feat(blockpuzzle): 重构方块交互事件并支持点击拖拽模式切换

Made-with: Cursor
This commit is contained in:
2026-02-28 15:54:26 +08:00
parent 8f24bfce61
commit 756a04213f
13 changed files with 634 additions and 204 deletions
@@ -1,4 +1,4 @@
using UnityEngine;
using UnityEngine;
using Cinemachine;
using AibisDream.Kit;
using AibisDream.Utility;
@@ -27,6 +27,9 @@ namespace AibisDream
// 锁定状态
public bool IsLocked { get; private set; }
// 缓存当前的吸附结果(由DragUpdate更新)
private SnapResult _currentSnapResult;
private void Start()
{
if (initializeOnStart)
@@ -70,7 +73,7 @@ namespace AibisDream
var shape = shapeFactory.CreateBlockShape(blockShapeData);
shape.Rotate(shapeData.rotationAngle);
grid.TrySnapToGrid(shape, shapeData.rootCell);
shape.ShapeDragger.IsDraggable = shapeData.isDraggable;
shape.ShapeDragger.InteractionMode = InteractionMode.Click;
}
}
grid.GridVisualizer.UpdateAllCellsVisual();
@@ -142,7 +145,7 @@ namespace AibisDream
// 更新所有形状的拖拽状态
if (shapeFactory != null)
{
shapeFactory.SetAllShapesDraggable(!IsLocked);
shapeFactory.SetAllShapesInteractable(!IsLocked);
}
// 更新按钮的交互状态
@@ -151,7 +154,7 @@ namespace AibisDream
var panel = blockPuzzlePanel.Panel;
if (panel.LockButton != null)
{
panel.LockButton.interactable = !IsLocked;
panel.LockButton.GetComponent<BlockSubmitHander>().SetLockedState(IsLocked);
}
if (panel.PopUpButton != null)
{
@@ -160,12 +163,15 @@ namespace AibisDream
}
}
public void EnableDrag()
{
shapeFactory.SetAllShapesInteractionMode(InteractionMode.Drag);
}
public void PlayShapeAnimation(string triggerName)
{
// 播放Timeline
TimelineCenter.Instance.PlayTimeline("维修面板");
shapeFactory.PlayShapeAnimation(triggerName);
}
public void LoadShapeRack()
@@ -187,10 +193,11 @@ namespace AibisDream
blockPuzzlePanel.Panel.OnSubmit.AddListener(SubmitGameResult);
blockPuzzlePanel.Panel.OnPopUp.AddListener(PopUpShape);
// 由Shape触发
shapeFactory.OnDragStart += OnShapeDragStart;
shapeFactory.OnDragEnd += OnShapeDragEnd;
shapeFactory.OnDragUpdate += OnShapeDragUpdate;
// 由Shape触发 - 使用新的事件系统
shapeFactory.OnDragStartDetailed += OnShapeDragStartDetailed;
shapeFactory.OnDragEndDetailed += OnShapeDragEndDetailed;
shapeFactory.OnDragUpdateDetailed += OnShapeDragUpdateDetailed;
shapeFactory.OnClick += OnShapeClick;
// 由系统触发
validator.OnValidate.AddListener(blockPuzzlePanel.Panel.SetVaildState);
@@ -204,14 +211,34 @@ namespace AibisDream
blockPuzzlePanel.ShowShapeInScreen(shapeData);
}
public void OnShapeDragStart(IBlockShape blockShape)
// 旧的事件处理方法已迁移到新的详细事件处理器
// OnShapeDragStart -> OnShapeDragStartDetailed
// OnShapeDragEnd -> OnShapeDragEndDetailed
// OnShapeDragUpdate -> OnShapeDragUpdateDetailed
public void OnShapeClick(BlockShape blockShape)
{
// 点击形状
blockPuzzlePanel.ShowShapeInScreen(blockShape.BlockShapeData.blockShapeInfo);
}
#region
private void OnShapeDragStartDetailed(object sender, DragStartEventArgs args)
{
var blockShape = args.Shape;
// 如果原本就在网格中,则先移除
grid.TryRemoveShapeFromGrid(blockShape);
grid.ResetPreviewGrid();
// 显示网格
grid.GridVisualizer.SetGridVisible(true);
// 显示Info
if (blockShape is BlockShape shape && shape.BlockShapeData.blockShapeInfo.shapeName != null)
if (blockShape?.BlockShapeData.blockShapeInfo.shapeName != null)
{
blockPuzzlePanel.ShowShapeInScreen(shape.BlockShapeData.blockShapeInfo);
blockPuzzlePanel.ShowShapeInScreen(blockShape.BlockShapeData.blockShapeInfo);
EventSystem.current.SetSelectedGameObject(null);
selectedShapeName = null;
}
@@ -224,22 +251,125 @@ namespace AibisDream
validator.Validate(grid.GetShapes());
}
public void OnShapeDragEnd(IBlockShape blockShape, bool isPlaced)
private void OnShapeDragUpdateDetailed(object sender, DragUpdateEventArgs args)
{
grid.GridVisualizer.SetGridVisible(false);
var blockShape = args.Shape;
// 如果放置成功,则预先检查一次
if (isPlaced)
{
validator.Validate(grid.GetShapes());
}
}
// 进行Snap检查并缓存结果
_currentSnapResult = grid.CheckSnapToGrid(blockShape);
args.CurrentSnapResult = _currentSnapResult;
// 在网格显示预览
grid.ShowSnapPreview(_currentSnapResult);
public void OnShapeDragUpdate(IBlockShape blockShape)
{
// 更新回收槽状态
shapeRecycleSlot.UpdateSlotState(blockShape);
}
private void OnShapeDragEndDetailed(object sender, DragEndEventArgs args)
{
var blockShape = args.Shape;
// 隐藏网格
grid.GridVisualizer.SetGridVisible(false);
// 1. 首先尝试回收
if (TryHandleRecycle(args))
{
return;
}
// 2. 然后尝试吸附到网格
if (TryHandleGridSnap(args))
{
return;
}
// 3. 都未处理,保持未处理状态
args.IsHandled = false;
args.ResultType = DragEndResultType.Dropped;
// 重置预览网格
grid.ResetPreviewGrid();
grid.GridVisualizer.UpdateAllCellsVisual();
}
/// <summary>
/// 处理回收逻辑
/// </summary>
private bool TryHandleRecycle(DragEndEventArgs args)
{
if (shapeRecycleSlot.CurrentState != PositionState.Open)
{
return false;
}
// 执行回收
shapeRecycleSlot.RecycleShape(args.Shape);
// 清空屏幕并切换回LogScreen
blockPuzzlePanel.ClearShapeInScreen();
blockPuzzlePanel.SwitchToLogScreen();
// 向面板添加回收的形状
blockPuzzlePanel.Panel.OnDeviceRecycle(args.Shape);
// 更新事件参数
args.IsHandled = true;
args.FinalState = DragState.Idle;
args.ResultType = DragEndResultType.Recycled;
// 延时后进行销毁
ActionKit.Delay(1.0f, () => {
shapeFactory.RecycleBlockShape(args.Shape);
}).Start(this);
return true;
}
/// <summary>
/// 处理网格吸附逻辑
/// </summary>
private bool TryHandleGridSnap(DragEndEventArgs args)
{
// 使用缓存的snap结果或重新检测
var snapResult = _currentSnapResult;
if (!snapResult.canSnap)
{
snapResult = grid.CheckSnapToGrid(args.Shape);
}
if (!snapResult.canSnap)
{
return false;
}
// 执行网格吸附
grid.ResetPreviewGrid();
// 设置形状位置和状态
args.Shape.transform.position = grid.GridToWorld(snapResult.RootCell.x, snapResult.RootCell.y);
args.Shape.transform.localScale = Vector3.one;
// 更新网格状态
grid.TrySnapToGrid(args.Shape, snapResult.RootCell);
// 更新事件参数
args.IsHandled = true;
args.FinalState = DragState.Placed;
args.ResultType = DragEndResultType.SnappedToGrid;
// 验证放置
validator.Validate(grid.GetShapes());
// 处理Cursor
var eventTrigger = args.Shape.GetComponent<EventTriggerEx>();
eventTrigger?.OnPointerUp(null);
return true;
}
#endregion
public void PopUpShape()
{
@@ -264,28 +394,6 @@ namespace AibisDream
selectedShapeName = null;
}
// --------------------- 吸附校验 ---------------------
public bool TrySnapToRecycleSlot(BlockShape blockShape)
{
// 先判断是否吸附到回收槽
if (shapeRecycleSlot.CurrentState == PositionState.Open)
{
shapeRecycleSlot.RecycleShape(blockShape);
// 清空屏幕并切换回LogScreen
blockPuzzlePanel.ClearShapeInScreen();
blockPuzzlePanel.SwitchToLogScreen();
// 向面板添加回收的形状
blockPuzzlePanel.Panel.OnDeviceRecycle(blockShape);
// 延时后进行销毁
ActionKit.Delay(1.0f, () => {
shapeFactory.RecycleBlockShape(blockShape);
}).Start(this);
return true;
}
return false;
}
// ---------------- 编辑器状态逻辑 ----------------
/// <summary>