增加进度指示

This commit is contained in:
2025-05-17 03:43:37 +08:00
parent 54594940b8
commit 7b8c648f66
@@ -1,5 +1,4 @@
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class GearFollower : MonoBehaviour
@@ -10,6 +9,15 @@ public class GearFollower : MonoBehaviour
public float detachDistance = 1.0f;
public float tractionSpeed = 2f;
[Header("切割效果参数")]
public float cutEdgeExpandDuration = 0.5f; // 卷边展开时间
public float cutEdgeCoolDuration = 3f; // 冷却时间
public float cutEdgeMaxOffset = 0.05f; // 卷边最大偏移量
public Gradient cutEdgeColorGradient; // 颜色渐变(从高温到冷却)
public Material cutEdgeMaterial; // 用于绘制卷边的材质
private List<Vector2> edgePoints;
private int currentEdgeIndex = 0;
private int tractionDirection = 1;
@@ -19,6 +27,15 @@ public class GearFollower : MonoBehaviour
private Camera mainCamera;
// 记录切割的边段及其动画状态
private class CutSegment
{
public int startIndex;
public float timeElapsed; // 0~卷边展开+冷却总时长
public LineRenderer lineRenderer;
}
private List<CutSegment> cutSegments = new List<CutSegment>();
void Start()
{
mainCamera = Camera.main;
@@ -43,6 +60,8 @@ public class GearFollower : MonoBehaviour
UpdateTractionState(mouseWorldPos);
break;
}
UpdateCutSegments();
}
private void LoadEdgePointsFromSprite()
@@ -177,6 +196,9 @@ public class GearFollower : MonoBehaviour
// 如果到达段末,前进一段
if (Vector2.Distance(targetPoint, to) < 0.01f)
{
// 记录切割痕迹
AddCutSegment(currentEdgeIndex);
currentEdgeIndex = nextIndex;
}
}
@@ -186,6 +208,82 @@ public class GearFollower : MonoBehaviour
}
}
// 添加一个切割段,生成卷边视觉效果
private void AddCutSegment(int startIndex)
{
// 防止重复添加同一段(可选)
foreach (var seg in cutSegments)
{
if (seg.startIndex == startIndex)
return;
}
GameObject go = new GameObject($"CutSegment_{startIndex}");
go.transform.parent = transform.parent; // 放在GearFollower同级方便管理
LineRenderer lr = go.AddComponent<LineRenderer>();
lr.positionCount = 4; // 画一个四点的矩形条表示卷边
lr.material = cutEdgeMaterial != null ? cutEdgeMaterial : new Material(Shader.Find("Sprites/Default"));
lr.widthCurve = AnimationCurve.Constant(0, 1, 0.05f);
lr.numCapVertices = 4;
lr.useWorldSpace = true;
CutSegment newSeg = new CutSegment
{
startIndex = startIndex,
timeElapsed = 0f,
lineRenderer = lr
};
cutSegments.Add(newSeg);
}
// 每帧更新所有切割段动画
private void UpdateCutSegments()
{
for (int i = cutSegments.Count - 1; i >= 0; i--)
{
var seg = cutSegments[i];
seg.timeElapsed += Time.deltaTime;
float expandT = Mathf.Clamp01(seg.timeElapsed / cutEdgeExpandDuration);
float coolT = Mathf.Clamp01((seg.timeElapsed - cutEdgeExpandDuration) / cutEdgeCoolDuration);
// 获取该段两个端点
int nextIndex = WrapIndex(seg.startIndex + 1);
Vector2 p1 = edgePoints[seg.startIndex];
Vector2 p2 = edgePoints[nextIndex];
Vector2 segmentDir = (p2 - p1).normalized;
Vector2 normal = new Vector2(-segmentDir.y, segmentDir.x);
float offset = cutEdgeMaxOffset * expandT;
// 四个点形成的卷边矩形
Vector3[] positions = new Vector3[4];
// 主边
positions[0] = p1;
positions[1] = p2;
// 卷边偏移边(沿法线方向偏移offset)
positions[2] = p2 + normal * offset;
positions[3] = p1 + normal * offset;
seg.lineRenderer.positionCount = 4;
seg.lineRenderer.SetPositions(positions);
// 颜色渐变
Color color = cutEdgeColorGradient.Evaluate(1f - coolT);
seg.lineRenderer.startColor = color;
seg.lineRenderer.endColor = color;
// 冷却结束删除该段
if (seg.timeElapsed > cutEdgeExpandDuration + cutEdgeCoolDuration)
{
Destroy(seg.lineRenderer.gameObject);
cutSegments.RemoveAt(i);
}
}
}
private int FindNearestEdgePointIndex(Vector2 pos, out float minDist)
{