using System; using AibisDream.Framework; 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 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.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; 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 OnDragStart; public event Action OnDragUpdate; public event Action OnDragEnd; private void Awake() { _blockShape = GetComponent(); _eventTrigger = GetComponent(); _spriteRenderer = GetComponent(); RegisterEvent(); } private void OnDestroy() { _eventTrigger.UnRegister(EventTriggerType.PointerClick, OnPointerClick); } private void RegisterEvent() { _eventTrigger.Register(EventTriggerType.PointerClick, OnPointerClick); // _eventTrigger.Register(EventTriggerType.PointerDown, OnPointerDown); // _eventTrigger.Register(EventTriggerType.PointerUp, OnPointerUp); } private void Update() { if (CurrentState == DragState.Dragging) { UpdateDrag(); } } private void OnPointerClick(BaseEventData eventData) { if (eventData is not PointerEventData { button: PointerEventData.InputButton.Left }) { return; } // 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) { StartDrag(); } // 如果当前物体在拖拽中则取消拖拽 else { EndDrag(); } } 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() { 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; } // 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); } // TODO: 都没吸附到,则恢复原位 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 transform.position = GetMouseWorldPosition() - _blockShape.GetCenterPosition(); // 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) { 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() { var mouseWorldPos = Camera.main.ScreenToWorldPoint(Input.mousePosition); return new Vector3(mouseWorldPos.x, mouseWorldPos.y, 0); } // 实现IInteraction接口 public bool IsActive => true; public bool IsAvailable => true; public GameObject GetGameObject() => gameObject; } }