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using UnityEngine;
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using DG.Tweening;
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using System.Collections;
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public class ClawMachineController : MonoBehaviour
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{
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[Header("组件引用")]
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[SerializeField] private Transform topEdge; // 上边沿
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[SerializeField] private Transform leftClaw; // 左爪
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[SerializeField] private Transform rightClaw; // 右爪
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[Header("移动参数")]
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[SerializeField] private float moveSpeed = 5f;
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[SerializeField] private float scaleSpeed = 2f;
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[SerializeField] private float minScale = 0.8f; // 下降时的缩放比例
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[Header("抓取参数")]
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[SerializeField] private float grabOffset = 0.1f; // 抓取时的位置偏移
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[SerializeField] private float clawExtendSpeed = 2f; // 爪子伸缩速度
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[Header("测试")]
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public Transform target;
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private Vector3 initialPosition;
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private Vector3 initialScale;
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private Transform currentTarget;
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private bool isGrabbing;
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private bool isMoving;
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private void Start()
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{
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initialPosition = transform.position;
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initialScale = transform.localScale;
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}
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private void Update() {
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if (Input.GetKeyDown(KeyCode.Space))
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{
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GrabTarget(target);
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}
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}
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public void GrabTarget(Transform target)
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{
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if (isGrabbing || isMoving) return;
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currentTarget = target;
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StartCoroutine(GrabSequence());
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}
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private IEnumerator GrabSequence()
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{
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isGrabbing = true;
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isMoving = true;
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// 1. 移动到目标上方
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Vector3 targetPos = currentTarget.position;
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targetPos.x = transform.position.x;
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yield return MoveToPosition(targetPos);
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// 2. 调整位置和抓钩
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yield return AdjustPositionAndClaws();
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// 3. 下降
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yield return Descend();
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// 4. 再次调整抓钩
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//yield return AdjustClawsForGrab();
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// 5. 抓取目标
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//currentTarget.SetParent(transform);
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// 6. 上升
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//yield return Ascend();
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// 7. 返回初始位置
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//yield return ReturnToInitialPosition();
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isGrabbing = false;
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isMoving = false;
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}
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private IEnumerator MoveToPosition(Vector3 targetPos)
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{
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float distance = Vector3.Distance(transform.position, targetPos);
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float duration = distance / moveSpeed;
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transform.DOMove(targetPos, duration).SetEase(Ease.Linear);
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yield return new WaitForSeconds(duration);
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}
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private IEnumerator AdjustPositionAndClaws()
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{
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if (currentTarget == null) yield break;
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SpriteRenderer targetSprite = currentTarget.GetComponent<SpriteRenderer>();
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if (targetSprite == null) yield break;
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// 计算目标上边沿位置
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float targetTop = targetSprite.bounds.max.y;
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float currentTop = topEdge.position.y;
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// 计算需要移动的距离
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float moveDistance = targetTop - currentTop + grabOffset;
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// 调整位置使上边沿接近目标上边沿
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Vector3 newPos = transform.position;
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newPos.y += moveDistance;
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yield return MoveToPosition(newPos);
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// 调整爪子位置
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float targetWidth = targetSprite.bounds.size.x;
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float currentWidth = Vector3.Distance(leftClaw.position, rightClaw.position);
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// 计算需要的爪子伸缩量
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float extendAmount = (targetWidth + grabOffset * 2) - currentWidth;
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yield return ExtendClaws(extendAmount);
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}
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private IEnumerator Descend()
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{
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Vector3 targetScale = initialScale * minScale;
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float duration = (initialScale.x - targetScale.x) / scaleSpeed;
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transform.DOScale(targetScale, duration).SetEase(Ease.Linear);
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yield return new WaitForSeconds(duration);
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}
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private IEnumerator AdjustClawsForGrab()
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{
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if (currentTarget == null) yield break;
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SpriteRenderer targetSprite = currentTarget.GetComponent<SpriteRenderer>();
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if (targetSprite == null) yield break;
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// 计算目标宽度
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float targetWidth = targetSprite.bounds.size.x;
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// 调整爪子位置以卡住边缘
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float extendAmount = targetWidth + grabOffset;
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yield return ExtendClaws(extendAmount);
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}
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private IEnumerator ExtendClaws(float amount)
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{
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Vector3 leftTarget = leftClaw.localPosition;
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Vector3 rightTarget = rightClaw.localPosition;
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leftTarget.x -= amount / 2;
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rightTarget.x += amount / 2;
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float duration = amount / clawExtendSpeed;
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leftClaw.DOLocalMove(leftTarget, duration).SetEase(Ease.Linear);
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rightClaw.DOLocalMove(rightTarget, duration).SetEase(Ease.Linear);
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yield return new WaitForSeconds(duration);
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}
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private IEnumerator Ascend()
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{
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float duration = (initialScale.x - transform.localScale.x) / scaleSpeed;
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transform.DOScale(initialScale, duration).SetEase(Ease.Linear);
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yield return new WaitForSeconds(duration);
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}
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private IEnumerator ReturnToInitialPosition()
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{
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// 先回到初始Y位置
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Vector3 targetPos = transform.position;
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targetPos.y = initialPosition.y;
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yield return MoveToPosition(targetPos);
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// 再回到初始X位置
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targetPos.x = initialPosition.x;
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yield return MoveToPosition(targetPos);
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}
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}
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