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diff --git a/Assets/Scripts/Line/ConnectionPointInterfaceReference.cs b/Assets/Scripts/Line/ConnectionPointInterfaceReference.cs
new file mode 100644
index 0000000..a8303ec
--- /dev/null
+++ b/Assets/Scripts/Line/ConnectionPointInterfaceReference.cs
@@ -0,0 +1,11 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+///
+/// 连接点接口引用组件,用于关联连接点和目标接口
+///
+public class ConnectionPointInterfaceReference : MonoBehaviour
+{
+ public GameObject targetInterface; // 目标接口对象
+}
diff --git a/Assets/Scripts/Line/ConnectionPointInterfaceReference.cs.meta b/Assets/Scripts/Line/ConnectionPointInterfaceReference.cs.meta
new file mode 100644
index 0000000..6eae326
--- /dev/null
+++ b/Assets/Scripts/Line/ConnectionPointInterfaceReference.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 857de14d89f0a4b41bacc2ec61446c7c
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
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diff --git a/Assets/Scripts/Line/LineConnect.cs b/Assets/Scripts/Line/LineConnect.cs
index 8c996a4..909ba0b 100644
--- a/Assets/Scripts/Line/LineConnect.cs
+++ b/Assets/Scripts/Line/LineConnect.cs
@@ -51,4 +51,9 @@ public class LineConnect : MonoBehaviour
{
LineManager.instance.ClickPoint(transform);
}
+
+ private void Update()
+ {
+
+ }
}
diff --git a/Assets/Scripts/Line/LineManager.cs b/Assets/Scripts/Line/LineManager.cs
index ba6e0f3..c83d49e 100644
--- a/Assets/Scripts/Line/LineManager.cs
+++ b/Assets/Scripts/Line/LineManager.cs
@@ -5,8 +5,8 @@ using UnityEngine;
public class LineManager : MonoBehaviour
{
public static LineManager instance;
- private Transform point1;
- private Transform point2;
+ public Transform point1;
+ public Transform point2;
private void Awake()
{
instance = this;
@@ -33,5 +33,21 @@ public class LineManager : MonoBehaviour
{
point1 = point;
}
+ if (point1 != null && point2 != null)
+ {
+ Checkconnection(point1, point2);
+ }
+ }
+
+
+ public void Checkconnection(Transform transform, Transform transform2)
+ {
+
+ }
+
+ public void Init()
+ {
+ point2 = null;
+ point1 = null;
}
}
diff --git a/Assets/Scripts/Line/WireData.cs b/Assets/Scripts/Line/WireData.cs
index 7e89904..0dff605 100644
--- a/Assets/Scripts/Line/WireData.cs
+++ b/Assets/Scripts/Line/WireData.cs
@@ -1,11 +1,13 @@
-// 扩展的连线数据类,包含吸附信息
-using UnityEngine;
+using UnityEngine;
+///
+/// 连线数据组件,附加到连线对象上存储连线信息
+///
public class WireData : MonoBehaviour
{
- public Vector3 startPoint;
- public Vector3 endPoint;
- public System.DateTime creationTime;
+ public Vector3 startPoint; // 连线起点位置
+ public Vector3 endPoint; // 连线终点位置
+ public System.DateTime creationTime; // 连线创建时间
[Header("吸附信息")]
public GameObject snapStartObject; // 起点吸附的物体
diff --git a/Assets/Scripts/Line/WireDrawingSystem.cs b/Assets/Scripts/Line/WireDrawingSystem.cs
index d3820d4..37dba52 100644
--- a/Assets/Scripts/Line/WireDrawingSystem.cs
+++ b/Assets/Scripts/Line/WireDrawingSystem.cs
@@ -1,7 +1,15 @@
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
-
+// 连线连接数据结构
+[System.Serializable]
+public class WireConnectionData
+{
+ public GameObject startInterface;
+ public GameObject endInterface;
+ public GameObject startConnectionPoint;
+ public GameObject endConnectionPoint;
+}
public class WireDrawingSystem : MonoBehaviour
{
public enum DrawingState
@@ -24,6 +32,11 @@ public class WireDrawingSystem : MonoBehaviour
public bool snapToTransformCenter = false; // 吸附到变换组件中心
public Color snapHighlightColor = Color.cyan; // 吸附高亮颜色
+ [Header("高亮设置")]
+ public bool enableHighlight = true; // 启用点击物体高亮效果
+ public Color clickHighlightColor = Color.green; // 点击高亮颜色
+ public float highlightDuration = 1.0f; // 高亮持续时间
+
[Header("碰撞设置")]
public bool requireColliderForConnection = true; // 要求物体必须有碰撞体才能连线
public bool addColliderToWires = false; // 是否为连线添加碰撞器
@@ -40,10 +53,12 @@ public class WireDrawingSystem : MonoBehaviour
// 吸附相关
private GameObject snapTarget; // 当前吸附目标
private Renderer snapTargetRenderer; // 吸附目标的渲染器
- private Color snapTargetOriginalColor; // 吸附目标原始颜色
+ public Color snapTargetOriginalColor = Color.blue; // 吸附目标原始颜色
+ private bool isSnapTargetHighlighted = false; // 新增:标记是否正在高亮
// 修复问题:记录鼠标点击的实际位置
private Vector3 actualMousePosition;
+
///
/// 接线头样式
///
@@ -54,10 +69,13 @@ public class WireDrawingSystem : MonoBehaviour
public GameObject connectionPointPrefab; // 连接点模型预制体
public float connectionPointScale = 0.1f; // 连接点模型缩放
public Material connectionPointMaterial; // 连接点材质
+
[Header("吸附点预览")]
public GameObject snapPreviewPrefab; // 吸附点预览预制体
private GameObject currentSnapPreview; // 当前吸附点预览
+
private List connectionPoints = new List(); // 存储所有连接点
+
[Header("删除设置")]
public KeyCode deleteKey = KeyCode.Mouse1; // 默认为鼠标右键
public float deleteDetectionRadius = 0.5f; // 删除检测半径
@@ -65,6 +83,40 @@ public class WireDrawingSystem : MonoBehaviour
// 存储所有已创建的连线和连接点
private List allWires = new List();
private List allConnectionPoints = new List();
+
+ [Header("模型堆叠设置")]
+ public float verticalOffset = 0.2f; // 模型垂直偏移量
+ public bool enableStacking = true; // 启用模型堆叠
+ public int maxStackCount = 5; // 最大堆叠数量 (0表示无限制)
+ public Color maxStackWarningColor = Color.yellow; // 达到最大堆叠数量时的警告颜色
+ public Color selfConnectionWarningColor = Color.magenta; // 自连接警告颜色
+
+ // 存储每个接口上的模型堆叠信息
+ private Dictionary> interfaceStacks = new Dictionary>();
+
+ // 用于临时存储当前操作的目标接口
+ private GameObject currentStartInterface;
+ private GameObject currentEndInterface;
+
+ // 防止自连接
+ private GameObject startInterfaceObject;
+ private GameObject endInterfaceObject;
+
+ private bool isSnapTargetHighlighteds = false; // 新增:标记是否正在高亮
+
+ // 存储所有被高亮的接口,确保都能恢复颜色
+ private Dictionary highlightedInterfaces = new Dictionary();
+ // 连线数据存储
+ private Dictionary wireConnectionData = new Dictionary();
+ //存储接口的原始材质,防止材质实例化问题
+ private Dictionary originalMaterials = new Dictionary();
+ //存储当前高亮的接口,确保不会重复高亮
+ private GameObject currentlyHighlightedInterface = null;
+
+ // 高亮相关
+ private Coroutine currentHighlightCoroutine; // 当前高亮协程
+ private GameObject lastClickedObject; // 最后点击的物体
+
void Update()
{
HandleInput();
@@ -80,27 +132,102 @@ public class WireDrawingSystem : MonoBehaviour
{
// 不在选择终点状态时,清除吸附点预览
ClearSnapPreview();
+ // 同时清除吸附高亮
+ if (currentState != DrawingState.SelectingEnd)
+ {
+ ClearAllHighlights();
+ }
}
-
}
///
- /// 在指定位置创建连接点模型
+ /// 处理点击物体高亮效果
///
- /// 连接点位置
+ void HandleClickHighlight(GameObject clickedObject)
+ {
+ if (!enableHighlight || clickedObject == null) return;
+
+ // 停止之前的高亮协程
+ if (currentHighlightCoroutine != null)
+ {
+ StopCoroutine(currentHighlightCoroutine);
+ }
+
+ // 开始新的高亮协程
+ currentHighlightCoroutine = StartCoroutine(HighlightObject(clickedObject));
+ }
+
+ ///
+ /// 高亮物体协程
+ ///
+ IEnumerator HighlightObject(GameObject targetObject)
+ {
+ if (targetObject == null) yield break;
+
+ Renderer renderer = targetObject.GetComponent();
+ if (renderer == null) yield break;
+
+ // 确保使用材质实例
+ EnsureMaterialInstance(targetObject);
+
+ // 记录原始颜色
+ Color originalColor = renderer.material.color;
+ if (!highlightedInterfaces.ContainsKey(targetObject))
+ {
+ highlightedInterfaces[targetObject] = originalColor;
+ }
+
+ // 设置高亮颜色
+ renderer.material.color = clickHighlightColor;
+
+ // 等待指定时间
+ yield return new WaitForSeconds(highlightDuration);
+
+ // 恢复原始颜色
+ if (renderer != null && targetObject != null)
+ {
+ if (highlightedInterfaces.ContainsKey(targetObject))
+ {
+ renderer.material.color = highlightedInterfaces[targetObject];
+ highlightedInterfaces.Remove(targetObject);
+ }
+ else
+ {
+ renderer.material.color = originalColor;
+ }
+ }
+
+ currentHighlightCoroutine = null;
+ }
+
+ ///
+ /// 在指定位置创建连接点模型,支持在已有模型上方堆叠
+ ///
+ /// 基础位置
/// 是否为起点
- // 修改现有的创建连接点方法,添加记录功能
- void CreateConnectionPoint(Vector3 position, bool isStartPoint)
+ /// 目标接口物体
+ bool CreateConnectionPoint(Vector3 position, bool isStartPoint, GameObject targetInterface = null)
{
if (connectionPointPrefab == null)
{
Debug.LogWarning("连接点预制体未设置,无法创建连接点模型");
- return;
+ return false;
}
+ // 检查堆叠数量限制
+ if (targetInterface != null && enableStacking && IsStackLimitReached(targetInterface))
+ {
+ Debug.LogWarning($"接口 {targetInterface.name} 已达到最大堆叠数量限制 ({maxStackCount}),无法创建更多连接点");
+ ShowStackLimitWarning(targetInterface);
+ return false;
+ }
+
+ // 计算最终位置
+ Vector3 finalPosition = CalculateStackedPosition(position, targetInterface);
+
GameObject connectionPoint = Instantiate(connectionPointPrefab);
connectionPoint.name = $"ConnectionPoint_{(isStartPoint ? "Start" : "End")}_{System.DateTime.Now:HHmmss}";
- connectionPoint.transform.position = position;
+ connectionPoint.transform.position = finalPosition;
connectionPoint.transform.localScale = Vector3.one * connectionPointScale;
// 设置材质
@@ -113,10 +240,208 @@ public class WireDrawingSystem : MonoBehaviour
}
}
+ // 记录堆叠信息
+ if (targetInterface != null && enableStacking)
+ {
+ RegisterConnectionPointWithInterface(connectionPoint, targetInterface);
+ }
+
// 添加到连接点列表
allConnectionPoints.Add(connectionPoint);
- Debug.Log($"创建连接点: {position}, 类型: {(isStartPoint ? "起点" : "终点")}");
+ Debug.Log($"创建连接点: {finalPosition}, 类型: {(isStartPoint ? "起点" : "终点")}, 目标接口: {targetInterface?.name ?? "无"}, 堆叠高度: {GetStackCountForInterface(targetInterface)}");
+ return true;
+ }
+
+
+ ///
+ /// 检查接口是否达到堆叠数量限制
+ ///
+ bool IsStackLimitReached(GameObject targetInterface)
+ {
+ if (targetInterface == null || maxStackCount <= 0)
+ return false;
+
+ int currentCount = GetStackCountForInterface(targetInterface);
+ return currentCount >= maxStackCount;
+ }
+
+ ///
+ /// 检查是否尝试自连接
+ ///
+ bool IsSelfConnection(GameObject targetInterface)
+ {
+ if (targetInterface == null || startInterfaceObject == null)
+ return false;
+
+ return targetInterface == startInterfaceObject;
+ }
+
+ ///
+ /// 显示堆叠数量限制警告
+ ///
+ void ShowStackLimitWarning(GameObject targetInterface)
+ {
+ // 临时高亮显示达到限制的接口
+ Renderer renderer = targetInterface.GetComponent();
+ if (renderer != null)
+ {
+ // 确保使用材质实例
+ EnsureMaterialInstance(targetInterface);
+
+ // 记录原始颜色
+ if (!highlightedInterfaces.ContainsKey(targetInterface))
+ {
+ highlightedInterfaces[targetInterface] = renderer.material.color;
+ Debug.Log($"记录接口 {targetInterface.name} 的原始颜色(堆叠警告): {renderer.material.color}");
+ }
+
+ // StartCoroutine(FlashWarningColor(renderer, maxStackWarningColor, targetInterface));
+ }
+ }
+ ///
+ /// 显示自连接警告
+ ///
+ void ShowSelfConnectionWarning(GameObject targetInterface)
+ {
+ // 临时高亮显示自连接警告
+ Renderer renderer = targetInterface.GetComponent();
+ if (renderer != null)
+ {
+ // 确保使用材质实例
+ EnsureMaterialInstance(targetInterface);
+
+ // 记录原始颜色
+ if (!highlightedInterfaces.ContainsKey(targetInterface))
+ {
+ highlightedInterfaces[targetInterface] = renderer.material.color;
+ Debug.Log($"记录接口 {targetInterface.name} 的原始颜色(自连接警告): {renderer.material.color}");
+ }
+
+ //StartCoroutine(FlashWarningColor(renderer, selfConnectionWarningColor, targetInterface));
+ }
+ }
+
+ ///
+ /// 闪烁警告颜色
+ ///
+ IEnumerator FlashWarningColor(Renderer targetRenderer, Color warningColor, GameObject targetInterface = null)
+ {
+ if (targetRenderer == null) yield break;
+
+ // 确保使用材质实例
+ if (targetInterface != null)
+ {
+ EnsureMaterialInstance(targetInterface);
+ }
+
+ // 保存当前颜色
+ Color currentColor = targetRenderer.material.color;
+
+ // 设置警告颜色
+ targetRenderer.material.color = warningColor;
+ Debug.Log($"设置接口 {targetInterface?.name} 为闪烁警告颜色: {warningColor}");
+
+ yield return new WaitForSeconds(0.5f);
+
+ if (targetRenderer != null && targetInterface != null)
+ {
+ // 恢复原始颜色
+ if (highlightedInterfaces.ContainsKey(targetInterface))
+ {
+ targetRenderer.material.color = highlightedInterfaces[targetInterface];
+ Debug.Log($"恢复接口 {targetInterface.name} 的原始颜色: {highlightedInterfaces[targetInterface]}");
+ }
+ else
+ {
+ targetRenderer.material.color = currentColor;
+ Debug.Log($"恢复接口 {targetInterface.name} 的当前颜色: {currentColor}");
+ }
+ }
+ }
+
+ ///
+ /// 注册连接点到接口堆叠系统
+ ///
+ void RegisterConnectionPointWithInterface(GameObject connectionPoint, GameObject targetInterface)
+ {
+ if (targetInterface == null) return;
+
+ if (!interfaceStacks.ContainsKey(targetInterface))
+ {
+ interfaceStacks[targetInterface] = new List();
+ Debug.Log($"为接口 {targetInterface.name} 创建新堆叠列表");
+ }
+
+ interfaceStacks[targetInterface].Add(connectionPoint);
+ Debug.Log($"连接点 {connectionPoint.name} 已注册到接口 {targetInterface.name},当前总数: {interfaceStacks[targetInterface].Count}");
+
+ // 添加接口引用组件
+ ConnectionPointInterfaceReference refComponent = connectionPoint.GetComponent();
+ if (refComponent == null)
+ {
+ refComponent = connectionPoint.AddComponent();
+ }
+ refComponent.targetInterface = targetInterface;
+ }
+
+ ///
+ /// 从接口堆叠系统中移除连接点
+ ///
+ void UnregisterConnectionPointFromInterface(GameObject connectionPoint)
+ {
+ ConnectionPointInterfaceReference refComponent = connectionPoint.GetComponent();
+ if (refComponent != null && refComponent.targetInterface != null)
+ {
+ GameObject targetInterface = refComponent.targetInterface;
+ if (interfaceStacks.ContainsKey(targetInterface))
+ {
+ interfaceStacks[targetInterface].Remove(connectionPoint);
+
+ // 如果接口没有更多连接点,移除接口条目
+ if (interfaceStacks[targetInterface].Count == 0)
+ {
+ interfaceStacks.Remove(targetInterface);
+ }
+
+ // Debug.Log($"连接点 {connectionPoint.name} 已从接口 {targetInterface.name} 移除,剩余数量: {interfaceStacks.ContainsKey(targetInterface) ? interfaceStacks[targetInterface].Count : 0}");
+ }
+ }
+ }
+
+ ///
+ /// 计算堆叠位置
+ ///
+ Vector3 CalculateStackedPosition(Vector3 basePosition, GameObject targetInterface)
+ {
+ if (targetInterface == null || !enableStacking)
+ {
+ Debug.Log("没有目标接口或堆叠功能已禁用,使用基础位置");
+ return basePosition;
+ }
+
+ int stackCount = GetStackCountForInterface(targetInterface);
+ Vector3 offset = Vector3.forward * (stackCount * verticalOffset);
+ Vector3 finalPosition = GetObjectCenter(targetInterface) + offset;
+
+ Debug.Log($"接口: {targetInterface.name}, 堆叠数量: {stackCount}, 基础位置: {basePosition}, 最终位置: {finalPosition}");
+
+ return finalPosition;
+ }
+
+ ///
+ /// 获取接口上的模型堆叠数量
+ ///
+ int GetStackCountForInterface(GameObject targetInterface)
+ {
+ if (targetInterface == null || !interfaceStacks.ContainsKey(targetInterface))
+ {
+ return 0;
+ }
+
+ // 清理已销毁的模型引用
+ interfaceStacks[targetInterface].RemoveAll(item => item == null);
+ return interfaceStacks[targetInterface].Count;
}
///
@@ -140,6 +465,9 @@ public class WireDrawingSystem : MonoBehaviour
// 删除这些连接点
foreach (GameObject point in toRemove)
{
+ // 从接口堆叠系统中移除
+ UnregisterConnectionPointFromInterface(point);
+
allConnectionPoints.Remove(point);
Destroy(point);
}
@@ -158,30 +486,53 @@ public class WireDrawingSystem : MonoBehaviour
}
connectionPoints.Clear();
}
+
///
/// 删除所有连线和连接点
///
public void ClearAll()
{
- // 删除所有连线
- foreach (GameObject wire in allWires)
+ // 创建连线列表的副本,避免在遍历时修改集合
+ List wiresToDelete = new List(allWires);
+ foreach (GameObject wire in wiresToDelete)
{
if (wire != null)
- Destroy(wire);
+ DeleteWire(wire);
}
allWires.Clear();
- // 删除所有连接点
- foreach (GameObject point in allConnectionPoints)
+ // 创建连接点列表的副本
+ List pointsToDelete = new List(allConnectionPoints);
+ foreach (GameObject point in pointsToDelete)
{
if (point != null)
- Destroy(point);
+ DeleteConnectionPoint(point);
}
allConnectionPoints.Clear();
+ // 清除堆叠信息
+ interfaceStacks.Clear();
+
+ // 清除连线数据
+ wireConnectionData.Clear();
+
// 清除吸附点预览
ClearSnapPreview();
+ // 清除所有高亮
+ ClearAllHighlights();
+
+ // 恢复所有接口的原始材质
+ List interfacesToRestore = new List(originalMaterials.Keys);
+ foreach (GameObject interfaceObj in interfacesToRestore)
+ {
+ if (interfaceObj != null)
+ {
+ RestoreOriginalMaterial(interfaceObj);
+ }
+ }
+ originalMaterials.Clear();
+
Debug.Log("已清除所有连线和连接点");
}
///
@@ -223,15 +574,18 @@ public class WireDrawingSystem : MonoBehaviour
}
if (Input.GetMouseButtonDown(1))
{
-
HandleDelete();
}
}
+
///
/// 处理删除操作
///
void HandleDelete()
{
+ // 首先清除所有高亮,确保颜色恢复
+ ClearAllHighlights();
+
// 如果正在绘制连线,先取消绘制
if (currentState != DrawingState.Idle)
{
@@ -246,17 +600,129 @@ public class WireDrawingSystem : MonoBehaviour
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
- if (Physics.Raycast(ray, out hit))
+ bool foundObjectToDelete = false;
+
+ if (Physics.Raycast(ray, out hit, Mathf.Infinity))
{
// 检查是否点击到了连线或连接点
GameObject hitObject = hit.collider.gameObject;
- DeleteObjectIfWireOrConnection(hitObject);
+ if (IsWireOrConnection(hitObject))
+ {
+ DeleteObjectIfWireOrConnection(hitObject);
+ foundObjectToDelete = true;
+ }
}
- else
+
+ // 如果没有找到可删除的对象,尝试删除最后一个连线
+ if (!foundObjectToDelete)
{
- // 如果没有击中任何物体,尝试删除最后一个创建的连线
DeleteLastWire();
}
+
+ // 删除后再次确保清除所有高亮
+ ClearAllHighlights();
+ }
+ ///
+ /// 检查对象是否是连线或连接点
+ ///
+ bool IsWireOrConnection(GameObject obj)
+ {
+ if (obj == null) return false;
+
+ // 检查是否是连线
+ if (obj.name.StartsWith("Wire_") || obj.GetComponent() != null)
+ {
+ return true;
+ }
+
+ // 检查是否是连接点
+ if (obj.name.StartsWith("ConnectionPoint_"))
+ {
+ return true;
+ }
+
+ // 检查是否是连线的一部分(子物体)
+ if (obj.transform.parent != null)
+ {
+ GameObject parent = obj.transform.parent.gameObject;
+ if (parent.name.StartsWith("Wire_") || parent.GetComponent() != null)
+ {
+ return true;
+ }
+ }
+
+ return false;
+ }
+ ///
+ /// 清除所有高亮接口的颜色
+ ///
+ void ClearAllHighlights()
+ {
+ // 恢复所有被高亮接口的原始颜色
+ List interfacesToRestore = new List(highlightedInterfaces.Keys);
+ foreach (GameObject interfaceObj in interfacesToRestore)
+ {
+ if (interfaceObj != null)
+ {
+ RestoreInterfaceColor(interfaceObj);
+ }
+ }
+ highlightedInterfaces.Clear();
+
+ // 清除当前吸附目标的高亮
+ if (snapTargetRenderer != null && isSnapTargetHighlighted)
+ {
+ // 如果当前吸附目标不在字典中,使用保存的原始颜色
+ if (!highlightedInterfaces.ContainsKey(snapTarget))
+ {
+ // snapTargetRenderer.material.color = snapTargetOriginalColor;
+ Debug.Log($"恢复吸附目标 {snapTarget?.name} 的原始颜色: {snapTargetOriginalColor}");
+ }
+ snapTargetRenderer = null;
+ isSnapTargetHighlighted = false;
+ }
+
+ // 停止点击高亮协程
+ if (currentHighlightCoroutine != null)
+ {
+ StopCoroutine(currentHighlightCoroutine);
+ currentHighlightCoroutine = null;
+ }
+
+ // 重置当前高亮接口
+ currentlyHighlightedInterface = null;
+ snapTarget = null;
+ }
+ ///
+ /// 恢复单个接口的颜色
+ ///
+ void RestoreInterfaceColor(GameObject interfaceObject)
+ {
+ if (interfaceObject == null) return;
+
+ Renderer renderer = interfaceObject.GetComponent();
+ if (renderer != null)
+ {
+ // 如果这个接口在记录中,使用记录的颜色
+ if (highlightedInterfaces.ContainsKey(interfaceObject))
+ {
+ Color originalColor = highlightedInterfaces[interfaceObject];
+ renderer.material.color = originalColor;
+ Debug.Log($"恢复接口 {interfaceObject.name} 的原始颜色: {originalColor}");
+
+ // 从字典中移除,避免重复恢复
+ highlightedInterfaces.Remove(interfaceObject);
+ }
+ //else
+ //{
+ // // 如果不在字典中,尝试使用默认颜色
+ // renderer.material.color = new Color(0.85f, 0.71f, 0.4f);
+ // Debug.Log($"设置接口 {interfaceObject.name} 为默认白色");
+ //}
+
+ // 恢复原始材质
+ RestoreOriginalMaterial(interfaceObject);
+ }
}
///
@@ -283,6 +749,18 @@ public class WireDrawingSystem : MonoBehaviour
// 检查是否是连接点
if (obj.name.StartsWith("ConnectionPoint_"))
{
+ // 如果是连接点,找到其父连线并删除
+ if (obj.transform.parent != null)
+ {
+ GameObject parent = obj.transform.parent.gameObject;
+ if (parent.name.StartsWith("Wire_") || parent.GetComponent() != null)
+ {
+ DeleteWire(parent);
+ return;
+ }
+ }
+
+ // 如果没有父连线,单独删除连接点
DeleteConnectionPoint(obj);
return;
}
@@ -297,6 +775,10 @@ public class WireDrawingSystem : MonoBehaviour
return;
}
}
+
+ // 如果没有匹配的类型,尝试删除最后一个连线
+ Debug.Log("未找到可删除的对象,尝试删除最后一个连线");
+ DeleteLastWire();
}
@@ -305,26 +787,88 @@ public class WireDrawingSystem : MonoBehaviour
///
void DeleteWire(GameObject wireObject)
{
- if (wireObject == null) return;
+ if (wireObject == null)
+ {
+ Debug.LogWarning("尝试删除空的连线对象");
+ return;
+ }
+
+ Debug.Log($"开始删除连线: {wireObject.name}");
+
+ // 获取连线数据
+ WireData wireData = wireObject.GetComponent();
+ GameObject startInterface = null;
+ GameObject endInterface = null;
+
+ if (wireData != null)
+ {
+ startInterface = wireData.snapStartObject;
+ endInterface = wireData.snapEndObject;
+ }
+ else
+ {
+ // 尝试从存储的数据中获取
+ if (wireConnectionData.ContainsKey(wireObject))
+ {
+ startInterface = wireConnectionData[wireObject].startInterface;
+ endInterface = wireConnectionData[wireObject].endInterface;
+ }
+ }
// 删除连线的所有连接点(子物体)
foreach (Transform child in wireObject.transform)
{
if (child.name.StartsWith("ConnectionPoint_"))
{
+ Debug.Log($"删除连接点: {child.name}");
+
+ // 从接口堆叠系统中移除
+ UnregisterConnectionPointFromInterface(child.gameObject);
+
allConnectionPoints.Remove(child.gameObject);
Destroy(child.gameObject);
}
}
// 从列表中移除并销毁连线
- allWires.Remove(wireObject);
+ bool removedFromList = allWires.Remove(wireObject);
+ if (removedFromList)
+ {
+ Debug.Log($"从连线列表中移除: {wireObject.name}");
+ }
+ else
+ {
+ Debug.LogWarning($"连线 {wireObject.name} 不在连线列表中");
+ }
+
+ // 从连线数据存储中移除
+ if (wireConnectionData.ContainsKey(wireObject))
+ {
+ wireConnectionData.Remove(wireObject);
+ }
+
Destroy(wireObject);
+ Debug.Log($"销毁连线对象: {wireObject.name}");
- Debug.Log("删除连线: " + wireObject.name);
+ // 恢复连线两端接口的颜色和材质
+ if (startInterface != null)
+ {
+ RestoreInterfaceColor(startInterface);
+ RestoreOriginalMaterial(startInterface);
+ Debug.Log($"恢复起点接口颜色和材质: {startInterface.name}");
+ }
+ if (endInterface != null)
+ {
+ RestoreInterfaceColor(endInterface);
+ RestoreOriginalMaterial(endInterface);
+ Debug.Log($"恢复终点接口颜色和材质: {endInterface.name}");
+ }
- // 清除吸附点预览
+ // 清除吸附点预览和高亮
ClearSnapPreview();
+ ClearAllHighlights();
+
+ Debug.Log($"连线删除完成: {wireObject.name}");
}
///
@@ -332,19 +876,49 @@ public class WireDrawingSystem : MonoBehaviour
///
void DeleteConnectionPoint(GameObject connectionPoint)
{
- if (connectionPoint == null) return;
+ if (connectionPoint == null)
+ {
+ Debug.LogWarning("尝试删除空的连接点对象");
+ return;
+ }
+
+ Debug.Log($"开始删除连接点: {connectionPoint.name}");
+
+ // 获取连接点对应的接口
+ ConnectionPointInterfaceReference refComponent = connectionPoint.GetComponent();
+ GameObject targetInterface = refComponent?.targetInterface;
+
+ // 从接口堆叠系统中移除
+ UnregisterConnectionPointFromInterface(connectionPoint);
// 从列表中移除并销毁连接点
- allConnectionPoints.Remove(connectionPoint);
+ bool removedFromList = allConnectionPoints.Remove(connectionPoint);
+ if (removedFromList)
+ {
+ Debug.Log($"从连接点列表中移除: {connectionPoint.name}");
+ }
+ else
+ {
+ Debug.LogWarning($"连接点 {connectionPoint.name} 不在连接点列表中");
+ }
+
Destroy(connectionPoint);
+ Debug.Log($"销毁连接点对象: {connectionPoint.name}");
- Debug.Log("删除连接点: " + connectionPoint.name);
+ // 恢复对应接口的颜色和材质
+ if (targetInterface != null)
+ {
+ RestoreInterfaceColor(targetInterface);
+ RestoreOriginalMaterial(targetInterface);
+ Debug.Log($"恢复接口颜色和材质: {targetInterface.name}");
+ }
- // 清除吸附点预览
+ // 清除吸附点预览和高亮
ClearSnapPreview();
+ ClearAllHighlights();
+
+ Debug.Log($"连接点删除完成: {connectionPoint.name}");
}
-
-
///
/// 删除最后一个创建的连线
///
@@ -353,6 +927,7 @@ public class WireDrawingSystem : MonoBehaviour
if (allWires.Count > 0)
{
GameObject lastWire = allWires[allWires.Count - 1];
+ Debug.Log($"删除最后一个连线: {lastWire.name}");
DeleteWire(lastWire);
}
else
@@ -361,7 +936,6 @@ public class WireDrawingSystem : MonoBehaviour
}
}
-
///
/// 删除最后一个连接点
///
@@ -380,12 +954,19 @@ public class WireDrawingSystem : MonoBehaviour
void HandleMouseClick()
{
+ // 首先清除所有可能的高亮状态
+ ClearAllHighlights();
+
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
// 获取鼠标的实际世界位置
actualMousePosition = GetMouseWorldPosition();
+ // 重置当前接口
+ currentStartInterface = null;
+ currentEndInterface = null;
+
// 首先检查是否有吸附目标
if (snapTarget != null)
{
@@ -396,9 +977,31 @@ public class WireDrawingSystem : MonoBehaviour
return;
}
+ // 检查是否尝试自连接
+ if (currentState == DrawingState.SelectingEnd && IsSelfConnection(snapTarget))
+ {
+ Debug.LogWarning("不能连接到自身接口!");
+ ShowSelfConnectionWarning(snapTarget);
+ return;
+ }
+
+ // 应用点击高亮效果
+ HandleClickHighlight(snapTarget);
+
// 如果有吸附目标,使用吸附点的位置
Vector3 targetPoint = GetObjectCenter(snapTarget);
+ // 设置当前接口
+ if (currentState == DrawingState.Idle)
+ {
+ currentStartInterface = snapTarget;
+ startInterfaceObject = snapTarget; // 记录起点接口
+ }
+ else if (currentState == DrawingState.SelectingEnd)
+ {
+ currentEndInterface = snapTarget;
+ }
+
switch (currentState)
{
case DrawingState.Idle:
@@ -415,16 +1018,45 @@ public class WireDrawingSystem : MonoBehaviour
}
else if (Physics.Raycast(ray, out hit, Mathf.Infinity, snapLayers))
{
+ GameObject hitObject = hit.collider.gameObject;
+
// 检查击中的物体是否有碰撞体
- if (requireColliderForConnection && !HasCollider(hit.collider.gameObject))
+ if (requireColliderForConnection && !HasCollider(hitObject))
{
- Debug.LogWarning($"目标物体 {hit.collider.gameObject.name} 没有碰撞体,无法连线");
+ Debug.LogWarning($"目标物体 {hitObject.name} 没有碰撞体,无法连线");
return;
}
+ // 检查是否尝试自连接
+ if (currentState == DrawingState.SelectingEnd && IsSelfConnection(hitObject))
+ {
+ Debug.LogWarning("不能连接到自身接口!");
+ ShowSelfConnectionWarning(hitObject);
+ return;
+ }
+
+ // 应用点击高亮效果
+ HandleClickHighlight(hitObject);
+
// 如果有击中物体,使用击中点的位置
Vector3 targetPoint = GetSnapPoint(hit);
+ // 检查是否在吸附距离内,如果是则设置当前接口
+ Vector3 objectCenter = GetObjectCenter(hitObject);
+ float distance = Vector3.Distance(hit.point, objectCenter);
+ if (distance <= snapDistance)
+ {
+ if (currentState == DrawingState.Idle)
+ {
+ currentStartInterface = hitObject;
+ startInterfaceObject = hitObject; // 记录起点接口
+ }
+ else if (currentState == DrawingState.SelectingEnd)
+ {
+ currentEndInterface = hitObject;
+ }
+ }
+
switch (currentState)
{
case DrawingState.Idle:
@@ -464,7 +1096,6 @@ public class WireDrawingSystem : MonoBehaviour
}
}
}
-
// 检查物体是否有碰撞体
bool HasCollider(GameObject obj)
{
@@ -477,30 +1108,78 @@ public class WireDrawingSystem : MonoBehaviour
return (collider3D != null || collider2D != null);
}
+ // 修改 StartNewWire 方法,传递目标接口
void StartNewWire(Vector3 point)
{
startPoint = point;
currentState = DrawingState.SelectingEnd;
- // 在这里添加:创建起点连接点模型
- CreateConnectionPoint(point, true);
- // 创建连线预览
+
+ // 记录起点接口
+ startInterfaceObject = currentStartInterface;
+
+ // 创建起点连接点模型,传递当前接口
+ bool created = CreateConnectionPoint(point, true, startInterfaceObject);
+ if (!created)
+ {
+ // 如果创建失败,取消连线操作
+ currentState = DrawingState.Idle;
+ startInterfaceObject = null;
+ return;
+ }
+
CreateWirePreview();
- Debug.Log("选择起点: " + point);
+ Debug.Log($"选择起点: {point}, 接口: {startInterfaceObject?.name ?? "无"}");
}
+ // 修改 CompleteWire 方法,传递目标接口
void CompleteWire(Vector3 point)
{
+ // 记录终点接口
+ endInterfaceObject = currentEndInterface;
+
+ // 最终检查是否尝试自连接
+ if (endInterfaceObject != null && IsSelfConnection(endInterfaceObject))
+ {
+ Debug.LogWarning("不能连接到自身接口!");
+ ShowSelfConnectionWarning(endInterfaceObject);
+ CancelDrawing();
+ return;
+ }
+
+ // 检查终点堆叠限制
+ if (endInterfaceObject != null && enableStacking && IsStackLimitReached(endInterfaceObject))
+ {
+ Debug.LogWarning($"终点接口 {endInterfaceObject.name} 已达到堆叠限制,无法连接");
+ ShowStackLimitWarning(endInterfaceObject);
+ CancelDrawing();
+ return;
+ }
+
endPoint = point;
currentState = DrawingState.Idle;
- // 在这里添加:创建终点连接点模型
- CreateConnectionPoint(point, false);
- // 完成连线
- FinalizeWire();
- Debug.Log("选择终点: " + point);
- Debug.Log($"连线完成: {startPoint} -> {endPoint}");
- // 清除吸附高亮
- ClearSnapHighlight();
+ // 创建终点连接点模型,传递当前接口
+ bool created = CreateConnectionPoint(point, false, endInterfaceObject);
+ if (!created)
+ {
+ // 如果创建失败,删除起点连接点并取消连线
+ RemoveUnfinishedConnectionPoints();
+ startInterfaceObject = null;
+ endInterfaceObject = null;
+ return;
+ }
+
+ FinalizeWire();
+ Debug.Log($"选择终点: {point}, 接口: {endInterfaceObject?.name ?? "无"}");
+
+ // 清除所有高亮,确保颜色恢复
+ ClearAllHighlights();
+
+ // 重置当前接口
+ currentStartInterface = null;
+ currentEndInterface = null;
+ startInterfaceObject = null;
+ endInterfaceObject = null;
}
void CreateWirePreview()
@@ -554,6 +1233,20 @@ public class WireDrawingSystem : MonoBehaviour
return;
}
+ // 检查是否尝试自连接
+ if (currentState == DrawingState.SelectingEnd && IsSelfConnection(hitObject))
+ {
+ // 自连接目标仍然可以吸附,但会显示警告
+ ShowSelfConnectionWarning(hitObject);
+ }
+
+ // 检查堆叠数量限制
+ if (enableStacking && maxStackCount > 0 && IsStackLimitReached(hitObject))
+ {
+ // 达到堆叠限制的接口仍然可以吸附,但会显示警告
+ ShowStackLimitWarning(hitObject);
+ }
+
// 计算鼠标位置与物体中心的距离
Vector3 objectCenter = GetObjectCenter(hitObject);
float distance = Vector3.Distance(GetMouseWorldPosition(), objectCenter);
@@ -589,6 +1282,8 @@ public class WireDrawingSystem : MonoBehaviour
Vector3 GetObjectCenter(GameObject obj)
{
+ if (obj == null) return Vector3.zero;
+
if (snapToColliderCenter)
{
Collider collider = obj.GetComponent();
@@ -616,20 +1311,90 @@ public class WireDrawingSystem : MonoBehaviour
void HighlightSnapTarget(GameObject target)
{
+ if (target == null) return;
+
+ // 如果已经高亮了其他接口,先恢复它的颜色
+ if (currentlyHighlightedInterface != null && currentlyHighlightedInterface != target)
+ {
+ RestoreInterfaceColor(currentlyHighlightedInterface);
+ }
+
snapTargetRenderer = target.GetComponent();
if (snapTargetRenderer != null)
{
- snapTargetOriginalColor = snapTargetRenderer.material.color;
- snapTargetRenderer.material.color = snapHighlightColor;
+ // 确保使用材质实例,避免影响其他对象
+ EnsureMaterialInstance(target);
+
+ // 记录原始颜色到字典中
+ if (!highlightedInterfaces.ContainsKey(target))
+ {
+ highlightedInterfaces[target] = snapTargetRenderer.material.color;
+ Debug.Log($"记录接口 {target.name} 的原始颜色: {snapTargetRenderer.material.color}");
+ }
+
+ // 设置高亮颜色
+ // snapTargetRenderer.material.color = snapHighlightColor;
+ Debug.Log($"设置接口 {target.name} 为吸附高亮颜色: {snapHighlightColor}");
+
+ // 更新当前高亮接口
+ currentlyHighlightedInterface = target;
+ isSnapTargetHighlighted = true;
+ }
+ }
+ ///
+ /// 确保使用材质实例,避免影响其他使用相同材质的对象
+ ///
+ void EnsureMaterialInstance(GameObject target)
+ {
+ if (target == null) return;
+
+ Renderer renderer = target.GetComponent();
+ if (renderer != null)
+ {
+ // 如果还没有记录原始材质,记录下来
+ if (!originalMaterials.ContainsKey(target))
+ {
+ originalMaterials[target] = renderer.sharedMaterial;
+ }
+
+ // 确保使用材质实例
+ if (renderer.sharedMaterial == renderer.material)
+ {
+ // 如果共享材质和实例材质相同,说明还没有创建实例
+ renderer.material = new Material(renderer.sharedMaterial);
+ Debug.Log($"为接口 {target.name} 创建材质实例");
+ }
}
}
+ ///
+ /// 恢复接口的原始材质
+ ///
+ void RestoreOriginalMaterial(GameObject target)
+ {
+ if (target == null) return;
+
+ if (originalMaterials.ContainsKey(target))
+ {
+ Renderer renderer = target.GetComponent();
+ if (renderer != null)
+ {
+ // 恢复原始材质
+ renderer.sharedMaterial = originalMaterials[target];
+ Debug.Log($"恢复接口 {target.name} 的原始材质");
+ }
+
+ // 从字典中移除
+ originalMaterials.Remove(target);
+ }
+ }
void ClearSnapHighlight()
{
- if (snapTargetRenderer != null)
+ if (snapTargetRenderer != null && isSnapTargetHighlighted)
{
- snapTargetRenderer.material.color = snapTargetOriginalColor;
+ // snapTargetRenderer.material.color = snapTargetOriginalColor;
snapTargetRenderer = null;
+ isSnapTargetHighlighted = false;
}
snapTarget = null;
}
@@ -659,10 +1424,26 @@ public class WireDrawingSystem : MonoBehaviour
data.endPoint = endPoint;
data.creationTime = System.DateTime.Now;
- if (snapTarget != null)
+ // 存储接口引用
+ if (startInterfaceObject != null)
{
- data.snapEndObject = snapTarget;
+ data.snapStartObject = startInterfaceObject;
}
+
+ if (endInterfaceObject != null)
+ {
+ data.snapEndObject = endInterfaceObject;
+ }
+
+ // 存储连线连接数据
+ WireConnectionData connectionData = new WireConnectionData
+ {
+ startInterface = startInterfaceObject,
+ endInterface = endInterfaceObject
+ };
+ wireConnectionData[currentWireObject] = connectionData;
+
+ Debug.Log($"连线完成: {currentWireObject.name}, 起点: {startInterfaceObject?.name ?? "无"}, 终点: {endInterfaceObject?.name ?? "无"}");
}
currentWire = null;
@@ -683,11 +1464,30 @@ public class WireDrawingSystem : MonoBehaviour
// 清除吸附点预览
ClearSnapPreview();
+ // 清除所有高亮和材质实例
+ ClearAllHighlights();
+
+ // 恢复所有接口的原始材质
+ List interfacesToRestore = new List(originalMaterials.Keys);
+ foreach (GameObject interfaceObj in interfacesToRestore)
+ {
+ if (interfaceObj != null)
+ {
+ RestoreOriginalMaterial(interfaceObj);
+ }
+ }
+ originalMaterials.Clear();
+
currentState = DrawingState.Idle;
currentWire = null;
currentWireObject = null;
- ClearSnapHighlight();
+ // 重置当前接口
+ currentStartInterface = null;
+ currentEndInterface = null;
+ startInterfaceObject = null;
+ endInterfaceObject = null;
+
Debug.Log("取消连线操作");
}
@@ -719,6 +1519,29 @@ public class WireDrawingSystem : MonoBehaviour
Vector3 snapPosition = GetObjectCenter(snapTarget);
currentSnapPreview.transform.position = snapPosition;
+
+ // 根据状态改变预览颜色
+ Renderer previewRenderer = currentSnapPreview.GetComponent();
+ if (previewRenderer != null)
+ {
+ // 如果尝试自连接,使用自连接警告颜色
+ if (currentState == DrawingState.SelectingEnd && IsSelfConnection(snapTarget))
+ {
+ previewRenderer.material.color = selfConnectionWarningColor;
+ }
+ // 如果达到堆叠限制,改变预览颜色
+ else if (enableStacking && maxStackCount > 0 && IsStackLimitReached(snapTarget))
+ {
+ previewRenderer.material.color = maxStackWarningColor;
+ }
+ else
+ {
+ // 恢复半透明颜色
+ Color color = previewRenderer.material.color;
+ color.a = 0.5f;
+ previewRenderer.material.color = color;
+ }
+ }
}
else if (currentSnapPreview != null)
{
@@ -726,6 +1549,7 @@ public class WireDrawingSystem : MonoBehaviour
ClearSnapPreview();
}
}
+
///
/// 清除吸附点预览
///
@@ -737,6 +1561,7 @@ public class WireDrawingSystem : MonoBehaviour
currentSnapPreview = null;
}
}
+
void ConfigureLineRenderer(LineRenderer lr)
{
if (wireMaterial != null)
@@ -897,4 +1722,140 @@ public class WireDrawingSystem : MonoBehaviour
// 检查物体是否有碰撞体
return HasCollider(obj);
}
+
+ ///
+ /// 检查接口是否可以接受新连接点(考虑堆叠限制和自连接)
+ ///
+ public bool CanInterfaceAcceptConnection(GameObject targetInterface)
+ {
+ if (targetInterface == null) return true;
+
+ // 检查自连接
+ if (IsSelfConnection(targetInterface))
+ {
+ return false;
+ }
+
+ // 检查堆叠限制
+ if (!enableStacking || maxStackCount <= 0) return true;
+
+ return !IsStackLimitReached(targetInterface);
+ }
+
+ ///
+ /// 获取接口上所有连接点的位置信息
+ ///
+ public List GetConnectionPointsOnInterface(GameObject targetInterface)
+ {
+ List positions = new List();
+
+ if (interfaceStacks.ContainsKey(targetInterface))
+ {
+ foreach (GameObject connectionPoint in interfaceStacks[targetInterface])
+ {
+ if (connectionPoint != null)
+ {
+ positions.Add(connectionPoint.transform.position);
+ }
+ }
+ }
+
+ return positions;
+ }
+
+ ///
+ /// 获取接口上的连接点数量
+ ///
+ public int GetConnectionPointCountOnInterface(GameObject targetInterface)
+ {
+ return GetStackCountForInterface(targetInterface);
+ }
+
+ ///
+ /// 获取接口的剩余可用连接点数量
+ ///
+ public int GetRemainingConnectionSlots(GameObject targetInterface)
+ {
+ if (!enableStacking || maxStackCount <= 0) return int.MaxValue;
+
+ int currentCount = GetStackCountForInterface(targetInterface);
+ return Mathf.Max(0, maxStackCount - currentCount);
+ }
+
+ ///
+ /// 设置特定接口的最大堆叠数量(覆盖全局设置)
+ ///
+ public void SetInterfaceMaxStackCount(GameObject targetInterface, int maxCount)
+ {
+ // 这里可以扩展为每个接口有不同的最大堆叠数量
+ // 目前使用全局设置,但保留接口用于未来扩展
+ Debug.Log($"接口 {targetInterface?.name} 最大堆叠数量请求设置为 {maxCount},当前使用全局设置: {maxStackCount}");
+ }
+
+ ///
+ /// 清除特定接口上的所有连接点
+ ///
+ public void ClearConnectionPointsOnInterface(GameObject targetInterface)
+ {
+ if (interfaceStacks.ContainsKey(targetInterface))
+ {
+ // 创建副本,避免在遍历时修改集合
+ List pointsToRemove = new List(interfaceStacks[targetInterface]);
+ foreach (GameObject connectionPoint in pointsToRemove)
+ {
+ if (connectionPoint != null)
+ {
+ DeleteConnectionPoint(connectionPoint);
+ }
+ }
+
+ interfaceStacks.Remove(targetInterface);
+ }
+ }
+
+ ///
+ /// 设置高亮功能开启/关闭
+ ///
+ public void SetHighlightEnabled(bool enabled)
+ {
+ enableHighlight = enabled;
+
+ if (!enabled)
+ {
+ // 如果禁用高亮,立即停止所有高亮效果
+ if (currentHighlightCoroutine != null)
+ {
+ StopCoroutine(currentHighlightCoroutine);
+ currentHighlightCoroutine = null;
+ }
+
+ // 恢复所有高亮物体的颜色
+ ClearAllHighlights();
+ }
+ }
+
+ ///
+ /// 切换高亮功能状态
+ ///
+ public void ToggleHighlight()
+ {
+ SetHighlightEnabled(!enableHighlight);
+ Debug.Log($"点击高亮效果: {(enableHighlight ? "开启" : "关闭")}");
+ }
+
+ ///
+ /// 设置高亮颜色
+ ///
+ public void SetHighlightColor(Color color)
+ {
+ clickHighlightColor = color;
+ }
+
+ ///
+ /// 设置高亮持续时间
+ ///
+ public void SetHighlightDuration(float duration)
+ {
+ highlightDuration = Mathf.Max(0.1f, duration);
+ }
}
\ No newline at end of file