新增插模块和剪线

This commit is contained in:
2024-08-21 22:13:57 +08:00
parent 2330093bf7
commit 2158caee12
50 changed files with 5044 additions and 196 deletions
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using UnityEngine;
using UnityEngine.Events;
public class ClickableSprite : MonoBehaviour
{
public UnityEvent OnPointerClick;
private void Awake()
{
OnPointerClick = new UnityEvent();
}
private void Update()
{
if (Input.GetMouseButtonDown(0))
{
Vector2 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
RaycastHit2D hit = Physics2D.Raycast(mousePosition, Vector2.zero);
if (hit.collider != null && hit.collider.gameObject == this.gameObject)
{
Debug.Log("Sprite was clicked!");
OnPointerClick?.Invoke();
}
}
}
}
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@@ -10,18 +10,19 @@ public class EyeTransitionManager : MonoBehaviour
{
public float zoomDuration = 1f;
public Image blackScreenImage;
public RectTransform faceRectTransform;
public UFProcess ufProcess; // 需要引用UFProcess组件
//public RectTransform faceRectTransform;
//public UFProcess ufProcess; // 需要引用UFProcess组件
public MemoryProcess memoryProcess; // 需要引用 MemoryProcess 组件
[System.Serializable]
public class ViewConfig
{
public GameObject viewPanel;
public Button activateButton; // 视图的激活按钮(MainView除外)
public Button returnToMainViewButton; // 视图的返回MainView按钮
public Vector2 viewScale;
public Vector2 viewPosition;
//public Vector2 viewScale; // 视图的缩放
//public Vector2 viewPosition; // 视图的位置
public ViewState viewState;
}
@@ -55,7 +56,7 @@ public class EyeTransitionManager : MonoBehaviour
foreach (var config in viewConfigs)
{
viewConfigDictionary[config.viewState] = config;
if (config.activateButton != null)
if (config.activateButton != null)
{
// 绑定非MainView的视图激活按钮
config.activateButton.onClick.AddListener(() => StartTransition(config.viewState));
@@ -79,8 +80,8 @@ public class EyeTransitionManager : MonoBehaviour
// 如果是MainView,就设置为默认值
if (viewState == ViewState.MainView)
{
faceRectTransform.localScale = Vector2.one; // 或者MainView的默认缩放
faceRectTransform.anchoredPosition = Vector2.zero; // 或者MainView的默认位置
//faceRectTransform.localScale = Vector2.one; // 或者MainView的默认缩放
//faceRectTransform.anchoredPosition = Vector2.zero; // 或者MainView的默认位置
foreach (var viewConfig in viewConfigs)
{
viewConfig.viewPanel.SetActive(false);
@@ -90,8 +91,8 @@ public class EyeTransitionManager : MonoBehaviour
if (!viewConfigDictionary.TryGetValue(viewState, out ViewConfig config)) return;
faceRectTransform.localScale = config.viewScale;
faceRectTransform.anchoredPosition = config.viewPosition;
//faceRectTransform.localScale = config.viewScale;
//faceRectTransform.anchoredPosition = config.viewPosition;
foreach (var viewConfig in viewConfigs)
{
@@ -150,8 +151,8 @@ public class EyeTransitionManager : MonoBehaviour
zoomOutSequence.Append(blackScreenImage.DOFade(0f, zoomDuration).OnComplete(() => blackScreenImage.gameObject.SetActive(false)));
// 在淡出黑屏到一半时开始 Zoom Out
zoomOutSequence.Insert(zoomDuration / 2, faceRectTransform.DOAnchorPos(Vector2.zero, zoomDuration).SetEase(Ease.OutCubic));
zoomOutSequence.Insert(zoomDuration / 2, faceRectTransform.DOScale(Vector2.one, zoomDuration).SetEase(Ease.OutCubic));
//zoomOutSequence.Insert(zoomDuration / 2, faceRectTransform.DOAnchorPos(Vector2.zero, zoomDuration).SetEase(Ease.OutCubic));
//zoomOutSequence.Insert(zoomDuration / 2, faceRectTransform.DOScale(Vector2.one, zoomDuration).SetEase(Ease.OutCubic));
// 在整个动画完成后更新视图状态
zoomOutSequence.OnComplete(() =>
@@ -166,8 +167,8 @@ public class EyeTransitionManager : MonoBehaviour
// Zoom In 的时候,开始 Zoom
Sequence zoomInSequence = DOTween.Sequence();
zoomInSequence.Append(faceRectTransform.DOAnchorPos(targetConfig.viewPosition, zoomDuration).SetEase(Ease.OutCubic));
zoomInSequence.Join(faceRectTransform.DOScale(targetConfig.viewScale, zoomDuration).SetEase(Ease.OutCubic));
//zoomInSequence.Append(faceRectTransform.DOAnchorPos(targetConfig.viewPosition, zoomDuration).SetEase(Ease.OutCubic));
//zoomInSequence.Join(faceRectTransform.DOScale(targetConfig.viewScale, zoomDuration).SetEase(Ease.OutCubic));
// 在 Zoom 到一半时开始黑屏过渡
zoomInSequence.Insert(zoomDuration / 2, blackScreenImage.DOFade(1f, zoomDuration / 2).OnStart(() => blackScreenImage.gameObject.SetActive(true)));
@@ -199,3 +200,5 @@ public class EyeTransitionManager : MonoBehaviour
StartTransition(targetViewState);
}
}
+5 -5
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@@ -11,8 +11,8 @@ public class UFmanager : MonoBehaviour
public Image photoImage; // 用于显示"相片"的UI Image组件
public Image baseImage; // 用于显示底板的UI Image组件
public Transform startTransform; // 照片开始的位置
public Transform endTransform; // 照片结束的位置
//public Transform startTransform; // 照片开始的位置
//public Transform endTransform; // 照片结束的位置
private bool isShowingPhoto = false; // 是否正在显示照片的标志
@@ -21,7 +21,7 @@ public class UFmanager : MonoBehaviour
{
if (!isShowingPhoto)
{
ShowPhoto(photo);
StartCoroutine(ShowPhoto(photo));
}
}
/*public void ShowPhoto(Sprite photo)
@@ -67,12 +67,12 @@ public class UFmanager : MonoBehaviour
photoImage.color = c;
// 设置照片初始位置
baseImage.rectTransform.position = startTransform.position;
//baseImage.rectTransform.position = startTransform.position;
// 移动和淡入照片
float moveAndFadeInTime = 4.0f;
Sequence mySequence = DOTween.Sequence();
mySequence.Append(baseImage.rectTransform.DOMove(endTransform.position, moveAndFadeInTime));
//mySequence.Append(baseImage.rectTransform.DOMove(endTransform.position, moveAndFadeInTime));
mySequence.Join(photoImage.DOFade(1f, moveAndFadeInTime).SetEase(Ease.InOutQuad));
mySequence.OnComplete(() => {
isShowingPhoto = false; // 动画完成后,重置标志
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- _Flip: {r: 1, g: 1, b: 1, a: 1}
- _RendererColor: {r: 1, g: 1, b: 1, a: 1}
- _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0}
m_BuildTextureStacks: []
@@ -0,0 +1,8 @@
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guid: 51099a9679b002c46b76c25f9ac139e3
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 2100000
userData:
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@@ -4,17 +4,27 @@
我: 这是选项测试文件 #line:069537f
<<character_move_to_fix>>
<<fade_in 1>>
我: 点击不同按钮可以执行不同命令 #line:00147c3
<<fade_out 1>>
<<load_scene OptionTestScene>>
我: 加载测试场景 #line:0a67910
我: 提供两个按钮进行点击 #line:0cb2011
我: 代码部分在Asset->Scripts->Test->OptionTest #line:0344182
[command name=show_buttons /] #line:006eeaa
-> 按钮1 #line:0db0f08
我: 按下了按钮1 #line:0d84460
-> 按钮2 #line:0556913
我: 按下了按钮2 #line:0b552f4
// 我: 点击不同按钮可以执行不同命令 #line:00147c3
// <<fade_out 1>>
// <<load_scene OptionTestScene>>
// 我: 加载测试场景 #line:0a67910
// 我: 提供两个按钮进行点击 #line:0cb2011
// 我: 代码部分在Asset->Scripts->Test->OptionTest #line:0344182
// [command name=show_buttons /] #line:006eeaa
// -> 按钮1 #line:0db0f08
// 我: 按下了按钮1 #line:0d84460
// -> 按钮2 #line:0556913
// 我: 按下了按钮2 #line:0b552f4
// 我: 测试完成 #line:011c95f
[command name=Check_Line /]
-> 按钮1
我: 按下了按钮1
-> 按钮2
我: 按下了按钮2
我: 测试完成 #line:011c95f
===
@@ -48,7 +48,7 @@ position: 74,-513
佩佩: 医生好,我可以进来吗?
///<<播放轻轻的敲门声>>
我: 当然,请进吧。
<<character_into Peipei>>
//<<character_into Peipei>>
佩佩: ……
佩佩: 打扰了,医生。能帮我做个检查吗?
我: 当然没问题。美工组的佩佩,是么?
@@ -80,7 +80,7 @@ position: 71,-262
///让佩佩的眼睛处于可以想象颜色的状态
<<set_EyeState EyeManager "CannotImagineColor">>
///确认当前的试图状态为头部的概览视图
<<start_transition FaceCanvas "MainView">>
<<start_transition ViewManager "MainView">>
///表示视觉模块在当前维修阶段是否已经进入过了
<<declare $EyeVisited = false>>
///表示UF模块在当前维修阶段是否已经进入过了
@@ -118,7 +118,7 @@ title: EyeView
position: 440,16
---
///进入视觉模块
<<start_transition FaceCanvas "EyeView">>
<<start_transition ViewManager "EyeView">>
WARNING: 无法读取色觉模组。(病症介绍,可能是普遍现象)
我: 你的色觉是失效的……你怎么没跟我说,你自己不知道吗?
佩佩: 啊…这个很久啦,我已经不记得是什么时候开始的了,应该是装UF的时候开始的。但这不是什么大问题。
@@ -156,7 +156,7 @@ title: MainViewUF
position: -324,10
---
///确保是在主视角下进行UF模块的操作
<<start_transition FaceCanvas "MainView">>
<<start_transition ViewManager "MainView">>
我: 我们用UF画一张图吧
<<show_photo UFManager "colorError">>
//【图片颜色错误】
@@ -185,7 +185,7 @@ position: -324,10
title: MemoryView
position: 75,242
---
<<start_transition FaceCanvas "MemoryView">>
<<start_transition ViewManager "MemoryView">>
我: 定位一下排异的记忆…
///一个闪烁的图片:两个女孩的身影正在写生;自然环境AMB,非常稀疏的钢琴和弦BGM
<<search_memory MemoryManager "liuying1-2">>
@@ -287,7 +287,7 @@ position: 76,708
---
<<load_scene 佩佩视觉模块>>
->进入视觉模块
<<start_transition FaceCanvas "EyeView">>
<<start_transition ViewManager "EyeView">>
<<set_EyeState EyeManager "CannotImagineColor">>
我: 我们开始吧。
->指示佩佩看天空
@@ -346,7 +346,7 @@ position: 81,962
---
/////头部视角-视觉-记忆桥截断术
<<load_scene 佩佩视觉模块>>
<<start_transition FaceCanvas "MainView">>
<<start_transition ViewManager "MainView">>
->执行视觉-记忆桥阻断术
佩佩: 啊…眼睛……我的……
佩佩: 好痛!
@@ -361,7 +361,7 @@ position: 81,962
title: review
position: 81,962
---
<<start_transition FaceCanvas "MainView">>
<<start_transition ViewManager "MainView">>
<<if $UFVisited==false&&$EyeVisited>>
我: 视觉系统正常,我们再看看UF是不是恢复正常了吧。这才是最终的目的。
<<elseif $UFVisited&&$EyeVisited==false>>
@@ -380,7 +380,7 @@ position: 81,962
title: EyeViewFollowUp
position: 378,1051
---
<<start_transition FaceCanvas "EyeView">>
<<start_transition ViewManager "EyeView">>
<<set_EyeState EyeManager "CannotImagineColor">>
我: 试试吧
->指示佩佩看背景
@@ -401,7 +401,7 @@ position: 378,1051
title: UFViewFollowUp
position: -171,1128
---
<<start_transition FaceCanvas "MainView">>
<<start_transition ViewManager "MainView">>
///<<任务提示更新:进行UF绘图测试>>
我: 我们用UF画一张图吧
+3 -3
View File
@@ -1233,8 +1233,8 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 18a3ec3914131d44199ae33902edf159, type: 3}
m_Name:
m_EditorClassIdentifier:
runMode: 0
firstTalkSO: {fileID: 11400000, guid: 2cc7ecb3ca3ad4f418430e814a7d1dc5, type: 2}
runMode: 1
firstTalkSO: {fileID: 11400000, guid: bd44f6c25aa17a4408e172d16b903176, type: 2}
clinicScene: ClinicScene
testYarnProject: OptionTest
--- !u!4 &719228339
@@ -2353,7 +2353,7 @@ Canvas:
m_AdditionalShaderChannelsFlag: 25
m_UpdateRectTransformForStandalone: 0
m_SortingLayerID: 0
m_SortingOrder: 0
m_SortingOrder: 5
m_TargetDisplay: 0
--- !u!224 &1604842429
RectTransform:
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folderAsset: yes
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+64
View File
@@ -0,0 +1,64 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(LineRenderer))]
public class Cable : MonoBehaviour
{
public Transform start;
public Transform end;
public int resolution = 10;
public float dstMin = 0.1f;
public float dstMax = 1.0f;
public float forceMin = 0.1f;
public float forceMax = 1.0f;
public int k = 10;
private LineRenderer lineRenderer;
private Vector3[] points;
private void Start()
{
lineRenderer = GetComponent<LineRenderer>();
points = new Vector3[resolution];
for (int i = 0; i < resolution; i++)
{
float t = i / (float)(resolution - 1);
points[i] = Vector3.Lerp(start.position, end.position, t);
}
lineRenderer.positionCount = resolution;
}
private void FixedUpdate()
{
UpdateRope();
for (int i = 0; i < resolution; i++)
{
lineRenderer.SetPosition(i, points[i] + Vector3.forward * -.3f);
}
}
void UpdateRope()
{
float t = Mathf.InverseLerp(dstMin, dstMax, (start.position - end.position).magnitude);
float F = Mathf.Lerp(forceMin, forceMax, t);
points[0] = start.position;
points[points.Length - 1] = end.position;
for (int ik = 0; ik < k; ik++)
{
for (int i = 1; i < points.Length - 1; i++)
{
Vector3 offsetPrev = (points[i - 1] - points[i]);
Vector3 offsetNext = points[i + 1] - points[i];
Vector3 velocity = offsetPrev.normalized * offsetPrev.magnitude * F + offsetNext.normalized * offsetNext.magnitude * F;
points[i] += velocity * Time.deltaTime / k;
}
for (int i = 1; i < points.Length - 1; i++)
{
points[i] += Vector3.down * 9.8f * Time.deltaTime / k;
}
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,13 @@
using Unity.VisualScripting;
using UnityEngine;
public interface ISocket
{
bool IsAvailable { get; }
Vector2 InsertionPoint { get; }
Vector2 GetPosition();
void InsertPlug(Plug plug);
void RemovePlug(Plug plug);
}
@@ -0,0 +1,11 @@
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+107
View File
@@ -0,0 +1,107 @@
using UnityEngine;
using System.Collections.Generic;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using System.Linq;
using DG.Tweening;
public class Plug : MonoBehaviour, IDragHandler, IPointerDownHandler, IPointerUpHandler
{
private Vector3 startPosition;
private Quaternion startRotation;
private bool isDragging = false;
private ISocket currentSocket = null;
private Image image;
private Vector3 pickupOffset = new Vector3(0, 0, 0);
private Quaternion pickupRotationOffset = Quaternion.Euler(0, 0, 30);
public Socket initialSocket; // new variable
public Image plugSprite; // new variable
private void Awake()
{
image = GetComponent<Image>();
}
private void Start()
{
startPosition = initialSocket.GetPosition();
transform.position=startPosition;
//startRotation = initialSocket.GetRotation();
// Insert the plug into the initial socket and make the sprite disappear.
initialSocket.InsertPlug(this);
plugSprite.enabled = false;
}
public void OnPointerDown(PointerEventData eventData)
{
isDragging = true;
image.raycastTarget = false;
currentSocket?.RemovePlug(this);
plugSprite.enabled = true;
transform.position += pickupOffset;
transform.rotation = pickupRotationOffset;
}
public void OnDrag(PointerEventData eventData)
{
if (isDragging)
{
Vector3 screenPosition = new Vector3(eventData.position.x, eventData.position.y, Camera.main.WorldToScreenPoint(transform.position).z);
Vector3 move = Camera.main.ScreenToWorldPoint(screenPosition);
move.z = transform.position.z;
transform.position = move;
}
}
public void OnPointerUp(PointerEventData eventData)
{
isDragging = false;
image.raycastTarget = true;
float closestDistance = Mathf.Infinity;
ISocket closestSocket = null;
ISocket[] sockets = FindObjectsOfType<MonoBehaviour>().OfType<ISocket>().ToArray();
foreach (ISocket 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);
transform.position = currentSocket.GetPosition();
plugSprite.enabled = false;
//transform.rotation = startRotation;
}
else
{
transform.DOMove(startPosition, 0.1f).OnComplete(() => {
//transform.rotation = startRotation;
initialSocket.InsertPlug(this);
plugSprite.enabled = false; // Make the plug sprite disappear when it is inserted into the initial socket.
});
}
}
void OnDrawGizmosSelected()
{
Gizmos.color = Color.yellow;
float snappingRange = 1.0f; // You might need to adjust this for WorldSpace Canvas
Gizmos.DrawWireSphere(transform.position, snappingRange);
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,27 @@
using UnityEngine;
public class Socket : MonoBehaviour, ISocket
{
public bool IsAvailable { get; private set; } = true;
public Vector2 InsertionPoint => transform.position;
public void InsertPlug(Plug plug)
{
if (IsAvailable)
{
// Here you can add the functionality that will be executed when a plug is inserted
IsAvailable = false;
}
}
public void RemovePlug(Plug plug)
{
// Here you can add the functionality that will be executed when a plug is removed
IsAvailable = true;
}
public Vector2 GetPosition()
{
return transform.position;
}
}
@@ -0,0 +1,11 @@
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folderAsset: yes
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@@ -0,0 +1,65 @@
using Unity.VisualScripting;
using UnityEngine;
public class InteractiveLineSegment : VisualLineSegment
{
[SerializeField]
private Transform startTransform;
public Transform StartTransform
{
get { return startTransform; }
set { startTransform = value; }
}
[SerializeField]
private Transform endTransform;
public Transform EndTransform
{
get { return endTransform; }
set { endTransform = value; }
}
private BoxCollider2D boxCollider;
protected override void Awake()
{
base.Awake();
boxCollider = GetComponent<BoxCollider2D>();
}
public void Start()
{
Initialize();
}
public void Initialize()
{
if (StartTransform == null || EndTransform == null)
{
Debug.LogError("StartTransform or EndTransform is not set.");
return;
}
base.Initialize(StartTransform.position, EndTransform.position);
// Calculate the length of the line segment
float length = Vector3.Distance(StartPoint, EndPoint);
// Calculate the direction of the line segment
Vector3 direction = (EndPoint - StartPoint).normalized;
// Set the size of the BoxCollider2D
boxCollider.size = new Vector2(length, 0.6f); // Change 0.1f to the desired thickness of the line
// Set the center of the BoxCollider2D
boxCollider.offset = new Vector2(length / 2, 0);
// Rotate the BoxCollider2D to align with the line segment
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
boxCollider.transform.rotation = Quaternion.Euler(0, 0, angle);
// Set the position of the BoxCollider2D to the start point
boxCollider.transform.position = StartPoint;
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,57 @@
using UnityEngine;
public class LineManager : MonoBehaviour
{
//public GameObject interactiveLineSegmentPrefab;
public GameObject visualLineSegmentPrefab;
private void Update()
{
if (Input.GetMouseButtonDown(0))
{
// Convert the mouse position to a 2D ray
Vector2 ray = Camera.main.ScreenToWorldPoint(Input.mousePosition);
// Check if the ray hits a line segment
RaycastHit2D hit = Physics2D.Raycast(ray, Vector2.zero);
if (hit.collider != null)
{
Debug.Log("Raycast hit: " + hit.transform.name);
InteractiveLineSegment originalLineSegment = hit.transform.GetComponent<InteractiveLineSegment>();
if (originalLineSegment != null)
{
Debug.Log("Line segment hit: " + originalLineSegment.name);
// Calculate the split point
Vector3 splitPoint = hit.point;
// Create the first new line segment
GameObject firstLineSegmentObject = Instantiate(visualLineSegmentPrefab, transform);
VisualLineSegment firstLineSegment = firstLineSegmentObject.GetComponent<VisualLineSegment>();
firstLineSegment.Initialize(originalLineSegment.StartPoint, splitPoint);
// Create the second new line segment
GameObject secondLineSegmentObject = Instantiate(visualLineSegmentPrefab, transform);
VisualLineSegment secondLineSegment = secondLineSegmentObject.GetComponent<VisualLineSegment>();
secondLineSegment.Initialize(originalLineSegment.EndPoint,splitPoint);
// Immediately destroy the original line segment
Destroy(originalLineSegment.gameObject);
// Shrink and disappear the new line segments
firstLineSegment.ShrinkAndDisappear();
secondLineSegment.ShrinkAndDisappear();
}
else
{
Debug.Log("Hit object is not a line segment");
}
}
else
{
Debug.Log("No raycast hit");
}
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,76 @@
using UnityEngine;
using DG.Tweening;
public class LineSegment : MonoBehaviour
{
public Vector3 StartPoint { get; private set; }
public Vector3 EndPoint { get; private set; }
public Transform start;
public Transform end;
private LineRenderer lineRenderer;
private BoxCollider2D boxCollider;
private void Awake()
{
lineRenderer = GetComponent<LineRenderer>();
boxCollider = GetComponent<BoxCollider2D>();
}
private void Start()
{
if (start != null && end != null)
{
Initialize(start.position, end.position);
}
}
public void Initialize(Vector3 startPoint, Vector3 endPoint)
{
StartPoint = startPoint;
EndPoint = endPoint;
lineRenderer.positionCount = 2;
lineRenderer.SetPosition(0, StartPoint);
lineRenderer.SetPosition(1, EndPoint);
// Calculate the length of the line segment
float length = Vector3.Distance(StartPoint, EndPoint);
// Calculate the direction of the line segment
Vector3 direction = (EndPoint - StartPoint).normalized;
// Set the size of the BoxCollider2D
boxCollider.size = new Vector2(length, 0.6f); // Change 0.1f to the desired thickness of the line
// Set the center of the BoxCollider2D
boxCollider.offset = new Vector2(length / 2, 0);
// Rotate the BoxCollider2D to align with the line segment
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
boxCollider.transform.rotation = Quaternion.Euler(0, 0, angle);
// Set the position of the BoxCollider2D to the start point
boxCollider.transform.position = StartPoint;
}
public void ShrinkAndDisappear()
{
// Shrink the line segment from the end to the start
DOTween.To(() => EndPoint, x => EndPoint = x, StartPoint, 1f)
.OnUpdate(() => {
lineRenderer.SetPosition(0, StartPoint);
lineRenderer.SetPosition(1, EndPoint);
// Update the BoxCollider2D
float length = Vector3.Distance(StartPoint, EndPoint);
Vector3 direction = (EndPoint - StartPoint).normalized;
boxCollider.size = new Vector2(length, 0.6f); // Change 0.1f to the desired thickness of the line
boxCollider.offset = new Vector2(length / 2, 0);
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
boxCollider.transform.rotation = Quaternion.Euler(0, 0, angle);
})
.OnComplete(() => Destroy(gameObject));
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,36 @@
using UnityEngine;
using DG.Tweening;
public class VisualLineSegment : MonoBehaviour
{
public Vector3 StartPoint { get; private set; }
public Vector3 EndPoint { get; private set; }
protected LineRenderer lineRenderer;
protected virtual void Awake()
{
lineRenderer = GetComponent<LineRenderer>();
}
public void Initialize(Vector3 startPoint, Vector3 endPoint)
{
StartPoint = startPoint;
EndPoint = endPoint;
lineRenderer.positionCount = 2;
lineRenderer.SetPosition(0, StartPoint);
lineRenderer.SetPosition(1, EndPoint);
}
public void ShrinkAndDisappear()
{
// Shrink the line segment from the end to the start
DOTween.To(() => EndPoint, x => EndPoint = x, StartPoint, 1f)
.OnUpdate(() => {
lineRenderer.SetPosition(0, StartPoint);
lineRenderer.SetPosition(1, EndPoint);
})
.OnComplete(() => Destroy(gameObject));
}
}
@@ -0,0 +1,11 @@
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View File
@@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Module : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
@@ -0,0 +1,11 @@
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@@ -6,6 +6,7 @@ TagManager:
tags:
- Moveable
- Shaft
- EyeTarget
layers:
- Default
- TransparentFX
@@ -52,3 +53,9 @@ TagManager:
- name: Front
uniqueID: 3043681975
locked: 0
- name: Module
uniqueID: 1607245853
locked: 0
- name: Tool
uniqueID: 959782197
locked: 0