feat(shock): 拉杆接入EventTriggerEx并统一光标

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
2026-07-21 01:17:41 +08:00
co-authored by Cursor
parent dc0488f085
commit 3164fd7d8c
+258 -72
View File
@@ -1,16 +1,20 @@
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;
using TMPro;
using RainbowArt.CleanFlatUI;
using System.Collections;
using System.Collections.Generic;
using AibisDream.Framework;
using UnityEngine.EventSystems;
using System.Linq;
using AibisDream;
using AibisDream.FixSystem;
using System.Collections;
using AibisDream; // 添加 SpriteFlashSystem 的命名空间
using AibisDream.Framework;
using DG.Tweening;
using RainbowArt.CleanFlatUI;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class ShockSystem : MonoBehaviour
/// <summary>
/// 电击器系统。拉杆交互通过 EventTriggerEx 统一管理,支持 EventSystemEx.isLocked 与 IInteraction
/// 光标由 EventTriggerEx → EventSystemEx → CursorManager 自动驱动。
/// </summary>
public class ShockSystem : MonoBehaviour, IInteraction
{
[Header("References")]
[SerializeField] private Transform shockDevice; // 电击器
@@ -98,18 +102,74 @@ public class ShockSystem : MonoBehaviour
private Tweener abnormalLeverShakeTweener; // 异常状态下拉杆震动动画
private Tweener abnormalPanelShakeTweener; // 异常状态下面板震动动画
private Color normalProgressBarColor; // 正常状态下进度条颜色
private EventTriggerEx _eventTrigger;
private ShockLeverInteractionBridge _leverBridge;
private bool _useEventTrigger;
private bool _leverInputLocked;
private bool _leverPointerOver;
// 公共访问器
public float FlashDuration => flashDuration;
public float FlashInterval => flashInterval;
public int FlashCount => flashCount;
#region IInteraction
public bool IsActive => true;
public bool IsAvailable => !isAbnormalState && !_leverInputLocked;
public GameObject GetGameObject() => gameObject;
#endregion
private void Awake()
{
FixSystemCenter.SystemDic.Register(this);
EnsureLeverInteraction();
}
/// <summary>
/// 为拉杆挂接 ShockLeverInteractionBridge + EventTriggerEx(对齐 CrankController)。
/// 悬停光标另用 LateUpdate 射线校正:指针 Collider 细长且会旋转,EventSystem 易丢 PointerExit。
/// </summary>
private void EnsureLeverInteraction()
{
if (lever == null) return;
var leverGo = lever.gameObject;
if (leverGo.GetComponent<Collider2D>() == null)
{
// 注册
FixSystemCenter.SystemDic.Register(this);
#if UNITY_EDITOR
Debug.LogWarning("[ShockSystem] 拉杆未找到 Collider2D!请添加 Collider2D 以接入交互与光标。", this);
#endif
return;
}
_leverBridge = leverGo.GetComponent<ShockLeverInteractionBridge>();
if (_leverBridge == null)
_leverBridge = leverGo.AddComponent<ShockLeverInteractionBridge>();
_eventTrigger = leverGo.GetComponent<EventTriggerEx>();
if (_eventTrigger == null)
_eventTrigger = leverGo.AddComponent<EventTriggerEx>();
_useEventTrigger = true;
EnsureEventTriggerEntries();
_eventTrigger.Register(EventTriggerType.PointerDown, OnEventPointerDown);
_eventTrigger.Register(EventTriggerType.PointerUp, OnEventPointerUp);
_eventTrigger.Register(EventTriggerType.Drag, OnEventDrag);
}
private void EnsureEventTriggerEntries()
{
if (_eventTrigger == null) return;
var triggers = _eventTrigger.triggers;
var needed = new[] { EventTriggerType.PointerDown, EventTriggerType.PointerUp, EventTriggerType.Drag };
foreach (var t in needed)
{
if (triggers.Any(e => e.eventID == t)) continue;
triggers.Add(new EventTrigger.Entry { eventID = t });
}
}
private void Start()
{
@@ -152,77 +212,183 @@ public class ShockSystem : MonoBehaviour
}
else
{
HandleLeverInput();
if (_useEventTrigger)
UpdateLeverReturn();
else
HandleLeverInputFallback();
UpdateLeverRotation();
UpdateCharging();
}
}
private void HandleLeverInput()
private void LateUpdate()
{
SyncLeverHoverCursor();
}
#region EventTriggerEx / 退
private bool IsMouseOverLever()
{
if (lever == null) return false;
var cam = Camera.main;
if (cam == null) return false;
Ray ray = cam.ScreenPointToRay(Input.mousePosition);
RaycastHit2D hit = Physics2D.GetRayIntersection(ray, float.MaxValue);
if (hit.collider != null && hit.collider.transform == lever)
return true;
hit = Physics2D.Raycast(ray.origin, ray.direction);
return hit.collider != null && hit.collider.transform == lever;
}
/// <summary>
/// 以射线结果校正悬停光标,弥补细长旋转 Collider 丢失 PointerExit 的情况。
/// </summary>
private void SyncLeverHoverCursor()
{
if (_leverBridge == null || EventSystemEx.Instance == null) return;
bool over = IsAvailable && IsMouseOverLever();
if (over == _leverPointerOver) return;
_leverPointerOver = over;
if (over)
EventSystemEx.Instance.OnPointerEnter(_leverBridge);
else
EventSystemEx.Instance.OnPointerExit(_leverBridge);
}
private void OnEventPointerDown(BaseEventData eventData)
{
if (!IsAvailable || (EventSystemEx.Instance != null && EventSystemEx.Instance.isLocked)) return;
if (eventData is not PointerEventData { button: PointerEventData.InputButton.Left } pointerData) return;
isDraggingLever = true;
lastMousePosition = pointerData.position;
}
private void OnEventPointerUp(BaseEventData eventData)
{
if (eventData is not PointerEventData { button: PointerEventData.InputButton.Left }) return;
EndLeverDrag();
}
private void OnEventDrag(BaseEventData eventData)
{
if (!isDraggingLever || !IsAvailable || (EventSystemEx.Instance != null && EventSystemEx.Instance.isLocked)) return;
if (eventData is not PointerEventData pointerData) return;
ApplyLeverDrag(pointerData.position);
}
/// <summary>无 EventTriggerEx 时回退到 Input + Raycast。</summary>
private void HandleLeverInputFallback()
{
if (!IsAvailable || (EventSystemEx.Instance != null && EventSystemEx.Instance.isLocked))
{
UpdateLeverReturn();
return;
}
if (Input.GetMouseButtonDown(0))
{
// 检查是否点击到杆
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit2D hit = Physics2D.Raycast(ray.origin, ray.direction);
if (hit.collider != null && hit.collider.transform == lever)
var cam = Camera.main;
if (cam != null && lever != null)
{
isDraggingLever = true;
lastMousePosition = Input.mousePosition;
Ray ray = cam.ScreenPointToRay(Input.mousePosition);
RaycastHit2D hit = Physics2D.GetRayIntersection(ray, float.MaxValue);
if (hit.collider != null && hit.collider.transform == lever)
{
isDraggingLever = true;
lastMousePosition = Input.mousePosition;
}
}
}
else if (Input.GetMouseButtonUp(0))
{
isDraggingLever = false;
// 停止充能
if (isCharging)
{
isCharging = false;
if (currentProgress >= progressBar.MaxValue)
{
DialogController.Instance.StartDialogNode(shockEffectNode);
}
ResetProgress();
}
EndLeverDrag();
}
if (isDraggingLever)
{
Vector3 mouseDelta = Input.mousePosition - lastMousePosition;
float angleDelta = mouseDelta.x * 0.5f; // 调整灵敏度
targetLeverAngle = Mathf.Clamp(targetLeverAngle + angleDelta, 0f, maxLeverAngle);
lastMousePosition = Input.mousePosition;
// 根据杆的角度计算进度
float progressRatio = targetLeverAngle / maxLeverAngle;
if (progressRatio > 0 && !isCharging)
{
isCharging = true;
StartCharging();
// 开始播放充能音效
AibisDream.Kit.AudioManager.Instance.PlaySfx(chargingEvent, chargingAudioKey);
}
}
ApplyLeverDrag(Input.mousePosition);
else
UpdateLeverReturn();
}
private void ApplyLeverDrag(Vector3 mousePosition)
{
Vector3 mouseDelta = mousePosition - lastMousePosition;
float angleDelta = mouseDelta.x * 0.5f;
targetLeverAngle = Mathf.Clamp(targetLeverAngle + angleDelta, 0f, maxLeverAngle);
lastMousePosition = mousePosition;
float progressRatio = targetLeverAngle / maxLeverAngle;
if (progressRatio > 0 && !isCharging)
{
// 杆自动回弹
targetLeverAngle = Mathf.MoveTowards(targetLeverAngle, 0f, leverReturnSpeed * Time.deltaTime);
// 如果杆已经回弹到接近0度,确保停止充能
if (targetLeverAngle < 0.1f && isCharging)
{
isCharging = false;
if (currentProgress >= progressBar.MaxValue)
{
DialogController.Instance.StartDialogNode(shockEffectNode);
}
ResetProgress();
}
isCharging = true;
StartCharging();
AibisDream.Kit.AudioManager.Instance.PlaySfx(chargingEvent, chargingAudioKey);
}
}
private void UpdateLeverReturn()
{
if (isDraggingLever) return;
targetLeverAngle = Mathf.MoveTowards(targetLeverAngle, 0f, leverReturnSpeed * Time.deltaTime);
if (targetLeverAngle < 0.1f && isCharging)
{
isCharging = false;
if (currentProgress >= progressBar.MaxValue)
DialogController.Instance.StartDialogNode(shockEffectNode);
ResetProgress();
}
}
private void EndLeverDrag()
{
if (!isDraggingLever && !isCharging)
{
isDraggingLever = false;
return;
}
isDraggingLever = false;
if (!isCharging) return;
isCharging = false;
bool shouldShock = currentProgress >= progressBar.MaxValue;
ResetProgress();
// 先清交互光标状态,再开对话(DialogStart 会 isLocked,旧逻辑会跳过 Up/EndDrag 清理)
if (_leverBridge != null && EventSystemEx.Instance != null)
EventSystemEx.Instance.UnRegister(_leverBridge);
_leverPointerOver = false;
if (shouldShock)
DialogController.Instance.StartDialogNode(shockEffectNode);
}
private void ForceClearLeverInteraction()
{
isDraggingLever = false;
if (isCharging)
{
isCharging = false;
ResetProgress();
}
if (_leverBridge != null && EventSystemEx.Instance != null)
EventSystemEx.Instance.UnRegister(_leverBridge);
_leverPointerOver = false;
}
#endregion
private void UpdateLeverRotation()
{
if (lever != null)
@@ -486,12 +652,11 @@ public class ShockSystem : MonoBehaviour
if (isAbnormal)
{
// 启动异常状态效果
ForceClearLeverInteraction();
StartAbnormalEffects();
}
else
{
// 停止异常状态效果
StopAbnormalEffects();
}
}
@@ -589,15 +754,10 @@ public class ShockSystem : MonoBehaviour
// 自动充能并释放
public IEnumerator AutoChargeAndRelease(float duration = 1f)
{
// 保存当前异常状态
bool originalAbnormalState = isAbnormalState;
// 临时禁用异常状态
isAbnormalState = false;
// 禁用玩家输入
bool originalIsDraggingLever = isDraggingLever;
isDraggingLever = false;
_leverInputLocked = true;
ForceClearLeverInteraction();
// 设置杆的角度
targetLeverAngle = maxLeverAngle;
@@ -625,7 +785,7 @@ public class ShockSystem : MonoBehaviour
// 恢复原始设置
progressIncreaseSpeed = originalProgressIncreaseSpeed;
isCharging = false;
isDraggingLever = originalIsDraggingLever;
_leverInputLocked = false;
// 重置杆的角度
targetLeverAngle = 0f;
@@ -643,6 +803,15 @@ public class ShockSystem : MonoBehaviour
private void OnDestroy()
{
if (_eventTrigger != null)
{
_eventTrigger.UnRegister(EventTriggerType.PointerDown, OnEventPointerDown);
_eventTrigger.UnRegister(EventTriggerType.PointerUp, OnEventPointerUp);
_eventTrigger.UnRegister(EventTriggerType.Drag, OnEventDrag);
}
ForceClearLeverInteraction();
if (progressTweener != null)
{
progressTweener.Kill();
@@ -698,4 +867,21 @@ public class ShockSystem : MonoBehaviour
}
}
}
}
/// <summary>
/// 电击器拉杆交互桥接:挂在 Collider 所在子物体上,将 IInteraction 转交给父级 ShockSystem(对齐 CrankInteractionBridge)。
/// </summary>
public class ShockLeverInteractionBridge : MonoBehaviour, IInteraction
{
private ShockSystem _shockSystem;
private void Awake()
{
_shockSystem = GetComponentInParent<ShockSystem>();
}
public bool IsActive => _shockSystem?.IsActive ?? true;
public bool IsAvailable => _shockSystem?.IsAvailable ?? true;
public GameObject GetGameObject() => gameObject;
}