Files
aibis-dream/Assets/Scripts/FixSystemNew/BodyModule/Plug.cs
T
2025-05-13 17:30:04 +08:00

229 lines
7.0 KiB
C#

using AibisDream.Framework;
using AibisDream.Kit;
using AibisDream.Utility;
using DG.Tweening;
using UnityEngine;
using UnityEngine.EventSystems;
namespace AibisDream.FixSystem
{
[RequireComponent(typeof(EventTriggerEx))]
public class Plug : MonoBehaviour, IInteraction
{
private static readonly int ShineFade = Shader.PropertyToID("_ShineFade");
#region 插头当前信息
private Vector3 _startPos;
private readonly Vector3 _pickupOffset = new(0, 0, 0);
private readonly Quaternion _pickupRotationOffset = Quaternion.Euler(0, 0, 30);
private readonly Quaternion _initRotation = Quaternion.Euler(0, 0, 180);
#endregion
#region 索引
private CableSystem _cableSystem;
private SpriteRenderer _sprite;
private Transform _plugRootPos;
private EventTriggerEx _trigger;
#endregion
private bool _isDragging;
private bool _isPhysicCableActive;
private void Awake()
{
InitComponentRef();
EventRegister();
_startPos = transform.position; // 初始化时记录初始位置
}
private void InitComponentRef()
{
_cableSystem = transform.parent.GetComponent<CableSystem>();
_sprite = GetComponent<SpriteRenderer>();
_plugRootPos = transform.Find("Plug Root Pos");
_trigger = GetComponent<EventTriggerEx>();
// 处理插头高亮
_sprite.material.SetFloat(ShineFade, GlobalVariableKit.IsPlugHighLight ? 1 : 0);
}
private void EventRegister()
{
_trigger.Register(EventTriggerType.Drag, OnDrag);
_trigger.Register(EventTriggerType.PointerDown, OnPointerDown);
_trigger.Register(EventTriggerType.PointerUp, OnPointerUp);
}
public void InitPlug()
{
ReturnToStartPosition();
}
/// <summary>
/// 插入某个socket
/// </summary>
/// <param name="targetSocket">目标socket</param>
private void InsertSocket(ISocket targetSocket)
{
// 修改插头位置
transform.position = targetSocket.GetSocketPos();
_cableSystem.CableRef.SetEndPos(transform);
// 处理插槽插入
targetSocket.PlugIn();
AudioManager.Instance.PlaySfx("event:/FollowInput/plugin");
_sprite.enabled = false;
_cableSystem.curSocket = targetSocket;
if (targetSocket is BodyModule bodyModule)
{
// 插入模块时触发插入事件
EnumEventSystem.Global.Send(EventEnum.PlugIn);
_cableSystem.curBodyModule = bodyModule;
}
}
/// <summary>
/// 从某个Socket拔出来
/// </summary>
public void PullUpSocket()
{
// 修改线头位置
_cableSystem.CableRef.SetEndPos(_plugRootPos);
_cableSystem.curSocket?.PlugOut();
AudioManager.Instance.PlaySfx("event:/FollowInput/plugout");
_sprite.enabled = true;
if (_cableSystem.curSocket is BodyModule)
{
// 从模块拔出时触发事件
EnumEventSystem.Global.Send(EventEnum.PlugOut);
_cableSystem.curBodyModule = null;
}
_cableSystem.curSocket = null;
}
private void OnDrag(BaseEventData eventData)
{
// 系统被锁定就返回
if (!_cableSystem.IsPlugAvailable()) return;
// 未被拖拽也返回
if (!_isDragging) return;
if (eventData is PointerEventData pointerData)
{
transform.position = CommonUtil.GetMouseWorldPos(pointerData.position, transform);
}
}
private void OnPointerDown(BaseEventData eventData)
{
// 系统被锁定就返回
if (!_cableSystem.IsPlugAvailable()) return;
// 首次拖拽后关闭高亮
if (GlobalVariableKit.IsPlugHighLight)
{
GlobalVariableKit.IsPlugHighLight = false;
_sprite.material.SetFloat(ShineFade, 0);
// 拖拽后还要高亮其他组件
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
foreach (var module in bodyModuleSystem.BodyModules)
{
module.Highlight(true);
}
}
// 开启拖拽
_isDragging = true;
// 进行插拔动作
if (_cableSystem.curSocket != null) PullUpSocket();
// 调整插头形状
AdjustPlugPos();
// 关闭 PhysicCable 的更新,并显示 Cable 的 LineRenderer
_cableSystem.PhysicCableRef.GetComponent<LineRenderer>().enabled = false;
_isPhysicCableActive = false;
_cableSystem.CableRef.GetComponent<LineRenderer>().enabled = true;
}
private void OnPointerUp(BaseEventData eventData)
{
// 停止拖拽
_isDragging = false;
// 寻找可吸附的Module
if (_cableSystem.TryFindClosestModule(transform.position, out var targetModule))
{
// 找到了就插入目标Module
InsertSocket(targetModule);
}
else
{
// 没找到就回到初始位置
ReturnToStartPosition();
}
}
public void ReturnToStartPosition()
{
transform.DOMove(_startPos, 0.1f).OnComplete(SwitchToPhysicCableState);
}
private void AdjustPlugPos()
{
transform.position += _pickupOffset;
transform.rotation = _pickupRotationOffset;
}
private void PlugPosBack()
{
transform.position -= _pickupOffset;
transform.rotation = _initRotation;
}
private void SwitchToPhysicCableState()
{
// 隐藏 Cable 的 LineRenderer
PlugPosBack();
_cableSystem.PhysicCableRef.Init(transform.position);
_cableSystem.CableRef.GetComponent<LineRenderer>().enabled = false;
// 激活 PhysicCable
_cableSystem.PhysicCableRef.GetComponent<LineRenderer>().enabled = true;
_isPhysicCableActive = true;
}
private void Update()
{
if (_isPhysicCableActive)
{
_cableSystem.PhysicCableRef.physicLine.UpdatePlug(this.transform);
}
}
void OnDrawGizmosSelected()
{
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, 0.5f);
}
public bool IsActive => true;
public bool IsAvailable => _cableSystem.BodyModuleSystem.isAvailable;
public GameObject GetGameObject()
{
return gameObject;
}
}
}