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@@ -2,69 +2,26 @@ using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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[RequireComponent(typeof(LineRenderer))]
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public class GearFollowerWithVisualCut : MonoBehaviour
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public class GearFollower : MonoBehaviour
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{
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[Header("参数")]
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public SpriteRenderer targetSpriteRenderer;
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public float snapDistance = 0.3f;
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public float detachDistance = 1.0f;
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public float tractionSpeed = 2f;
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public float rotationSpeed = 360f;
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public float edgeScaleFactor = 1.1f;
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public SpriteRenderer targetSpriteRenderer; // 目标图片
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public float snapDistance = 0.3f; // 距离边缘多少时吸附
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public float detachDistance = 1.0f; // 超过多少距离脱离牵引
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public float tractionSpeed = 2f; // 牵引时沿边缘移动速度
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public Color normalEdgeColor = Color.white;
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public Color cutEdgeColor = Color.yellow;
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private List<Vector2> edgePoints; // 边缘路径点
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private int currentEdgeIndex = 0; // 当前吸附边缘点索引
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private List<Vector2> edgePoints;
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private int currentEdgeIndex = 0;
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private SpriteRenderer gearSpriteRenderer;
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private Camera mainCamera;
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private enum State { Follow, Attract, Traction }
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private enum State { Follow, Traction }
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private State currentState = State.Follow;
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private bool[] cutSegments;
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private LineRenderer edgeLineRenderer; // 绘制全部边缘
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private LineRenderer cutLineRenderer; // 绘制切割线段
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private Camera mainCamera;
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void Start()
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{
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mainCamera = Camera.main;
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gearSpriteRenderer = GetComponent<SpriteRenderer>();
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LoadEdgePointsFromSprite();
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cutSegments = new bool[edgePoints.Count - 1];
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// 设置主边缘线条渲染器
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edgeLineRenderer = GetComponent<LineRenderer>();
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edgeLineRenderer.positionCount = edgePoints.Count;
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edgeLineRenderer.loop = false;
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edgeLineRenderer.startWidth = 0.05f;
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edgeLineRenderer.endWidth = 0.05f;
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edgeLineRenderer.material = new Material(Shader.Find("Sprites/Default"));
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edgeLineRenderer.startColor = normalEdgeColor;
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edgeLineRenderer.endColor = normalEdgeColor;
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edgeLineRenderer.sortingOrder = 3;
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for (int i = 0; i < edgePoints.Count; i++)
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{
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edgeLineRenderer.SetPosition(i, edgePoints[i]);
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}
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// 创建用于切割线段的LineRenderer
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GameObject cutLineObj = new GameObject("CutLineRenderer");
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cutLineObj.transform.parent = this.transform;
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cutLineRenderer = cutLineObj.AddComponent<LineRenderer>();
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cutLineRenderer.positionCount = 0;
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cutLineRenderer.loop = false;
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cutLineRenderer.startWidth = 0.07f;
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cutLineRenderer.endWidth = 0.07f;
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cutLineRenderer.material = new Material(Shader.Find("Sprites/Default"));
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cutLineRenderer.startColor = cutEdgeColor;
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cutLineRenderer.endColor = cutEdgeColor;
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cutLineRenderer.sortingOrder = 4;
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}
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void Update()
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@@ -76,36 +33,13 @@ public class GearFollowerWithVisualCut : MonoBehaviour
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case State.Follow:
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UpdateFollowState(mouseWorldPos);
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break;
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case State.Attract:
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UpdateAttractState(mouseWorldPos);
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break;
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case State.Traction:
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UpdateTractionState(mouseWorldPos);
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break;
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}
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UpdateGearRotation();
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UpdateVisualFeedback();
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UpdateCutLineRenderer();
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CheckAllSegmentsCut();
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}
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private void UpdateGearRotation()
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{
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if (currentState == State.Traction && Input.GetMouseButton(0))
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{
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transform.Rotate(0, 0, rotationSpeed * Time.deltaTime);
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}
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}
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private void UpdateVisualFeedback()
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{
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if (gearSpriteRenderer != null)
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{
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gearSpriteRenderer.color = (currentState == State.Traction || currentState == State.Attract) ? cutEdgeColor : normalEdgeColor;
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}
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}
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// 从Sprite的PhysicsShape获取边缘点,构成闭环路径
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private void LoadEdgePointsFromSprite()
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{
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edgePoints = new List<Vector2>();
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@@ -124,138 +58,96 @@ public class GearFollowerWithVisualCut : MonoBehaviour
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return;
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}
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Vector2 center = Vector2.zero;
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foreach (Vector2 point in shapePoints)
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{
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center += point;
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}
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center /= shapePoints.Count;
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// 转换为世界坐标
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edgePoints = shapePoints
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.Select(p =>
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{
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Vector2 dirFromCenter = p - center;
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Vector2 scaledPoint = center + dirFromCenter * edgeScaleFactor;
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return (Vector2)targetSpriteRenderer.transform.TransformPoint(scaledPoint);
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})
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.Select(p => (Vector2)targetSpriteRenderer.transform.TransformPoint(p))
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.ToList();
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// 假设形状是闭合的,确保首尾连通
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if (edgePoints[0] != edgePoints[edgePoints.Count - 1])
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{
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edgePoints.Add(edgePoints[0]);
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}
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}
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// 跟随模式逻辑
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private void UpdateFollowState(Vector2 mousePos)
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{
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transform.position = mousePos;
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// 检测距离最近边缘点是否在snapDistance内,进入牵引
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int nearestIndex = FindNearestEdgePointIndex(mousePos, out float dist);
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if (dist < snapDistance)
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{
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currentEdgeIndex = nearestIndex;
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currentState = State.Attract;
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if (gearSpriteRenderer != null)
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gearSpriteRenderer.sortingOrder = 1;
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}
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}
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private void UpdateAttractState(Vector2 mousePos)
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{
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Vector2 closestPoint = Vector2.zero;
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float closestDist = float.MaxValue;
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int closestSegmentStartIndex = 0;
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for (int i = 0; i < edgePoints.Count - 1; i++)
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{
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Vector2 a = edgePoints[i];
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Vector2 b = edgePoints[i + 1];
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Vector2 projected = ProjectPointOnSegment(mousePos, a, b);
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float dist = Vector2.Distance(mousePos, projected);
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if (dist < closestDist)
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{
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closestDist = dist;
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closestPoint = projected;
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closestSegmentStartIndex = i;
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}
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}
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transform.position = closestPoint;
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currentEdgeIndex = closestSegmentStartIndex;
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if (Vector2.Distance(mousePos, closestPoint) > detachDistance)
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{
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currentState = State.Follow;
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if (gearSpriteRenderer != null)
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gearSpriteRenderer.sortingOrder = 5;
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return;
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}
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if (Input.GetMouseButton(0))
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{
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currentState = State.Traction;
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// 吸附齿轮到边缘点位置
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transform.position = edgePoints[currentEdgeIndex];
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}
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}
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// 牵引模式逻辑
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private void UpdateTractionState(Vector2 mousePos)
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{
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if (Vector2.Distance(mousePos, transform.position) > detachDistance)
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Vector2 gearPos = (Vector2)transform.position;
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// 计算鼠标和齿轮距离,超过detachDistance则脱离牵引
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if (Vector2.Distance(mousePos, gearPos) > detachDistance)
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{
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currentState = State.Follow;
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if (gearSpriteRenderer != null)
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gearSpriteRenderer.sortingOrder = 5;
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return;
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}
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if (Input.GetMouseButton(0))
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// 判断是否按住左键
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if (!Input.GetMouseButton(0))
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{
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MoveAlongEdge(mousePos);
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// 未按键,齿轮固定在边缘点
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transform.position = edgePoints[currentEdgeIndex];
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}
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else
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{
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// 按住左键,齿轮沿边缘点链移动
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// 找到当前边缘点前后点索引,注意闭环处理
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int prevIndex = (currentEdgeIndex - 1 + edgePoints.Count) % edgePoints.Count;
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int nextIndex = (currentEdgeIndex + 1) % edgePoints.Count;
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Vector2 prevPoint = edgePoints[prevIndex];
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Vector2 currPoint = edgePoints[currentEdgeIndex];
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Vector2 nextPoint = edgePoints[nextIndex];
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// 计算向前和向后移动方向
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Vector2 dirToPrev = (prevPoint - currPoint).normalized;
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Vector2 dirToNext = (nextPoint - currPoint).normalized;
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// 预测如果沿前后方向移动一个小步长后到鼠标的距离
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float stepDistance = tractionSpeed * Time.deltaTime;
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Vector2 posIfMovePrev = currPoint + dirToPrev * stepDistance;
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Vector2 posIfMoveNext = currPoint + dirToNext * stepDistance;
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float distPrev = Vector2.Distance(posIfMovePrev, mousePos);
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float distNext = Vector2.Distance(posIfMoveNext, mousePos);
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// 选择距离鼠标更近的方向前进
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if (distPrev < distNext)
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{
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// 向前移动
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currentEdgeIndex = prevIndex;
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transform.position = prevPoint;
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}
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else
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{
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// 向后移动
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currentEdgeIndex = nextIndex;
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transform.position = nextPoint;
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}
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}
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}
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private void MoveAlongEdge(Vector2 mousePos)
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{
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// 当前段的两个点
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Vector2 a = edgePoints[currentEdgeIndex];
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Vector2 b = edgePoints[currentEdgeIndex + 1];
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// 投影鼠标位置到当前段
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Vector2 projected = ProjectPointOnSegment(mousePos, a, b);
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// 鼠标离齿轮足够远才移动(模拟牵引力)
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float tractionThreshold = 0.1f;
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float distToMouse = Vector2.Distance(transform.position, mousePos);
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if (distToMouse < tractionThreshold)
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return;
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// 移动齿轮朝向投影点
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transform.position = Vector2.MoveTowards(transform.position, projected, tractionSpeed * Time.deltaTime);
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// 标记切割
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if (!cutSegments[currentEdgeIndex])
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{
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cutSegments[currentEdgeIndex] = true;
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Debug.Log($"切割线段 {currentEdgeIndex} ({a}->{b})");
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}
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// 判断是否前进或后退段
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float switchThreshold = 0.05f;
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// 往前走(靠近 b 点且还有下一段)
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if (Vector2.Distance(projected, b) < switchThreshold && currentEdgeIndex < edgePoints.Count - 2)
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{
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currentEdgeIndex++;
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}
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// 往后退(靠近 a 点且还有上一段)
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else if (Vector2.Distance(projected, a) < switchThreshold && currentEdgeIndex > 0)
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{
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currentEdgeIndex--;
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}
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}
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// 找到距离pos最近的边缘点索引和距离
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private int FindNearestEdgePointIndex(Vector2 pos, out float minDist)
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{
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int nearestIndex = 0;
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@@ -272,51 +164,4 @@ public class GearFollowerWithVisualCut : MonoBehaviour
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}
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return nearestIndex;
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}
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private Vector2 ProjectPointOnSegment(Vector2 point, Vector2 a, Vector2 b)
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{
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Vector2 ab = b - a;
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float abLengthSquared = ab.sqrMagnitude;
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if (abLengthSquared == 0f) return a;
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float t = Vector2.Dot(point - a, ab) / abLengthSquared;
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t = Mathf.Clamp01(t);
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return a + t * ab;
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}
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private void UpdateCutLineRenderer()
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{
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// 统计所有已切割线段点数 = 2*切割线段数(start和end)
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int count = cutSegments.Count(cut => cut);
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if (count == 0)
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{
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cutLineRenderer.positionCount = 0;
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return;
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}
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// 每个切割线段2个点
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cutLineRenderer.positionCount = count * 2;
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int index = 0;
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for (int i = 0; i < cutSegments.Length; i++)
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{
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if (cutSegments[i])
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{
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cutLineRenderer.SetPosition(index, edgePoints[i]);
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cutLineRenderer.SetPosition(index + 1, edgePoints[i + 1]);
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index += 2;
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}
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}
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}
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private void CheckAllSegmentsCut()
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{
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if (cutSegments == null) return;
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if (System.Array.TrueForAll(cutSegments, cut => cut))
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{
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Debug.Log("所有边缘线段都已经切割完成!");
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enabled = false;
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}
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}
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}
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