连线功能提交
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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public enum InterfaceType
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{
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None,
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IN1,
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IN1_100K,
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IN2,
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IN2_200K,
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IN3,
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IN3_200K,
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IN4,
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_12V,//+12V
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GND,
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GND1,
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GND2,
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GND3,
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__12V,//-12V
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UI,
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UI_100K,
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UI_01uF,
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UI_1uF,
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UI_10uF,
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O1_01uF,
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O1_1uF,
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O1_10uF,
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OUT1,
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OUT2,
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O1,
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O2,
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_1uF_star,
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_1uF_end,
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_10uF_star,
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_10uF_end,
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_51K_star,
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_51K_end,
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_100K_star,
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_100K_end,
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_200K_star,
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_200K_end,
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_250K_star,
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_250K_end,
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}
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public class LineConnect : MonoBehaviour
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{
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public InterfaceType interfaceType = InterfaceType.None;
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private void OnMouseDown()
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{
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LineManager.instance.ClickPoint(transform);
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}
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}
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class LineManager : MonoBehaviour
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{
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public static LineManager instance;
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private Transform point1;
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private Transform point2;
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private void Awake()
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{
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instance = this;
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}
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void Start()
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{
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}
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void Update()
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{
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}
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/// <summary>
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/// Êó±êµã»÷µÄÎïÌå
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/// </summary>
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/// <param name="point"></param>
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public void ClickPoint(Transform point)
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{
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if (point1 != null)
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{
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point2 = point;
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}
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if (point1 == null)
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{
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point1 = point;
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}
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}
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}
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// 扩展的连线数据类,包含吸附信息
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using UnityEngine;
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public class WireData : MonoBehaviour
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{
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public Vector3 startPoint;
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public Vector3 endPoint;
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public System.DateTime creationTime;
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|
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[Header("吸附信息")]
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public GameObject snapStartObject; // 起点吸附的物体
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public GameObject snapEndObject; // 终点吸附的物体
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|
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[Header("电气属性")]
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public float resistance = 0.1f;
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public bool isConnected = false;
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|
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// 连线编辑功能
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public void UpdateEndPoint(Vector3 newEndPoint)
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{
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endPoint = newEndPoint;
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LineRenderer lr = GetComponent<LineRenderer>();
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if (lr != null)
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{
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lr.SetPosition(1, newEndPoint);
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||||
}
|
||||
}
|
||||
}
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fileFormatVersion: 2
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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public class WireDrawingSystem : MonoBehaviour
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||||
{
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public enum DrawingState
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||||
{
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||||
Idle, // 空闲状态
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SelectingStart, // 选择起点
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SelectingEnd // 选择终点
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}
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[Header("连线设置")]
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public Material wireMaterial;
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public Color wireColor = Color.red;
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||||
public float wireWidth = 0.02f;
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|
||||
[Header("吸附设置")]
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||||
public bool enableSnapping = true; // 启用吸附功能
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||||
public float snapDistance = 1.0f; // 吸附距离
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||||
public LayerMask snapLayers = -1; // 可吸附的层
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||||
public bool snapToColliderCenter = true; // 吸附到碰撞体中心
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||||
public bool snapToTransformCenter = false; // 吸附到变换组件中心
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||||
public Color snapHighlightColor = Color.cyan; // 吸附高亮颜色
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||||
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||||
[Header("碰撞设置")]
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||||
public bool requireColliderForConnection = true; // 要求物体必须有碰撞体才能连线
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public bool addColliderToWires = false; // 是否为连线添加碰撞器
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||||
[Header("状态显示")]
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||||
public DrawingState currentState = DrawingState.Idle;
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||||
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||||
// 连线数据
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||||
private Vector3 startPoint;
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||||
private Vector3 endPoint;
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||||
private LineRenderer currentWire;
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||||
private GameObject currentWireObject;
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||||
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||||
// 吸附相关
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||||
private GameObject snapTarget; // 当前吸附目标
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||||
private Renderer snapTargetRenderer; // 吸附目标的渲染器
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||||
private Color snapTargetOriginalColor; // 吸附目标原始颜色
|
||||
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||||
// 修复问题:记录鼠标点击的实际位置
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private Vector3 actualMousePosition;
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||||
/// <summary>
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/// 接线头样式
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/// </summary>
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[Header("接线头样式")]
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public GameObject LineModel;
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[Header("连接点模型设置")]
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||||
public GameObject connectionPointPrefab; // 连接点模型预制体
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||||
public float connectionPointScale = 0.1f; // 连接点模型缩放
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public Material connectionPointMaterial; // 连接点材质
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||||
[Header("吸附点预览")]
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||||
public GameObject snapPreviewPrefab; // 吸附点预览预制体
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||||
private GameObject currentSnapPreview; // 当前吸附点预览
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||||
private List<GameObject> connectionPoints = new List<GameObject>(); // 存储所有连接点
|
||||
[Header("删除设置")]
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||||
public KeyCode deleteKey = KeyCode.Mouse1; // 默认为鼠标右键
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||||
public float deleteDetectionRadius = 0.5f; // 删除检测半径
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||||
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||||
// 存储所有已创建的连线和连接点
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||||
private List<GameObject> allWires = new List<GameObject>();
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||||
private List<GameObject> allConnectionPoints = new List<GameObject>();
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||||
void Update()
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||||
{
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||||
HandleInput();
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||||
UpdateWirePreview();
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||||
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||||
// 在选择终点状态时检查吸附
|
||||
if (currentState == DrawingState.SelectingEnd && enableSnapping)
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{
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||||
CheckForSnapTargets();
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||||
UpdateSnapPreview();
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||||
}
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||||
else
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{
|
||||
// 不在选择终点状态时,清除吸附点预览
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ClearSnapPreview();
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||||
}
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||||
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||||
}
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/// <summary>
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/// 在指定位置创建连接点模型
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/// </summary>
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/// <param name="position">连接点位置</param>
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/// <param name="isStartPoint">是否为起点</param>
|
||||
// 修改现有的创建连接点方法,添加记录功能
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void CreateConnectionPoint(Vector3 position, bool isStartPoint)
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||||
{
|
||||
if (connectionPointPrefab == null)
|
||||
{
|
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Debug.LogWarning("连接点预制体未设置,无法创建连接点模型");
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return;
|
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}
|
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|
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GameObject connectionPoint = Instantiate(connectionPointPrefab);
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connectionPoint.name = $"ConnectionPoint_{(isStartPoint ? "Start" : "End")}_{System.DateTime.Now:HHmmss}";
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connectionPoint.transform.position = position;
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connectionPoint.transform.localScale = Vector3.one * connectionPointScale;
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// 设置材质
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if (connectionPointMaterial != null)
|
||||
{
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Renderer renderer = connectionPoint.GetComponent<Renderer>();
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||||
if (renderer != null)
|
||||
{
|
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renderer.material = connectionPointMaterial;
|
||||
}
|
||||
}
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// 添加到连接点列表
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allConnectionPoints.Add(connectionPoint);
|
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Debug.Log($"创建连接点: {position}, 类型: {(isStartPoint ? "起点" : "终点")}");
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}
|
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/// <summary>
|
||||
/// 删除未完成的连接点(用于取消操作时)
|
||||
/// </summary>
|
||||
void RemoveUnfinishedConnectionPoints()
|
||||
{
|
||||
// 删除最近创建但未完成的连接点
|
||||
if (allConnectionPoints.Count > 0)
|
||||
{
|
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// 查找未附加到连线的连接点
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List<GameObject> toRemove = new List<GameObject>();
|
||||
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);
|
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Destroy(point);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清除所有连接点
|
||||
/// </summary>
|
||||
public void ClearAllConnectionPoints()
|
||||
{
|
||||
foreach (GameObject point in connectionPoints)
|
||||
{
|
||||
if (point != null)
|
||||
Destroy(point);
|
||||
}
|
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connectionPoints.Clear();
|
||||
}
|
||||
/// <summary>
|
||||
/// 删除所有连线和连接点
|
||||
/// </summary>
|
||||
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);
|
||||
}
|
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allConnectionPoints.Clear();
|
||||
|
||||
// 清除吸附点预览
|
||||
ClearSnapPreview();
|
||||
|
||||
Debug.Log("已清除所有连线和连接点");
|
||||
}
|
||||
/// <summary>
|
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/// 将连接点附加到连线对象上
|
||||
/// </summary>
|
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/// <param name="wireObject">连线对象</param>
|
||||
void AttachConnectionPointsToWire(GameObject wireObject)
|
||||
{
|
||||
// 查找最近创建的两个未附加的连接点
|
||||
List<GameObject> unattachedPoints = new List<GameObject>();
|
||||
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();
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 处理删除操作
|
||||
/// </summary>
|
||||
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();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 删除指定的连线或连接点
|
||||
/// </summary>
|
||||
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<LineRenderer>() != 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<LineRenderer>() != null)
|
||||
{
|
||||
DeleteWire(parent);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 删除指定的连线
|
||||
/// </summary>
|
||||
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();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 删除指定的连接点
|
||||
/// </summary>
|
||||
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();
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 删除最后一个创建的连线
|
||||
/// </summary>
|
||||
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");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 删除最后一个连接点
|
||||
/// </summary>
|
||||
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<Collider>();
|
||||
Collider2D collider2D = obj.GetComponent<Collider2D>();
|
||||
|
||||
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<LineRenderer>();
|
||||
|
||||
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<Collider>();
|
||||
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<Collider>();
|
||||
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<Renderer>();
|
||||
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<WireData>();
|
||||
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");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 更新吸附点预览模型
|
||||
/// </summary>
|
||||
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<Renderer>();
|
||||
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();
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 清除吸附点预览
|
||||
/// </summary>
|
||||
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);
|
||||
}
|
||||
|
||||
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Loading…
Reference in New Issue