390 lines
14 KiB
C#
390 lines
14 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 = 5f; // 牵引时沿边缘移动速度
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public float rotationSpeed = 360f; // 齿轮旋转速度(度/秒)
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public float smoothTime = 0.1f; // 平滑过渡时间
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public float edgeSmoothTime = 0.02f; // 边缘移动平滑时间
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public float edgeScaleFactor = 1.1f; // 边缘点采样放大倍数
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public int interpolationPoints = 0; // 每两个采样点之间插入的点数
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public float cutTimeThreshold = 0.5f; // 切割时间阈值
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public Color normalColor = Color.white; // 正常状态颜色
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public Color tractionColor = Color.yellow; // 牵引状态颜色
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public Color pathColor = new Color(1f, 1f, 1f, 0.3f); // 路径颜色
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public Color cutPathColor = new Color(0f, 1f, 0f, 0.5f); // 已切割路径颜色
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public float pathWidth = 0.05f; // 路径宽度
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[Header("反馈效果")]
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public float speedMultiplier = 1f; // 切割时速度倍率
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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 SpriteRenderer gearSpriteRenderer; // 齿轮的SpriteRenderer
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private Vector2 currentVelocity; // 用于平滑移动
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private float currentRotationVelocity; // 用于平滑旋转
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private LineRenderer pathRenderer; // 路径渲染器
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private float currentPathProgress; // 当前路径进度
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private List<bool> cutStates; // 记录每个点是否被切割
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private List<float> cutTimes; // 记录每个点的切割时间
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private float currentCutTime; // 当前点的切割时间
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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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private Vector2 targetEdgePosition; // 目标边缘位置
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private float currentEdgeProgress; // 当前边缘移动进度
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private Vector2 imageCenter; // 图片中心点
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private float imageRadius; // 图片半径
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private Vector2 lastMousePosition; // 上一帧的鼠标位置
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private float currentSpeed; // 当前速度
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private float targetSpeed; // 目标速度
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private float screenShakeTimer; // 屏幕震动计时器
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private ParticleSystem cutParticleSystem; // 切割粒子系统
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private AudioSource cutAudioSource; // 切割音效
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void Start()
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{
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mainCamera = Camera.main;
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gearSpriteRenderer = GetComponent<SpriteRenderer>();
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if (gearSpriteRenderer == null)
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{
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Debug.LogError("齿轮对象缺少SpriteRenderer组件");
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}
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// 计算图片中心点和半径
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if (targetSpriteRenderer != null)
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{
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imageCenter = targetSpriteRenderer.bounds.center;
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// 使用bounds的size计算半径(取较大的值)
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imageRadius = Mathf.Max(targetSpriteRenderer.bounds.size.x, targetSpriteRenderer.bounds.size.y) * 0.5f;
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}
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// 添加并设置LineRenderer
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pathRenderer = gameObject.AddComponent<LineRenderer>();
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pathRenderer.startWidth = pathWidth;
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pathRenderer.endWidth = pathWidth;
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pathRenderer.startColor = pathColor;
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pathRenderer.endColor = pathColor;
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pathRenderer.material = new Material(Shader.Find("Sprites/Default"));
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pathRenderer.sortingOrder = 0;
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pathRenderer.enabled = false;
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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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Vector2 mouseDelta = mouseWorldPos - lastMousePosition;
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lastMousePosition = mouseWorldPos;
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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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// 更新齿轮旋转
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UpdateGearRotation();
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// 更新视觉反馈
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UpdateVisualFeedback();
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// 更新路径显示
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UpdatePathDisplay();
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}
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// 更新齿轮旋转
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private void UpdateGearRotation()
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{
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if (currentState == State.Traction && Input.GetMouseButton(0))
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{
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// 在牵引状态下按住左键时旋转
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transform.Rotate(0, 0, rotationSpeed * Time.deltaTime);
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// 更新当前点的切割时间
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currentCutTime += Time.deltaTime;
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if (currentCutTime >= cutTimeThreshold)
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{
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if (!cutStates[currentEdgeIndex])
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{
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// 触发切割效果
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//TriggerCutEffects();
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}
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cutStates[currentEdgeIndex] = true;
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cutTimes[currentEdgeIndex] = currentCutTime;
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}
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}
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else
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{
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currentCutTime = 0f;
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}
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}
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// 更新视觉反馈
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private void UpdateVisualFeedback()
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{
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if (gearSpriteRenderer != null)
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{
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gearSpriteRenderer.color = currentState == State.Traction ? tractionColor : normalColor;
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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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List<Vector2> originalPoints = 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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// 计算形状的中心点
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Vector2 center = Vector2.zero;
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foreach (Vector2 point in shapePoints)
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{
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center += point;
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}
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center /= shapePoints.Count;
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// 转换为世界坐标并应用放大
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originalPoints = shapePoints
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.Select(p => {
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Vector2 dirFromCenter = p - center;
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Vector2 scaledPoint = center + dirFromCenter * edgeScaleFactor;
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return (Vector2)targetSpriteRenderer.transform.TransformPoint(scaledPoint);
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})
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.ToList();
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// 确保首尾连通
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if (originalPoints[0] != originalPoints[originalPoints.Count - 1])
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{
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originalPoints.Add(originalPoints[0]);
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}
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// 生成插值点
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edgePoints = new List<Vector2>();
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for (int i = 0; i < originalPoints.Count - 1; i++)
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{
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Vector2 start = originalPoints[i];
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Vector2 end = originalPoints[i + 1];
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// 添加起始点
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edgePoints.Add(start);
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// 在两点之间插入插值点
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for (int j = 1; j <= interpolationPoints; j++)
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{
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float t = j / (float)(interpolationPoints + 1);
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Vector2 interpolatedPoint = Vector2.Lerp(start, end, t);
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edgePoints.Add(interpolatedPoint);
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}
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}
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// 添加最后一个点
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edgePoints.Add(originalPoints[originalPoints.Count - 1]);
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// 初始化切割状态数组
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cutStates = new List<bool>(new bool[edgePoints.Count]);
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cutTimes = new List<float>(new float[edgePoints.Count]);
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// 更新路径渲染器
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UpdatePathRenderer();
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}
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private void UpdatePathRenderer()
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{
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if (pathRenderer != null)
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{
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pathRenderer.positionCount = edgePoints.Count;
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for (int i = 0; i < edgePoints.Count; i++)
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{
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pathRenderer.SetPosition(i, new Vector3(edgePoints[i].x, edgePoints[i].y, 0));
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}
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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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// 使用平滑移动
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transform.position = Vector2.SmoothDamp(transform.position, mousePos, ref currentVelocity, smoothTime);
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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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currentPathProgress = 0f;
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// 立即吸附到最近的边缘点
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transform.position = edgePoints[currentEdgeIndex];
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if (gearSpriteRenderer != null)
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{
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gearSpriteRenderer.sortingOrder = 1;
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}
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pathRenderer.enabled = true;
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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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// 计算鼠标到齿轮的距离
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float distToGear = Vector2.Distance(mousePos, gearPos);
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// 计算鼠标到图片中心的距离
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float distToCenter = Vector2.Distance(mousePos, imageCenter);
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// 如果鼠标在图片内部(距离中心小于半径),或者距离齿轮太近,则不脱离吸附
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if (distToGear > detachDistance && distToCenter > imageRadius)
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{
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currentState = State.Follow;
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if (gearSpriteRenderer != null)
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{
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gearSpriteRenderer.sortingOrder = 5;
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}
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pathRenderer.enabled = false;
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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,齿轮固定在当前位置
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return;
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}
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// 沿路径移动
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MoveAlongPath(mousePos);
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}
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// 沿路径移动的逻辑
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private void MoveAlongPath(Vector2 mousePos)
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{
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// 计算鼠标到当前齿轮位置的距离
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float distToGear = Vector2.Distance(mousePos, transform.position);
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// 获取当前段落的起点和终点
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Vector2 startPoint = edgePoints[currentEdgeIndex];
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Vector2 endPoint = edgePoints[(currentEdgeIndex + 1) % edgePoints.Count];
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// 计算鼠标到当前段落两端点的距离
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float distToStart = Vector2.Distance(mousePos, startPoint);
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float distToEnd = Vector2.Distance(mousePos, endPoint);
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// 计算移动方向
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float moveDirection = 0f;
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// 获取鼠标相对于当前段落的向量
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Vector2 mouseToStart = mousePos - startPoint;
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Vector2 segmentVector = endPoint - startPoint;
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// 计算叉积来判断方向
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float crossProduct = mouseToStart.x * segmentVector.y - mouseToStart.y * segmentVector.x;
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// 根据叉积的符号决定移动方向
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moveDirection = crossProduct > 0 ? -1f : 1f;
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// 计算移动速度
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float moveSpeed = tractionSpeed * (cutStates[currentEdgeIndex] ? speedMultiplier : 1f);
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// 使用固定速度更新移动
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float maxProgressChange = moveSpeed * Time.deltaTime;
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float targetProgress = currentPathProgress + moveDirection * maxProgressChange;
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// 处理段落切换
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if (targetProgress >= 1f)
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{
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currentEdgeIndex = (currentEdgeIndex + 1) % edgePoints.Count;
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targetProgress = 0f;
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currentCutTime = 0f; // 重置切割时间
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}
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else if (targetProgress <= 0f)
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{
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// 修改逆时针移动的处理逻辑
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currentEdgeIndex = (currentEdgeIndex - 1 + edgePoints.Count) % edgePoints.Count;
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targetProgress = 1f;
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currentCutTime = 0f; // 重置切割时间
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// 确保不会出现负值
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if (currentEdgeIndex < 0)
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{
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currentEdgeIndex = edgePoints.Count - 1;
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}
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}
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// 更新进度
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currentPathProgress = targetProgress;
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// 计算目标位置
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startPoint = edgePoints[currentEdgeIndex];
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endPoint = edgePoints[(currentEdgeIndex + 1) % edgePoints.Count];
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Vector2 targetPos = Vector2.Lerp(startPoint, endPoint, currentPathProgress);
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// 使用平滑移动
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transform.position = Vector2.SmoothDamp(transform.position, targetPos, ref currentVelocity, edgeSmoothTime);
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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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// 更新路径显示
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private void UpdatePathDisplay()
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{
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if (pathRenderer != null && pathRenderer.enabled)
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{
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for (int i = 0; i < edgePoints.Count; i++)
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{
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Color segmentColor = cutStates[i] ? cutPathColor : pathColor;
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pathRenderer.startColor = segmentColor;
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pathRenderer.endColor = segmentColor;
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}
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}
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}
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}
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