简化连线逻辑
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--- !u!65 &2065793936
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BoxCollider:
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m_ObjectHideFlags: 0
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@ -7152,7 +7207,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 6282401d280c18d488e073bf54edbc11, type: 3}
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--- !u!65 &2070614957
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BoxCollider:
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m_ObjectHideFlags: 0
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@ -7405,7 +7460,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 6282401d280c18d488e073bf54edbc11, type: 3}
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interfaceType: 36
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interfaceType: 41
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--- !u!65 &2098517110
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BoxCollider:
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m_ObjectHideFlags: 0
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@ -7757,12 +7812,12 @@ GameObject:
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MeshRenderer:
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@ -7815,12 +7870,12 @@ GameObject:
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- component: {fileID: 4271719479381916268}
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m_Icon: {fileID: 0}
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GameObject:
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m_ObjectHideFlags: 0
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@ -7831,12 +7886,12 @@ GameObject:
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- component: {fileID: 5995273574770118330}
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m_Layer: 0
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m_Name: xian1
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m_Name: "\u8D1F12V\u8FDE\u8D1F12V"
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m_Icon: {fileID: 0}
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m_CorrespondingSourceObject: {fileID: 7256217081674647743, guid: d078ca4e433c6f045bccc0dd9acb4fd8, type: 3}
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@ -7907,7 +7962,7 @@ Transform:
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@ -7944,12 +7999,12 @@ GameObject:
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Transform:
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m_ObjectHideFlags: 0
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@ -8341,12 +8396,12 @@ GameObject:
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MeshRenderer:
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@ -9095,12 +9150,12 @@ GameObject:
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MeshFilter:
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m_ObjectHideFlags: 0
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@ -9709,12 +9764,12 @@ GameObject:
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PrefabInstance:
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@ -10115,12 +10170,12 @@ GameObject:
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MeshRenderer:
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m_ObjectHideFlags: 0
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@ -10232,12 +10287,12 @@ GameObject:
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m_Component:
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m_Layer: 0
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m_Name: xian3
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m_Name: "\u96F6V\u8FDEGND"
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GameObject:
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m_ObjectHideFlags: 0
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@ -11,6 +11,7 @@ public class LineManager : MonoBehaviour
|
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public Transform point2;
|
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public GameObject Tips;
|
||||
public TextMeshProUGUI TipTexts;
|
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public List<GameObject> Models = new List<GameObject>();
|
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private void Awake()
|
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{
|
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instance = this;
|
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|
|
@ -47,12 +48,12 @@ public class LineManager : MonoBehaviour
|
|||
}
|
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if (point1 != null && point2 != null)
|
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{
|
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StartCoroutine(Checkconnection(point1, point2));
|
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//StartCoroutine(Checkconnection(point1, point2));
|
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}
|
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}
|
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|
||||
|
||||
IEnumerator Checkconnection(Transform transform, Transform transform2)
|
||||
public IEnumerator Checkconnection(Transform transform, Transform transform2)
|
||||
{
|
||||
|
||||
LineConnect line = transform.GetComponent<LineConnect>();
|
||||
|
|
@ -76,9 +77,7 @@ public class LineManager : MonoBehaviour
|
|||
line2.interfaceType == InterfaceType.负12V && line1.interfaceType != InterfaceType.负12V)
|
||||
{
|
||||
TipTexts.text = "连接错误,-12V应该与-12V相连!";
|
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//WireDrawingSystem.instance.currentState = WireDrawingSystem.DrawingState.Idle;
|
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WireDrawingSystem.instance.HandleDelete();
|
||||
WireDrawingSystem.instance.ClearSnapPreview();
|
||||
LineShowModel.Instance.DeleteWiresByCollider(line1.gameObject);
|
||||
return false;
|
||||
}
|
||||
else if (line1.interfaceType == InterfaceType.正12V && line2.interfaceType != InterfaceType.正12V
|
||||
|
|
@ -86,88 +85,88 @@ public class LineManager : MonoBehaviour
|
|||
)
|
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{
|
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TipTexts.text = "连接错误,12V应该与12V相连!";
|
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//WireDrawingSystem.instance.currentState = WireDrawingSystem.DrawingState.Idle;
|
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WireDrawingSystem.instance.HandleDelete();
|
||||
WireDrawingSystem.instance.ClearSnapPreview();
|
||||
return false;
|
||||
}
|
||||
else if (line1.interfaceType == InterfaceType.零V && line2.interfaceType != InterfaceType.GND
|
||||
|| line2.interfaceType == InterfaceType.GND && line1.interfaceType != InterfaceType.零V)
|
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{
|
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TipTexts.text = "连接错误,0V应该与GND相连!";
|
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// WireDrawingSystem.instance.currentState = WireDrawingSystem.DrawingState.Idle;
|
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WireDrawingSystem.instance.HandleDelete();
|
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WireDrawingSystem.instance.ClearSnapPreview();
|
||||
LineShowModel.Instance.DeleteWiresByCollider(line1.gameObject);
|
||||
return false;
|
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}
|
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//else if (line1.interfaceType == InterfaceType.零V && line2.interfaceType != InterfaceType.GND
|
||||
// || line2.interfaceType == InterfaceType.GND && line1.interfaceType != InterfaceType.零V)
|
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//{
|
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// TipTexts.text = "连接错误,0V应该与GND相连!";
|
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// // WireDrawingSystem.instance.currentState = WireDrawingSystem.DrawingState.Idle;
|
||||
// //WireDrawingSystem.instance.HandleDelete();
|
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// //WireDrawingSystem.instance.ClearSnapPreview();
|
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// LineShowModel.Instance.DeleteWiresByCollider(line1.gameObject);
|
||||
// return false;
|
||||
//}
|
||||
else if (line1.interfaceType == InterfaceType.IN2_200K && line2.interfaceType != InterfaceType.OUT1
|
||||
|| line2.interfaceType == InterfaceType.IN2_200K && line1.interfaceType != InterfaceType.OUT1)
|
||||
{
|
||||
TipTexts.text = "连接错误,200K应该与OUT1相连!";
|
||||
//WireDrawingSystem.instance.currentState = WireDrawingSystem.DrawingState.Idle;
|
||||
WireDrawingSystem.instance.HandleDelete();
|
||||
WireDrawingSystem.instance.ClearSnapPreview();
|
||||
LineShowModel.Instance.DeleteWiresByCollider(line1.gameObject);
|
||||
return false;
|
||||
}
|
||||
else if (line1.interfaceType == InterfaceType.OUT1 && line2.interfaceType != InterfaceType.IN4
|
||||
else if (line1.interfaceType == InterfaceType.OUT1 && (line2.interfaceType != InterfaceType.IN4&& line2.interfaceType !=InterfaceType.IN2_200K)
|
||||
|| line2.interfaceType == InterfaceType.OUT1 && line1.interfaceType != InterfaceType.IN4)
|
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{
|
||||
TipTexts.text = "连接错误,OUT1应该与IN4相连!";
|
||||
// WireDrawingSystem.instance.currentState = WireDrawingSystem.DrawingState.Idle;
|
||||
WireDrawingSystem.instance.HandleDelete();
|
||||
WireDrawingSystem.instance.ClearSnapPreview();
|
||||
LineShowModel.Instance.DeleteWiresByCollider(line1.gameObject);
|
||||
return false;
|
||||
}
|
||||
else if (line1.interfaceType == InterfaceType.AD1 && line2.interfaceType != InterfaceType.OUT2
|
||||
|| line2.interfaceType == InterfaceType.AD1 && line1.interfaceType != InterfaceType.OUT2)
|
||||
{
|
||||
TipTexts.text = "连接错误,200K应该与OUT1相连!";
|
||||
//WireDrawingSystem.instance.currentState = WireDrawingSystem.DrawingState.Idle;
|
||||
WireDrawingSystem.instance.HandleDelete();
|
||||
WireDrawingSystem.instance.ClearSnapPreview();
|
||||
TipTexts.text = "连接错误,AD1应该与OUT2相连!";
|
||||
LineShowModel.Instance.DeleteWiresByCollider(line1.gameObject);
|
||||
return false;
|
||||
}
|
||||
else if (line1.interfaceType == InterfaceType.零V && line2.interfaceType != InterfaceType.GND
|
||||
else if ((line1.interfaceType == InterfaceType.零V && (line2.interfaceType != InterfaceType.GND&& line2.interfaceType != InterfaceType.III)
|
||||
|| line2.interfaceType == InterfaceType.GND && line1.interfaceType != InterfaceType.零V)
|
||||
)
|
||||
{
|
||||
TipTexts.text = "连接错误,0V应该与GND相连!";
|
||||
//WireDrawingSystem.instance.currentState = WireDrawingSystem.DrawingState.Idle;
|
||||
WireDrawingSystem.instance.HandleDelete();
|
||||
WireDrawingSystem.instance.ClearSnapPreview();
|
||||
LineShowModel.Instance.DeleteWiresByCollider(line1.gameObject);
|
||||
return false;
|
||||
}
|
||||
else if (line1.interfaceType == InterfaceType.OUT && line2.interfaceType != InterfaceType.IN1
|
||||
|| line2.interfaceType == InterfaceType.OUT && line1.interfaceType != InterfaceType.IN1)
|
||||
{
|
||||
TipTexts.text = "连接错误,OUT应该与IN1相连!";
|
||||
// WireDrawingSystem.instance.currentState = WireDrawingSystem.DrawingState.Idle;
|
||||
WireDrawingSystem.instance.HandleDelete();
|
||||
WireDrawingSystem.instance.ClearSnapPreview();
|
||||
LineShowModel.Instance.DeleteWiresByCollider(line1.gameObject);
|
||||
return false;
|
||||
}
|
||||
else if (line1.interfaceType == InterfaceType.AD2 && line2.interfaceType != InterfaceType.IN1
|
||||
|| line2.interfaceType == InterfaceType.AD2 && line1.interfaceType != InterfaceType.IN1)
|
||||
{
|
||||
TipTexts.text = "连接错误,OUT应该与IN1相连!";
|
||||
// WireDrawingSystem.instance.currentState = WireDrawingSystem.DrawingState.Idle;
|
||||
WireDrawingSystem.instance.HandleDelete();
|
||||
WireDrawingSystem.instance.ClearSnapPreview();
|
||||
TipTexts.text = "连接错误,AD2应该与IN1相连!";
|
||||
LineShowModel.Instance.DeleteWiresByCollider(line1.gameObject);
|
||||
return false;
|
||||
}
|
||||
else if ((line1.interfaceType != InterfaceType.AD2 || line1.interfaceType != InterfaceType.OUT || line1.interfaceType != InterfaceType.零V
|
||||
|| line1.interfaceType != InterfaceType.AD1 || line1.interfaceType != InterfaceType.OUT1 || line1.interfaceType != InterfaceType.IN2_200K ||
|
||||
line1.interfaceType != InterfaceType.正12V || line1.interfaceType != InterfaceType.负12V) && (line2.interfaceType != InterfaceType.AD2 || line2.interfaceType != InterfaceType.OUT || line2.interfaceType != InterfaceType.零V
|
||||
|| line2.interfaceType != InterfaceType.AD1 || line2.interfaceType != InterfaceType.OUT1 || line2.interfaceType != InterfaceType.IN2_200K ||
|
||||
line2.interfaceType != InterfaceType.正12V || line2.interfaceType != InterfaceType.负12V))
|
||||
else if ((line1.interfaceType != InterfaceType.AD2 && line1.interfaceType != InterfaceType.OUT && line1.interfaceType != InterfaceType.零V
|
||||
&& line1.interfaceType != InterfaceType.AD1 && line1.interfaceType != InterfaceType.OUT2 && line1.interfaceType != InterfaceType.OUT1 && line1.interfaceType != InterfaceType.IN2_200K &&
|
||||
line1.interfaceType != InterfaceType.正12V && line1.interfaceType != InterfaceType.负12V) && (line2.interfaceType != InterfaceType.AD2 && line2.interfaceType != InterfaceType.OUT && line2.interfaceType != InterfaceType.零V
|
||||
&& line2.interfaceType != InterfaceType.AD1 && line2.interfaceType != InterfaceType.OUT1 && line2.interfaceType != InterfaceType.IN2_200K &&
|
||||
line2.interfaceType != InterfaceType.正12V && line2.interfaceType != InterfaceType.负12V && line2.interfaceType != InterfaceType.OUT2))
|
||||
{
|
||||
TipTexts.text = "连接错误,不需要此连线";
|
||||
// WireDrawingSystem.instance.currentState = WireDrawingSystem.DrawingState.Idle;
|
||||
WireDrawingSystem.instance.HandleDelete();
|
||||
WireDrawingSystem.instance.ClearSnapPreview();
|
||||
// WireDrawingSystem.instance.currentState = WireDrawingSystem.DrawingState.Idle;
|
||||
//WireDrawingSystem.instance.HandleDelete();
|
||||
//WireDrawingSystem.instance.ClearSnapPreview();
|
||||
LineShowModel.Instance.DeleteWiresByCollider(line1.gameObject);
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < Models.Count; i++)
|
||||
{
|
||||
string[] splitname = Models[i].name.Split('连');
|
||||
if (splitname[0] == line1.interfaceType.ToString() && splitname[1] == line2.interfaceType.ToString() ||
|
||||
splitname[0] == line2.interfaceType.ToString() && splitname[1] == line1.interfaceType.ToString())
|
||||
{
|
||||
Models[i].SetActive(true);
|
||||
}
|
||||
|
||||
}
|
||||
LineShowModel.Instance.DeleteWiresByCollider(line1.gameObject);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -0,0 +1,862 @@
|
|||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class LineShowModel : MonoBehaviour
|
||||
{
|
||||
public enum DrawingState
|
||||
{
|
||||
Idle, // 空闲状态
|
||||
SelectingStart, // 选择起点
|
||||
SelectingEnd // 选择终点
|
||||
}
|
||||
|
||||
[Header("连线设置")]
|
||||
public Material wireMaterial;
|
||||
public Color wireColor = Color.red;
|
||||
public float wireWidth = 0.02f;
|
||||
|
||||
[Header("吸附设置")]
|
||||
public bool enableSnapping = true; // 启用吸附功能
|
||||
public float snapDistance = 1.0f; // 吸附距离
|
||||
public LayerMask snapLayers = -1; // 可吸附的层
|
||||
public bool snapToColliderCenter = true; // 吸附到碰撞体中心
|
||||
public Color snapHighlightColor = Color.cyan; // 吸附高亮颜色
|
||||
|
||||
[Header("圆柱体连线设置")]
|
||||
public bool useCylinderWire = true; // 启用圆柱体连线
|
||||
public Material cylinderWireMaterial;
|
||||
public float cylinderWireDiameter = 0.02f;
|
||||
public int cylinderSegments = 8; // 圆柱体面数,影响性能
|
||||
|
||||
[Header("预览设置")]
|
||||
public Material previewMaterial; // 预览线材质
|
||||
public Color previewColor = new Color(1, 1, 1, 0.5f); // 预览线颜色(半透明)
|
||||
public float previewWireDiameter = 0.015f; // 预览线直径
|
||||
|
||||
[Header("删除设置")]
|
||||
public KeyCode deleteKey = KeyCode.Mouse2; // 默认为鼠标右键
|
||||
public float deleteDetectionRadius = 0.5f; // 删除检测半径
|
||||
|
||||
[Header("状态显示")]
|
||||
public DrawingState currentState = DrawingState.Idle;
|
||||
|
||||
// 连线数据
|
||||
private Vector3 startPoint;
|
||||
private Vector3 endPoint;
|
||||
private GameObject currentWireObject;
|
||||
private GameObject previewWireObject; // 预览连线对象
|
||||
|
||||
// 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
|
||||
private bool isSnapTargetHighlighted = false;
|
||||
|
||||
// 存储所有已创建的连线
|
||||
private List<GameObject> allWires = new List<GameObject>();
|
||||
|
||||
// 起点和终点的碰撞体
|
||||
private GameObject startColliderObject;
|
||||
private GameObject endColliderObject;
|
||||
|
||||
// 单例模式,便于外部调用
|
||||
public static LineShowModel Instance { get; private set; }
|
||||
|
||||
void Awake()
|
||||
{
|
||||
// 设置单例
|
||||
if (Instance == null)
|
||||
{
|
||||
Instance = this;
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
HandleInput();
|
||||
|
||||
if (currentState == DrawingState.SelectingEnd)
|
||||
{
|
||||
UpdateWirePreview();
|
||||
}
|
||||
|
||||
// 在选择终点状态时检查吸附
|
||||
if (currentState == DrawingState.SelectingEnd && enableSnapping)
|
||||
{
|
||||
CheckForSnapTargets();
|
||||
}
|
||||
else
|
||||
{
|
||||
ClearSnapHighlight();
|
||||
}
|
||||
}
|
||||
|
||||
void HandleInput()
|
||||
{
|
||||
if (Input.GetMouseButtonDown(0)) // 左键点击
|
||||
{
|
||||
HandleMouseClick();
|
||||
}
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.Escape)) // 取消当前操作
|
||||
{
|
||||
CancelDrawing();
|
||||
}
|
||||
|
||||
if (Input.GetKeyDown(deleteKey)) // 删除操作
|
||||
{
|
||||
HandleDelete();
|
||||
}
|
||||
}
|
||||
|
||||
void HandleMouseClick()
|
||||
{
|
||||
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||||
RaycastHit hit;
|
||||
|
||||
// 首先检查是否有吸附目标
|
||||
if (snapTarget != null)
|
||||
{
|
||||
HandleSnapTargetClick();
|
||||
}
|
||||
else if (Physics.Raycast(ray, out hit, Mathf.Infinity, snapLayers))
|
||||
{
|
||||
HandleColliderClick(hit.collider.gameObject, hit.point);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 如果没有击中任何物体,且不在选择起点状态,则忽略
|
||||
if (currentState == DrawingState.Idle)
|
||||
{
|
||||
Debug.Log("请点击一个碰撞体作为连线起点");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void HandleSnapTargetClick()
|
||||
{
|
||||
if (snapTarget == null) return;
|
||||
|
||||
switch (currentState)
|
||||
{
|
||||
case DrawingState.Idle:
|
||||
// 选择起点
|
||||
StartNewWire(snapTarget);
|
||||
break;
|
||||
|
||||
case DrawingState.SelectingEnd:
|
||||
// 选择终点
|
||||
CompleteWire(snapTarget);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void HandleColliderClick(GameObject colliderObject, Vector3 hitPoint)
|
||||
{
|
||||
switch (currentState)
|
||||
{
|
||||
case DrawingState.Idle:
|
||||
// 选择起点
|
||||
StartNewWire(colliderObject);
|
||||
break;
|
||||
|
||||
case DrawingState.SelectingEnd:
|
||||
// 选择终点
|
||||
CompleteWire(colliderObject);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void StartNewWire(GameObject startCollider)
|
||||
{
|
||||
if (startCollider == null) return;
|
||||
|
||||
startColliderObject = startCollider;
|
||||
startPoint = GetObjectCenter(startCollider);
|
||||
currentState = DrawingState.SelectingEnd;
|
||||
|
||||
// 创建预览连线
|
||||
CreatePreviewWire();
|
||||
|
||||
// 高亮起点碰撞体
|
||||
HighlightObject(startCollider);
|
||||
|
||||
Debug.Log($"选择起点: {startCollider.name}");
|
||||
}
|
||||
|
||||
void CompleteWire(GameObject endCollider)
|
||||
{
|
||||
if (endCollider == null || startColliderObject == null) return;
|
||||
|
||||
// 检查是否连接到自身
|
||||
if (endCollider == startColliderObject)
|
||||
{
|
||||
Debug.LogWarning("不能连接到自身!");
|
||||
CancelDrawing();
|
||||
return;
|
||||
}
|
||||
|
||||
endColliderObject = endCollider;
|
||||
endPoint = GetObjectCenter(endCollider);
|
||||
|
||||
// 创建最终的连线
|
||||
GameObject newWire = CreateFinalWire();
|
||||
|
||||
currentState = DrawingState.Idle;
|
||||
|
||||
// 清除预览和高亮
|
||||
ClearPreviewWire();
|
||||
ClearSnapHighlight();
|
||||
|
||||
Debug.Log($"选择终点: {endCollider.name}, 连线完成");
|
||||
|
||||
// 返回新创建的连线对象,供外部使用
|
||||
OnWireCreated?.Invoke(newWire, startColliderObject, endColliderObject);
|
||||
}
|
||||
|
||||
void CreatePreviewWire()
|
||||
{
|
||||
// 清除之前的预览
|
||||
ClearPreviewWire();
|
||||
|
||||
previewWireObject = new GameObject("PreviewWire");
|
||||
|
||||
if (useCylinderWire)
|
||||
{
|
||||
CreateCylinderPreviewWire();
|
||||
}
|
||||
else
|
||||
{
|
||||
CreateLineRendererPreviewWire();
|
||||
}
|
||||
}
|
||||
|
||||
void CreateCylinderPreviewWire()
|
||||
{
|
||||
// 创建预览圆柱体
|
||||
GameObject cylinder = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
|
||||
cylinder.name = "PreviewCylinder";
|
||||
cylinder.transform.SetParent(previewWireObject.transform);
|
||||
|
||||
// 设置预览材质
|
||||
Renderer renderer = cylinder.GetComponent<Renderer>();
|
||||
if (previewMaterial != null)
|
||||
{
|
||||
renderer.material = previewMaterial;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 创建默认预览材质
|
||||
Material defaultPreviewMaterial = new Material(Shader.Find("Standard"));
|
||||
defaultPreviewMaterial.color = previewColor;
|
||||
renderer.material = defaultPreviewMaterial;
|
||||
}
|
||||
|
||||
// 初始位置和缩放
|
||||
cylinder.transform.position = startPoint;
|
||||
cylinder.transform.localScale = new Vector3(
|
||||
previewWireDiameter,
|
||||
0.001f, // 初始高度很小
|
||||
previewWireDiameter
|
||||
);
|
||||
|
||||
// 移除碰撞器,避免干扰
|
||||
Destroy(cylinder.GetComponent<Collider>());
|
||||
}
|
||||
|
||||
void CreateLineRendererPreviewWire()
|
||||
{
|
||||
// 使用LineRenderer作为备选预览
|
||||
LineRenderer lr = previewWireObject.AddComponent<LineRenderer>();
|
||||
lr.positionCount = 2;
|
||||
lr.SetPosition(0, startPoint);
|
||||
lr.SetPosition(1, startPoint);
|
||||
|
||||
// 配置LineRenderer
|
||||
if (previewMaterial != null)
|
||||
{
|
||||
lr.material = previewMaterial;
|
||||
}
|
||||
else
|
||||
{
|
||||
lr.material = new Material(Shader.Find("Sprites/Default"));
|
||||
}
|
||||
|
||||
lr.startColor = previewColor;
|
||||
lr.endColor = previewColor;
|
||||
lr.startWidth = previewWireDiameter;
|
||||
lr.endWidth = previewWireDiameter;
|
||||
lr.useWorldSpace = true;
|
||||
}
|
||||
|
||||
void UpdateWirePreview()
|
||||
{
|
||||
if (currentState == DrawingState.SelectingEnd && previewWireObject != null)
|
||||
{
|
||||
Vector3 targetPoint;
|
||||
|
||||
if (snapTarget != null)
|
||||
{
|
||||
targetPoint = GetObjectCenter(snapTarget);
|
||||
}
|
||||
else
|
||||
{
|
||||
targetPoint = GetMouseWorldPosition();
|
||||
}
|
||||
|
||||
if (useCylinderWire)
|
||||
{
|
||||
UpdateCylinderPreviewWire(startPoint, targetPoint);
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateLineRendererPreviewWire(startPoint, targetPoint);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateCylinderPreviewWire(Vector3 start, Vector3 end)
|
||||
{
|
||||
Transform cylinderTransform = previewWireObject.transform.Find("PreviewCylinder");
|
||||
if (cylinderTransform == null) return;
|
||||
|
||||
GameObject cylinder = cylinderTransform.gameObject;
|
||||
|
||||
// 计算连线的方向、长度和中点
|
||||
Vector3 direction = end - start;
|
||||
float distance = direction.magnitude;
|
||||
|
||||
if (distance < 0.001f)
|
||||
{
|
||||
// 距离太短,隐藏圆柱体
|
||||
cylinder.transform.localScale = new Vector3(previewWireDiameter, 0.001f, previewWireDiameter);
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 midPoint = (start + end) / 2f;
|
||||
|
||||
// 设置圆柱体的位置和旋转
|
||||
cylinder.transform.position = midPoint;
|
||||
cylinder.transform.up = direction.normalized;
|
||||
|
||||
// 设置圆柱体的缩放
|
||||
cylinder.transform.localScale = new Vector3(
|
||||
previewWireDiameter,
|
||||
distance / 2f,
|
||||
previewWireDiameter
|
||||
);
|
||||
}
|
||||
|
||||
void UpdateLineRendererPreviewWire(Vector3 start, Vector3 end)
|
||||
{
|
||||
LineRenderer lr = previewWireObject.GetComponent<LineRenderer>();
|
||||
if (lr != null)
|
||||
{
|
||||
lr.SetPosition(0, start);
|
||||
lr.SetPosition(1, end);
|
||||
}
|
||||
}
|
||||
|
||||
GameObject CreateFinalWire()
|
||||
{
|
||||
if (startColliderObject == null || endColliderObject == null) return null;
|
||||
|
||||
GameObject wireObject = new GameObject($"Wire_{System.DateTime.Now:yyyyMMddHHmmss}");
|
||||
|
||||
if (useCylinderWire)
|
||||
{
|
||||
CreateCylinderWire(wireObject, startPoint, endPoint);
|
||||
}
|
||||
else
|
||||
{
|
||||
CreateLineRendererWire(wireObject, startPoint, endPoint);
|
||||
}
|
||||
|
||||
// 添加连线数据组件
|
||||
LineShowModelCylinderWireData wireData = wireObject.AddComponent<LineShowModelCylinderWireData>();
|
||||
wireData.startPoint = startPoint;
|
||||
wireData.endPoint = endPoint;
|
||||
wireData.startCollider = startColliderObject;
|
||||
wireData.endCollider = endColliderObject;
|
||||
wireData.wireDiameter = cylinderWireDiameter;
|
||||
wireData.creationTime = System.DateTime.Now;
|
||||
|
||||
// 添加到连线列表
|
||||
allWires.Add(wireObject);
|
||||
StartCoroutine(LineManager.instance.Checkconnection(startColliderObject.transform, endColliderObject.transform));
|
||||
// 重置起点和终点
|
||||
startColliderObject = null;
|
||||
endColliderObject = null;
|
||||
|
||||
return wireObject;
|
||||
}
|
||||
|
||||
void CreateCylinderWire(GameObject wireObject, Vector3 start, Vector3 end)
|
||||
{
|
||||
GameObject cylinder = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
|
||||
cylinder.name = "WireCylinder";
|
||||
cylinder.transform.SetParent(wireObject.transform);
|
||||
|
||||
// 设置材质
|
||||
if (cylinderWireMaterial != null)
|
||||
{
|
||||
Renderer renderer = cylinder.GetComponent<Renderer>();
|
||||
renderer.material = cylinderWireMaterial;
|
||||
}
|
||||
else if (wireMaterial != null)
|
||||
{
|
||||
Renderer renderer = cylinder.GetComponent<Renderer>();
|
||||
renderer.material = wireMaterial;
|
||||
}
|
||||
|
||||
// 计算连线的方向、长度和中点
|
||||
Vector3 direction = end - start;
|
||||
float distance = direction.magnitude;
|
||||
Vector3 midPoint = (start + end) / 2f;
|
||||
|
||||
// 设置圆柱体的位置和旋转
|
||||
cylinder.transform.position = midPoint;
|
||||
cylinder.transform.up = direction.normalized;
|
||||
|
||||
// 设置圆柱体的缩放
|
||||
cylinder.transform.localScale = new Vector3(
|
||||
cylinderWireDiameter,
|
||||
distance / 2f,
|
||||
cylinderWireDiameter
|
||||
);
|
||||
|
||||
// 可选:添加碰撞器
|
||||
if (cylinder.GetComponent<Collider>() != null)
|
||||
{
|
||||
Destroy(cylinder.GetComponent<Collider>());
|
||||
}
|
||||
}
|
||||
|
||||
void CreateLineRendererWire(GameObject wireObject, Vector3 start, Vector3 end)
|
||||
{
|
||||
LineRenderer lr = wireObject.AddComponent<LineRenderer>();
|
||||
lr.positionCount = 2;
|
||||
lr.SetPosition(0, start);
|
||||
lr.SetPosition(1, end);
|
||||
|
||||
// 配置LineRenderer
|
||||
if (wireMaterial != null)
|
||||
{
|
||||
lr.material = wireMaterial;
|
||||
}
|
||||
else
|
||||
{
|
||||
lr.material = new Material(Shader.Find("Sprites/Default"));
|
||||
}
|
||||
|
||||
lr.startColor = wireColor;
|
||||
lr.endColor = wireColor;
|
||||
lr.startWidth = wireWidth;
|
||||
lr.endWidth = wireWidth;
|
||||
lr.useWorldSpace = true;
|
||||
}
|
||||
|
||||
void ClearPreviewWire()
|
||||
{
|
||||
if (previewWireObject != null)
|
||||
{
|
||||
Destroy(previewWireObject);
|
||||
previewWireObject = null;
|
||||
}
|
||||
}
|
||||
|
||||
void CheckForSnapTargets()
|
||||
{
|
||||
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||||
RaycastHit hit;
|
||||
|
||||
// 清除之前的吸附高亮
|
||||
ClearSnapHighlight();
|
||||
|
||||
// 检查鼠标位置附近是否有可吸附的物体
|
||||
if (Physics.Raycast(ray, out hit, Mathf.Infinity, snapLayers))
|
||||
{
|
||||
GameObject hitObject = hit.collider.gameObject;
|
||||
|
||||
// 跳过起点碰撞体
|
||||
if (hitObject == startColliderObject)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// 计算鼠标位置与物体中心的距离
|
||||
Vector3 objectCenter = GetObjectCenter(hitObject);
|
||||
float distance = Vector3.Distance(GetMouseWorldPosition(), objectCenter);
|
||||
|
||||
if (distance <= snapDistance)
|
||||
{
|
||||
// 设置吸附目标
|
||||
snapTarget = hitObject;
|
||||
|
||||
// 高亮显示可吸附的物体
|
||||
HighlightSnapTarget(snapTarget);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 GetObjectCenter(GameObject obj)
|
||||
{
|
||||
if (obj == null) return Vector3.zero;
|
||||
|
||||
if (snapToColliderCenter)
|
||||
{
|
||||
Collider collider = obj.GetComponent<Collider>();
|
||||
if (collider != null)
|
||||
{
|
||||
return collider.bounds.center;
|
||||
}
|
||||
}
|
||||
|
||||
// 默认使用变换位置
|
||||
return obj.transform.position;
|
||||
}
|
||||
|
||||
void HighlightSnapTarget(GameObject target)
|
||||
{
|
||||
if (target == null) return;
|
||||
|
||||
snapTargetRenderer = target.GetComponent<Renderer>();
|
||||
if (snapTargetRenderer != null)
|
||||
{
|
||||
// 记录原始颜色
|
||||
snapTargetOriginalColor = snapTargetRenderer.material.color;
|
||||
|
||||
// 设置高亮颜色
|
||||
snapTargetRenderer.material.color = snapHighlightColor;
|
||||
isSnapTargetHighlighted = true;
|
||||
}
|
||||
}
|
||||
|
||||
void HighlightObject(GameObject obj)
|
||||
{
|
||||
if (obj == null) return;
|
||||
|
||||
Renderer renderer = obj.GetComponent<Renderer>();
|
||||
if (renderer != null)
|
||||
{
|
||||
// 临时高亮物体
|
||||
Color originalColor = renderer.material.color;
|
||||
renderer.material.color = Color.green;
|
||||
|
||||
// 可以在这里添加一个协程来在一段时间后恢复颜色
|
||||
StartCoroutine(RestoreColorAfterDelay(renderer, originalColor, 1.0f));
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator RestoreColorAfterDelay(Renderer renderer, Color originalColor, float delay)
|
||||
{
|
||||
yield return new WaitForSeconds(delay);
|
||||
|
||||
if (renderer != null)
|
||||
{
|
||||
renderer.material.color = originalColor;
|
||||
}
|
||||
}
|
||||
|
||||
void ClearSnapHighlight()
|
||||
{
|
||||
if (snapTargetRenderer != null && isSnapTargetHighlighted)
|
||||
{
|
||||
snapTargetRenderer.material.color = snapTargetOriginalColor;
|
||||
snapTargetRenderer = null;
|
||||
isSnapTargetHighlighted = false;
|
||||
}
|
||||
snapTarget = null;
|
||||
}
|
||||
|
||||
public void CancelDrawing()
|
||||
{
|
||||
ClearPreviewWire();
|
||||
ClearSnapHighlight();
|
||||
currentState = DrawingState.Idle;
|
||||
|
||||
// 重置起点和终点
|
||||
startColliderObject = null;
|
||||
endColliderObject = null;
|
||||
|
||||
Debug.Log("取消连线操作");
|
||||
}
|
||||
|
||||
Vector3 GetMouseWorldPosition()
|
||||
{
|
||||
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||||
RaycastHit hit;
|
||||
|
||||
// 优先使用吸附目标的位置
|
||||
if (snapTarget != null)
|
||||
{
|
||||
return GetObjectCenter(snapTarget);
|
||||
}
|
||||
|
||||
// 其次使用射线击中的位置
|
||||
if (Physics.Raycast(ray, out hit, Mathf.Infinity, snapLayers))
|
||||
{
|
||||
return hit.point;
|
||||
}
|
||||
|
||||
// 如果没有击中任何物体,使用默认平面
|
||||
Plane defaultPlane = new Plane(Vector3.up, Vector3.zero);
|
||||
float enter;
|
||||
if (defaultPlane.Raycast(ray, out enter))
|
||||
{
|
||||
return ray.GetPoint(enter);
|
||||
}
|
||||
|
||||
// 最后使用射线上的一个点
|
||||
return ray.origin + ray.direction * 10f;
|
||||
}
|
||||
|
||||
// 公共方法:开始新连线
|
||||
public void StartNewWire()
|
||||
{
|
||||
if (currentState != DrawingState.Idle)
|
||||
{
|
||||
CancelDrawing();
|
||||
}
|
||||
currentState = DrawingState.SelectingStart;
|
||||
}
|
||||
|
||||
// 公共方法:删除所有连线
|
||||
public void ClearAllWires()
|
||||
{
|
||||
foreach (GameObject wire in allWires)
|
||||
{
|
||||
if (wire != null)
|
||||
Destroy(wire);
|
||||
}
|
||||
allWires.Clear();
|
||||
Debug.Log("已清除所有连线");
|
||||
|
||||
// 触发事件
|
||||
OnAllWiresDeleted?.Invoke();
|
||||
}
|
||||
|
||||
// 公共方法:删除最后一个连线
|
||||
public void DeleteLastWire()
|
||||
{
|
||||
if (allWires.Count > 0)
|
||||
{
|
||||
GameObject lastWire = allWires[allWires.Count - 1];
|
||||
DeleteWire(lastWire);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("没有可删除的连线");
|
||||
}
|
||||
}
|
||||
|
||||
// 公共方法:删除指定连线
|
||||
public void DeleteWire(GameObject wireObject)
|
||||
{
|
||||
if (wireObject == null) return;
|
||||
|
||||
// 获取连线数据
|
||||
LineShowModelCylinderWireData wireData = wireObject.GetComponent<LineShowModelCylinderWireData>();
|
||||
GameObject startCollider = wireData?.startCollider;
|
||||
GameObject endCollider = wireData?.endCollider;
|
||||
|
||||
// 从列表中移除
|
||||
allWires.Remove(wireObject);
|
||||
|
||||
// 销毁连线对象
|
||||
Destroy(wireObject);
|
||||
|
||||
Debug.Log($"删除连线: {wireObject.name}");
|
||||
|
||||
// 触发事件
|
||||
OnWireDeleted?.Invoke(wireObject, startCollider, endCollider);
|
||||
}
|
||||
|
||||
// 公共方法:根据碰撞体删除连线
|
||||
public void DeleteWiresByCollider(GameObject colliderObject)
|
||||
{
|
||||
List<GameObject> wiresToDelete = new List<GameObject>();
|
||||
|
||||
// 查找所有连接到该碰撞体的连线
|
||||
foreach (GameObject wire in allWires)
|
||||
{
|
||||
LineShowModelCylinderWireData wireData = wire?.GetComponent<LineShowModelCylinderWireData>();
|
||||
if (wireData != null && (wireData.startCollider == colliderObject || wireData.endCollider == colliderObject))
|
||||
{
|
||||
wiresToDelete.Add(wire);
|
||||
}
|
||||
}
|
||||
|
||||
// 删除找到的连线
|
||||
foreach (GameObject wire in wiresToDelete)
|
||||
{
|
||||
DeleteWire(wire);
|
||||
}
|
||||
|
||||
if (wiresToDelete.Count > 0)
|
||||
{
|
||||
Debug.Log($"删除了 {wiresToDelete.Count} 条连接到 {colliderObject.name} 的连线");
|
||||
}
|
||||
}
|
||||
|
||||
// 公共方法:根据两个碰撞体删除特定连线
|
||||
public void DeleteWireByColliders(GameObject startCollider, GameObject endCollider)
|
||||
{
|
||||
foreach (GameObject wire in allWires)
|
||||
{
|
||||
LineShowModelCylinderWireData wireData = wire?.GetComponent<LineShowModelCylinderWireData>();
|
||||
if (wireData != null &&
|
||||
((wireData.startCollider == startCollider && wireData.endCollider == endCollider) ||
|
||||
(wireData.startCollider == endCollider && wireData.endCollider == startCollider)))
|
||||
{
|
||||
DeleteWire(wire);
|
||||
Debug.Log($"删除了 {startCollider.name} 和 {endCollider.name} 之间的连线");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
Debug.Log($"未找到 {startCollider.name} 和 {endCollider.name} 之间的连线");
|
||||
}
|
||||
|
||||
// 公共方法:设置吸附目标(用于编程控制)
|
||||
public void SetSnapTarget(GameObject target)
|
||||
{
|
||||
if (enableSnapping && target != null)
|
||||
{
|
||||
snapTarget = target;
|
||||
HighlightSnapTarget(target);
|
||||
}
|
||||
}
|
||||
|
||||
// 公共方法:清除吸附目标
|
||||
public void ClearSnapTarget()
|
||||
{
|
||||
ClearSnapHighlight();
|
||||
}
|
||||
|
||||
// 公共方法:检查物体是否可以吸附
|
||||
public bool CanSnapToObject(GameObject obj)
|
||||
{
|
||||
if (obj == null) return false;
|
||||
|
||||
// 检查物体是否在可吸附层
|
||||
if (((1 << obj.layer) & snapLayers) == 0) return false;
|
||||
|
||||
// 检查物体是否有碰撞体
|
||||
Collider collider = obj.GetComponent<Collider>();
|
||||
if (collider == null) return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// 公共方法:获取所有连线
|
||||
public List<GameObject> GetAllWires()
|
||||
{
|
||||
return new List<GameObject>(allWires);
|
||||
}
|
||||
|
||||
// 公共方法:获取连接到特定碰撞体的所有连线
|
||||
public List<GameObject> GetWiresByCollider(GameObject colliderObject)
|
||||
{
|
||||
List<GameObject> connectedWires = new List<GameObject>();
|
||||
|
||||
foreach (GameObject wire in allWires)
|
||||
{
|
||||
LineShowModelCylinderWireData wireData = wire?.GetComponent<LineShowModelCylinderWireData>();
|
||||
if (wireData != null && (wireData.startCollider == colliderObject || wireData.endCollider == colliderObject))
|
||||
{
|
||||
connectedWires.Add(wire);
|
||||
}
|
||||
}
|
||||
|
||||
return connectedWires;
|
||||
}
|
||||
|
||||
// 公共方法:检查两个碰撞体之间是否有连线
|
||||
public bool AreCollidersConnected(GameObject collider1, GameObject collider2)
|
||||
{
|
||||
foreach (GameObject wire in allWires)
|
||||
{
|
||||
LineShowModelCylinderWireData wireData = wire?.GetComponent<LineShowModelCylinderWireData>();
|
||||
if (wireData != null &&
|
||||
((wireData.startCollider == collider1 && wireData.endCollider == collider2) ||
|
||||
(wireData.startCollider == collider2 && wireData.endCollider == collider1)))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// 处理删除操作
|
||||
void HandleDelete()
|
||||
{
|
||||
// 如果正在绘制连线,先取消绘制
|
||||
if (currentState != DrawingState.Idle)
|
||||
{
|
||||
CancelDrawing();
|
||||
return;
|
||||
}
|
||||
|
||||
// 查找鼠标位置附近的连线
|
||||
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||||
RaycastHit hit;
|
||||
|
||||
if (Physics.Raycast(ray, out hit, Mathf.Infinity))
|
||||
{
|
||||
GameObject hitObject = hit.collider.gameObject;
|
||||
|
||||
// 检查是否点击到了连线
|
||||
if (IsWire(hitObject))
|
||||
{
|
||||
DeleteWire(hitObject);
|
||||
return;
|
||||
}
|
||||
|
||||
// 检查是否是连线的子物体
|
||||
if (hitObject.transform.parent != null)
|
||||
{
|
||||
GameObject parent = hitObject.transform.parent.gameObject;
|
||||
if (IsWire(parent))
|
||||
{
|
||||
DeleteWire(parent);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 如果没有找到可删除的对象,尝试删除最后一个连线
|
||||
DeleteLastWire();
|
||||
}
|
||||
|
||||
// 检查对象是否是连线
|
||||
bool IsWire(GameObject obj)
|
||||
{
|
||||
if (obj == null) return false;
|
||||
|
||||
// 检查是否是连线
|
||||
if (obj.name.StartsWith("Wire_") || obj.GetComponent<LineShowModelCylinderWireData>() != null)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// 事件定义
|
||||
public delegate void WireCreatedHandler(GameObject wire, GameObject startCollider, GameObject endCollider);
|
||||
public delegate void WireDeletedHandler(GameObject wire, GameObject startCollider, GameObject endCollider);
|
||||
public delegate void AllWiresDeletedHandler();
|
||||
|
||||
// 事件
|
||||
public static event WireCreatedHandler OnWireCreated;
|
||||
public static event WireDeletedHandler OnWireDeleted;
|
||||
public static event AllWiresDeletedHandler OnAllWiresDeleted;
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 239a36da09e63484eb88aed17b731dea
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,13 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
// 圆柱体连线数据组件
|
||||
public class LineShowModelCylinderWireData : MonoBehaviour
|
||||
{
|
||||
public Vector3 startPoint;
|
||||
public Vector3 endPoint;
|
||||
public GameObject startCollider;
|
||||
public GameObject endCollider;
|
||||
public float wireDiameter;
|
||||
public System.DateTime creationTime;
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: c0143d1e349fc9a42a74001b6be63db8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Loading…
Reference in New Issue