
{
|
||||
return 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)
|
||||
public List<ConnectionLine> ConnectionLines { get; set; } = new List<ConnectionLine>();
|
||||
public void SignalActive(bool active, GameObject sender)
|
||||
{
|
||||
// 按钮通常不响应输入信号,可留空或自定义逻辑
|
||||
// 按钮通常不接收信号,因此这里可以留空
|
||||
}
|
||||
|
||||
public void SendSignal(bool active, GameObject sender)
|
||||
public void SendSignal(bool active)
|
||||
{
|
||||
if (OutputConnectionLine != null)
|
||||
if (ConnectionLines != null)
|
||||
{
|
||||
OutputConnectionLine.ReceiveSignal(active);
|
||||
foreach (var line in ConnectionLines)
|
||||
{
|
||||
line.SignalActive(active, this.gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@@ -95,27 +95,22 @@ namespace Script.Gameplay.Facility
|
||||
return transform.position;
|
||||
}
|
||||
|
||||
public GameObject GetGameObject()
|
||||
{
|
||||
return gameObject;
|
||||
}
|
||||
|
||||
public string GetConnectableName()
|
||||
{
|
||||
return 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)
|
||||
public List<ConnectionLine> ConnectionLines { get; set; } = new List<ConnectionLine>();
|
||||
public void SignalActive(bool active, GameObject sender)
|
||||
{
|
||||
Interact(sender);
|
||||
}
|
||||
|
||||
public void SendSignal(bool active, GameObject sender)
|
||||
{
|
||||
OutputConnectionLine.ReceiveSignal(active);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
@@ -1,10 +1,11 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Script.Gameplay.Interface;
|
||||
using Script.Gameplay.Connect;
|
||||
|
||||
namespace Script.Gameplay.Facility
|
||||
{
|
||||
public class LeverInteractController : MonoBehaviour, IInteractable, IEditableComponent, IConnectable
|
||||
public class LeverInteractController : MonoBehaviour, IInteractable, IEditableComponent, IConnectable, ISignalSender
|
||||
{
|
||||
#region Interactable
|
||||
|
||||
@@ -20,7 +21,7 @@ namespace Script.Gameplay.Facility
|
||||
{
|
||||
if (!Interactable) return;
|
||||
isPulled = !isPulled;
|
||||
SendSignal(isPulled, interactor);
|
||||
SendSignal(isPulled);
|
||||
// 可选:拉杆动画
|
||||
Debug.Log(isPulled ? "Lever pulled down" : "Lever reset");
|
||||
}
|
||||
@@ -58,29 +59,39 @@ namespace Script.Gameplay.Facility
|
||||
|
||||
#region Connectable
|
||||
|
||||
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)
|
||||
public void OnGazeEnter()
|
||||
{
|
||||
// 拉杆通常不响应输入信号
|
||||
}
|
||||
|
||||
public void SendSignal(bool active, GameObject sender)
|
||||
public void OnGazeExit()
|
||||
{
|
||||
if (OutputConnectionLine != null)
|
||||
}
|
||||
|
||||
public Vector3 GetPosition() => transform.position;
|
||||
public GameObject GetGameObject()
|
||||
{
|
||||
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)
|
||||
{
|
||||
OutputConnectionLine.ReceiveSignal(active);
|
||||
foreach (var line in ConnectionLines)
|
||||
{
|
||||
line.SignalActive(active, this.gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
|
@@ -1,10 +1,11 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Script.Gameplay.Interface;
|
||||
using Script.Gameplay.Connect;
|
||||
|
||||
namespace Script.Gameplay.Facility
|
||||
{
|
||||
public class PressurePlateController : MonoBehaviour, IEditableComponent, IConnectable
|
||||
public class PressurePlateController : MonoBehaviour, IEditableComponent, IConnectable, ISignalSender
|
||||
{
|
||||
[SerializeField] private bool isActive = true;
|
||||
[SerializeField] private LayerMask detectLayer = ~0; // 检测所有层,可在Inspector中指定
|
||||
@@ -16,10 +17,11 @@ namespace Script.Gameplay.Facility
|
||||
private void FixedUpdate()
|
||||
{
|
||||
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)
|
||||
{
|
||||
SendSignal(hasObject, gameObject);
|
||||
SendSignal(hasObject);
|
||||
lastState = hasObject;
|
||||
}
|
||||
}
|
||||
@@ -39,25 +41,37 @@ namespace Script.Gameplay.Facility
|
||||
|
||||
#region Connectable
|
||||
|
||||
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)
|
||||
public void OnGazeEnter()
|
||||
{
|
||||
// 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()
|
||||
{
|
||||
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)
|
||||
{
|
||||
OutputConnectionLine.ReceiveSignal(active);
|
||||
foreach (var line in ConnectionLines)
|
||||
{
|
||||
line.SignalActive(active, this.gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -72,4 +86,3 @@ namespace Script.Gameplay.Facility
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
|
@@ -19,14 +19,14 @@ namespace Script.Gameplay.Player
|
||||
|
||||
private IConnectable outTarget;
|
||||
private IConnectable inputTarget;
|
||||
public event Action<IConnectable> OnSetOutputTarget;
|
||||
public event Action<IConnectable> OnSetInputTarget;
|
||||
public event Action<IConnectable> OnSetPointA;
|
||||
public event Action<IConnectable> OnSetPointB;
|
||||
|
||||
void Start()
|
||||
{
|
||||
inputManager = InputManager.Instance;
|
||||
inputManager.Input.Player.SetOutput.performed += ctx => SetOutTarget(currentTarget);
|
||||
inputManager.Input.Player.SetInput.performed += ctx => SetInputTarget(currentTarget);
|
||||
inputManager.Input.Player.SetOutput.performed += ctx => SetPointA(currentTarget);
|
||||
inputManager.Input.Player.SetInput.performed += ctx => SetPointB(currentTarget);
|
||||
inputManager.Input.Player.Connect.performed += ctx => CreateConnection();
|
||||
inputManager.Input.Player.CutLine.performed += ctx => CutConnectLine(currentTarget);
|
||||
|
||||
@@ -77,34 +77,27 @@ namespace Script.Gameplay.Player
|
||||
return currentTarget;
|
||||
}
|
||||
|
||||
public void SetOutTarget(IConnectable target)
|
||||
public void SetPointA(IConnectable target)
|
||||
{
|
||||
if (target == null) return;
|
||||
if(!IsEnableConnecting) return;
|
||||
if (!target.IsConnectedOutput)
|
||||
{
|
||||
outTarget = target;
|
||||
OnSetOutputTarget?.Invoke(outTarget);
|
||||
}
|
||||
outTarget = target;
|
||||
OnSetPointA?.Invoke(outTarget);
|
||||
}
|
||||
|
||||
public void SetInputTarget(IConnectable target)
|
||||
public void SetPointB(IConnectable target)
|
||||
{
|
||||
if (target == null) return;
|
||||
if(!IsEnableConnecting) return;
|
||||
if (!target.IsConnectedInput)
|
||||
{
|
||||
inputTarget = currentTarget;
|
||||
OnSetInputTarget?.Invoke(inputTarget);
|
||||
}
|
||||
inputTarget = target;
|
||||
OnSetPointB?.Invoke(inputTarget);
|
||||
}
|
||||
|
||||
public void CutConnectLine(IConnectable target)
|
||||
{
|
||||
if (target == null) return;
|
||||
if(target.OutputConnectionLine != null && target.InputConnectionLine != null) return;
|
||||
target.OutputConnectionLine?.DeleteConnection();
|
||||
target.InputConnectionLine?.DeleteConnection();
|
||||
if(!IsEnableConnecting) return;
|
||||
ConnectionLineManager.Instance.CutTargetConnectionLines(target);
|
||||
}
|
||||
|
||||
private void CreateConnection()
|
||||
|
@@ -23,8 +23,8 @@ namespace UI
|
||||
private void OnGetConnectController(PlayerConnectController controller)
|
||||
{
|
||||
_playerConnectController = controller;
|
||||
_playerConnectController.OnSetInputTarget += UpdateInputText;
|
||||
_playerConnectController.OnSetOutputTarget += UpdateOutputText;
|
||||
_playerConnectController.OnSetPointB += UpdateInputText;
|
||||
_playerConnectController.OnSetPointA += UpdateOutputText;
|
||||
UpdateInputText(null);
|
||||
UpdateOutputText(null);
|
||||
}
|
||||
|
Reference in New Issue
Block a user