145 lines
3.9 KiB
C#
145 lines
3.9 KiB
C#
using System;
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using AibisDream.Utility;
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using Newtonsoft.Json;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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namespace AibisDream.FixSystem
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{
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public class BodyModule : MonoBehaviour, ISocket
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{
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#region 组件引用
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private const string SocketObjName = "Socket";
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public Transform socketPos;
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private BodyModuleSystem _bodyModuleSystem;
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private Material _highlightMaterial;
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private Material _alarmMaterial;
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private Material _originalMaterial; // 原材质
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private SpriteRenderer _targetSpriteRenderer; // 目标的 SpriteRenderer
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private LineRenderer _dotLine;
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private LineRenderer _cutLine;
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#endregion
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// 模块基本数据
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[SerializeField] public BodyModuleData data;
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private bool _available = true;
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private void Awake()
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{
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// 获取组件索引
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InitReference();
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}
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private void InitReference()
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{
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socketPos = transform.Find(SocketObjName);
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_bodyModuleSystem = transform.parent.parent.GetComponent<BodyModuleSystem>();
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_targetSpriteRenderer = transform.Find("Module Pic").GetComponent<SpriteRenderer>();
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_originalMaterial = _targetSpriteRenderer.GetComponent<SpriteRenderer>().material;
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_highlightMaterial = Resources.Load<Material>("Materials/HighlightMaterial");
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_alarmMaterial = Resources.Load<Material>("Materials/AlarmMaterial");
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}
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#region 插槽功能
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public bool IsAvailable()
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{
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return _available;
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}
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public void SetSocketAvailable(bool isAvailable)
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{
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_available = isAvailable;
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}
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public void PlugIn()
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{
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if (DialogController.Instance)
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// 然后触发Yarn节点
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DialogController.Instance.StartDialogNode(_bodyModuleSystem.inHotErr ? "系统发热" : data.PlugInNodeName);
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}
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public void PlugOut()
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{
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}
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public Vector3 GetSocketPos()
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{
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return socketPos.position;
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}
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#endregion
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#region 高亮提示和隐藏
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public void Highlight(bool enable)
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{
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if (_targetSpriteRenderer != null && _highlightMaterial != null &&
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_targetSpriteRenderer.material != _alarmMaterial)
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{
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_targetSpriteRenderer.material = enable ? _highlightMaterial : _originalMaterial;
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}
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}
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public void Alarm(bool enable)
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{
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if (_targetSpriteRenderer != null && _alarmMaterial != null)
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{
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_targetSpriteRenderer.material = enable ? _alarmMaterial : _originalMaterial;
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}
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}
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#endregion
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#region 切割相关
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public void EnableCut()
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{
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// 显示虚线
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var dotLine = GetOrCreateDotLine();
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// 指针转为锯片
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}
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private void OnCut()
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{
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//
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}
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private LineRenderer GetOrCreateDotLine()
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{
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if (_dotLine != null)
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{
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return _dotLine;
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}
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var dotLine = new GameObject("Dot Line").AddComponent<LineRenderer>();
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// 设置Line的参数
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dotLine.sortingLayerName = ConstRef.FixMiddleLayer;
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dotLine.sortingOrder = 4;
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// dotLine.materials = new[] { };
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Addressables.LoadAssetAsync<Material>(ConstRef.DotLineMaterialName);
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return dotLine;
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}
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#endregion
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}
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[Serializable]
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public struct BodyModuleData
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{
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public const string PlugInNodeTemplate = "{0}PlugIn";
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// ID
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public string moduleName;
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// 只读
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[JsonIgnore] public string PlugInNodeName => string.Format(PlugInNodeTemplate, moduleName);
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}
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} |