using System; using AibisDream.Framework; using DG.Tweening; using UnityEngine; using UnityEngine.EventSystems; namespace AibisDream { public class ShapeDragger : MonoBehaviour, IBlockShapeDragger, IInteraction { #region 编辑器字段 [SerializeField] private bool isDraggable = true; [SerializeField] private int sortingLayerId; [SerializeField] private int dragLayerOrder; [SerializeField] private int idleLayerOrder; [SerializeField] private int pressLayerOrder; [Header("长按设置")] [SerializeField] private float longPressDuration = 0.65f; [SerializeField] private float longPressScale = 1.1f; [SerializeField] private float shakeIntensity = 1f; [Header("拖拽跟随")] [SerializeField] private float dragFollowSpeed = 15f; #endregion // 拖拽状态 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; // 长按相关状态 private bool _isPressing; private bool _isLongPressTriggered; private bool _canEndDragOnClick; // 标记是否可以通过点击结束拖拽 private Sequence _longPressSequence; private Vector3 _originalScale; private Vector3 _originalPosition; // 组件引用 private BlockShape _blockShape; private EventTriggerEx _eventTrigger; public bool IsDraggable { get => isDraggable; set => isDraggable = value; } public IBlockPuzzleGrid TargetGrid => BlockPuzzleSystem.Instance.grid; public IBlockShape BlockShape => _blockShape; // 事件 public event Action OnDragStart; public event Action OnDragUpdate; public event Action OnDragEnd; private void Awake() { _blockShape = GetComponent(); _eventTrigger = GetComponent(); RegisterEvent(); } private void OnDestroy() { _eventTrigger.UnRegister(EventTriggerType.PointerDown, OnPointerDown); _eventTrigger.UnRegister(EventTriggerType.PointerUp, OnPointerUp); _eventTrigger.UnRegister(EventTriggerType.PointerClick, OnPointerClick); // 清理 DOTween 动画 _longPressSequence?.Kill(); } private void RegisterEvent() { _eventTrigger.Register(EventTriggerType.PointerDown, OnPointerDown); _eventTrigger.Register(EventTriggerType.PointerUp, OnPointerUp); _eventTrigger.Register(EventTriggerType.PointerClick, OnPointerClick); } private void Update() { if (CurrentState == DragState.Dragging) { UpdateDrag(); } } private void OnPointerDown(BaseEventData eventData) { if (eventData is not PointerEventData { button: PointerEventData.InputButton.Left }) { return; } if (!isDraggable) return; // 如果当前正在拖拽中,标记可以通过点击结束 if (CurrentState == DragState.Dragging) { _canEndDragOnClick = true; } // 只有在静止状态才能开始长按 else if (CurrentState == DragState.Idle || CurrentState == DragState.Placed) { _isPressing = true; _isLongPressTriggered = false; _canEndDragOnClick = false; // 长按开始时不允许点击结束 StartLongPressAnimation(); } } private void OnPointerUp(BaseEventData eventData) { if (eventData is not PointerEventData { button: PointerEventData.InputButton.Left }) { return; } // 如果还在长按过程中(未完成),则取消 if (_isPressing && !_isLongPressTriggered) { CancelLongPress(); } } private void OnPointerClick(BaseEventData eventData) { if (eventData is not PointerEventData { button: PointerEventData.InputButton.Left }) { return; } // 只有在拖拽中且允许点击结束时才结束拖拽 if (CurrentState == DragState.Dragging && _canEndDragOnClick) { EndDrag(); _canEndDragOnClick = false; // 重置标记 } } public void StartDrag() { if (!isDraggable) return; // 如果原本就在网格中,则先移除 TargetGrid?.TryRemoveShapeFromGrid(_blockShape); TargetGrid?.ResetPreviewGrid(); CurrentState = DragState.Dragging; OnDragStart?.Invoke(_blockShape); } public void EndDrag() { // 清理长按状态 CancelLongPress(); // 先吸附到回收槽 var recycled = BlockPuzzleSystem.Instance.TrySnapToRecycleSlot(_blockShape); if (recycled) { CurrentState = DragState.Idle; _snapResult = SnapResult.RecycleResult; TargetGrid.ShowSnapPreview(_snapResult); OnDragEnd?.Invoke(_blockShape, CurrentState == DragState.Placed); return; } // 再吸附到网格 TargetGrid?.ResetPreviewGrid(); if (_snapResult.canSnap) { CurrentState = DragState.Placed; transform.localScale = Vector3.one; TargetGrid.TrySnapToGrid(_blockShape, _snapResult.RootCell); // 处理Cursor _eventTrigger.OnPointerUp(null); OnDragEnd?.Invoke(_blockShape, CurrentState == DragState.Placed); } else { // 都没吸附到,恢复原状态和缩放 transform.localScale = Vector3.one; } TargetGrid.GridVisualizer.UpdateAllCellsVisual(); } public void UpdateDrag() { // 检测右键点击进行旋转(仅在拖动中) if (Input.GetMouseButtonDown(1)) // 1 = 右键 { _blockShape.RotateClockwise(); } // 更新拖拽位置(带轻微滞后感) var targetPos = GetMouseWorldPosition() - _blockShape.GetCenterPosition(); transform.position = Vector3.Lerp(transform.position, targetPos, Time.deltaTime * dragFollowSpeed); // 进行Snap检查 _snapResult = TargetGrid.CheckSnapToGrid(_blockShape); // 在网格显示预览 TargetGrid.ShowSnapPreview(_snapResult); OnDragUpdate?.Invoke(_blockShape); } private void HandleStateChange(DragState newState) { var sortingGroup = _blockShape?.SortingGroup; if (sortingGroup == null) return; sortingGroup.sortingLayerID = sortingLayerId; switch (newState) { case DragState.Idle: case DragState.Dragging: sortingGroup.sortingOrder = dragLayerOrder; break; case DragState.Placed: sortingGroup.sortingOrder = idleLayerOrder; break; } } private Vector3 GetMouseWorldPosition() { var mouseWorldPos = Camera.main.ScreenToWorldPoint(Input.mousePosition); return new Vector3(mouseWorldPos.x, mouseWorldPos.y, 0); } private void StartLongPressAnimation() { _originalScale = transform.localScale; _originalPosition = transform.localPosition; // 杀掉之前的动画 _longPressSequence?.Kill(); // 创建 DOTween 序列 _longPressSequence = DOTween.Sequence(); // 放大效果(使用 EaseOutQuad) _longPressSequence.Append( transform.DOScale(_originalScale * longPressScale, longPressDuration) .SetEase(Ease.OutQuad) ); // 抖动效果(使用 DOShakePosition,与放大同时进行) _longPressSequence.Join( transform.DOShakePosition( longPressDuration, new Vector3(shakeIntensity, shakeIntensity, 0), // 只在 X 轴抖动 60, // 振动频率 90, // 随机性 false, // 不淡出 true // 使用局部坐标 ) ); // 完成时的回调 _longPressSequence.OnComplete(() => { _isLongPressTriggered = true; StartDrag(); }); // 设置为不自动销毁 _longPressSequence.SetAutoKill(true); } private void CancelLongPress() { // 杀掉 DOTween 动画 if (_longPressSequence != null && _longPressSequence.IsActive()) { _longPressSequence.Kill(); _longPressSequence = null; } // 恢复原始状态 if (_isPressing && !_isLongPressTriggered) { transform.DOKill(); // 确保所有动画都停止 transform.localScale = _originalScale; transform.localPosition = _originalPosition; } _isPressing = false; _isLongPressTriggered = false; _canEndDragOnClick = false; } // 实现IInteraction接口 public bool IsActive => true; public bool IsAvailable => true; public GameObject GetGameObject() => gameObject; } }