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2025-05-16 19:23:56 +08:00
parent 45acd0d93a
commit 7be5180ac1
9 changed files with 2537 additions and 13 deletions
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using System.Collections.Generic;
using System.Linq;
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 float rotationSpeed = 360f; // 齿轮旋转速度(度/秒)
public float smoothTime = 0.1f; // 平滑过渡时间
public float edgeSmoothTime = 0.05f; // 边缘移动平滑时间
public float edgeScaleFactor = 1.1f; // 边缘点采样放大倍数
public Color normalColor = Color.white; // 正常状态颜色
public Color tractionColor = Color.yellow; // 牵引状态颜色
private List<Vector2> edgePoints; // 边缘路径点
private int currentEdgeIndex = 0; // 当前吸附边缘点索引
private SpriteRenderer gearSpriteRenderer; // 齿轮的SpriteRenderer
private Vector2 currentVelocity; // 用于平滑移动
private float currentRotationVelocity; // 用于平滑旋转
private enum State { Follow, Traction }
private State currentState = State.Follow;
private Camera mainCamera;
private Vector2 targetEdgePosition; // 目标边缘位置
private float currentEdgeProgress; // 当前边缘移动进度
void Start()
{
mainCamera = Camera.main;
gearSpriteRenderer = GetComponent<SpriteRenderer>();
if (gearSpriteRenderer == null)
{
Debug.LogError("齿轮对象缺少SpriteRenderer组件");
}
LoadEdgePointsFromSprite();
}
void Update()
{
Vector2 mouseWorldPos = mainCamera.ScreenToWorldPoint(Input.mousePosition);
switch (currentState)
{
case State.Follow:
UpdateFollowState(mouseWorldPos);
break;
case State.Traction:
UpdateTractionState(mouseWorldPos);
break;
}
// 更新齿轮旋转
UpdateGearRotation();
// 更新视觉反馈
UpdateVisualFeedback();
}
// 更新齿轮旋转
private void UpdateGearRotation()
{
if (currentState == State.Traction && Input.GetMouseButton(0))
{
// 在牵引状态下按住左键时旋转
transform.Rotate(0, 0, rotationSpeed * Time.deltaTime);
}
}
// 更新视觉反馈
private void UpdateVisualFeedback()
{
if (gearSpriteRenderer != null)
{
gearSpriteRenderer.color = currentState == State.Traction ? tractionColor : normalColor;
}
}
// 从Sprite的PhysicsShape获取边缘点,构成闭环路径
private void LoadEdgePointsFromSprite()
{
edgePoints = new List<Vector2>();
if (targetSpriteRenderer == null)
{
Debug.LogError("targetSpriteRenderer 为空");
return;
}
List<Vector2> shapePoints = new List<Vector2>();
targetSpriteRenderer.sprite.GetPhysicsShape(0, shapePoints);
if (shapePoints.Count == 0)
{
Debug.LogError("目标Sprite没有物理形状点");
return;
}
// 计算形状的中心点
Vector2 center = Vector2.zero;
foreach (Vector2 point in shapePoints)
{
center += point;
}
center /= shapePoints.Count;
// 转换为世界坐标并应用放大
edgePoints = shapePoints
.Select(p => {
// 计算从中心点到当前点的向量
Vector2 dirFromCenter = p - center;
// 应用放大
Vector2 scaledPoint = center + dirFromCenter * edgeScaleFactor;
// 转换为世界坐标
return (Vector2)targetSpriteRenderer.transform.TransformPoint(scaledPoint);
})
.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)
{
// 使用平滑移动
transform.position = Vector2.SmoothDamp(transform.position, mousePos, ref currentVelocity, smoothTime);
// 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;
// 切换到牵引状态时,调整渲染顺序
if (gearSpriteRenderer != null)
{
gearSpriteRenderer.sortingOrder = 1;
}
}
}
// 牵引模式逻辑
private void UpdateTractionState(Vector2 mousePos)
{
Vector2 gearPos = (Vector2)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;
// 切换回跟随状态时,调整渲染顺序
if (gearSpriteRenderer != null)
{
gearSpriteRenderer.sortingOrder = 5;
}
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 = Vector2.SmoothDamp(transform.position, edgePoints[currentEdgeIndex], ref currentVelocity, smoothTime);
}
else
{
// 按住左键,齿轮沿边缘点链移动
MoveAlongEdge(mousePos);
}
}
// 沿边缘移动的逻辑
private void MoveAlongEdge(Vector2 mousePos)
{
// 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;
// 计算鼠标到当前点的向量
Vector2 mouseToCurrent = mousePos - currPoint;
// 计算鼠标在前后方向上的投影
float projToPrev = Vector2.Dot(mouseToCurrent, dirToPrev);
float projToNext = Vector2.Dot(mouseToCurrent, dirToNext);
// 根据投影决定移动方向
Vector2 targetDir;
if (Mathf.Abs(projToPrev) > Mathf.Abs(projToNext))
{
targetDir = dirToPrev;
currentEdgeIndex = prevIndex;
targetEdgePosition = prevPoint;
}
else
{
targetDir = dirToNext;
currentEdgeIndex = nextIndex;
targetEdgePosition = nextPoint;
}
// 计算目标位置(在边缘上)
Vector2 currentPos = (Vector2)transform.position;
Vector2 targetPos = Vector2.Lerp(currPoint, targetEdgePosition, currentEdgeProgress);
// 使用平滑移动
transform.position = Vector2.SmoothDamp(currentPos, targetPos, ref currentVelocity, edgeSmoothTime);
// 更新边缘移动进度
float moveDistance = tractionSpeed * Time.deltaTime;
float totalDistance = Vector2.Distance(currPoint, targetEdgePosition);
currentEdgeProgress += moveDistance / totalDistance;
// 如果到达目标点,重置进度
if (currentEdgeProgress >= 1f)
{
currentEdgeProgress = 0f;
}
}
// 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;
minDist = float.MaxValue;
for (int i = 0; i < edgePoints.Count; i++)
{
float dist = Vector2.Distance(pos, edgePoints[i]);
if (dist < minDist)
{
minDist = dist;
nearestIndex = i;
}
}
return nearestIndex;
}
}
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