还可以的效果

This commit is contained in:
2025-05-17 01:39:39 +08:00
parent 9a88f6bee9
commit 4608886f5f
@@ -5,13 +5,14 @@ using UnityEngine;
public class GearFollower : MonoBehaviour
{
[Header("参数")]
public SpriteRenderer targetSpriteRenderer; // 目标图片
public float snapDistance = 0.3f; // 距离边缘多少时吸附
public float detachDistance = 1.0f; // 超过多少距离脱离牵引
public float tractionSpeed = 2f; // 牵引时沿边缘移动速度
public SpriteRenderer targetSpriteRenderer;
public float snapDistance = 0.3f;
public float detachDistance = 1.0f;
public float tractionSpeed = 2f;
private List<Vector2> edgePoints; // 边缘路径点
private int currentEdgeIndex = 0; // 当前吸附边缘点索引
private List<Vector2> edgePoints;
private int currentEdgeIndex = 0;
private int tractionDirection = 1;
private enum State { Follow, Traction }
private State currentState = State.Follow;
@@ -28,6 +29,11 @@ public class GearFollower : MonoBehaviour
{
Vector2 mouseWorldPos = mainCamera.ScreenToWorldPoint(Input.mousePosition);
if (Input.GetMouseButton(0))
{
transform.Rotate(Vector3.forward, -360f * Time.deltaTime);
}
switch (currentState)
{
case State.Follow:
@@ -39,7 +45,6 @@ public class GearFollower : MonoBehaviour
}
}
// 从Sprite的PhysicsShape获取边缘点,构成闭环路径
private void LoadEdgePointsFromSprite()
{
edgePoints = new List<Vector2>();
@@ -58,96 +63,92 @@ public class GearFollower : MonoBehaviour
return;
}
// 转换为世界坐标
edgePoints = shapePoints
.Select(p => (Vector2)targetSpriteRenderer.transform.TransformPoint(p))
.ToList();
// 假设形状是闭合的,确保首尾连通
if (edgePoints[0] != edgePoints[edgePoints.Count - 1])
{
edgePoints.Add(edgePoints[0]);
}
}
// 跟随模式逻辑
private void UpdateFollowState(Vector2 mousePos)
{
transform.position = mousePos;
// 检测距离最近边缘点是否在snapDistance内,进入牵引
int nearestIndex = FindNearestEdgePointIndex(mousePos, out float dist);
if (dist < snapDistance)
{
currentEdgeIndex = nearestIndex;
currentState = State.Traction;
// 吸附齿轮到边缘点位置
// 判断应该向前还是向后吸附
Vector2 prev = edgePoints[WrapIndex(currentEdgeIndex - 1)];
Vector2 next = edgePoints[WrapIndex(currentEdgeIndex + 1)];
float distToPrev = Vector2.Distance(mousePos, prev);
float distToNext = Vector2.Distance(mousePos, next);
tractionDirection = (distToNext < distToPrev) ? 1 : -1;
transform.position = edgePoints[currentEdgeIndex];
currentState = State.Traction;
}
}
// 牵引模式逻辑
private void UpdateTractionState(Vector2 mousePos)
{
Vector2 gearPos = (Vector2)transform.position;
Vector2 gearPos = transform.position;
// 计算鼠标和齿轮距离,超过detachDistance则脱离牵引
if (Vector2.Distance(mousePos, gearPos) > detachDistance)
{
currentState = State.Follow;
return;
}
// 判断是否按住左键
if (!Input.GetMouseButton(0))
{
// 未按键,齿轮固定在边缘点
transform.position = edgePoints[currentEdgeIndex];
// 不按左键不移动
return;
}
int nextIndex = WrapIndex(currentEdgeIndex + tractionDirection);
Vector2 from = edgePoints[currentEdgeIndex];
Vector2 to = edgePoints[nextIndex];
// 判断鼠标是否在当前前进方向上,否则允许换方向
float forwardDot = Vector2.Dot((to - from).normalized, (mousePos - from).normalized);
if (forwardDot < 0) // 鼠标在反方向
{
// 允许方向切换
tractionDirection *= -1;
nextIndex = WrapIndex(currentEdgeIndex + tractionDirection);
from = edgePoints[currentEdgeIndex];
to = edgePoints[nextIndex];
}
Vector2 targetPoint = GetClosestPointOnSegment(from, to, mousePos);
Vector2 moveDir = (targetPoint - gearPos);
float distance = moveDir.magnitude;
float maxStep = tractionSpeed * Time.deltaTime;
if (distance <= maxStep)
{
transform.position = targetPoint;
// 如果到达段末,前进一段
if (Vector2.Distance(targetPoint, to) < 0.01f)
{
currentEdgeIndex = nextIndex;
}
}
else
{
// 按住左键,齿轮沿边缘点链移动
// 找到当前边缘点前后点索引,注意闭环处理
int prevIndex = (currentEdgeIndex - 1 + edgePoints.Count) % edgePoints.Count;
int nextIndex = (currentEdgeIndex + 1) % edgePoints.Count;
Vector2 prevPoint = edgePoints[prevIndex];
Vector2 currPoint = edgePoints[currentEdgeIndex];
Vector2 nextPoint = edgePoints[nextIndex];
// 计算向前和向后移动方向
Vector2 dirToPrev = (prevPoint - currPoint).normalized;
Vector2 dirToNext = (nextPoint - currPoint).normalized;
// 预测如果沿前后方向移动一个小步长后到鼠标的距离
float stepDistance = tractionSpeed * Time.deltaTime;
Vector2 posIfMovePrev = currPoint + dirToPrev * stepDistance;
Vector2 posIfMoveNext = currPoint + dirToNext * stepDistance;
float distPrev = Vector2.Distance(posIfMovePrev, mousePos);
float distNext = Vector2.Distance(posIfMoveNext, mousePos);
// 选择距离鼠标更近的方向前进
if (distPrev < distNext)
{
// 向前移动
currentEdgeIndex = prevIndex;
transform.position = prevPoint;
}
else
{
// 向后移动
currentEdgeIndex = nextIndex;
transform.position = nextPoint;
}
transform.position += (Vector3)(moveDir.normalized * maxStep);
}
}
// 找到距离pos最近的边缘点索引和距离
private int FindNearestEdgePointIndex(Vector2 pos, out float minDist)
{
int nearestIndex = 0;
@@ -164,4 +165,19 @@ public class GearFollower : MonoBehaviour
}
return nearestIndex;
}
private Vector2 GetClosestPointOnSegment(Vector2 a, Vector2 b, Vector2 p)
{
Vector2 ab = b - a;
float t = Vector2.Dot(p - a, ab) / ab.sqrMagnitude;
t = Mathf.Clamp01(t);
return a + ab * t;
}
private int WrapIndex(int index)
{
if (index < 0) return edgePoints.Count - 2;
if (index >= edgePoints.Count - 1) return 0;
return index;
}
}