Merge branch 'develop' into 6.14优化

This commit is contained in:
2025-06-14 21:13:41 +08:00
74 changed files with 10122 additions and 3192 deletions
+16 -15
View File
@@ -12,7 +12,7 @@ namespace AibisDream.FixSystem
public class Plug : MonoBehaviour, IInteraction
{
private static readonly int ShineFade = Shader.PropertyToID("_ShineFade");
#region
private Vector3 _startPos;
@@ -39,9 +39,10 @@ namespace AibisDream.FixSystem
private void Awake()
{
InitComponentRef();
EventRegister();
EventRegister();
_RetractedPos = transform.position;
_startPos = new Vector3(transform.position.x+0.3f, transform.position.y - 2f, transform.position.z); // 初始化时记录初始位置
_startPos = new Vector3(transform.position.x + 0.3f, transform.position.y - 2f,
transform.position.z); // 初始化时记录初始位置
}
private void InitComponentRef()
@@ -50,7 +51,7 @@ namespace AibisDream.FixSystem
_sprite = GetComponent<SpriteRenderer>();
_plugRootPos = transform.Find("Plug Root Pos");
_trigger = GetComponent<EventTriggerEx>();
// 处理插头高亮
_sprite.material.SetFloat(ShineFade, GlobalVariableKit.IsPlugHighLight ? 1 : 0);
}
@@ -62,7 +63,7 @@ namespace AibisDream.FixSystem
_trigger.Register(EventTriggerType.PointerUp, OnPointerUp);
}
/// <summary>
/// 插入某个socket
/// </summary>
@@ -138,8 +139,8 @@ namespace AibisDream.FixSystem
GetComponent<SpriteRenderer>().sortingOrder = 48;
// 系统被锁定就返回
if (!_cableSystem.IsPlugAvailable()) return;
// 首次拖拽后关闭高亮
if (GlobalVariableKit.IsPlugHighLight)
{
@@ -184,9 +185,10 @@ namespace AibisDream.FixSystem
public void ReturnToStartPosition()
{
PlugPosBack();
transform.DOMove(_startPos, 0.1f).OnComplete(() => {
transform.DOMove(_startPos, 0.1f).OnComplete(() =>
{
_cableSystem.CableReelRef.ResetRotation();
SwitchToPhysicCableState();
SwitchToPhysicCableState();
});
}
@@ -209,18 +211,21 @@ namespace AibisDream.FixSystem
_cableSystem.PhysicCableRef.GetComponent<LineRenderer>().enabled = true;
_isPhysicCableActive = true;
}
public void SetPhysicCableActive(bool active)
{
_isPhysicCableActive = active;
}
private void Update()
{
if (_isPhysicCableActive && !_cableSystem.isCableRetracted)
{
_cableSystem.PhysicCableRef.physicLine.UpdatePlug(this.transform);
_cableSystem.PhysicCableRef.physicLine.UpdatePlug(transform);
}
// 如果未锁定,就一直查询是否靠近最近的插孔
if (!_cableSystem.IsPlugAvailable()) return;
_cableSystem.TryFindClosestModule(transform.position, out _);
}
void OnDrawGizmosSelected()
@@ -238,10 +243,6 @@ namespace AibisDream.FixSystem
return gameObject;
}
public void SetStartPos(Vector3 pos)
{
_startPos = pos;
}
public Vector3 GetStartPos()
{
return _startPos;