168 lines
5.2 KiB
C#
168 lines
5.2 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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public class GearFollower : MonoBehaviour
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{
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[Header("参数")]
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public SpriteRenderer targetSpriteRenderer; // 目标图片
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public float snapDistance = 0.3f; // 距离边缘多少时吸附
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public float detachDistance = 1.0f; // 超过多少距离脱离牵引
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public float tractionSpeed = 2f; // 牵引时沿边缘移动速度
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private List<Vector2> edgePoints; // 边缘路径点
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private int currentEdgeIndex = 0; // 当前吸附边缘点索引
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private enum State { Follow, Traction }
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private State currentState = State.Follow;
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private Camera mainCamera;
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void Start()
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{
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mainCamera = Camera.main;
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LoadEdgePointsFromSprite();
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}
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void Update()
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{
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Vector2 mouseWorldPos = mainCamera.ScreenToWorldPoint(Input.mousePosition);
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switch (currentState)
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{
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case State.Follow:
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UpdateFollowState(mouseWorldPos);
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break;
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case State.Traction:
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UpdateTractionState(mouseWorldPos);
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break;
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}
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}
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// 从Sprite的PhysicsShape获取边缘点,构成闭环路径
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private void LoadEdgePointsFromSprite()
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{
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edgePoints = new List<Vector2>();
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if (targetSpriteRenderer == null)
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{
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Debug.LogError("targetSpriteRenderer 为空");
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return;
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}
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List<Vector2> shapePoints = new List<Vector2>();
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targetSpriteRenderer.sprite.GetPhysicsShape(0, shapePoints);
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if (shapePoints.Count == 0)
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{
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Debug.LogError("目标Sprite没有物理形状点");
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return;
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}
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// 转换为世界坐标
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edgePoints = shapePoints
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.Select(p => (Vector2)targetSpriteRenderer.transform.TransformPoint(p))
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.ToList();
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// 假设形状是闭合的,确保首尾连通
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if (edgePoints[0] != edgePoints[edgePoints.Count - 1])
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{
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edgePoints.Add(edgePoints[0]);
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}
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}
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// 跟随模式逻辑
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private void UpdateFollowState(Vector2 mousePos)
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{
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transform.position = mousePos;
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// 检测距离最近边缘点是否在snapDistance内,进入牵引
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int nearestIndex = FindNearestEdgePointIndex(mousePos, out float dist);
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if (dist < snapDistance)
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{
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currentEdgeIndex = nearestIndex;
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currentState = State.Traction;
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// 吸附齿轮到边缘点位置
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transform.position = edgePoints[currentEdgeIndex];
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}
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}
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// 牵引模式逻辑
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private void UpdateTractionState(Vector2 mousePos)
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{
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Vector2 gearPos = (Vector2)transform.position;
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// 计算鼠标和齿轮距离,超过detachDistance则脱离牵引
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if (Vector2.Distance(mousePos, gearPos) > detachDistance)
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{
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currentState = State.Follow;
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return;
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}
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// 判断是否按住左键
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if (!Input.GetMouseButton(0))
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{
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// 未按键,齿轮固定在边缘点
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transform.position = edgePoints[currentEdgeIndex];
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}
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else
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{
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// 按住左键,齿轮沿边缘点链移动
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// 找到当前边缘点前后点索引,注意闭环处理
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int prevIndex = (currentEdgeIndex - 1 + edgePoints.Count) % edgePoints.Count;
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int nextIndex = (currentEdgeIndex + 1) % edgePoints.Count;
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Vector2 prevPoint = edgePoints[prevIndex];
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Vector2 currPoint = edgePoints[currentEdgeIndex];
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Vector2 nextPoint = edgePoints[nextIndex];
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// 计算向前和向后移动方向
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Vector2 dirToPrev = (prevPoint - currPoint).normalized;
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Vector2 dirToNext = (nextPoint - currPoint).normalized;
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// 预测如果沿前后方向移动一个小步长后到鼠标的距离
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float stepDistance = tractionSpeed * Time.deltaTime;
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Vector2 posIfMovePrev = currPoint + dirToPrev * stepDistance;
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Vector2 posIfMoveNext = currPoint + dirToNext * stepDistance;
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float distPrev = Vector2.Distance(posIfMovePrev, mousePos);
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float distNext = Vector2.Distance(posIfMoveNext, mousePos);
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// 选择距离鼠标更近的方向前进
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if (distPrev < distNext)
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{
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// 向前移动
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currentEdgeIndex = prevIndex;
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transform.position = prevPoint;
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}
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else
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{
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// 向后移动
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currentEdgeIndex = nextIndex;
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transform.position = nextPoint;
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}
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}
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}
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// 找到距离pos最近的边缘点索引和距离
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private int FindNearestEdgePointIndex(Vector2 pos, out float minDist)
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{
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int nearestIndex = 0;
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minDist = float.MaxValue;
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for (int i = 0; i < edgePoints.Count; i++)
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{
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float dist = Vector2.Distance(pos, edgePoints[i]);
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if (dist < minDist)
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{
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minDist = dist;
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nearestIndex = i;
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}
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}
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return nearestIndex;
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}
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}
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