新增拆除功能

This commit is contained in:
2024-11-06 22:43:36 +08:00
parent 3ee9b040d2
commit 0b104f435f
13 changed files with 1073 additions and 130 deletions
+4 -3
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@@ -30,15 +30,15 @@ RectTransform:
m_GameObject: {fileID: 5156684866132484758}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_LocalScale: {x: -1, y: -1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 0.0068, y: 0.0276}
m_SizeDelta: {x: 1.6012, y: 1.6425}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 2, y: 2}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &4716682777183481428
CanvasRenderer:
@@ -90,6 +90,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: e072592968a98434d9dbfe8277602f9b, type: 3}
m_Name:
m_EditorClassIdentifier:
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--- !u!114 &6191094306318057957
MonoBehaviour:
m_ObjectHideFlags: 0
File diff suppressed because it is too large Load Diff
+1 -1
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@@ -1368,7 +1368,7 @@ Camera:
far clip plane: 1000
field of view: 34
orthographic: 1
orthographic size: 5
orthographic size: 4.88
m_Depth: -1
m_CullingMask:
serializedVersion: 2
+75 -50
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@@ -135,63 +135,88 @@ public class Plug : MonoBehaviour, IDragHandler, IPointerDownHandler, IPointerUp
}
}
public void OnPointerUp(PointerEventData eventData)
public void OnPointerUp(PointerEventData eventData)
{
if (!IsActive || IsInDialogue)
{
if (!IsActive)
{
return;
}
if (IsInDialogue)
{
return;
}
isDragging = false;
image.raycastTarget = true;
// 通知 DialogueManager 结束拖拽
DialogueManager.Instance.SetDragging(false);
float closestDistance = Mathf.Infinity;
Socket closestSocket = null;
Socket[] sockets = FindObjectsOfType<MonoBehaviour>().OfType<Socket>().ToArray();
foreach (Socket socket in sockets)
{
float distance = Vector3.Distance(transform.position, socket.GetPosition());
if (distance < closestDistance)
{
closestDistance = distance;
closestSocket = socket;
}
}
float snappingRange = 1f; // You might need to adjust this for WorldSpace Canvas
if (closestSocket != null && closestDistance <= snappingRange)
{
currentSocket = closestSocket;
currentSocket.InsertPlug(this);
OnPlugInserted?.Invoke(this); // 触发插入事件
transform.position = currentSocket.GetPosition();
plugSprite.enabled = false;
//transform.rotation = startRotation;
}
else
{
transform.DOMove(startPosition, 0.1f).OnComplete(() =>
{
//transform.rotation = startRotation;
initialSocket.InsertPlug(this);
OnPlugInserted?.Invoke(this); // 触发插入事件
plugSprite.enabled =false; // Make the plug sprite disappear when it is inserted into the initial socket.
});
}
return;
}
isDragging = false;
image.raycastTarget = true;
// 通知 DialogueManager 结束拖拽
DialogueManager.Instance.SetDragging(false);
// 通过射线检测来检查是否有Socket
PointerEventData pointerEventData = new PointerEventData(EventSystem.current)
{
position = eventData.position
};
List<RaycastResult> raycastResults = new List<RaycastResult>();
GraphicRaycaster graphicRaycaster = GameObject.Find("FaceCanvas").GetComponent<GraphicRaycaster>();
graphicRaycaster.Raycast(pointerEventData, raycastResults);
// 查找是否有Socket被检测到
Socket targetSocket = raycastResults
.Where(result => result.gameObject.GetComponent<Socket>() != null)
.Select(result => result.gameObject.GetComponent<Socket>())
.FirstOrDefault();
if (targetSocket != null)
{
// 插入到找到的Socket
currentSocket = targetSocket;
currentSocket.InsertPlug(this);
OnPlugInserted?.Invoke(this); // 触发插入事件
transform.position = currentSocket.GetPosition();
plugSprite.enabled = false;
}
else
{
// 没有找到有效的Socket,将插头移动回原位置
transform.DOMove(startPosition, 0.1f).OnComplete(() =>
{
initialSocket.InsertPlug(this);
OnPlugInserted?.Invoke(this); // 触发插入事件
plugSprite.enabled = false;
});
}
}
void OnDrawGizmosSelected()
{
Gizmos.color = Color.yellow;
float snappingRange = 1.0f; // You might need to adjust this for WorldSpace Canvas
Gizmos.DrawWireSphere(transform.position, snappingRange);
}
private bool IsSocketBlocked(Socket socket)
{
// 获取Socket的屏幕位置
Vector2 socketPosition = RectTransformUtility.WorldToScreenPoint(Camera.main, socket.GetComponent<RectTransform>().position);
// 创建PointerEventData进行射线检测
PointerEventData pointerEventData = new PointerEventData(EventSystem.current)
{
position = socketPosition
};
// 使用GraphicRaycaster检测遮挡
GraphicRaycaster graphicRaycaster = GameObject.Find("FaceCanvas").GetComponent<GraphicRaycaster>();
List<RaycastResult> results = new List<RaycastResult>();
graphicRaycaster.Raycast(pointerEventData, results);
// 如果检测到其他UI元素遮挡,返回true
foreach (var result in results)
{
if (result.gameObject != socket.gameObject)
{
return true; // 被遮挡
}
}
return false; // 未被遮挡
}
}
+122
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@@ -0,0 +1,122 @@
using UnityEngine;
using UnityEngine.EventSystems;
using DG.Tweening;
using System.Drawing; // 需要引入 DOTween 命名空间
using UnityEngine.UI;
public class Module : MonoBehaviour, IPointerClickHandler
{
public RectTransform faceCanvas; // 需要移动和缩放的面板
public Vector3 repairCanvasPosition; // 维修模式下的面板位置
public Vector3 originalCanvasPosition; // 原始面板位置
public float repairCanvasScale = 1.5f; // 维修模式下的面板缩放比例
public float animationDuration = 0.5f; // 动画持续时间
public GameObject screwsContainer; // 螺丝的父对象
public RectTransform targetArea; // 拖拽的目标区域,用于判定维修完成
private bool isRepairMode = false;
private bool canDrag = false;
private Vector3 initialPosition;
public Graphic socketToEnable;
private void Start()
{
initialPosition = transform.position;
originalCanvasPosition = faceCanvas.position;
socketToEnable.raycastTarget=false;
EnableScrewsInteraction(false);
}
public void StartRepairIfToolIsScrewdriver(Tool tool)
{
EnterRepairMode();
}
public void EnterRepairMode()
{
isRepairMode = true;
// 使用 DOTween 对 Canvas 的位置和缩放进行平滑过渡
faceCanvas.DOMove(repairCanvasPosition, animationDuration)
.SetEase(Ease.OutQuad) // 移动面板
.OnComplete(() => EnableScrewsInteraction(true)); // 动画完成后才启用交互
faceCanvas.DOScale(repairCanvasScale, animationDuration)
.SetEase(Ease.OutQuad); // 缩放面板
}
public void ExitRepairMode()
{
isRepairMode = false;
// 使用 DOTween 对 Canvas 的位置和缩放进行平滑过渡
faceCanvas.DOMove(originalCanvasPosition, animationDuration)
.SetEase(Ease.InQuad)
.OnComplete(() => EnableScrewsInteraction(false)); // 动画完成后禁用交互
faceCanvas.DOScale(1f, animationDuration)
.SetEase(Ease.InQuad); // 恢复面板缩放
ResetModulePosition();
ToolManager.Instance.ShowToolBoxAfterTask();
socketToEnable.raycastTarget=true;
}
private void EnableScrewsInteraction(bool isEnabled)
{
foreach (Transform screw in screwsContainer.transform)
{
screw.GetComponent<Screw>().enabled = isEnabled;
}
}
private void ResetModulePosition()
{
transform.position = initialPosition;
canDrag = false; // 禁用拖拽,防止未拆完螺丝时拖动
}
public void EnableDragging()
{
canDrag = true;
}
public void CheckAllScrews()
{
bool allDropped = true;
foreach (Transform screw in screwsContainer.transform)
{
if (screw.gameObject.activeSelf)
{
allDropped = false;
break;
}
}
if (allDropped)
{
Destroy(gameObject);
CompleteRepair();
}
}
public void OnPointerClick(PointerEventData eventData)
{
// 只有在玩家已获得工具且当前工具是螺丝刀时,才尝试进入维修模式
if (ToolManager.Instance.HasTool)
{
ToolManager.Instance.TryStartRepairMode(this);
}
else
{
Debug.Log("No tool");
}
}
private void CompleteRepair()
{
Debug.Log("维修完成!");
ExitRepairMode();
}
}
@@ -0,0 +1,11 @@
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MonoImporter:
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+42
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@@ -0,0 +1,42 @@
using UnityEngine;
using UnityEngine.EventSystems;
public class Screw : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
{
private float requiredRotation = 360f * 2; // 需要旋转的总角度(例如3圈)
private float rotationAmount = 0f;
private bool isPressed = false;
private void Update()
{
if (isPressed)
{
float rotationSpeed = 360f; // 每秒旋转的角度
float deltaRotation = rotationSpeed * Time.deltaTime;
rotationAmount += deltaRotation;
transform.Rotate(Vector3.forward, deltaRotation);
if (rotationAmount >= requiredRotation)
{
Drop();
}
}
}
private void Drop()
{
gameObject.SetActive(false); // 螺丝掉落,可以替换成掉落动画
// 检查父物体的所有螺丝状态
transform.parent.parent.GetComponent<Module>().CheckAllScrews();
}
public void OnPointerDown(PointerEventData eventData)
{
isPressed = true;
}
public void OnPointerUp(PointerEventData eventData)
{
isPressed = false;
}
}
@@ -0,0 +1,11 @@
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+32 -36
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@@ -5,49 +5,45 @@ using DG.Tweening;
public class Screwdriver : Tool
{
private int rotationCount = 0;
private int requiredRotations = 5;
private bool isFixing = false; // 是否在维修状态
// private int rotationCount = 0;
// private int requiredRotations = 5;
// private bool isFixing = false; // 是否在维修状态
public override void UseTool(Vector3 targetPosition)
{
// 检查是否在维修状态
if (isFixing && IsOverScrewSlot(targetPosition))
{
StartRemoveScrew();
}
}
public void StartFixMode()
{
isFixing = true; // 设置为维修模式
}
// public void StartFixMode()
// {
// isFixing = true; // 设置为维修模式
// }
private bool IsOverScrewSlot(Vector3 position)
{
// 假设使用碰撞检测或其他方法确认是否靠近螺丝槽位
// 可以在此实现实际的检测逻辑
return true; // 简单返回true用于测试
}
// private bool IsOverScrewSlot(Vector3 position)
// {
// // 假设使用碰撞检测或其他方法确认是否靠近螺丝槽位
// // 可以在此实现实际的检测逻辑
// return true; // 简单返回true用于测试
// }
private void StartRemoveScrew()
{
// 螺丝旋转动画
transform.DORotate(new Vector3(0, 0, -90), 0.5f, RotateMode.LocalAxisAdd).OnComplete(() =>
{
rotationCount++;
if (rotationCount >= requiredRotations)
{
RemoveScrew();
}
});
}
// private void StartRemoveScrew()
// {
// // 螺丝旋转动画
// transform.DORotate(new Vector3(0, 0, -90), 0.5f, RotateMode.LocalAxisAdd).OnComplete(() =>
// {
// rotationCount++;
// if (rotationCount >= requiredRotations)
// {
// RemoveScrew();
// }
// });
// }
private void RemoveScrew()
{
Debug.Log("Screw removed");
rotationCount = 0;
// 可以加入螺丝掉落的逻辑,比如销毁对象或改变其状态
}
// private void RemoveScrew()
// {
// Debug.Log("Screw removed");
// rotationCount = 0;
// // 可以加入螺丝掉落的逻辑,比如销毁对象或改变其状态
// }
}
@@ -0,0 +1,24 @@
using UnityEngine;
public class ScrewsManager : MonoBehaviour
{
public Module module;
public void CheckAllScrews()
{
bool allDropped = true;
foreach (Transform screw in transform)
{
if (screw.gameObject.activeSelf)
{
allDropped = false;
break;
}
}
if (allDropped)
{
module.EnableDragging();
}
}
}
@@ -0,0 +1,11 @@
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+1
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@@ -6,6 +6,7 @@ using UnityEngine;
public abstract class Tool : MonoBehaviour
{
//public string toolName;
public Vector3 offset;
protected bool isFollowingMouse = false;
public bool IsFollowingMouse => isFollowingMouse; // 只读属性
+28 -9
View File
@@ -6,6 +6,7 @@ using UnityEngine.UI;
public class ToolManager : MonoBehaviour
{
public static ToolManager Instance { get; private set; }
public GameObject toolBox; // 工具盒的UI对象
private Tool currentTool;
public List<GameObject> toolPrefabs;
@@ -14,6 +15,22 @@ public class ToolManager : MonoBehaviour
public Canvas toolCanvas;
private bool isBoxShow = false;
public bool HasTool => currentTool != null; // 判断玩家是否已获得工具
private void Awake()
{
// 确保 ToolManager 只有一个实例,并且这个实例是唯一的
if (Instance != null && Instance != this)
{
Destroy(gameObject); // 如果实例已经存在,销毁当前实例
}
else
{
Instance = this; // 保持唯一实例
//DontDestroyOnLoad(gameObject); // 不销毁这个工具管理器
}
}
private void Start()
{
toolBox.SetActive(false); // 初始隐藏工具盒
@@ -28,16 +45,14 @@ public class ToolManager : MonoBehaviour
}
}
}
public void EnterFixMode(string moduleName)
public void TryStartRepairMode(Module module)
{
Debug.Log($"Entering fix mode for module: {moduleName}");
if (currentTool != null && currentTool is Screwdriver screwdriver)
// 如果当前工具是螺丝刀,调用Module的EnterRepairMode方法
if (currentTool is Screwdriver)
{
screwdriver.StartFixMode(); // 调用螺丝刀进入维修状态
module.StartRepairIfToolIsScrewdriver(currentTool);
}
}
public void ShowTool(string toolName)
{
if (toolPrefabDictionary.TryGetValue(toolName, out GameObject toolPrefab))
@@ -99,7 +114,7 @@ public class ToolManager : MonoBehaviour
toolBox.SetActive(true);
isBoxShow = true;
toolBox.transform.DOMoveY(-4f, 0.5f).SetEase(Ease.OutBounce);
toolBox.transform.DOMoveY(-3.7f, 0.5f).SetEase(Ease.OutBounce);
// 为工具盒添加一次性点击事件
AddToolBoxReturnEvent();
@@ -129,7 +144,7 @@ public class ToolManager : MonoBehaviour
public void HideTool()
{
toolBox.transform.DOMoveY(-6f, 0.5f).SetEase(Ease.InBack).OnComplete(() =>
toolBox.transform.DOMoveY(-6.3f, 0.5f).SetEase(Ease.InBack).OnComplete(() =>
{
toolBox.SetActive(false);
isBoxShow = false;
@@ -150,8 +165,11 @@ public class ToolManager : MonoBehaviour
{
if (currentTool != null && currentTool.IsFollowingMouse)
{
//Vector2 imageSize = toolImage.rect.size;
//Cursor.visible = false;
Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
currentTool.transform.position = new Vector3(mousePos.x, mousePos.y, 0);
//Vector3 toolOffset=currentTool.offset;
currentTool.transform.position = new Vector3(mousePos.x+0.75f, mousePos.y+0.75f, 0);
}
if(Input.GetKeyDown(KeyCode.O))
{
@@ -181,6 +199,7 @@ public void ReturnTool()
currentTool = null;
HideTool();
//Cursor.visible = true;
}
}