屏幕问题

This commit is contained in:
2026-01-28 16:20:19 +08:00
parent 7464cd8b6c
commit 7d7e2fcdf0
20 changed files with 771 additions and 479 deletions
@@ -1,6 +1,7 @@
using UnityEngine;
using AibisDream.FixSystem;
using System;
using UnityEngine.Events;
namespace AibisDream
{
@@ -11,8 +12,6 @@ namespace AibisDream
[SerializeField] private UniversalScreen blockPuzzleScreen;
[SerializeField] private BlockPuzzlePart blockPuzzlePart;
public event Action OnSubmit;
// ---------------------- 维修部分 ----------------------
public BlockPuzzlePart Panel => blockPuzzlePart;
@@ -34,6 +33,18 @@ namespace AibisDream
// TODO: 设备状态后面实现
}
public void ClearShapeInScreen()
{
blockPuzzleScreen.SetImage("设备缩略图", null);
blockPuzzleScreen.SetText("设备名称", "待选择");
blockPuzzleScreen.SetText("设备描述", null);
blockPuzzleScreen.SetText("PWR", "0");
blockPuzzleScreen.SetText("NOISE", "0");
blockPuzzleScreen.SetText("HEAT", "0");
}
// ---------------------- 对话功能 ----------------------
public void RunLine(LineSyncToken syncToken)
@@ -50,15 +61,11 @@ namespace AibisDream
private void OnEnable()
{
DialogUIManager.Instance.RegisterScreenView(DialogViewType.Log, this);
blockPuzzlePart.LockButton.onClick.AddListener(() => OnSubmit?.Invoke());
}
private void OnDisable()
{
DialogUIManager.Instance.UnRegisterScreenView(DialogViewType.Log);
blockPuzzlePart.LockButton.onClick.RemoveAllListeners();
}
}
}
@@ -4,6 +4,7 @@ using AibisDream.Kit;
using AibisDream.Utility;
using System.Linq;
using AibisDream.Framework;
using System;
namespace AibisDream
{
@@ -107,8 +108,8 @@ namespace AibisDream
{
// 由面板触发
blockPuzzlePanel.Panel.OnDeviceSelected += OnPanelShapeSelected;
blockPuzzlePanel.OnSubmit += SubmitGameResult;
// blockPuzzlePanel.
blockPuzzlePanel.Panel.OnSubmit.AddListener(SubmitGameResult);
blockPuzzlePanel.Panel.OnPopUp.AddListener(PopUpShape);
// 由网格触发
grid.OnShapePlaced += PreCheckGameState;
@@ -116,7 +117,7 @@ namespace AibisDream
// 由Shape触发
shapeFactory.OnDragStart += OnShapeDragStart;
shapeFactory.OnDragEnd += OnShapeDragEnd;
// shapeFactory.OnDragUpdate += OnShapeRecycled;
shapeFactory.OnDragUpdate += OnShapeDragUpdate;
}
private void OnPanelShapeSelected(BlockShapeInfo shapeData)
@@ -139,19 +140,60 @@ namespace AibisDream
// 更新选中图形
// 回收抽屉高亮,半开
blockPuzzlePanel.Panel.SetRecycleAvailable(true);
shapeRecycleSlot.PreRecycle();
shapeRecycleSlot.SetRecycleAvaliable(true);
}
public void OnShapeDragEnd(IBlockShape blockShape, bool isPlaced)
{
if (isPlaced)
{
// 关闭回收抽屉
blockPuzzlePanel.Panel.SetRecycleAvailable(false);
}
//
// TODO: 如果吸附到回收处,应该播放动画,并提示回收成功
}
public void OnShapeDragUpdate(IBlockShape blockShape)
{
// 更新回收槽状态
shapeRecycleSlot.UpdateSlotState(blockShape);
}
public void PopUpShape()
{
if (selectedShapeName == null)
{
return;
}
// 弹出形状
var blockShape = shapeFactory.CreateBlockShape(selectedShapeName);
shapeRecycleSlot.PopUpShape(blockShape);
blockShape.GetComponent<ShapeDragger>().CurrentState = DragState.Idle;
// 删除按钮
blockPuzzlePanel.Panel.RemoveDeviceButton(selectedShapeName);
selectedShapeName = null;
blockPuzzlePanel.ClearShapeInScreen();
}
// --------------------- 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);
// TODO: 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>
@@ -201,6 +243,10 @@ namespace AibisDream
public void CreateShapeInEditor(string shapeKey)
{
if (shapeFactory == null)
{
shapeFactory = new ShapeFactory(shapeRoot);
}
shapeFactory.CreateBlockShape(shapeKey);
}
}
@@ -0,0 +1,23 @@
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using UnityEngine.Events;
namespace AibisDream
{
public class ShapeCreateButton : MonoBehaviour
{
[SerializeField] private Image _image;
[SerializeField] private TMP_Text _text;
[SerializeField] private Button _button;
public UnityEvent OnClicked => _button.onClick;
public void SetInfo(BlockShapeInfo blockShapeInfo)
{
_image.sprite = blockShapeInfo.GetButtonImage();
_text.text = blockShapeInfo.shapeName;
gameObject.name = blockShapeInfo.shapeName;
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: fae2a3bab01b11147a06ea3a105dcc2f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -7,25 +7,42 @@ namespace AibisDream
{
public class ShapeDragger : MonoBehaviour, IBlockShapeDragger, IInteraction
{
[Header("拖拽设置")]
#region
[SerializeField] private bool isDraggable = true;
[SerializeField] private float dragScale = 1.1f;
// [SerializeField] private float dragScale = 1.1f;
[SerializeField] private int dragLayerId;
[SerializeField] private int dragLayerOrder;
[SerializeField] private int idleLayerId;
[SerializeField] private int idleLayerOrder;
#endregion
// 拖拽状态
private DragState _currentState = DragState.Idle;
private DragState _currentState = DragState.Placed;
public DragState CurrentState
{
get => _currentState;
set
{
if (value == _currentState) return;
// 处理状态切换
HandleStateChange(value);
_currentState = value;
}
}
private SnapResult _snapResult;
// 组件引用
private BlockShape _blockShape;
private EventTriggerEx _eventTrigger;
public DragState CurrentState => _currentState;
private SpriteRenderer _spriteRenderer;
public bool IsDraggable { get => isDraggable; set => isDraggable = value; }
public IBlockPuzzleGrid TargetGrid => BlockPuzzleSystem.Instance.grid;
public IBlockShape BlockShape => _blockShape;
// 事件
public event Action<IBlockShape> OnDragStart;
public event Action<IBlockShape> OnDragUpdate;
@@ -35,6 +52,7 @@ namespace AibisDream
{
_blockShape = GetComponent<BlockShape>();
_eventTrigger = GetComponent<EventTriggerEx>();
_spriteRenderer = GetComponent<SpriteRenderer>();
RegisterEvent();
}
@@ -53,7 +71,7 @@ namespace AibisDream
private void Update()
{
if (_currentState == DragState.Dragging)
if (CurrentState == DragState.Dragging)
{
UpdateDrag();
}
@@ -67,7 +85,7 @@ namespace AibisDream
}
// 如果当前物体不在拖拽中则进入拖拽逻辑
if (_currentState == DragState.Idle || _currentState == DragState.Placed)
if (CurrentState == DragState.Idle || CurrentState == DragState.Placed)
{
StartDrag();
}
@@ -86,52 +104,36 @@ namespace AibisDream
TargetGrid?.TryRemoveShapeFromGrid(_blockShape);
TargetGrid?.ResetPreviewGrid();
_currentState = DragState.Dragging;
// 处理层级和缩放
HandleDragStart();
CurrentState = DragState.Dragging;
OnDragStart?.Invoke(_blockShape);
}
private void HandleDragStart()
{
// 调整缩放和层级
transform.localScale = dragScale * Vector3.one;
}
public void CancelDrag()
{
throw new NotImplementedException();
}
public void EndDrag()
{
TargetGrid?.ResetPreviewGrid();
OnDragEnd?.Invoke(_blockShape, CurrentState == DragState.Placed);
// 先吸附到回收槽
var recycled = BlockPuzzleSystem.Instance.TrySnapToRecycleSlot(_blockShape);
if (recycled)
{
CurrentState = DragState.Idle;
return;
}
// 如果吸附到了就靠过去
// 吸附到网格
TargetGrid?.ResetPreviewGrid();
if (_snapResult.canSnap)
{
_currentState = DragState.Placed;
CurrentState = DragState.Placed;
transform.localScale = Vector3.one;
TargetGrid.TrySnapToGrid(_blockShape, _snapResult.RootCell);
// 处理Cursor
_eventTrigger.OnPointerUp(null);
OnDragEnd?.Invoke(_blockShape, _currentState == DragState.Placed);
}
// TODO: 无法吸附直接不处理
// else
// {
// _currentState = DragState.Idle;
// // transform.position = _originalPosition;
// transform.localScale = Vector3.one;
// // BlockPuzzleSystem.Instance.shapeRack.RecycleBlockShape(_blockShape);
// }
// TODO: 都没吸附到,则恢复原位
TargetGrid.GridVisualizer.UpdateAllCellsVisual();
}
@@ -154,6 +156,24 @@ namespace AibisDream
OnDragUpdate?.Invoke(_blockShape);
}
private void HandleStateChange(DragState newState)
{
switch (newState)
{
case DragState.Idle:
_spriteRenderer.sortingOrder = dragLayerOrder;
_spriteRenderer.sortingLayerID = dragLayerId;
break;
case DragState.Dragging:
_spriteRenderer.sortingOrder = dragLayerOrder;
_spriteRenderer.sortingLayerID = dragLayerId;
break;
case DragState.Placed:
_spriteRenderer.sortingOrder = idleLayerOrder;
_spriteRenderer.sortingLayerID = idleLayerId;
break;
}
}
private Vector3 GetMouseWorldPosition()
{
@@ -35,11 +35,13 @@ namespace AibisDream
dragger.OnDragStart += OnShapeDragStart;
dragger.OnDragEnd += OnShapeDragEnd;
dragger.OnDragUpdate += OnShapeDragUpdate;
return blockShape;
}
private void OnShapeDragStart(IBlockShape blockShape)
{
blockShape.ShapeDragger.transform.SetParent(_shapeRoot);
OnDragStart?.Invoke(blockShape);
}
@@ -20,14 +20,14 @@ namespace AibisDream
public void OpenForRecycle()
{
// TODO: 回收槽完全弹出
// 回收槽完全弹出
mover.SetToOpen();
// TODO: 边缘发光提示
}
public void CloseForRecycle()
{
// TODO: 回收槽回到半关闭
// 回收槽回到半关闭
mover.SetToHalf();
// TODO: 边缘发光提示
}
@@ -36,8 +36,8 @@ namespace AibisDream
{
// 将 shape 放到回收槽
PutShapeInSlot(shape);
// TODO: 播放回收动画
// 播放回收动画
mover.SetToClose();
// TODO: 销毁Shape
}
@@ -48,6 +48,7 @@ namespace AibisDream
// 将 shape 添加到回收槽
PutShapeInSlot(shape);
// TODO: 播放弹出动画
mover.SetToOpen();
}
// ----------------------- 状态校验 -----------------------
@@ -72,42 +73,26 @@ namespace AibisDream
{
if (!openArea.Contains(shape.GetGlobalCenterPosition()))
{
// TODO: 回到半关闭状态
CloseForRecycle();
}
return;
}
// 半关闭状态下的判断
if (mover.GetCurrentState() == PositionState.Half)
{
Debug.Log("Half: " + halfArea.Contains(shape.GetGlobalCenterPosition()));
if (halfArea.Contains(shape.GetGlobalCenterPosition()))
{
// TODO: 回到开启状态
OpenForRecycle();
}
}
}
private void PutShapeInSlot(BlockShape shape)
{
shape.transform.SetParent(transform);
shape.transform.SetParent(mover.transform);
Vector3 centerPosition = shape.GetCenterPosition();
shape.transform.localPosition = -centerPosition;
}
private void SetMoverState(ShapeRecycleSlotState state)
{
}
}
public enum ShapeRecycleSlotState
{
Close,
Half,
Open
}
}
@@ -10,7 +10,6 @@ namespace AibisDream
{
Idle, // 空闲
Dragging, // 拖拽中
Snapping, // 吸附中
Placed // 已放置
}
@@ -70,11 +69,6 @@ namespace AibisDream
/// </summary>
void EndDrag();
/// <summary>
/// 取消拖拽(返回原位置)
/// </summary>
void CancelDrag();
/// <summary>
/// 检查是否可以放置到指定位置
/// </summary>