Files
aibis-dream/Assets/Scripts/Clue/ClueSlotBase.cs
T
2024-11-01 16:14:40 +08:00

125 lines
3.9 KiB
C#

using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
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
[HideInInspector]
public bool isOccupied = false; // 插槽是否已占用
[HideInInspector]
public bool isLocked = false; // 插槽是否已占用
private Image slotFrame;
protected virtual void Start()
{
currentClueItem = null;
slotFrame=transform.GetChild(0).GetComponent<Image>();
slotFrame.color=Color.white;
}
public void SetSlotCorrect()
{
slotFrame.color=Color.green;
SetSlotLockState(true);
}
public void OnDrop(PointerEventData eventData)
{
if(isLocked)
{
Debug.Log("clueSlot locked");
return;
}
ClueItem clueItem = eventData.pointerDrag.GetComponent<ClueItem>();
if (clueItem != null)
{
Clue clue = clueItem.GetClueData();
interaction = clueItem.GetComponent<ClueInteraction>();
if (clue != null && interaction != null)
{
isOccupied = true;
// 如果当前已经有一个 ClueItem,返回它到集合
if (currentClueItem != null)
{
ReturnClueToCollection(currentClueItem);
}
// 更新当前的 ClueItem
currentClueItem = clueItem;
// 调整位置和父对象
interaction.SetClueParentAndPosition(transform);
// 调整 RectTransform 的属性以匹配插槽大小
RectTransform clueRectTransform = clueItem.GetComponent<RectTransform>();
OriginalTransform=clueRectTransform;
RectTransform slotRectTransform = GetComponent<RectTransform>();
clueRectTransform.SetParent(slotRectTransform);
clueRectTransform.anchorMin = Vector2.zero; // 左下角
clueRectTransform.anchorMax = Vector2.one; // 右上角
clueRectTransform.offsetMin = Vector2.zero; // 左下偏移
clueRectTransform.offsetMax = Vector2.zero; // 右上偏移
clueRectTransform.pivot = new Vector2(0.5f, 0.5f); // 居中
// 调用虚方法处理插入逻辑
OnClueInserted(clue);
}
else
{
interaction?.ReturnToOriginalPosition(); // 类型不匹配,返回原位
}
}
}
// 释放插槽时调用
public virtual void ReleaseSlot()
{
if (currentClueItem != null)
{
ReturnClueToCollection(currentClueItem);
}
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
// 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)
{
// 默认不做任何操作
Debug.Log("Clue inserted in base slot.");
}
public void SetSlotLockState(bool lockState)
{
isLocked=lockState;
}
}