using System; using System.Collections.Generic; using System.Linq; using AibisDream.Framework; using AibisDream.Kit; using AibisDream.Utility; using DG.Tweening; using Newtonsoft.Json; using UnityEngine; namespace AibisDream.FixSystem { public class BodyModule : MonoBehaviour, ISocket { #region 组件引用 private const string SocketObjName = "Socket"; public Transform socketPos; private BodyModuleSystem _bodyModuleSystem; private Material _highlightMaterial; private Material _alarmMaterial; private Material _originalMaterial; // 原材质 private SpriteRenderer _targetSpriteRenderer; // 目标的 SpriteRenderer private CutLine _cutLine; #endregion // 模块基本数据 [SerializeField] public BodyModuleData data; public float clickRadius = 0.2f; public bool available = true; private bool _cutting; private void Awake() { // 获取组件索引 InitReference(); } private void InitReference() { socketPos = transform.Find(SocketObjName); _bodyModuleSystem = transform.parent.parent.GetComponent(); _targetSpriteRenderer = transform.Find("Module Pic").GetComponent(); _originalMaterial = _targetSpriteRenderer.GetComponent().material; _highlightMaterial = Resources.Load("Materials/HighlightMaterial"); _alarmMaterial = Resources.Load("Materials/AlarmMaterial"); } private void Update() { if (_cutting && Input.GetMouseButton(0)) { OnCut(); } } #region 插槽功能 public bool IsAvailable() { return available; } public void SetSocketAvailable(bool isAvailable) { available = isAvailable; } public void PlugIn() { if (DialogController.Instance) // 然后触发Yarn节点 DialogController.Instance.StartDialogNode(_bodyModuleSystem.inHotErr ? "系统发热" : data.PlugInNodeName); } public void PlugOut() { } public Vector3 GetSocketPos() { return socketPos.position; } #endregion #region 高亮提示和隐藏 public void Highlight(bool enable) { if (_targetSpriteRenderer != null && _highlightMaterial != null && _targetSpriteRenderer.material != _alarmMaterial) { _targetSpriteRenderer.material = enable ? _highlightMaterial : _originalMaterial; } } public void Alarm(bool enable) { if (_targetSpriteRenderer != null && _alarmMaterial != null) { _targetSpriteRenderer.material = enable ? _alarmMaterial : _originalMaterial; } } #endregion #region 切割相关 public void EnableCut() { // 打开或获取CutLine ShowCutLine(); _cutLine.OnCuttingDown += OnCuttingDown; _cutting = true; EnumEventSystem.Global.Send(EventEnum.CutStart); } private void OnCut() { Vector2 mousePos = CommonUtil.GetMouseWorldPos(Input.mousePosition); _cutLine.DetectLineClick(mousePos, clickRadius); } private void OnCuttingDown() { _cutLine.OnCuttingDown -= OnCuttingDown; _cutting = false; // 模块脱落 _cutLine.HideLine(); _bodyModuleSystem.RemoveModule(this); ActionKit.Sequence() .Delay(0.5f) .DOTween(() => transform.DOMoveY(ConstRef.TweenEndY, (transform.position.y - ConstRef.TweenEndY) / ConstRef.FallSpeed).SetEase(Ease.InQuad)) .Callback(() => DialogController.Instance?.StartDialogNode($"{data.moduleName}_cutdown")) .Callback(() => EnumEventSystem.Global.Send(EventEnum.CutEnd)) .Start(this, () => Destroy(gameObject)); } private void ShowCutLine() { // 切割线不存在,就新建一个 if (!_cutLine) { var prefab = ResourceKit.LoadAssetSync(ConstRef.CutLinePrefabName); var cutLineObj = Instantiate(prefab, transform); _cutLine = cutLineObj.GetComponent(); } // 对切割线进行初始化 var shapePoints = new List(); _targetSpriteRenderer.sprite.GetPhysicsShape(0, shapePoints); if (shapePoints.Count <= 0) { Debug.LogWarning($"{name} has no shape"); return; } // 本地坐标转世界坐标 var shapePointsV3 = shapePoints .Select(item => _targetSpriteRenderer.transform.TransformPoint(item)) .ToList(); _cutLine.Init(shapePointsV3, clickRadius); } #endregion } [Serializable] public struct BodyModuleData { public const string PlugInNodeTemplate = "{0}PlugIn"; // ID public string moduleName; // 只读 [JsonIgnore] public string PlugInNodeName => string.Format(PlugInNodeTemplate, moduleName); } }