From 22c6c1fb6ca0657d3f278476619751e5dfdfadac Mon Sep 17 00:00:00 2001 From: lujiajian <204551278@qq.com> Date: Wed, 26 Nov 2025 10:58:58 +0800 Subject: [PATCH] =?UTF-8?q?=E8=BF=9E=E7=BA=BF=E5=8A=9F=E8=83=BD?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Assets/Scenes/Line.unity | 41 +- Assets/Scenes/xianchang.unity | 5689 +++++++++-------- .../Line/ConnectionPointInterfaceReference.cs | 11 + .../ConnectionPointInterfaceReference.cs.meta | 11 + Assets/Scripts/Line/LineConnect.cs | 5 + Assets/Scripts/Line/LineManager.cs | 20 +- Assets/Scripts/Line/WireData.cs | 12 +- Assets/Scripts/Line/WireDrawingSystem.cs | 1069 +++- 8 files changed, 4109 insertions(+), 2749 deletions(-) create mode 100644 Assets/Scripts/Line/ConnectionPointInterfaceReference.cs create mode 100644 Assets/Scripts/Line/ConnectionPointInterfaceReference.cs.meta diff --git a/Assets/Scenes/Line.unity b/Assets/Scenes/Line.unity index a02ecd9..1bfb3d4 100644 --- a/Assets/Scenes/Line.unity +++ b/Assets/Scenes/Line.unity @@ -1541,7 +1541,7 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 728892217} m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} - 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private Transform point1; - private Transform point2; + public Transform point1; + public Transform point2; private void Awake() { instance = this; @@ -33,5 +33,21 @@ public class LineManager : MonoBehaviour { point1 = point; } + if (point1 != null && point2 != null) + { + Checkconnection(point1, point2); + } + } + + + public void Checkconnection(Transform transform, Transform transform2) + { + + } + + public void Init() + { + point2 = null; + point1 = null; } } diff --git a/Assets/Scripts/Line/WireData.cs b/Assets/Scripts/Line/WireData.cs index 7e89904..0dff605 100644 --- a/Assets/Scripts/Line/WireData.cs +++ b/Assets/Scripts/Line/WireData.cs @@ -1,11 +1,13 @@ -// 扩展的连线数据类,包含吸附信息 -using UnityEngine; +using UnityEngine; +/// +/// 连线数据组件,附加到连线对象上存储连线信息 +/// public class WireData : MonoBehaviour { - public Vector3 startPoint; - public Vector3 endPoint; - public System.DateTime creationTime; + public Vector3 startPoint; // 连线起点位置 + public Vector3 endPoint; // 连线终点位置 + public System.DateTime creationTime; // 连线创建时间 [Header("吸附信息")] public GameObject snapStartObject; // 起点吸附的物体 diff --git a/Assets/Scripts/Line/WireDrawingSystem.cs b/Assets/Scripts/Line/WireDrawingSystem.cs index d3820d4..37dba52 100644 --- a/Assets/Scripts/Line/WireDrawingSystem.cs +++ b/Assets/Scripts/Line/WireDrawingSystem.cs @@ -1,7 +1,15 @@ using UnityEngine; using System.Collections; using System.Collections.Generic; - +// 连线连接数据结构 +[System.Serializable] +public class WireConnectionData +{ + public GameObject startInterface; + public GameObject endInterface; + public GameObject startConnectionPoint; + public GameObject endConnectionPoint; +} public class WireDrawingSystem : MonoBehaviour { public enum DrawingState @@ -24,6 +32,11 @@ public class WireDrawingSystem : MonoBehaviour public bool snapToTransformCenter = false; // 吸附到变换组件中心 public Color snapHighlightColor = Color.cyan; // 吸附高亮颜色 + [Header("高亮设置")] + public bool enableHighlight = true; // 启用点击物体高亮效果 + public Color clickHighlightColor = Color.green; // 点击高亮颜色 + public float highlightDuration = 1.0f; // 高亮持续时间 + [Header("碰撞设置")] public bool requireColliderForConnection = true; // 要求物体必须有碰撞体才能连线 public bool addColliderToWires = false; // 是否为连线添加碰撞器 @@ -40,10 +53,12 @@ public class WireDrawingSystem : MonoBehaviour // 吸附相关 private GameObject snapTarget; // 当前吸附目标 private Renderer snapTargetRenderer; // 吸附目标的渲染器 - private Color snapTargetOriginalColor; // 吸附目标原始颜色 + public Color snapTargetOriginalColor = Color.blue; // 吸附目标原始颜色 + private bool isSnapTargetHighlighted = false; // 新增:标记是否正在高亮 // 修复问题:记录鼠标点击的实际位置 private Vector3 actualMousePosition; + /// /// 接线头样式 /// @@ -54,10 +69,13 @@ public class WireDrawingSystem : MonoBehaviour public GameObject connectionPointPrefab; // 连接点模型预制体 public float connectionPointScale = 0.1f; // 连接点模型缩放 public Material connectionPointMaterial; // 连接点材质 + [Header("吸附点预览")] public GameObject snapPreviewPrefab; // 吸附点预览预制体 private GameObject currentSnapPreview; // 当前吸附点预览 + private List connectionPoints = new List(); // 存储所有连接点 + [Header("删除设置")] public KeyCode deleteKey = KeyCode.Mouse1; // 默认为鼠标右键 public float deleteDetectionRadius = 0.5f; // 删除检测半径 @@ -65,6 +83,40 @@ public class WireDrawingSystem : MonoBehaviour // 存储所有已创建的连线和连接点 private List allWires = new List(); private List allConnectionPoints = new List(); + + [Header("模型堆叠设置")] + public float verticalOffset = 0.2f; // 模型垂直偏移量 + public bool enableStacking = true; // 启用模型堆叠 + public int maxStackCount = 5; // 最大堆叠数量 (0表示无限制) + public Color maxStackWarningColor = Color.yellow; // 达到最大堆叠数量时的警告颜色 + public Color selfConnectionWarningColor = Color.magenta; // 自连接警告颜色 + + // 存储每个接口上的模型堆叠信息 + private Dictionary> interfaceStacks = new Dictionary>(); + + // 用于临时存储当前操作的目标接口 + private GameObject currentStartInterface; + private GameObject currentEndInterface; + + // 防止自连接 + private GameObject startInterfaceObject; + private GameObject endInterfaceObject; + + private bool isSnapTargetHighlighteds = false; // 新增:标记是否正在高亮 + + // 存储所有被高亮的接口,确保都能恢复颜色 + private Dictionary highlightedInterfaces = new Dictionary(); + // 连线数据存储 + private Dictionary wireConnectionData = new Dictionary(); + //存储接口的原始材质,防止材质实例化问题 + private Dictionary originalMaterials = new Dictionary(); + //存储当前高亮的接口,确保不会重复高亮 + private GameObject currentlyHighlightedInterface = null; + + // 高亮相关 + private Coroutine currentHighlightCoroutine; // 当前高亮协程 + private GameObject lastClickedObject; // 最后点击的物体 + void Update() { HandleInput(); @@ -80,27 +132,102 @@ public class WireDrawingSystem : MonoBehaviour { // 不在选择终点状态时,清除吸附点预览 ClearSnapPreview(); + // 同时清除吸附高亮 + if (currentState != DrawingState.SelectingEnd) + { + ClearAllHighlights(); + } } - } /// - /// 在指定位置创建连接点模型 + /// 处理点击物体高亮效果 /// - /// 连接点位置 + void HandleClickHighlight(GameObject clickedObject) + { + if (!enableHighlight || clickedObject == null) return; + + // 停止之前的高亮协程 + if (currentHighlightCoroutine != null) + { + StopCoroutine(currentHighlightCoroutine); + } + + // 开始新的高亮协程 + currentHighlightCoroutine = StartCoroutine(HighlightObject(clickedObject)); + } + + /// + /// 高亮物体协程 + /// + IEnumerator HighlightObject(GameObject targetObject) + { + if (targetObject == null) yield break; + + Renderer renderer = targetObject.GetComponent(); + if (renderer == null) yield break; + + // 确保使用材质实例 + EnsureMaterialInstance(targetObject); + + // 记录原始颜色 + Color originalColor = renderer.material.color; + if (!highlightedInterfaces.ContainsKey(targetObject)) + { + highlightedInterfaces[targetObject] = originalColor; + } + + // 设置高亮颜色 + renderer.material.color = clickHighlightColor; + + // 等待指定时间 + yield return new WaitForSeconds(highlightDuration); + + // 恢复原始颜色 + if (renderer != null && targetObject != null) + { + if (highlightedInterfaces.ContainsKey(targetObject)) + { + renderer.material.color = highlightedInterfaces[targetObject]; + highlightedInterfaces.Remove(targetObject); + } + else + { + renderer.material.color = originalColor; + } + } + + currentHighlightCoroutine = null; + } + + /// + /// 在指定位置创建连接点模型,支持在已有模型上方堆叠 + /// + /// 基础位置 /// 是否为起点 - // 修改现有的创建连接点方法,添加记录功能 - void CreateConnectionPoint(Vector3 position, bool isStartPoint) + /// 目标接口物体 + bool CreateConnectionPoint(Vector3 position, bool isStartPoint, GameObject targetInterface = null) { if (connectionPointPrefab == null) { Debug.LogWarning("连接点预制体未设置,无法创建连接点模型"); - return; + return false; } + // 检查堆叠数量限制 + if (targetInterface != null && enableStacking && IsStackLimitReached(targetInterface)) + { + Debug.LogWarning($"接口 {targetInterface.name} 已达到最大堆叠数量限制 ({maxStackCount}),无法创建更多连接点"); + ShowStackLimitWarning(targetInterface); + return false; + } + + // 计算最终位置 + Vector3 finalPosition = CalculateStackedPosition(position, targetInterface); + GameObject connectionPoint = Instantiate(connectionPointPrefab); connectionPoint.name = $"ConnectionPoint_{(isStartPoint ? "Start" : "End")}_{System.DateTime.Now:HHmmss}"; - connectionPoint.transform.position = position; + connectionPoint.transform.position = finalPosition; connectionPoint.transform.localScale = Vector3.one * connectionPointScale; // 设置材质 @@ -113,10 +240,208 @@ public class WireDrawingSystem : MonoBehaviour } } + // 记录堆叠信息 + if (targetInterface != null && enableStacking) + { + RegisterConnectionPointWithInterface(connectionPoint, targetInterface); + } + // 添加到连接点列表 allConnectionPoints.Add(connectionPoint); - Debug.Log($"创建连接点: {position}, 类型: {(isStartPoint ? "起点" : "终点")}"); + Debug.Log($"创建连接点: {finalPosition}, 类型: {(isStartPoint ? "起点" : "终点")}, 目标接口: {targetInterface?.name ?? "无"}, 堆叠高度: {GetStackCountForInterface(targetInterface)}"); + return true; + } + + + /// + /// 检查接口是否达到堆叠数量限制 + /// + bool IsStackLimitReached(GameObject targetInterface) + { + if (targetInterface == null || maxStackCount <= 0) + return false; + + int currentCount = GetStackCountForInterface(targetInterface); + return currentCount >= maxStackCount; + } + + /// + /// 检查是否尝试自连接 + /// + bool IsSelfConnection(GameObject targetInterface) + { + if (targetInterface == null || startInterfaceObject == null) + return false; + + return targetInterface == startInterfaceObject; + } + + /// + /// 显示堆叠数量限制警告 + /// + void ShowStackLimitWarning(GameObject targetInterface) + { + // 临时高亮显示达到限制的接口 + Renderer renderer = targetInterface.GetComponent(); + if (renderer != null) + { + // 确保使用材质实例 + EnsureMaterialInstance(targetInterface); + + // 记录原始颜色 + if (!highlightedInterfaces.ContainsKey(targetInterface)) + { + highlightedInterfaces[targetInterface] = renderer.material.color; + Debug.Log($"记录接口 {targetInterface.name} 的原始颜色(堆叠警告): {renderer.material.color}"); + } + + // StartCoroutine(FlashWarningColor(renderer, maxStackWarningColor, targetInterface)); + } + } + /// + /// 显示自连接警告 + /// + void ShowSelfConnectionWarning(GameObject targetInterface) + { + // 临时高亮显示自连接警告 + Renderer renderer = targetInterface.GetComponent(); + if (renderer != null) + { + // 确保使用材质实例 + EnsureMaterialInstance(targetInterface); + + // 记录原始颜色 + if (!highlightedInterfaces.ContainsKey(targetInterface)) + { + highlightedInterfaces[targetInterface] = renderer.material.color; + Debug.Log($"记录接口 {targetInterface.name} 的原始颜色(自连接警告): {renderer.material.color}"); + } + + //StartCoroutine(FlashWarningColor(renderer, selfConnectionWarningColor, targetInterface)); + } + } + + /// + /// 闪烁警告颜色 + /// + IEnumerator FlashWarningColor(Renderer targetRenderer, Color warningColor, GameObject targetInterface = null) + { + if (targetRenderer == null) yield break; + + // 确保使用材质实例 + if (targetInterface != null) + { + EnsureMaterialInstance(targetInterface); + } + + // 保存当前颜色 + Color currentColor = targetRenderer.material.color; + + // 设置警告颜色 + targetRenderer.material.color = warningColor; + Debug.Log($"设置接口 {targetInterface?.name} 为闪烁警告颜色: {warningColor}"); + + yield return new WaitForSeconds(0.5f); + + if (targetRenderer != null && targetInterface != null) + { + // 恢复原始颜色 + if (highlightedInterfaces.ContainsKey(targetInterface)) + { + targetRenderer.material.color = highlightedInterfaces[targetInterface]; + Debug.Log($"恢复接口 {targetInterface.name} 的原始颜色: {highlightedInterfaces[targetInterface]}"); + } + else + { + targetRenderer.material.color = currentColor; + Debug.Log($"恢复接口 {targetInterface.name} 的当前颜色: {currentColor}"); + } + } + } + + /// + /// 注册连接点到接口堆叠系统 + /// + void RegisterConnectionPointWithInterface(GameObject connectionPoint, GameObject targetInterface) + { + if (targetInterface == null) return; + + if (!interfaceStacks.ContainsKey(targetInterface)) + { + interfaceStacks[targetInterface] = new List(); + Debug.Log($"为接口 {targetInterface.name} 创建新堆叠列表"); + } + + interfaceStacks[targetInterface].Add(connectionPoint); + Debug.Log($"连接点 {connectionPoint.name} 已注册到接口 {targetInterface.name},当前总数: {interfaceStacks[targetInterface].Count}"); + + // 添加接口引用组件 + ConnectionPointInterfaceReference refComponent = connectionPoint.GetComponent(); + if (refComponent == null) + { + refComponent = connectionPoint.AddComponent(); + } + refComponent.targetInterface = targetInterface; + } + + /// + /// 从接口堆叠系统中移除连接点 + /// + void UnregisterConnectionPointFromInterface(GameObject connectionPoint) + { + ConnectionPointInterfaceReference refComponent = connectionPoint.GetComponent(); + if (refComponent != null && refComponent.targetInterface != null) + { + GameObject targetInterface = refComponent.targetInterface; + if (interfaceStacks.ContainsKey(targetInterface)) + { + interfaceStacks[targetInterface].Remove(connectionPoint); + + // 如果接口没有更多连接点,移除接口条目 + if (interfaceStacks[targetInterface].Count == 0) + { + interfaceStacks.Remove(targetInterface); + } + + // Debug.Log($"连接点 {connectionPoint.name} 已从接口 {targetInterface.name} 移除,剩余数量: {interfaceStacks.ContainsKey(targetInterface) ? interfaceStacks[targetInterface].Count : 0}"); + } + } + } + + /// + /// 计算堆叠位置 + /// + Vector3 CalculateStackedPosition(Vector3 basePosition, GameObject targetInterface) + { + if (targetInterface == null || !enableStacking) + { + Debug.Log("没有目标接口或堆叠功能已禁用,使用基础位置"); + return basePosition; + } + + int stackCount = GetStackCountForInterface(targetInterface); + Vector3 offset = Vector3.forward * (stackCount * verticalOffset); + Vector3 finalPosition = GetObjectCenter(targetInterface) + offset; + + Debug.Log($"接口: {targetInterface.name}, 堆叠数量: {stackCount}, 基础位置: {basePosition}, 最终位置: {finalPosition}"); + + return finalPosition; + } + + /// + /// 获取接口上的模型堆叠数量 + /// + int GetStackCountForInterface(GameObject targetInterface) + { + if (targetInterface == null || !interfaceStacks.ContainsKey(targetInterface)) + { + return 0; + } + + // 清理已销毁的模型引用 + interfaceStacks[targetInterface].RemoveAll(item => item == null); + return interfaceStacks[targetInterface].Count; } /// @@ -140,6 +465,9 @@ public class WireDrawingSystem : MonoBehaviour // 删除这些连接点 foreach (GameObject point in toRemove) { + // 从接口堆叠系统中移除 + UnregisterConnectionPointFromInterface(point); + allConnectionPoints.Remove(point); Destroy(point); } @@ -158,30 +486,53 @@ public class WireDrawingSystem : MonoBehaviour } connectionPoints.Clear(); } + /// /// 删除所有连线和连接点 /// public void ClearAll() { - // 删除所有连线 - foreach (GameObject wire in allWires) + // 创建连线列表的副本,避免在遍历时修改集合 + List wiresToDelete = new List(allWires); + foreach (GameObject wire in wiresToDelete) { if (wire != null) - Destroy(wire); + DeleteWire(wire); } allWires.Clear(); - // 删除所有连接点 - foreach (GameObject point in allConnectionPoints) + // 创建连接点列表的副本 + List pointsToDelete = new List(allConnectionPoints); + foreach (GameObject point in pointsToDelete) { if (point != null) - Destroy(point); + DeleteConnectionPoint(point); } allConnectionPoints.Clear(); + // 清除堆叠信息 + interfaceStacks.Clear(); + + // 清除连线数据 + wireConnectionData.Clear(); + // 清除吸附点预览 ClearSnapPreview(); + // 清除所有高亮 + ClearAllHighlights(); + + // 恢复所有接口的原始材质 + List interfacesToRestore = new List(originalMaterials.Keys); + foreach (GameObject interfaceObj in interfacesToRestore) + { + if (interfaceObj != null) + { + RestoreOriginalMaterial(interfaceObj); + } + } + originalMaterials.Clear(); + Debug.Log("已清除所有连线和连接点"); } /// @@ -223,15 +574,18 @@ public class WireDrawingSystem : MonoBehaviour } if (Input.GetMouseButtonDown(1)) { - HandleDelete(); } } + /// /// 处理删除操作 /// void HandleDelete() { + // 首先清除所有高亮,确保颜色恢复 + ClearAllHighlights(); + // 如果正在绘制连线,先取消绘制 if (currentState != DrawingState.Idle) { @@ -246,17 +600,129 @@ public class WireDrawingSystem : MonoBehaviour Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; - if (Physics.Raycast(ray, out hit)) + bool foundObjectToDelete = false; + + if (Physics.Raycast(ray, out hit, Mathf.Infinity)) { // 检查是否点击到了连线或连接点 GameObject hitObject = hit.collider.gameObject; - DeleteObjectIfWireOrConnection(hitObject); + if (IsWireOrConnection(hitObject)) + { + DeleteObjectIfWireOrConnection(hitObject); + foundObjectToDelete = true; + } } - else + + // 如果没有找到可删除的对象,尝试删除最后一个连线 + if (!foundObjectToDelete) { - // 如果没有击中任何物体,尝试删除最后一个创建的连线 DeleteLastWire(); } + + // 删除后再次确保清除所有高亮 + ClearAllHighlights(); + } + /// + /// 检查对象是否是连线或连接点 + /// + bool IsWireOrConnection(GameObject obj) + { + if (obj == null) return false; + + // 检查是否是连线 + if (obj.name.StartsWith("Wire_") || obj.GetComponent() != null) + { + return true; + } + + // 检查是否是连接点 + if (obj.name.StartsWith("ConnectionPoint_")) + { + return true; + } + + // 检查是否是连线的一部分(子物体) + if (obj.transform.parent != null) + { + GameObject parent = obj.transform.parent.gameObject; + if (parent.name.StartsWith("Wire_") || parent.GetComponent() != null) + { + return true; + } + } + + return false; + } + /// + /// 清除所有高亮接口的颜色 + /// + void ClearAllHighlights() + { + // 恢复所有被高亮接口的原始颜色 + List interfacesToRestore = new List(highlightedInterfaces.Keys); + foreach (GameObject interfaceObj in interfacesToRestore) + { + if (interfaceObj != null) + { + RestoreInterfaceColor(interfaceObj); + } + } + highlightedInterfaces.Clear(); + + // 清除当前吸附目标的高亮 + if (snapTargetRenderer != null && isSnapTargetHighlighted) + { + // 如果当前吸附目标不在字典中,使用保存的原始颜色 + if (!highlightedInterfaces.ContainsKey(snapTarget)) + { + // snapTargetRenderer.material.color = snapTargetOriginalColor; + Debug.Log($"恢复吸附目标 {snapTarget?.name} 的原始颜色: {snapTargetOriginalColor}"); + } + snapTargetRenderer = null; + isSnapTargetHighlighted = false; + } + + // 停止点击高亮协程 + if (currentHighlightCoroutine != null) + { + StopCoroutine(currentHighlightCoroutine); + currentHighlightCoroutine = null; + } + + // 重置当前高亮接口 + currentlyHighlightedInterface = null; + snapTarget = null; + } + /// + /// 恢复单个接口的颜色 + /// + void RestoreInterfaceColor(GameObject interfaceObject) + { + if (interfaceObject == null) return; + + Renderer renderer = interfaceObject.GetComponent(); + if (renderer != null) + { + // 如果这个接口在记录中,使用记录的颜色 + if (highlightedInterfaces.ContainsKey(interfaceObject)) + { + Color originalColor = highlightedInterfaces[interfaceObject]; + renderer.material.color = originalColor; + Debug.Log($"恢复接口 {interfaceObject.name} 的原始颜色: {originalColor}"); + + // 从字典中移除,避免重复恢复 + highlightedInterfaces.Remove(interfaceObject); + } + //else + //{ + // // 如果不在字典中,尝试使用默认颜色 + // renderer.material.color = new Color(0.85f, 0.71f, 0.4f); + // Debug.Log($"设置接口 {interfaceObject.name} 为默认白色"); + //} + + // 恢复原始材质 + RestoreOriginalMaterial(interfaceObject); + } } /// @@ -283,6 +749,18 @@ public class WireDrawingSystem : MonoBehaviour // 检查是否是连接点 if (obj.name.StartsWith("ConnectionPoint_")) { + // 如果是连接点,找到其父连线并删除 + if (obj.transform.parent != null) + { + GameObject parent = obj.transform.parent.gameObject; + if (parent.name.StartsWith("Wire_") || parent.GetComponent() != null) + { + DeleteWire(parent); + return; + } + } + + // 如果没有父连线,单独删除连接点 DeleteConnectionPoint(obj); return; } @@ -297,6 +775,10 @@ public class WireDrawingSystem : MonoBehaviour return; } } + + // 如果没有匹配的类型,尝试删除最后一个连线 + Debug.Log("未找到可删除的对象,尝试删除最后一个连线"); + DeleteLastWire(); } @@ -305,26 +787,88 @@ public class WireDrawingSystem : MonoBehaviour /// void DeleteWire(GameObject wireObject) { - if (wireObject == null) return; + if (wireObject == null) + { + Debug.LogWarning("尝试删除空的连线对象"); + return; + } + + Debug.Log($"开始删除连线: {wireObject.name}"); + + // 获取连线数据 + WireData wireData = wireObject.GetComponent(); + GameObject startInterface = null; + GameObject endInterface = null; + + if (wireData != null) + { + startInterface = wireData.snapStartObject; + endInterface = wireData.snapEndObject; + } + else + { + // 尝试从存储的数据中获取 + if (wireConnectionData.ContainsKey(wireObject)) + { + startInterface = wireConnectionData[wireObject].startInterface; + endInterface = wireConnectionData[wireObject].endInterface; + } + } // 删除连线的所有连接点(子物体) foreach (Transform child in wireObject.transform) { if (child.name.StartsWith("ConnectionPoint_")) { + Debug.Log($"删除连接点: {child.name}"); + + // 从接口堆叠系统中移除 + UnregisterConnectionPointFromInterface(child.gameObject); + allConnectionPoints.Remove(child.gameObject); Destroy(child.gameObject); } } // 从列表中移除并销毁连线 - allWires.Remove(wireObject); + bool removedFromList = allWires.Remove(wireObject); + if (removedFromList) + { + Debug.Log($"从连线列表中移除: {wireObject.name}"); + } + else + { + Debug.LogWarning($"连线 {wireObject.name} 不在连线列表中"); + } + + // 从连线数据存储中移除 + if (wireConnectionData.ContainsKey(wireObject)) + { + wireConnectionData.Remove(wireObject); + } + Destroy(wireObject); + Debug.Log($"销毁连线对象: {wireObject.name}"); - Debug.Log("删除连线: " + wireObject.name); + // 恢复连线两端接口的颜色和材质 + if (startInterface != null) + { + RestoreInterfaceColor(startInterface); + RestoreOriginalMaterial(startInterface); + Debug.Log($"恢复起点接口颜色和材质: {startInterface.name}"); + } + if (endInterface != null) + { + RestoreInterfaceColor(endInterface); + RestoreOriginalMaterial(endInterface); + Debug.Log($"恢复终点接口颜色和材质: {endInterface.name}"); + } - // 清除吸附点预览 + // 清除吸附点预览和高亮 ClearSnapPreview(); + ClearAllHighlights(); + + Debug.Log($"连线删除完成: {wireObject.name}"); } /// @@ -332,19 +876,49 @@ public class WireDrawingSystem : MonoBehaviour /// void DeleteConnectionPoint(GameObject connectionPoint) { - if (connectionPoint == null) return; + if (connectionPoint == null) + { + Debug.LogWarning("尝试删除空的连接点对象"); + return; + } + + Debug.Log($"开始删除连接点: {connectionPoint.name}"); + + // 获取连接点对应的接口 + ConnectionPointInterfaceReference refComponent = connectionPoint.GetComponent(); + GameObject targetInterface = refComponent?.targetInterface; + + // 从接口堆叠系统中移除 + UnregisterConnectionPointFromInterface(connectionPoint); // 从列表中移除并销毁连接点 - allConnectionPoints.Remove(connectionPoint); + bool removedFromList = allConnectionPoints.Remove(connectionPoint); + if (removedFromList) + { + Debug.Log($"从连接点列表中移除: {connectionPoint.name}"); + } + else + { + Debug.LogWarning($"连接点 {connectionPoint.name} 不在连接点列表中"); + } + Destroy(connectionPoint); + Debug.Log($"销毁连接点对象: {connectionPoint.name}"); - Debug.Log("删除连接点: " + connectionPoint.name); + // 恢复对应接口的颜色和材质 + if (targetInterface != null) + { + RestoreInterfaceColor(targetInterface); + RestoreOriginalMaterial(targetInterface); + Debug.Log($"恢复接口颜色和材质: {targetInterface.name}"); + } - // 清除吸附点预览 + // 清除吸附点预览和高亮 ClearSnapPreview(); + ClearAllHighlights(); + + Debug.Log($"连接点删除完成: {connectionPoint.name}"); } - - /// /// 删除最后一个创建的连线 /// @@ -353,6 +927,7 @@ public class WireDrawingSystem : MonoBehaviour if (allWires.Count > 0) { GameObject lastWire = allWires[allWires.Count - 1]; + Debug.Log($"删除最后一个连线: {lastWire.name}"); DeleteWire(lastWire); } else @@ -361,7 +936,6 @@ public class WireDrawingSystem : MonoBehaviour } } - /// /// 删除最后一个连接点 /// @@ -380,12 +954,19 @@ public class WireDrawingSystem : MonoBehaviour void HandleMouseClick() { + // 首先清除所有可能的高亮状态 + ClearAllHighlights(); + Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; // 获取鼠标的实际世界位置 actualMousePosition = GetMouseWorldPosition(); + // 重置当前接口 + currentStartInterface = null; + currentEndInterface = null; + // 首先检查是否有吸附目标 if (snapTarget != null) { @@ -396,9 +977,31 @@ public class WireDrawingSystem : MonoBehaviour return; } + // 检查是否尝试自连接 + if (currentState == DrawingState.SelectingEnd && IsSelfConnection(snapTarget)) + { + Debug.LogWarning("不能连接到自身接口!"); + ShowSelfConnectionWarning(snapTarget); + return; + } + + // 应用点击高亮效果 + HandleClickHighlight(snapTarget); + // 如果有吸附目标,使用吸附点的位置 Vector3 targetPoint = GetObjectCenter(snapTarget); + // 设置当前接口 + if (currentState == DrawingState.Idle) + { + currentStartInterface = snapTarget; + startInterfaceObject = snapTarget; // 记录起点接口 + } + else if (currentState == DrawingState.SelectingEnd) + { + currentEndInterface = snapTarget; + } + switch (currentState) { case DrawingState.Idle: @@ -415,16 +1018,45 @@ public class WireDrawingSystem : MonoBehaviour } else if (Physics.Raycast(ray, out hit, Mathf.Infinity, snapLayers)) { + GameObject hitObject = hit.collider.gameObject; + // 检查击中的物体是否有碰撞体 - if (requireColliderForConnection && !HasCollider(hit.collider.gameObject)) + if (requireColliderForConnection && !HasCollider(hitObject)) { - Debug.LogWarning($"目标物体 {hit.collider.gameObject.name} 没有碰撞体,无法连线"); + Debug.LogWarning($"目标物体 {hitObject.name} 没有碰撞体,无法连线"); return; } + // 检查是否尝试自连接 + if (currentState == DrawingState.SelectingEnd && IsSelfConnection(hitObject)) + { + Debug.LogWarning("不能连接到自身接口!"); + ShowSelfConnectionWarning(hitObject); + return; + } + + // 应用点击高亮效果 + HandleClickHighlight(hitObject); + // 如果有击中物体,使用击中点的位置 Vector3 targetPoint = GetSnapPoint(hit); + // 检查是否在吸附距离内,如果是则设置当前接口 + Vector3 objectCenter = GetObjectCenter(hitObject); + float distance = Vector3.Distance(hit.point, objectCenter); + if (distance <= snapDistance) + { + if (currentState == DrawingState.Idle) + { + currentStartInterface = hitObject; + startInterfaceObject = hitObject; // 记录起点接口 + } + else if (currentState == DrawingState.SelectingEnd) + { + currentEndInterface = hitObject; + } + } + switch (currentState) { case DrawingState.Idle: @@ -464,7 +1096,6 @@ public class WireDrawingSystem : MonoBehaviour } } } - // 检查物体是否有碰撞体 bool HasCollider(GameObject obj) { @@ -477,30 +1108,78 @@ public class WireDrawingSystem : MonoBehaviour return (collider3D != null || collider2D != null); } + // 修改 StartNewWire 方法,传递目标接口 void StartNewWire(Vector3 point) { startPoint = point; currentState = DrawingState.SelectingEnd; - // 在这里添加:创建起点连接点模型 - CreateConnectionPoint(point, true); - // 创建连线预览 + + // 记录起点接口 + startInterfaceObject = currentStartInterface; + + // 创建起点连接点模型,传递当前接口 + bool created = CreateConnectionPoint(point, true, startInterfaceObject); + if (!created) + { + // 如果创建失败,取消连线操作 + currentState = DrawingState.Idle; + startInterfaceObject = null; + return; + } + CreateWirePreview(); - Debug.Log("选择起点: " + point); + Debug.Log($"选择起点: {point}, 接口: {startInterfaceObject?.name ?? "无"}"); } + // 修改 CompleteWire 方法,传递目标接口 void CompleteWire(Vector3 point) { + // 记录终点接口 + endInterfaceObject = currentEndInterface; + + // 最终检查是否尝试自连接 + if (endInterfaceObject != null && IsSelfConnection(endInterfaceObject)) + { + Debug.LogWarning("不能连接到自身接口!"); + ShowSelfConnectionWarning(endInterfaceObject); + CancelDrawing(); + return; + } + + // 检查终点堆叠限制 + if (endInterfaceObject != null && enableStacking && IsStackLimitReached(endInterfaceObject)) + { + Debug.LogWarning($"终点接口 {endInterfaceObject.name} 已达到堆叠限制,无法连接"); + ShowStackLimitWarning(endInterfaceObject); + CancelDrawing(); + return; + } + endPoint = point; currentState = DrawingState.Idle; - // 在这里添加:创建终点连接点模型 - CreateConnectionPoint(point, false); - // 完成连线 - FinalizeWire(); - Debug.Log("选择终点: " + point); - Debug.Log($"连线完成: {startPoint} -> {endPoint}"); - // 清除吸附高亮 - ClearSnapHighlight(); + // 创建终点连接点模型,传递当前接口 + bool created = CreateConnectionPoint(point, false, endInterfaceObject); + if (!created) + { + // 如果创建失败,删除起点连接点并取消连线 + RemoveUnfinishedConnectionPoints(); + startInterfaceObject = null; + endInterfaceObject = null; + return; + } + + FinalizeWire(); + Debug.Log($"选择终点: {point}, 接口: {endInterfaceObject?.name ?? "无"}"); + + // 清除所有高亮,确保颜色恢复 + ClearAllHighlights(); + + // 重置当前接口 + currentStartInterface = null; + currentEndInterface = null; + startInterfaceObject = null; + endInterfaceObject = null; } void CreateWirePreview() @@ -554,6 +1233,20 @@ public class WireDrawingSystem : MonoBehaviour return; } + // 检查是否尝试自连接 + if (currentState == DrawingState.SelectingEnd && IsSelfConnection(hitObject)) + { + // 自连接目标仍然可以吸附,但会显示警告 + ShowSelfConnectionWarning(hitObject); + } + + // 检查堆叠数量限制 + if (enableStacking && maxStackCount > 0 && IsStackLimitReached(hitObject)) + { + // 达到堆叠限制的接口仍然可以吸附,但会显示警告 + ShowStackLimitWarning(hitObject); + } + // 计算鼠标位置与物体中心的距离 Vector3 objectCenter = GetObjectCenter(hitObject); float distance = Vector3.Distance(GetMouseWorldPosition(), objectCenter); @@ -589,6 +1282,8 @@ public class WireDrawingSystem : MonoBehaviour Vector3 GetObjectCenter(GameObject obj) { + if (obj == null) return Vector3.zero; + if (snapToColliderCenter) { Collider collider = obj.GetComponent(); @@ -616,20 +1311,90 @@ public class WireDrawingSystem : MonoBehaviour void HighlightSnapTarget(GameObject target) { + if (target == null) return; + + // 如果已经高亮了其他接口,先恢复它的颜色 + if (currentlyHighlightedInterface != null && currentlyHighlightedInterface != target) + { + RestoreInterfaceColor(currentlyHighlightedInterface); + } + snapTargetRenderer = target.GetComponent(); if (snapTargetRenderer != null) { - snapTargetOriginalColor = snapTargetRenderer.material.color; - snapTargetRenderer.material.color = snapHighlightColor; + // 确保使用材质实例,避免影响其他对象 + EnsureMaterialInstance(target); + + // 记录原始颜色到字典中 + if (!highlightedInterfaces.ContainsKey(target)) + { + highlightedInterfaces[target] = snapTargetRenderer.material.color; + Debug.Log($"记录接口 {target.name} 的原始颜色: {snapTargetRenderer.material.color}"); + } + + // 设置高亮颜色 + // snapTargetRenderer.material.color = snapHighlightColor; + Debug.Log($"设置接口 {target.name} 为吸附高亮颜色: {snapHighlightColor}"); + + // 更新当前高亮接口 + currentlyHighlightedInterface = target; + isSnapTargetHighlighted = true; + } + } + /// + /// 确保使用材质实例,避免影响其他使用相同材质的对象 + /// + void EnsureMaterialInstance(GameObject target) + { + if (target == null) return; + + Renderer renderer = target.GetComponent(); + if (renderer != null) + { + // 如果还没有记录原始材质,记录下来 + if (!originalMaterials.ContainsKey(target)) + { + originalMaterials[target] = renderer.sharedMaterial; + } + + // 确保使用材质实例 + if (renderer.sharedMaterial == renderer.material) + { + // 如果共享材质和实例材质相同,说明还没有创建实例 + renderer.material = new Material(renderer.sharedMaterial); + Debug.Log($"为接口 {target.name} 创建材质实例"); + } } } + /// + /// 恢复接口的原始材质 + /// + void RestoreOriginalMaterial(GameObject target) + { + if (target == null) return; + + if (originalMaterials.ContainsKey(target)) + { + Renderer renderer = target.GetComponent(); + if (renderer != null) + { + // 恢复原始材质 + renderer.sharedMaterial = originalMaterials[target]; + Debug.Log($"恢复接口 {target.name} 的原始材质"); + } + + // 从字典中移除 + originalMaterials.Remove(target); + } + } void ClearSnapHighlight() { - if (snapTargetRenderer != null) + if (snapTargetRenderer != null && isSnapTargetHighlighted) { - snapTargetRenderer.material.color = snapTargetOriginalColor; + // snapTargetRenderer.material.color = snapTargetOriginalColor; snapTargetRenderer = null; + isSnapTargetHighlighted = false; } snapTarget = null; } @@ -659,10 +1424,26 @@ public class WireDrawingSystem : MonoBehaviour data.endPoint = endPoint; data.creationTime = System.DateTime.Now; - if (snapTarget != null) + // 存储接口引用 + if (startInterfaceObject != null) { - data.snapEndObject = snapTarget; + data.snapStartObject = startInterfaceObject; } + + if (endInterfaceObject != null) + { + data.snapEndObject = endInterfaceObject; + } + + // 存储连线连接数据 + WireConnectionData connectionData = new WireConnectionData + { + startInterface = startInterfaceObject, + endInterface = endInterfaceObject + }; + wireConnectionData[currentWireObject] = connectionData; + + Debug.Log($"连线完成: {currentWireObject.name}, 起点: {startInterfaceObject?.name ?? "无"}, 终点: {endInterfaceObject?.name ?? "无"}"); } currentWire = null; @@ -683,11 +1464,30 @@ public class WireDrawingSystem : MonoBehaviour // 清除吸附点预览 ClearSnapPreview(); + // 清除所有高亮和材质实例 + ClearAllHighlights(); + + // 恢复所有接口的原始材质 + List interfacesToRestore = new List(originalMaterials.Keys); + foreach (GameObject interfaceObj in interfacesToRestore) + { + if (interfaceObj != null) + { + RestoreOriginalMaterial(interfaceObj); + } + } + originalMaterials.Clear(); + currentState = DrawingState.Idle; currentWire = null; currentWireObject = null; - ClearSnapHighlight(); + // 重置当前接口 + currentStartInterface = null; + currentEndInterface = null; + startInterfaceObject = null; + endInterfaceObject = null; + Debug.Log("取消连线操作"); } @@ -719,6 +1519,29 @@ public class WireDrawingSystem : MonoBehaviour Vector3 snapPosition = GetObjectCenter(snapTarget); currentSnapPreview.transform.position = snapPosition; + + // 根据状态改变预览颜色 + Renderer previewRenderer = currentSnapPreview.GetComponent(); + if (previewRenderer != null) + { + // 如果尝试自连接,使用自连接警告颜色 + if (currentState == DrawingState.SelectingEnd && IsSelfConnection(snapTarget)) + { + previewRenderer.material.color = selfConnectionWarningColor; + } + // 如果达到堆叠限制,改变预览颜色 + else if (enableStacking && maxStackCount > 0 && IsStackLimitReached(snapTarget)) + { + previewRenderer.material.color = maxStackWarningColor; + } + else + { + // 恢复半透明颜色 + Color color = previewRenderer.material.color; + color.a = 0.5f; + previewRenderer.material.color = color; + } + } } else if (currentSnapPreview != null) { @@ -726,6 +1549,7 @@ public class WireDrawingSystem : MonoBehaviour ClearSnapPreview(); } } + /// /// 清除吸附点预览 /// @@ -737,6 +1561,7 @@ public class WireDrawingSystem : MonoBehaviour currentSnapPreview = null; } } + void ConfigureLineRenderer(LineRenderer lr) { if (wireMaterial != null) @@ -897,4 +1722,140 @@ public class WireDrawingSystem : MonoBehaviour // 检查物体是否有碰撞体 return HasCollider(obj); } + + /// + /// 检查接口是否可以接受新连接点(考虑堆叠限制和自连接) + /// + public bool CanInterfaceAcceptConnection(GameObject targetInterface) + { + if (targetInterface == null) return true; + + // 检查自连接 + if (IsSelfConnection(targetInterface)) + { + return false; + } + + // 检查堆叠限制 + if (!enableStacking || maxStackCount <= 0) return true; + + return !IsStackLimitReached(targetInterface); + } + + /// + /// 获取接口上所有连接点的位置信息 + /// + public List GetConnectionPointsOnInterface(GameObject targetInterface) + { + List positions = new List(); + + if (interfaceStacks.ContainsKey(targetInterface)) + { + foreach (GameObject connectionPoint in interfaceStacks[targetInterface]) + { + if (connectionPoint != null) + { + positions.Add(connectionPoint.transform.position); + } + } + } + + return positions; + } + + /// + /// 获取接口上的连接点数量 + /// + public int GetConnectionPointCountOnInterface(GameObject targetInterface) + { + return GetStackCountForInterface(targetInterface); + } + + /// + /// 获取接口的剩余可用连接点数量 + /// + public int GetRemainingConnectionSlots(GameObject targetInterface) + { + if (!enableStacking || maxStackCount <= 0) return int.MaxValue; + + int currentCount = GetStackCountForInterface(targetInterface); + return Mathf.Max(0, maxStackCount - currentCount); + } + + /// + /// 设置特定接口的最大堆叠数量(覆盖全局设置) + /// + public void SetInterfaceMaxStackCount(GameObject targetInterface, int maxCount) + { + // 这里可以扩展为每个接口有不同的最大堆叠数量 + // 目前使用全局设置,但保留接口用于未来扩展 + Debug.Log($"接口 {targetInterface?.name} 最大堆叠数量请求设置为 {maxCount},当前使用全局设置: {maxStackCount}"); + } + + /// + /// 清除特定接口上的所有连接点 + /// + public void ClearConnectionPointsOnInterface(GameObject targetInterface) + { + if (interfaceStacks.ContainsKey(targetInterface)) + { + // 创建副本,避免在遍历时修改集合 + List pointsToRemove = new List(interfaceStacks[targetInterface]); + foreach (GameObject connectionPoint in pointsToRemove) + { + if (connectionPoint != null) + { + DeleteConnectionPoint(connectionPoint); + } + } + + interfaceStacks.Remove(targetInterface); + } + } + + /// + /// 设置高亮功能开启/关闭 + /// + public void SetHighlightEnabled(bool enabled) + { + enableHighlight = enabled; + + if (!enabled) + { + // 如果禁用高亮,立即停止所有高亮效果 + if (currentHighlightCoroutine != null) + { + StopCoroutine(currentHighlightCoroutine); + currentHighlightCoroutine = null; + } + + // 恢复所有高亮物体的颜色 + ClearAllHighlights(); + } + } + + /// + /// 切换高亮功能状态 + /// + public void ToggleHighlight() + { + SetHighlightEnabled(!enableHighlight); + Debug.Log($"点击高亮效果: {(enableHighlight ? "开启" : "关闭")}"); + } + + /// + /// 设置高亮颜色 + /// + public void SetHighlightColor(Color color) + { + clickHighlightColor = color; + } + + /// + /// 设置高亮持续时间 + /// + public void SetHighlightDuration(float duration) + { + highlightDuration = Mathf.Max(0.1f, duration); + } } \ No newline at end of file