Files
aibis-dream/Assets/Scripts/FixSystemNew/BodyModule/GearFollower.cs
T
2025-05-17 03:43:37 +08:00

320 lines
9.8 KiB
C#

using System.Collections.Generic;
using UnityEngine;
public class GearFollower : MonoBehaviour
{
[Header("参数")]
public SpriteRenderer targetSpriteRenderer;
public float snapDistance = 0.3f;
public float detachDistance = 1.0f;
public float tractionSpeed = 2f;
[Header("切割效果参数")]
public float cutEdgeExpandDuration = 0.5f; // 卷边展开时间
public float cutEdgeCoolDuration = 3f; // 冷却时间
public float cutEdgeMaxOffset = 0.05f; // 卷边最大偏移量
public Gradient cutEdgeColorGradient; // 颜色渐变(从高温到冷却)
public Material cutEdgeMaterial; // 用于绘制卷边的材质
private List<Vector2> edgePoints;
private int currentEdgeIndex = 0;
private int tractionDirection = 1;
private enum State { Follow, Traction }
private State currentState = State.Follow;
private Camera mainCamera;
// 记录切割的边段及其动画状态
private class CutSegment
{
public int startIndex;
public float timeElapsed; // 0~卷边展开+冷却总时长
public LineRenderer lineRenderer;
}
private List<CutSegment> cutSegments = new List<CutSegment>();
void Start()
{
mainCamera = Camera.main;
LoadEdgePointsFromSprite();
}
void Update()
{
Vector2 mouseWorldPos = mainCamera.ScreenToWorldPoint(Input.mousePosition);
if (Input.GetMouseButton(0))
{
transform.Rotate(Vector3.forward, -360f * Time.deltaTime);
}
switch (currentState)
{
case State.Follow:
UpdateFollowState(mouseWorldPos);
break;
case State.Traction:
UpdateTractionState(mouseWorldPos);
break;
}
UpdateCutSegments();
}
private void LoadEdgePointsFromSprite()
{
edgePoints = new List<Vector2>();
if (targetSpriteRenderer == null)
{
Debug.LogError("targetSpriteRenderer 为空");
return;
}
List<Vector2> shapePoints = new List<Vector2>();
targetSpriteRenderer.sprite.GetPhysicsShape(0, shapePoints);
if (shapePoints.Count == 0)
{
Debug.LogError("目标Sprite没有物理形状点");
return;
}
float desiredSegmentLength = 0.1f; // 你可以根据需要调整这个值
edgePoints.Clear();
for (int i = 0; i < shapePoints.Count; i++)
{
Vector2 p1 = targetSpriteRenderer.transform.TransformPoint(shapePoints[i]);
Vector2 p2 = targetSpriteRenderer.transform.TransformPoint(shapePoints[(i + 1) % shapePoints.Count]);
float segmentLength = Vector2.Distance(p1, p2);
int steps = Mathf.Max(1, Mathf.CeilToInt(segmentLength / desiredSegmentLength));
for (int s = 0; s < steps; s++)
{
float t = (float)s / steps;
Vector2 interpolated = Vector2.Lerp(p1, p2, t);
edgePoints.Add(interpolated);
}
}
// 确保闭环
if ((edgePoints[0] - edgePoints[edgePoints.Count - 1]).sqrMagnitude > 0.0001f)
{
edgePoints.Add(edgePoints[0]);
}
Debug.Log($"边缘点数量:{edgePoints.Count}");
}
private void UpdateFollowState(Vector2 mousePos)
{
transform.position = mousePos;
int nearestIndex = FindNearestEdgePointIndex(mousePos, out float dist);
if (dist < snapDistance)
{
currentEdgeIndex = nearestIndex;
// 判断应该向前还是向后吸附
Vector2 prev = edgePoints[WrapIndex(currentEdgeIndex - 1)];
Vector2 next = edgePoints[WrapIndex(currentEdgeIndex + 1)];
float distToPrev = Vector2.Distance(mousePos, prev);
float distToNext = Vector2.Distance(mousePos, next);
tractionDirection = (distToNext < distToPrev) ? 1 : -1;
transform.position = edgePoints[currentEdgeIndex];
currentState = State.Traction;
}
}
private float directionSwitchCooldown = 0.2f;
private float directionSwitchTimer = 0f;
private void UpdateTractionState(Vector2 mousePos)
{
Vector2 gearPos = transform.position;
if (Vector2.Distance(mousePos, gearPos) > detachDistance)
{
currentState = State.Follow;
return;
}
if (!Input.GetMouseButton(0))
{
// 不按左键不移动
return;
}
int nextIndex = WrapIndex(currentEdgeIndex + tractionDirection);
Vector2 from = edgePoints[currentEdgeIndex];
Vector2 to = edgePoints[nextIndex];
// 方向判断优化:使用角度判断是否反方向
Vector2 forward = (to - from).normalized;
Vector2 toMouse = (mousePos - from).normalized;
float angle = Vector2.SignedAngle(forward, toMouse); // -180 ~ 180
// 当角度大于120度,说明鼠标方向明显是反的
if (Mathf.Abs(angle) > 120f)
{
directionSwitchTimer += Time.deltaTime;
if (directionSwitchTimer > directionSwitchCooldown)
{
tractionDirection *= -1;
directionSwitchTimer = 0f;
// 更新前进段
nextIndex = WrapIndex(currentEdgeIndex + tractionDirection);
from = edgePoints[currentEdgeIndex];
to = edgePoints[nextIndex];
forward = (to - from).normalized;
}
}
else
{
directionSwitchTimer = 0f;
}
Vector2 targetPoint = GetClosestPointOnSegment(from, to, mousePos);
Vector2 moveDir = (targetPoint - gearPos);
float distance = moveDir.magnitude;
float maxStep = tractionSpeed * Time.deltaTime;
if (distance <= maxStep)
{
transform.position = targetPoint;
// 如果到达段末,前进一段
if (Vector2.Distance(targetPoint, to) < 0.01f)
{
// 记录切割痕迹
AddCutSegment(currentEdgeIndex);
currentEdgeIndex = nextIndex;
}
}
else
{
transform.position += (Vector3)(moveDir.normalized * maxStep);
}
}
// 添加一个切割段,生成卷边视觉效果
private void AddCutSegment(int startIndex)
{
// 防止重复添加同一段(可选)
foreach (var seg in cutSegments)
{
if (seg.startIndex == startIndex)
return;
}
GameObject go = new GameObject($"CutSegment_{startIndex}");
go.transform.parent = transform.parent; // 放在GearFollower同级方便管理
LineRenderer lr = go.AddComponent<LineRenderer>();
lr.positionCount = 4; // 画一个四点的矩形条表示卷边
lr.material = cutEdgeMaterial != null ? cutEdgeMaterial : new Material(Shader.Find("Sprites/Default"));
lr.widthCurve = AnimationCurve.Constant(0, 1, 0.05f);
lr.numCapVertices = 4;
lr.useWorldSpace = true;
CutSegment newSeg = new CutSegment
{
startIndex = startIndex,
timeElapsed = 0f,
lineRenderer = lr
};
cutSegments.Add(newSeg);
}
// 每帧更新所有切割段动画
private void UpdateCutSegments()
{
for (int i = cutSegments.Count - 1; i >= 0; i--)
{
var seg = cutSegments[i];
seg.timeElapsed += Time.deltaTime;
float expandT = Mathf.Clamp01(seg.timeElapsed / cutEdgeExpandDuration);
float coolT = Mathf.Clamp01((seg.timeElapsed - cutEdgeExpandDuration) / cutEdgeCoolDuration);
// 获取该段两个端点
int nextIndex = WrapIndex(seg.startIndex + 1);
Vector2 p1 = edgePoints[seg.startIndex];
Vector2 p2 = edgePoints[nextIndex];
Vector2 segmentDir = (p2 - p1).normalized;
Vector2 normal = new Vector2(-segmentDir.y, segmentDir.x);
float offset = cutEdgeMaxOffset * expandT;
// 四个点形成的卷边矩形
Vector3[] positions = new Vector3[4];
// 主边
positions[0] = p1;
positions[1] = p2;
// 卷边偏移边(沿法线方向偏移offset)
positions[2] = p2 + normal * offset;
positions[3] = p1 + normal * offset;
seg.lineRenderer.positionCount = 4;
seg.lineRenderer.SetPositions(positions);
// 颜色渐变
Color color = cutEdgeColorGradient.Evaluate(1f - coolT);
seg.lineRenderer.startColor = color;
seg.lineRenderer.endColor = color;
// 冷却结束删除该段
if (seg.timeElapsed > cutEdgeExpandDuration + cutEdgeCoolDuration)
{
Destroy(seg.lineRenderer.gameObject);
cutSegments.RemoveAt(i);
}
}
}
private int FindNearestEdgePointIndex(Vector2 pos, out float minDist)
{
int nearestIndex = 0;
minDist = float.MaxValue;
for (int i = 0; i < edgePoints.Count; i++)
{
float dist = Vector2.Distance(pos, edgePoints[i]);
if (dist < minDist)
{
minDist = dist;
nearestIndex = i;
}
}
return nearestIndex;
}
private Vector2 GetClosestPointOnSegment(Vector2 a, Vector2 b, Vector2 p)
{
Vector2 ab = b - a;
float t = Vector2.Dot(p - a, ab) / ab.sqrMagnitude;
t = Mathf.Clamp01(t);
return a + ab * t;
}
private int WrapIndex(int index)
{
if (index < 0) return edgePoints.Count - 2;
if (index >= edgePoints.Count - 1) return 0;
return index;
}
}