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No commits in common. "709404ed1778fea3f76953e0804adaea181b56a9" and "efff67e4420aea91505bc59da921571ed19280b0" have entirely different histories.

10 changed files with 56 additions and 3904 deletions

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@ -680,8 +680,6 @@ GameObject:
- component: {fileID: 140014613} - component: {fileID: 140014613}
- component: {fileID: 140014612} - component: {fileID: 140014612}
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- component: {fileID: 140014615}
m_Layer: 0 m_Layer: 0
m_Name: Manager m_Name: Manager
m_TagString: Untagged m_TagString: Untagged
@ -745,11 +743,6 @@ MonoBehaviour:
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maxStackWarningColor: {r: 1, g: 0.92156863, b: 0.015686275, a: 1} maxStackWarningColor: {r: 1, g: 0.92156863, b: 0.015686275, a: 1}
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cylinderWireDiameter: 0.002
cylinderSegments: 4
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--- !u!4 &140014613 --- !u!4 &140014613
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@ -765,65 +758,6 @@ Transform:
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m_RootOrder: 12 m_RootOrder: 12
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@ -1,15 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// 添加圆柱体连线数据组件
public class CylinderWireData : MonoBehaviour
{
public GameObject startPoint;
public GameObject endPoint;
public Vector3 startPos;
public Vector3 endPos;
public GameObject startInterface;
public GameObject endInterface;
public float wireDiameter;
}

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@ -1,11 +0,0 @@
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View File

@ -10,7 +10,6 @@ public class WireConnectionData
public GameObject startConnectionPoint; public GameObject startConnectionPoint;
public GameObject endConnectionPoint; public GameObject endConnectionPoint;
} }
public class WireDrawingSystem : MonoBehaviour public class WireDrawingSystem : MonoBehaviour
{ {
public enum DrawingState public enum DrawingState
@ -118,27 +117,10 @@ public class WireDrawingSystem : MonoBehaviour
private Coroutine currentHighlightCoroutine; // 当前高亮协程 private Coroutine currentHighlightCoroutine; // 当前高亮协程
private GameObject lastClickedObject; // 最后点击的物体 private GameObject lastClickedObject; // 最后点击的物体
[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
// 移除原来的LineRenderer相关设置或者保留作为备选
[Header("传统连线设置(备选)")]
public bool useLineRenderer = false;
void Update() void Update()
{ {
HandleInput(); HandleInput();
UpdateWirePreview();
if (useCylinderWire)
{
UpdateCylinderWirePreview();
}
else
{
UpdateWirePreview(); // 原有的LineRenderer更新
}
// 在选择终点状态时检查吸附 // 在选择终点状态时检查吸附
if (currentState == DrawingState.SelectingEnd && enableSnapping) if (currentState == DrawingState.SelectingEnd && enableSnapping)
@ -148,7 +130,9 @@ public class WireDrawingSystem : MonoBehaviour
} }
else else
{ {
// 不在选择终点状态时,清除吸附点预览
ClearSnapPreview(); ClearSnapPreview();
// 同时清除吸附高亮
if (currentState != DrawingState.SelectingEnd) if (currentState != DrawingState.SelectingEnd)
{ {
ClearAllHighlights(); ClearAllHighlights();
@ -588,7 +572,7 @@ public class WireDrawingSystem : MonoBehaviour
{ {
CancelDrawing(); CancelDrawing();
} }
if (Input.GetMouseButtonDown(2)) if (Input.GetMouseButtonDown(1))
{ {
HandleDelete(); HandleDelete();
} }
@ -1201,181 +1185,14 @@ public class WireDrawingSystem : MonoBehaviour
void CreateWirePreview() void CreateWirePreview()
{ {
currentWireObject = new GameObject("WirePreview"); currentWireObject = new GameObject("WirePreview");
if (useCylinderWire)
{
CreateCylinderWirePreview();
}
else
{
// 原有的LineRenderer代码
currentWire = currentWireObject.AddComponent<LineRenderer>(); currentWire = currentWireObject.AddComponent<LineRenderer>();
ConfigureLineRenderer(currentWire); ConfigureLineRenderer(currentWire);
currentWire.positionCount = 2; currentWire.positionCount = 2;
currentWire.SetPosition(0, startPoint); currentWire.SetPosition(0, startPoint);
currentWire.SetPosition(1, startPoint); currentWire.SetPosition(1, startPoint); // 初始时终点与起点相同
}
}
/// <summary>
/// 创建圆柱体连线预览
/// </summary>
void CreateCylinderWirePreview()
{
// 创建初始圆柱体(长度很短)
GameObject cylinder = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
cylinder.name = "WireCylinder";
cylinder.transform.SetParent(currentWireObject.transform);
// 设置材质
if (cylinderWireMaterial != null)
{
Renderer renderer = cylinder.GetComponent<Renderer>();
renderer.material = cylinderWireMaterial;
} }
// 初始位置和缩放
cylinder.transform.position = startPoint;
cylinder.transform.localScale = new Vector3(
cylinderWireDiameter,
0.001f, // 初始高度很小
cylinderWireDiameter
);
// 移除碰撞器,避免干扰
Destroy(cylinder.GetComponent<Collider>());
}
/// <summary>
/// 更新圆柱体连线预览
/// </summary>
void UpdateCylinderWirePreview()
{
if (currentState == DrawingState.SelectingEnd && currentWireObject != null)
{
Vector3 targetPoint;
if (snapTarget != null)
{
targetPoint = GetObjectCenter(snapTarget);
}
else
{
targetPoint = GetMouseWorldPosition();
}
if (useCylinderWire)
{
UpdateCylinderWire(startPoint, targetPoint);
}
else
{
// 原有的LineRenderer更新代码
if (currentWire != null)
{
currentWire.SetPosition(1, targetPoint);
}
}
}
}
/// <summary>
/// 更新圆柱体连线的位置和形状
/// </summary>
void UpdateCylinderWire(Vector3 start, Vector3 end)
{
Transform cylinderTransform = currentWireObject.transform.Find("WireCylinder");
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(cylinderWireDiameter, 0.001f, cylinderWireDiameter);
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; // 圆柱体默认朝向Y轴
// 设置圆柱体的缩放
// 圆柱体原始高度为2所以实际高度 = scaleY * 2
cylinder.transform.localScale = new Vector3(
cylinderWireDiameter,
distance / 2f, // 因为原始高度为2所以要除以2
cylinderWireDiameter
);
}
/// <summary>
/// 最终确定圆柱体连线
/// </summary>
void FinalizeCylinderWire()
{
if (currentWireObject == null) return;
Transform cylinderTransform = currentWireObject.transform.Find("WireCylinder");
if (cylinderTransform == null) return;
GameObject cylinder = cylinderTransform.gameObject;
// 更新最终位置
UpdateCylinderWire(startPoint, endPoint);
// 添加圆柱体连线数据
CylinderWireData wireData = currentWireObject.AddComponent<CylinderWireData>();
wireData.startPoint = GetConnectionPointObject(true);
wireData.endPoint = GetConnectionPointObject(false);
wireData.startInterface = startInterfaceObject;
wireData.endInterface = endInterfaceObject;
wireData.wireDiameter = cylinderWireDiameter;
// 可选:添加碰撞器
if (addColliderToWires)
{
AddCylinderWireCollider(cylinder);
}
// 添加到连线列表
allWires.Add(currentWireObject);
Debug.Log($"圆柱体连线完成: {currentWireObject.name}");
}
/// <summary>
/// 获取连接点对象(用于连线数据)
/// </summary>
GameObject GetConnectionPointObject(bool isStartPoint)
{
// 查找最近创建的连接点
for (int i = allConnectionPoints.Count - 1; i >= 0; i--)
{
GameObject point = allConnectionPoints[i];
if (point != null && point.transform.parent == null)
{
if (isStartPoint && point.name.Contains("Start"))
return point;
else if (!isStartPoint && point.name.Contains("End"))
return point;
}
}
return null;
}
/// <summary>
/// 为圆柱体连线添加碰撞器
/// </summary>
void AddCylinderWireCollider(GameObject cylinder)
{
CapsuleCollider collider = cylinder.AddComponent<CapsuleCollider>();
collider.isTrigger = true;
// 胶囊碰撞器会自动匹配圆柱体的形状
// 方向设置为Y轴圆柱体的默认方向
collider.direction = 1; // 1 = Y轴
}
void UpdateWirePreview() void UpdateWirePreview()
{ {
if (currentState == DrawingState.SelectingEnd && currentWire != null) if (currentState == DrawingState.SelectingEnd && currentWire != null)
@ -1585,48 +1402,29 @@ public class WireDrawingSystem : MonoBehaviour
// 修改 FinalizeWire 方法,添加记录功能 // 修改 FinalizeWire 方法,添加记录功能
void FinalizeWire() void FinalizeWire()
{ {
if (currentWireObject != null) if (currentWire != null)
{ {
currentWireObject.name = $"Wire_{System.DateTime.Now:yyyyMMddHHmmss}"; currentWireObject.name = $"Wire_{System.DateTime.Now:yyyyMMddHHmmss}";
// 将连接点附加到连线对象 // 将连接点附加到连线对象
AttachConnectionPointsToWire(currentWireObject); AttachConnectionPointsToWire(currentWireObject);
if (useCylinderWire) // 添加到连线列表
{
FinalizeCylinderWire();
}
else
{
// 原有的LineRenderer最终化代码
FinalizeLineRendererWire();
}
}
currentWire = null;
currentWireObject = null;
}
/// <summary>
/// 最终化LineRenderer连线原有的FinalizeWire内容
/// </summary>
void FinalizeLineRendererWire()
{
// 这里放置原有的FinalizeWire方法中的LineRenderer相关代码
FinalizeWire();
// 包括添加到连线列表、添加WireData组件等
allWires.Add(currentWireObject); allWires.Add(currentWireObject);
// 可选:添加物理碰撞器
if (addColliderToWires) if (addColliderToWires)
{ {
AddWireCollider(currentWire); AddWireCollider(currentWire);
} }
// 保存连线数据
WireData data = currentWireObject.AddComponent<WireData>(); WireData data = currentWireObject.AddComponent<WireData>();
data.startPoint = startPoint; data.startPoint = startPoint;
data.endPoint = endPoint; data.endPoint = endPoint;
data.creationTime = System.DateTime.Now; data.creationTime = System.DateTime.Now;
// 存储接口引用
if (startInterfaceObject != null) if (startInterfaceObject != null)
{ {
data.snapStartObject = startInterfaceObject; data.snapStartObject = startInterfaceObject;
@ -1637,6 +1435,7 @@ public class WireDrawingSystem : MonoBehaviour
data.snapEndObject = endInterfaceObject; data.snapEndObject = endInterfaceObject;
} }
// 存储连线连接数据
WireConnectionData connectionData = new WireConnectionData WireConnectionData connectionData = new WireConnectionData
{ {
startInterface = startInterfaceObject, startInterface = startInterfaceObject,
@ -1644,8 +1443,13 @@ public class WireDrawingSystem : MonoBehaviour
}; };
wireConnectionData[currentWireObject] = connectionData; wireConnectionData[currentWireObject] = connectionData;
Debug.Log($"连线完成: {currentWireObject.name}"); Debug.Log($"连线完成: {currentWireObject.name}, 起点: {startInterfaceObject?.name ?? ""}, 终点: {endInterfaceObject?.name ?? ""}");
} }
currentWire = null;
currentWireObject = null;
}
// 修改 CancelDrawing 方法,确保正确清理 // 修改 CancelDrawing 方法,确保正确清理
void CancelDrawing() void CancelDrawing()
{ {
@ -1654,8 +1458,13 @@ public class WireDrawingSystem : MonoBehaviour
Destroy(currentWireObject); Destroy(currentWireObject);
} }
// 删除未完成的连接点
RemoveUnfinishedConnectionPoints(); RemoveUnfinishedConnectionPoints();
// 清除吸附点预览
ClearSnapPreview(); ClearSnapPreview();
// 清除所有高亮和材质实例
ClearAllHighlights(); ClearAllHighlights();
// 恢复所有接口的原始材质 // 恢复所有接口的原始材质
@ -1673,6 +1482,7 @@ public class WireDrawingSystem : MonoBehaviour
currentWire = null; currentWire = null;
currentWireObject = null; currentWireObject = null;
// 重置当前接口
currentStartInterface = null; currentStartInterface = null;
currentEndInterface = null; currentEndInterface = null;
startInterfaceObject = null; startInterfaceObject = null;
@ -1680,10 +1490,11 @@ public class WireDrawingSystem : MonoBehaviour
Debug.Log("取消连线操作"); Debug.Log("取消连线操作");
} }
/// <summary>
/// 更新吸附点预览模型 /// <summary>
/// </summary> /// 更新吸附点预览模型
void UpdateSnapPreview() /// </summary>
void UpdateSnapPreview()
{ {
if (snapPreviewPrefab == null) return; if (snapPreviewPrefab == null) return;

View File

@ -1,558 +0,0 @@
{
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{
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"endInterfaceName": "",
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},
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"y": -0.26317930221557619,
"z": 0.08528154343366623
},
"startPoint": {
"x": 0.0,
"y": 0.0,
"z": 0.0
},
"endPoint": {
"x": 0.0,
"y": 0.0,
"z": 0.0
},
"wireName": "Wire_20251126174803",
"cylinderScale": {
"x": 0.0020000000949949028,
"y": 0.014507354237139225,
"z": 0.0020000000949949028
},
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},
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"y": 0.0,
"z": 0.9173758625984192,
"w": 0.39802202582359316
},
"cylinderRadius": 0.0020000000949949028,
"hasStartInterface": false,
"hasEndInterface": false,
"debugInfo": "从 CylinderWireData 组件获取",
"wireType": "CylinderWireData"
},
{
"startInterfaceName": "",
"endInterfaceName": "",
"startConnectionPointPosition": {
"x": -1.2912330627441407,
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},
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},
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"y": 0.0,
"z": 0.0
},
"wireName": "Wire_20251126174805",
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"hasStartInterface": false,
"hasEndInterface": false,
"debugInfo": "从 CylinderWireData 组件获取",
"wireType": "CylinderWireData"
},
{
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"debugInfo": "从 CylinderWireData 组件获取",
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