短按改长按

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---
name: 长按拖拽交互改进
overview: 将现有的点击拖拽改为长按拖拽,增加长按反馈(轻微抖动和缓慢放大),松开鼠标时结束拖拽并放置形状。
todos:
- id: event_system
content: 改造事件系统:移除 OnPointerClick,启用 PointerDown/Up
status: completed
- id: long_press_fields
content: 添加长按相关字段和状态标记
status: completed
- id: long_press_coroutine
content: 实现长按协程:抖动 + 放大反馈动画
status: completed
- id: pointer_handlers
content: 实现 OnPointerDown 和 OnPointerUp 方法
status: completed
- id: drag_end_logic
content: 调整 EndDrag() 逻辑,适配松开鼠标结束拖拽
status: completed
- id: cleanup
content: 添加协程清理逻辑到 OnDestroy()
status: completed
isProject: false
---
# 长按拖拽交互改进方案
## 核心改动
`[ShapeDragger.cs](Assets/Scripts/MiniGame/BlockPuzzle/Class/ShapeDragger.cs)` 从点击切换拖拽改为长按开始、松开结束的拖拽方式。
## 实现方案
### 1. 事件系统改造
**移除**
- `OnPointerClick` 事件注册(第64行)
**新增**
- 启用 `PointerDown``PointerUp` 事件(第65-66行已有注释代码)
- 实现 `OnPointerDown``OnPointerUp` 方法
### 2. 长按检测机制
添加字段:
```csharp
[SerializeField] private float longPressDuration = 0.65f; // 可调整的长按时长
private float _pressStartTime;
private bool _isPressing;
private bool _isLongPressTriggered;
private Coroutine _longPressCoroutine;
```
实现逻辑:
- **PointerDown 时**:开始计时,启动长按协程,触发反馈动画
- **长按时间到达**:自动进入拖拽状态,停止反馈动画
- **PointerUp 时(长按完成前)**:取消操作,恢复原状
- **PointerUp 时(拖拽中)**:结束拖拽并放置
### 3. 长按反馈动画
创建协程 `LongPressCoroutine()`
**阶段一:蓄力反馈(0 → longPressDuration**
- **抖动效果**:使用 `Mathf.Sin` 配合时间,产生轻微的左右抖动
- 抖动幅度:`Vector3.right * Mathf.Sin(time * 30f) * 0.01f`
- 频率:30Hz(柔和)
- 振幅递增:随着时间增加,从 0 递增到 0.01 单位
- **放大效果**:使用 `Mathf.Lerp` 平滑缩放
-`Vector3.one` (1.0) 到 `Vector3.one * 1.15` (1.15倍)
- 使用 `EaseOutQuad` 缓动曲线,让放大更柔和
**阶段二:完成时刻**
- 停止抖动
- 保持放大状态 1.15 倍
- 触发 `StartDrag()`
### 4. 状态管理优化
新增状态标记:
- `LongPressing`(长按中)- 显示反馈,未进入拖拽
- `Dragging`(拖拽中)- 已有状态,保持不变
状态转换流程:
```
Idle/Placed
→ [按下鼠标]
→ LongPressing (反馈动画)
→ [达到时长]
→ Dragging
→ [松开鼠标]
→ Placed/Idle
```
取消流程:
```
LongPressing
→ [提前松开鼠标]
→ 恢复到 Idle/Placed(无操作)
```
### 5. Update 方法调整
当前 `Update()` 中仅在 `Dragging` 状态更新位置。需要保持此逻辑,确保长按反馈期间**不移动**物体位置,只在真正进入拖拽后才跟随鼠标。
### 6. 拖拽结束逻辑
修改 `EndDrag()` 方法:
- 去除原来需要再次点击才结束的逻辑
- 松开鼠标(PointerUp)时直接调用 `EndDrag()`
- 如果有有效吸附目标则放置,否则恢复原位(TODO 第137行)
## 技术细节
### 协程结构示例
```csharp
private IEnumerator LongPressCoroutine()
{
float elapsed = 0f;
Vector3 originalScale = transform.localScale;
Vector3 originalPosition = transform.localPosition;
while (elapsed < longPressDuration)
{
elapsed += Time.deltaTime;
float progress = elapsed / longPressDuration;
// 抖动(轻微)
float shake = Mathf.Sin(elapsed * 30f) * 0.01f * progress;
transform.localPosition = originalPosition + Vector3.right * shake;
// 放大(缓慢 EaseOut
float scale = Mathf.Lerp(1f, 1.15f, EaseOutQuad(progress));
transform.localScale = originalScale * scale;
yield return null;
}
// 完成长按
_isLongPressTriggered = true;
StartDrag();
}
private float EaseOutQuad(float t) => t * (2f - t);
```
### 清理逻辑
`OnDestroy()` 中添加:
```csharp
if (_longPressCoroutine != null)
{
StopCoroutine(_longPressCoroutine);
}
```
## 可调参数
通过 Inspector 可调整:
- `longPressDuration`:长按时长(默认 0.65 秒)
- 可选扩展:抖动强度、放大倍数等
## 优势
1. **手感提升**:长按提供明确的操作意图,避免误触
2. **视觉反馈**:抖动和放大让用户清楚知道系统正在响应
3. **直观操作**:松开即放置,符合常见拖拽操作习惯
4. **可取消**:未完成长按前松开可取消,容错性高
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@@ -1,8 +1,8 @@
using System;
using System.Collections;
using AibisDream.Framework;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.Rendering;
namespace AibisDream
{
@@ -16,6 +16,11 @@ namespace AibisDream
[SerializeField] private int idleLayerId;
[SerializeField] private int idleLayerOrder;
[Header("长按设置")]
[SerializeField] private float longPressDuration = 0.65f;
[SerializeField] private float longPressScale = 1.1f;
[SerializeField] private float shakeIntensity = 0.1f;
#endregion
// 拖拽状态
@@ -32,6 +37,13 @@ namespace AibisDream
}
}
private SnapResult _snapResult;
// 长按相关状态
private bool _isPressing;
private bool _isLongPressTriggered;
private Coroutine _longPressCoroutine;
private Vector3 _originalScale;
private Vector3 _originalPosition;
// 组件引用
private BlockShape _blockShape;
@@ -56,14 +68,23 @@ namespace AibisDream
private void OnDestroy()
{
_eventTrigger.UnRegister(EventTriggerType.PointerDown, OnPointerDown);
_eventTrigger.UnRegister(EventTriggerType.PointerUp, OnPointerUp);
_eventTrigger.UnRegister(EventTriggerType.PointerClick, OnPointerClick);
// 清理协程
if (_longPressCoroutine != null)
{
StopCoroutine(_longPressCoroutine);
_longPressCoroutine = null;
}
}
private void RegisterEvent()
{
_eventTrigger.Register(EventTriggerType.PointerDown, OnPointerDown);
_eventTrigger.Register(EventTriggerType.PointerUp, OnPointerUp);
_eventTrigger.Register(EventTriggerType.PointerClick, OnPointerClick);
// _eventTrigger.Register(EventTriggerType.PointerDown, OnPointerDown);
// _eventTrigger.Register(EventTriggerType.PointerUp, OnPointerUp);
}
private void Update()
@@ -74,6 +95,38 @@ namespace AibisDream
}
}
private void OnPointerDown(BaseEventData eventData)
{
if (eventData is not PointerEventData { button: PointerEventData.InputButton.Left })
{
return;
}
if (!isDraggable) return;
// 只有在静止状态才能开始长按
if (CurrentState == DragState.Idle || CurrentState == DragState.Placed)
{
_isPressing = true;
_isLongPressTriggered = false;
_longPressCoroutine = StartCoroutine(LongPressCoroutine());
}
}
private void OnPointerUp(BaseEventData eventData)
{
if (eventData is not PointerEventData { button: PointerEventData.InputButton.Left })
{
return;
}
// 如果还在长按过程中(未完成),则取消
if (_isPressing && !_isLongPressTriggered)
{
CancelLongPress();
}
}
private void OnPointerClick(BaseEventData eventData)
{
if (eventData is not PointerEventData { button: PointerEventData.InputButton.Left })
@@ -81,13 +134,8 @@ namespace AibisDream
return;
}
// 如果当前物体不在拖拽中则进入拖拽逻辑
if (CurrentState == DragState.Idle || CurrentState == DragState.Placed)
{
StartDrag();
}
// 如果当前物体在拖拽中则取消拖拽
else
// 只有在拖拽中点击才结束拖拽
if (CurrentState == DragState.Dragging && _isLongPressTriggered)
{
EndDrag();
}
@@ -108,6 +156,8 @@ namespace AibisDream
public void EndDrag()
{
// 清理长按状态
CancelLongPress();
// 先吸附到回收槽
var recycled = BlockPuzzleSystem.Instance.TrySnapToRecycleSlot(_blockShape);
@@ -133,8 +183,11 @@ namespace AibisDream
_eventTrigger.OnPointerUp(null);
OnDragEnd?.Invoke(_blockShape, CurrentState == DragState.Placed);
}
// TODO: 都没吸附到,则恢复原位
else
{
// 都没吸附到,恢复原状态和缩放
transform.localScale = Vector3.one;
}
TargetGrid.GridVisualizer.UpdateAllCellsVisual();
}
@@ -157,6 +210,7 @@ namespace AibisDream
OnDragUpdate?.Invoke(_blockShape);
}
private void HandleStateChange(DragState newState)
{
var sortingGroup = _blockShape?.SortingGroup;
@@ -182,6 +236,57 @@ namespace AibisDream
return new Vector3(mouseWorldPos.x, mouseWorldPos.y, 0);
}
private IEnumerator LongPressCoroutine()
{
float elapsed = 0f;
_originalScale = transform.localScale;
_originalPosition = transform.localPosition;
while (elapsed < longPressDuration)
{
elapsed += Time.deltaTime;
float progress = elapsed / longPressDuration;
// 抖动效果(轻微)
float shake = Mathf.Sin(elapsed * 30f) * shakeIntensity * progress;
transform.localPosition = _originalPosition + Vector3.right * shake;
// 放大效果(缓慢 EaseOut
float scale = Mathf.Lerp(1f, longPressScale, EaseOutQuad(progress));
transform.localScale = _originalScale * scale;
yield return null;
}
// 完成长按,开始拖拽
_isLongPressTriggered = true;
StartDrag();
}
private float EaseOutQuad(float t)
{
return t * (2f - t);
}
private void CancelLongPress()
{
if (_longPressCoroutine != null)
{
StopCoroutine(_longPressCoroutine);
_longPressCoroutine = null;
}
// 恢复原始状态
if (_isPressing && !_isLongPressTriggered)
{
transform.localScale = _originalScale;
transform.localPosition = _originalPosition;
}
_isPressing = false;
_isLongPressTriggered = false;
}
// 实现IInteraction接口
public bool IsActive => true;
public bool IsAvailable => true;