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100644 index 0000000..8c996a4 --- /dev/null +++ b/Assets/Scripts/Line/LineConnect.cs @@ -0,0 +1,54 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.EventSystems; + +public enum InterfaceType +{ + None, + IN1, + IN1_100K, + IN2, + IN2_200K, + IN3, + IN3_200K, + IN4, + _12V,//+12V + GND, + GND1, + GND2, + GND3, + __12V,//-12V + UI, + UI_100K, + UI_01uF, + UI_1uF, + UI_10uF, + O1_01uF, + O1_1uF, + O1_10uF, + OUT1, + OUT2, + O1, + O2, + _1uF_star, + _1uF_end, + _10uF_star, + _10uF_end, + _51K_star, + _51K_end, + _100K_star, + _100K_end, + _200K_star, + _200K_end, + _250K_star, + _250K_end, +} +public class LineConnect : MonoBehaviour +{ + public InterfaceType interfaceType = InterfaceType.None; + private void OnMouseDown() + { + LineManager.instance.ClickPoint(transform); + } +} diff --git a/Assets/Scripts/Line/LineConnect.cs.meta b/Assets/Scripts/Line/LineConnect.cs.meta new file mode 100644 index 0000000..1ebaf6b --- /dev/null +++ b/Assets/Scripts/Line/LineConnect.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6282401d280c18d488e073bf54edbc11 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Line/LineManager.cs b/Assets/Scripts/Line/LineManager.cs new file mode 100644 index 0000000..ba6e0f3 --- /dev/null +++ b/Assets/Scripts/Line/LineManager.cs @@ -0,0 +1,37 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class LineManager : MonoBehaviour +{ + public static LineManager instance; + private Transform point1; + private Transform point2; + private void Awake() + { + instance = this; + } + void Start() + { + + } + void Update() + { + + } + /// + /// 鼠标点击的物体 + /// + /// + public void ClickPoint(Transform point) + { + if (point1 != null) + { + point2 = point; + } + if (point1 == null) + { + point1 = point; + } + } +} diff --git a/Assets/Scripts/Line/LineManager.cs.meta b/Assets/Scripts/Line/LineManager.cs.meta new file mode 100644 index 0000000..0992312 --- /dev/null +++ b/Assets/Scripts/Line/LineManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 965acbac4940e4f4bb1f61e61ae6a732 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Line/WireData.cs b/Assets/Scripts/Line/WireData.cs new file mode 100644 index 0000000..7e89904 --- /dev/null +++ b/Assets/Scripts/Line/WireData.cs @@ -0,0 +1,28 @@ +// 扩展的连线数据类,包含吸附信息 +using UnityEngine; + +public class WireData : MonoBehaviour +{ + public Vector3 startPoint; + public Vector3 endPoint; + public System.DateTime creationTime; + + [Header("吸附信息")] + public GameObject snapStartObject; // 起点吸附的物体 + public GameObject snapEndObject; // 终点吸附的物体 + + [Header("电气属性")] + public float resistance = 0.1f; + public bool isConnected = false; + + // 连线编辑功能 + public void UpdateEndPoint(Vector3 newEndPoint) + { + endPoint = newEndPoint; + LineRenderer lr = GetComponent(); + if (lr != null) + { + lr.SetPosition(1, newEndPoint); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Line/WireData.cs.meta b/Assets/Scripts/Line/WireData.cs.meta new file mode 100644 index 0000000..4380441 --- /dev/null +++ b/Assets/Scripts/Line/WireData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ed2934bf209d85a41959d0bc54865245 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Line/WireDrawingSystem.cs b/Assets/Scripts/Line/WireDrawingSystem.cs new file mode 100644 index 0000000..d3820d4 --- /dev/null +++ b/Assets/Scripts/Line/WireDrawingSystem.cs @@ -0,0 +1,900 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; + +public class WireDrawingSystem : 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 bool snapToTransformCenter = false; // 吸附到变换组件中心 + public Color snapHighlightColor = Color.cyan; // 吸附高亮颜色 + + [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 + + [Header("状态显示")] + public DrawingState currentState = DrawingState.Idle; + + // 连线数据 + private Vector3 startPoint; + private Vector3 endPoint; + private LineRenderer currentWire; + private GameObject currentWireObject; + + // 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 + + // 修复问题:记录鼠标点击的实际位置 + private Vector3 actualMousePosition; + /// + /// 接线头样式 + /// + [Header("接线头样式")] + public GameObject LineModel; + + [Header("连接点模型设置")] + 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 + + // 存储所有已创建的连线和连接点 + private List allWires = new List(); + private List allConnectionPoints = new List(); + void Update() + { + HandleInput(); + UpdateWirePreview(); + + // 在选择终点状态时检查吸附 + if (currentState == DrawingState.SelectingEnd && enableSnapping) + { + CheckForSnapTargets(); + UpdateSnapPreview(); + } + else + { + // 不在选择终点状态时,清除吸附点预览 + ClearSnapPreview(); + } + + } + + /// + /// 在指定位置创建连接点模型 + /// + /// 连接点位置 + /// 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) + { + if (connectionPointPrefab == null) + { + Debug.LogWarning("连接点预制体未设置,无法创建连接点模型"); + return; + } + + GameObject connectionPoint = Instantiate(connectionPointPrefab); + connectionPoint.name = $"ConnectionPoint_{(isStartPoint ? "Start" : "End")}_{System.DateTime.Now:HHmmss}"; + connectionPoint.transform.position = position; + connectionPoint.transform.localScale = Vector3.one * connectionPointScale; + + // 设置材质 + if (connectionPointMaterial != null) + { + Renderer renderer = connectionPoint.GetComponent(); + if (renderer != null) + { + renderer.material = connectionPointMaterial; + } + } + + // 添加到连接点列表 + allConnectionPoints.Add(connectionPoint); + + Debug.Log($"创建连接点: {position}, 类型: {(isStartPoint ? "起点" : "终点")}"); + } + + /// + /// 删除未完成的连接点(用于取消操作时) + /// + void RemoveUnfinishedConnectionPoints() + { + // 删除最近创建但未完成的连接点 + if (allConnectionPoints.Count > 0) + { + // 查找未附加到连线的连接点 + List toRemove = new List(); + foreach (GameObject point in allConnectionPoints) + { + if (point != null && point.transform.parent == null) + { + toRemove.Add(point); + } + } + + // 删除这些连接点 + foreach (GameObject point in toRemove) + { + allConnectionPoints.Remove(point); + Destroy(point); + } + } + } + + /// + /// 清除所有连接点 + /// + public void ClearAllConnectionPoints() + { + foreach (GameObject point in connectionPoints) + { + if (point != null) + Destroy(point); + } + 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) + { + if (wire != null) + Destroy(wire); + } + allWires.Clear(); + + // 删除所有连接点 + foreach (GameObject point in allConnectionPoints) + { + if (point != null) + Destroy(point); + } + allConnectionPoints.Clear(); + + // 清除吸附点预览 + ClearSnapPreview(); + + Debug.Log("已清除所有连线和连接点"); + } + /// + /// 将连接点附加到连线对象上 + /// + /// 连线对象 + void AttachConnectionPointsToWire(GameObject wireObject) + { + // 查找最近创建的两个未附加的连接点 + List unattachedPoints = new List(); + foreach (GameObject point in allConnectionPoints) + { + if (point != null && point.transform.parent == null) + { + unattachedPoints.Add(point); + } + } + + // 将最近的两个连接点附加到连线 + if (unattachedPoints.Count >= 2) + { + for (int i = unattachedPoints.Count - 1; i >= Mathf.Max(0, unattachedPoints.Count - 2); i--) + { + unattachedPoints[i].transform.SetParent(wireObject.transform); + } + } + } + + 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.GetMouseButtonDown(1)) + { + + HandleDelete(); + } + } + /// + /// 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; + } + + // 清除吸附点预览 + ClearSnapPreview(); + + // 查找鼠标位置附近的连线和连接点 + Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); + RaycastHit hit; + + if (Physics.Raycast(ray, out hit)) + { + // 检查是否点击到了连线或连接点 + GameObject hitObject = hit.collider.gameObject; + DeleteObjectIfWireOrConnection(hitObject); + } + else + { + // 如果没有击中任何物体,尝试删除最后一个创建的连线 + DeleteLastWire(); + } + } + + /// + /// 删除指定的连线或连接点 + /// + void DeleteObjectIfWireOrConnection(GameObject obj) + { + if (obj == null) return; + + // 检查是否是吸附预览 + if (obj.name == "SnapPreview") + { + ClearSnapPreview(); + return; + } + + // 检查是否是连线 + if (obj.name.StartsWith("Wire_") || obj.GetComponent() != null) + { + DeleteWire(obj); + return; + } + + // 检查是否是连接点 + if (obj.name.StartsWith("ConnectionPoint_")) + { + DeleteConnectionPoint(obj); + return; + } + + // 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) + { + DeleteWire(parent); + return; + } + } + } + + + /// + /// 删除指定的连线 + /// + void DeleteWire(GameObject wireObject) + { + if (wireObject == null) return; + + // 删除连线的所有连接点(子物体) + foreach (Transform child in wireObject.transform) + { + if (child.name.StartsWith("ConnectionPoint_")) + { + allConnectionPoints.Remove(child.gameObject); + Destroy(child.gameObject); + } + } + + // 从列表中移除并销毁连线 + allWires.Remove(wireObject); + Destroy(wireObject); + + Debug.Log("删除连线: " + wireObject.name); + + // 清除吸附点预览 + ClearSnapPreview(); + } + + /// + /// 删除指定的连接点 + /// + void DeleteConnectionPoint(GameObject connectionPoint) + { + if (connectionPoint == null) return; + + // 从列表中移除并销毁连接点 + allConnectionPoints.Remove(connectionPoint); + Destroy(connectionPoint); + + Debug.Log("删除连接点: " + connectionPoint.name); + + // 清除吸附点预览 + ClearSnapPreview(); + } + + + /// + /// 删除最后一个创建的连线 + /// + 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"); + } + } + + + /// + /// 删除最后一个连接点 + /// + void DeleteLastConnectionPoint() + { + if (allConnectionPoints.Count > 0) + { + GameObject lastPoint = allConnectionPoints[allConnectionPoints.Count - 1]; + DeleteConnectionPoint(lastPoint); + } + else + { + Debug.Log("没有可删除的连接点"); + } + } + + void HandleMouseClick() + { + Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); + RaycastHit hit; + + // 获取鼠标的实际世界位置 + actualMousePosition = GetMouseWorldPosition(); + + // 首先检查是否有吸附目标 + if (snapTarget != null) + { + // 检查吸附目标是否有碰撞体 + if (requireColliderForConnection && !HasCollider(snapTarget)) + { + Debug.LogWarning($"目标物体 {snapTarget.name} 没有碰撞体,无法连线"); + return; + } + + // 如果有吸附目标,使用吸附点的位置 + Vector3 targetPoint = GetObjectCenter(snapTarget); + + switch (currentState) + { + case DrawingState.Idle: + StartNewWire(targetPoint); + break; + + case DrawingState.SelectingStart: + break; + + case DrawingState.SelectingEnd: + CompleteWire(targetPoint); + break; + } + } + else if (Physics.Raycast(ray, out hit, Mathf.Infinity, snapLayers)) + { + // 检查击中的物体是否有碰撞体 + if (requireColliderForConnection && !HasCollider(hit.collider.gameObject)) + { + Debug.LogWarning($"目标物体 {hit.collider.gameObject.name} 没有碰撞体,无法连线"); + return; + } + + // 如果有击中物体,使用击中点的位置 + Vector3 targetPoint = GetSnapPoint(hit); + + switch (currentState) + { + case DrawingState.Idle: + StartNewWire(targetPoint); + break; + + case DrawingState.SelectingStart: + break; + + case DrawingState.SelectingEnd: + CompleteWire(targetPoint); + break; + } + } + else + { + // 如果没有击中任何物体,且要求必须有碰撞体,则不允许连线 + if (requireColliderForConnection) + { + Debug.LogWarning("没有找到带有碰撞体的物体,无法连线"); + return; + } + + // 如果没有击中任何物体,使用实际鼠标位置 + switch (currentState) + { + case DrawingState.Idle: + StartNewWire(actualMousePosition); + break; + + case DrawingState.SelectingStart: + break; + + case DrawingState.SelectingEnd: + CompleteWire(actualMousePosition); + break; + } + } + } + + // 检查物体是否有碰撞体 + bool HasCollider(GameObject obj) + { + if (obj == null) return false; + + // 检查所有类型的碰撞器 + Collider collider3D = obj.GetComponent(); + Collider2D collider2D = obj.GetComponent(); + + return (collider3D != null || collider2D != null); + } + + 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 + CreateWirePreview(); + Debug.Log("选择起点: " + point); + } + + void CompleteWire(Vector3 point) + { + 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(); + } + + void CreateWirePreview() + { + currentWireObject = new GameObject("WirePreview"); + currentWire = currentWireObject.AddComponent(); + + ConfigureLineRenderer(currentWire); + currentWire.positionCount = 2; + currentWire.SetPosition(0, startPoint); + currentWire.SetPosition(1, startPoint); // 初始时终点与起点相同 + } + + void UpdateWirePreview() + { + if (currentState == DrawingState.SelectingEnd && currentWire != null) + { + Vector3 targetPoint; + + // 如果有吸附目标,使用吸附点 + if (snapTarget != null) + { + targetPoint = GetObjectCenter(snapTarget); + } + else + { + // 否则使用实际鼠标位置 + targetPoint = GetMouseWorldPosition(); + } + + currentWire.SetPosition(1, targetPoint); + } + } + + 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; + + // 如果要求碰撞体但物体没有碰撞体,跳过 + if (requireColliderForConnection && !HasCollider(hitObject)) + { + 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 GetSnapPoint(RaycastHit hit) + { + if (!enableSnapping) + return hit.point; + + GameObject hitObject = hit.collider.gameObject; + Vector3 objectCenter = GetObjectCenter(hitObject); + + // 检查是否在吸附距离内 + float distance = Vector3.Distance(hit.point, objectCenter); + if (distance <= snapDistance) + { + return objectCenter; + } + + return hit.point; + } + + Vector3 GetObjectCenter(GameObject obj) + { + if (snapToColliderCenter) + { + Collider collider = obj.GetComponent(); + if (collider != null) + { + return collider.bounds.center; + } + } + + if (snapToTransformCenter) + { + return obj.transform.position; + } + + // 默认使用碰撞体中心 + Collider defaultCollider = obj.GetComponent(); + if (defaultCollider != null) + { + return defaultCollider.bounds.center; + } + + // 如果都没有,使用变换位置 + return obj.transform.position; + } + + void HighlightSnapTarget(GameObject target) + { + snapTargetRenderer = target.GetComponent(); + if (snapTargetRenderer != null) + { + snapTargetOriginalColor = snapTargetRenderer.material.color; + snapTargetRenderer.material.color = snapHighlightColor; + } + } + + void ClearSnapHighlight() + { + if (snapTargetRenderer != null) + { + snapTargetRenderer.material.color = snapTargetOriginalColor; + snapTargetRenderer = null; + } + snapTarget = null; + } + + // 修改 FinalizeWire 方法,添加记录功能 + void FinalizeWire() + { + if (currentWire != null) + { + currentWireObject.name = $"Wire_{System.DateTime.Now:yyyyMMddHHmmss}"; + + // 将连接点附加到连线对象 + AttachConnectionPointsToWire(currentWireObject); + + // 添加到连线列表 + allWires.Add(currentWireObject); + + // 可选:添加物理碰撞器 + if (addColliderToWires) + { + AddWireCollider(currentWire); + } + + // 保存连线数据 + WireData data = currentWireObject.AddComponent(); + data.startPoint = startPoint; + data.endPoint = endPoint; + data.creationTime = System.DateTime.Now; + + if (snapTarget != null) + { + data.snapEndObject = snapTarget; + } + } + + currentWire = null; + currentWireObject = null; + } + + // 修改 CancelDrawing 方法,确保正确清理 + void CancelDrawing() + { + if (currentWireObject != null) + { + Destroy(currentWireObject); + } + + // 删除未完成的连接点 + RemoveUnfinishedConnectionPoints(); + + // 清除吸附点预览 + ClearSnapPreview(); + + currentState = DrawingState.Idle; + currentWire = null; + currentWireObject = null; + + ClearSnapHighlight(); + Debug.Log("取消连线操作"); + } + + /// + /// 更新吸附点预览模型 + /// + void UpdateSnapPreview() + { + if (snapPreviewPrefab == null) return; + + // 如果有吸附目标,显示预览 + if (snapTarget != null) + { + if (currentSnapPreview == null) + { + currentSnapPreview = Instantiate(snapPreviewPrefab); + currentSnapPreview.name = "SnapPreview"; + currentSnapPreview.transform.localScale = Vector3.one * connectionPointScale * 0.8f; + + // 设置为半透明 + Renderer renderer = currentSnapPreview.GetComponent(); + if (renderer != null) + { + Color color = renderer.material.color; + color.a = 0.5f; + renderer.material.color = color; + } + } + + Vector3 snapPosition = GetObjectCenter(snapTarget); + currentSnapPreview.transform.position = snapPosition; + } + else if (currentSnapPreview != null) + { + // 没有吸附目标时隐藏预览 + ClearSnapPreview(); + } + } + /// + /// 清除吸附点预览 + /// + void ClearSnapPreview() + { + if (currentSnapPreview != null) + { + Destroy(currentSnapPreview); + currentSnapPreview = null; + } + } + void ConfigureLineRenderer(LineRenderer lr) + { + if (wireMaterial != null) + { + lr.material = wireMaterial; + } + else + { + // 使用默认材质 + lr.material = new Material(Shader.Find("Sprites/Default")); + } + + lr.startColor = wireColor; + lr.endColor = wireColor; + lr.startWidth = wireWidth; + lr.endWidth = wireWidth; + lr.useWorldSpace = true; + } + + // 修复:改进的碰撞器添加方法 + void AddWireCollider(LineRenderer lr) + { + if (lr.positionCount < 2) + { + Debug.LogWarning("连线点数不足,无法添加碰撞器"); + return; + } + + // 创建胶囊碰撞器而不是网格碰撞器,避免Convex Mesh错误 + CreateCapsuleCollidersAlongLine(lr); + } + + // 修复:使用胶囊碰撞器替代网格碰撞器 + void CreateCapsuleCollidersAlongLine(LineRenderer lr) + { + // 获取连线上的所有点 + Vector3[] positions = new Vector3[lr.positionCount]; + lr.GetPositions(positions); + + // 为连线的每个线段创建胶囊碰撞器 + for (int i = 0; i < positions.Length - 1; i++) + { + Vector3 start = positions[i]; + Vector3 end = positions[i + 1]; + + // 计算线段长度和方向 + float distance = Vector3.Distance(start, end); + if (distance < 0.01f) continue; // 跳过太短的线段 + + Vector3 direction = (end - start).normalized; + + // 创建胶囊碰撞器 + CapsuleCollider capsule = currentWireObject.AddComponent(); + + // 设置胶囊碰撞器的方向和位置 + capsule.direction = 2; // Z轴方向 + capsule.height = distance; + capsule.radius = wireWidth / 2; + + // 计算胶囊的位置和旋转 + capsule.center = start + direction * distance / 2; + + // 设置胶囊的方向 + if (direction != Vector3.zero) + { + capsule.transform.rotation = Quaternion.LookRotation(direction); + } + + capsule.isTrigger = true; + } + } + + // 修复:改进的鼠标位置获取方法 + 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)) + { + // 检查击中的物体是否有碰撞体 + if (requireColliderForConnection && !HasCollider(hit.collider.gameObject)) + { + // 如果没有碰撞体,继续寻找其他点 + return FindAlternativePosition(ray); + } + + return GetSnapPoint(hit); + } + + // 如果没有击中任何物体,使用默认平面 + return FindAlternativePosition(ray); + } + + // 寻找替代位置(当没有碰撞体时) + Vector3 FindAlternativePosition(Ray ray) + { + // 尝试在默认平面上寻找位置 + 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:设置吸附目标(用于编程控制) + public void SetSnapTarget(GameObject target) + { + if (enableSnapping && target != null) + { + // 检查目标是否有碰撞体 + if (requireColliderForConnection && !HasCollider(target)) + { + Debug.LogWarning($"目标物体 {target.name} 没有碰撞体,无法设置为吸附目标"); + return; + } + + snapTarget = target; + HighlightSnapTarget(target); + } + } + + // 公共方法:清除吸附目标 + public void ClearSnapTarget() + { + ClearSnapHighlight(); + } + + // 公共方法:检查物体是否可以连线 + public bool CanConnectToObject(GameObject obj) + { + if (obj == null) return false; + + // 如果不需要碰撞体,任何物体都可以连线 + if (!requireColliderForConnection) return true; + + // 检查物体是否有碰撞体 + return HasCollider(obj); + } +} \ No newline at end of file diff --git a/Assets/Scripts/Line/WireDrawingSystem.cs.meta b/Assets/Scripts/Line/WireDrawingSystem.cs.meta new file mode 100644 index 0000000..ad39f9c --- /dev/null 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