ND_SimulationAutomaticControl/Assets/Scripts/Line/LineShowModel.cs

863 lines
24 KiB
C#

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