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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 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(); + 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(); + if (targetSpriteRenderer == null) + { + Debug.LogError("targetSpriteRenderer 为空"); + return; + } + + List shapePoints = new List(); + 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++) + 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