Files
aibis-dream/Assets/Scripts/Clue/ClueSlotBase.cs
T

115 lines
3.3 KiB
C#

using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using DG.Tweening;
using System.Numerics;
public class ClueSlotBase : MonoBehaviour, IDropHandler
{
protected ClueType expectedClueType; // 期望的 Clue 类型
protected ClueInteraction interaction; // Clue 的交互
protected RectTransform OriginalTransform; // Clue 的交互
[HideInInspector]
public ClueItem currentClueItem; // 当前插入的 ClueItem
public Image punchTapeImage;
public Image coverClose;
public Image coverOpen;
private RectTransform punchtapeStartpos;
[HideInInspector]
public bool isOccupied = false; // 插槽是否已占用
[HideInInspector]
public bool isLocked = false; // 插槽是否已占用
protected virtual void Start()
{
currentClueItem = null;
coverClose.enabled=false;
coverOpen.enabled=true;
punchTapeImage.enabled=false;
punchtapeStartpos=punchTapeImage.rectTransform;
//slotFrame.color=Color.white;
}
public void SetSlotCorrect()
{
SetSlotLockState(true);
}
public void OnDrop(PointerEventData eventData)
{
ClueItem clueItem = eventData.pointerDrag.GetComponent<ClueItem>();
if (clueItem != null)
{
Clue clue = clueItem.GetClueData();
interaction = clueItem.GetComponent<ClueInteraction>();
if (clue != null && interaction != null&&!isOccupied)
{
interaction.SetIsLock(true);
// 更新当前的 ClueItem
currentClueItem = clueItem;
isOccupied = true;
Destroy(clueItem);
punchTapeImage.enabled=true;
punchTapeImage.rectTransform.DOAnchorPosY(-473f,2f)
.OnComplete(() =>
{
punchTapeImage.enabled=false;
punchTapeImage.rectTransform.DOAnchorPosY(-3f,0.1f);
OnClueInserted(clue);
});
}
else
{
// 如果类型不匹配,返回 ClueItem 到原位
interaction?.ReturnToOriginalPosition();
}
}
}
// 释放插槽时调用
public virtual void ReleaseSlot()
{
Debug.Log("释放记忆插槽");
coverClose.enabled=false;
coverOpen.enabled=true;
isOccupied = false;
currentClueItem = null;
interaction = null;
}
// 将 ClueItem 返回到集合的逻辑
protected void ReturnClueToCollection(ClueItem clueItem)
{
// 这里调用 ClueInteraction 的返回逻辑
if (clueItem != null)
{
ClueInteraction clueInteraction = clueItem.GetComponent<ClueInteraction>();
clueInteraction?.ReturnToOriginalPosition(); // 返回到原位的逻辑
FavoritesManager.Instance.AddClue(clueItem.GetClueData());
// 你也可以在这里添加额外的逻辑来处理集合的更新
}
}
// 插入线索时调用的虚方法,子类可以重写此方法以实现特定功能
protected virtual void OnClueInserted(Clue clue)
{
//FavoritesManager.Instance.RemoveClue(clue);
// 默认不做任何操作
Debug.Log("Clue inserted in base slot.");
}
public void SetSlotLockState(bool lockState)
{
isLocked=lockState;
}
}