900 lines
24 KiB
C#
900 lines
24 KiB
C#
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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[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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// 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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// 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
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[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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// 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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// 在选择终点状态时检查吸附
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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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{
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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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/// <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>
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// 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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{
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if (connectionPointPrefab == null)
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{
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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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GameObject connectionPoint = Instantiate(connectionPointPrefab);
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connectionPoint.name = $"ConnectionPoint_{(isStartPoint ? "Start" : "End")}_{System.DateTime.Now:HHmmss}";
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connectionPoint.transform.position = position;
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connectionPoint.transform.localScale = Vector3.one * connectionPointScale;
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// 设置材质
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if (connectionPointMaterial != null)
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{
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Renderer renderer = connectionPoint.GetComponent<Renderer>();
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if (renderer != null)
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{
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renderer.material = connectionPointMaterial;
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}
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}
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// 添加到连接点列表
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allConnectionPoints.Add(connectionPoint);
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Debug.Log($"创建连接点: {position}, 类型: {(isStartPoint ? "起点" : "终点")}");
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}
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/// <summary>
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/// 删除未完成的连接点(用于取消操作时)
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/// </summary>
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void RemoveUnfinishedConnectionPoints()
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{
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// 删除最近创建但未完成的连接点
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if (allConnectionPoints.Count > 0)
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{
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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>();
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foreach (GameObject point in allConnectionPoints)
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{
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if (point != null && point.transform.parent == null)
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{
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toRemove.Add(point);
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}
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}
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// 删除这些连接点
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foreach (GameObject point in toRemove)
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{
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allConnectionPoints.Remove(point);
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Destroy(point);
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}
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}
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}
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/// <summary>
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/// 清除所有连接点
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/// </summary>
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public void ClearAllConnectionPoints()
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{
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foreach (GameObject point in connectionPoints)
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{
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if (point != null)
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Destroy(point);
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}
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connectionPoints.Clear();
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}
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/// <summary>
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/// 删除所有连线和连接点
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/// </summary>
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public void ClearAll()
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{
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// 删除所有连线
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foreach (GameObject wire in allWires)
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{
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if (wire != null)
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Destroy(wire);
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}
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allWires.Clear();
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// 删除所有连接点
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foreach (GameObject point in allConnectionPoints)
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{
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if (point != null)
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Destroy(point);
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}
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allConnectionPoints.Clear();
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// 清除吸附点预览
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ClearSnapPreview();
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Debug.Log("已清除所有连线和连接点");
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}
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/// <summary>
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/// 将连接点附加到连线对象上
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/// </summary>
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/// <param name="wireObject">连线对象</param>
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void AttachConnectionPointsToWire(GameObject wireObject)
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{
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// 查找最近创建的两个未附加的连接点
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List<GameObject> unattachedPoints = new List<GameObject>();
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foreach (GameObject point in allConnectionPoints)
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{
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if (point != null && point.transform.parent == null)
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{
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unattachedPoints.Add(point);
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}
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}
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// 将最近的两个连接点附加到连线
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if (unattachedPoints.Count >= 2)
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{
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for (int i = unattachedPoints.Count - 1; i >= Mathf.Max(0, unattachedPoints.Count - 2); i--)
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{
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unattachedPoints[i].transform.SetParent(wireObject.transform);
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}
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}
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}
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void HandleInput()
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{
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if (Input.GetMouseButtonDown(0)) // 左键点击
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{
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HandleMouseClick();
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}
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if (Input.GetKeyDown(KeyCode.Escape))// 取消当前操作
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{
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CancelDrawing();
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}
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if (Input.GetMouseButtonDown(1))
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{
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HandleDelete();
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}
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}
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/// <summary>
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/// 处理删除操作
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/// </summary>
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void HandleDelete()
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{
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// 如果正在绘制连线,先取消绘制
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if (currentState != DrawingState.Idle)
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{
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CancelDrawing();
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return;
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}
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// 清除吸附点预览
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ClearSnapPreview();
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// 查找鼠标位置附近的连线和连接点
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Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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RaycastHit hit;
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if (Physics.Raycast(ray, out hit))
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{
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// 检查是否点击到了连线或连接点
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GameObject hitObject = hit.collider.gameObject;
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DeleteObjectIfWireOrConnection(hitObject);
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}
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else
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{
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// 如果没有击中任何物体,尝试删除最后一个创建的连线
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DeleteLastWire();
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}
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}
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/// <summary>
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/// 删除指定的连线或连接点
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/// </summary>
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void DeleteObjectIfWireOrConnection(GameObject obj)
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{
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if (obj == null) return;
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// 检查是否是吸附预览
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if (obj.name == "SnapPreview")
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{
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ClearSnapPreview();
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return;
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}
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// 检查是否是连线
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if (obj.name.StartsWith("Wire_") || obj.GetComponent<LineRenderer>() != null)
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{
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DeleteWire(obj);
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return;
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}
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// 检查是否是连接点
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if (obj.name.StartsWith("ConnectionPoint_"))
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{
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DeleteConnectionPoint(obj);
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return;
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}
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// 检查是否是连线的一部分(子物体)
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if (obj.transform.parent != null)
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{
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GameObject parent = obj.transform.parent.gameObject;
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if (parent.name.StartsWith("Wire_") || parent.GetComponent<LineRenderer>() != null)
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{
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DeleteWire(parent);
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return;
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}
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}
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}
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/// <summary>
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/// 删除指定的连线
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/// </summary>
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void DeleteWire(GameObject wireObject)
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{
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if (wireObject == null) return;
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// 删除连线的所有连接点(子物体)
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foreach (Transform child in wireObject.transform)
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{
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if (child.name.StartsWith("ConnectionPoint_"))
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{
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allConnectionPoints.Remove(child.gameObject);
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Destroy(child.gameObject);
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}
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}
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// 从列表中移除并销毁连线
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allWires.Remove(wireObject);
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Destroy(wireObject);
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Debug.Log("删除连线: " + wireObject.name);
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// 清除吸附点预览
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ClearSnapPreview();
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}
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/// <summary>
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/// 删除指定的连接点
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/// </summary>
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void DeleteConnectionPoint(GameObject connectionPoint)
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{
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if (connectionPoint == null) return;
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// 从列表中移除并销毁连接点
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allConnectionPoints.Remove(connectionPoint);
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Destroy(connectionPoint);
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Debug.Log("删除连接点: " + connectionPoint.name);
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// 清除吸附点预览
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ClearSnapPreview();
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}
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/// <summary>
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/// 删除最后一个创建的连线
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/// </summary>
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void DeleteLastWire()
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{
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if (allWires.Count > 0)
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{
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GameObject lastWire = allWires[allWires.Count - 1];
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DeleteWire(lastWire);
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}
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else
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{
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Debug.Log("没有可删除的连线");
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}
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}
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/// <summary>
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/// 删除最后一个连接点
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/// </summary>
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void DeleteLastConnectionPoint()
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{
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if (allConnectionPoints.Count > 0)
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{
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GameObject lastPoint = allConnectionPoints[allConnectionPoints.Count - 1];
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DeleteConnectionPoint(lastPoint);
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}
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else
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{
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Debug.Log("没有可删除的连接点");
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}
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}
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void HandleMouseClick()
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{
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Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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RaycastHit hit;
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// 获取鼠标的实际世界位置
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actualMousePosition = GetMouseWorldPosition();
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// 首先检查是否有吸附目标
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if (snapTarget != null)
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{
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// 检查吸附目标是否有碰撞体
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if (requireColliderForConnection && !HasCollider(snapTarget))
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{
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Debug.LogWarning($"目标物体 {snapTarget.name} 没有碰撞体,无法连线");
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return;
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}
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// 如果有吸附目标,使用吸附点的位置
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Vector3 targetPoint = GetObjectCenter(snapTarget);
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switch (currentState)
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{
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case DrawingState.Idle:
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StartNewWire(targetPoint);
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break;
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case DrawingState.SelectingStart:
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break;
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case DrawingState.SelectingEnd:
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CompleteWire(targetPoint);
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break;
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}
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}
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else if (Physics.Raycast(ray, out hit, Mathf.Infinity, snapLayers))
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{
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// 检查击中的物体是否有碰撞体
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if (requireColliderForConnection && !HasCollider(hit.collider.gameObject))
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{
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Debug.LogWarning($"目标物体 {hit.collider.gameObject.name} 没有碰撞体,无法连线");
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return;
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}
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// 如果有击中物体,使用击中点的位置
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Vector3 targetPoint = GetSnapPoint(hit);
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switch (currentState)
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{
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case DrawingState.Idle:
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StartNewWire(targetPoint);
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break;
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case DrawingState.SelectingStart:
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break;
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case DrawingState.SelectingEnd:
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CompleteWire(targetPoint);
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break;
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}
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}
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else
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{
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// 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
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if (requireColliderForConnection)
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{
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Debug.LogWarning("没有找到带有碰撞体的物体,无法连线");
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return;
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}
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// 如果没有击中任何物体,使用实际鼠标位置
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switch (currentState)
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{
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case DrawingState.Idle:
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StartNewWire(actualMousePosition);
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break;
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case DrawingState.SelectingStart:
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break;
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case DrawingState.SelectingEnd:
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CompleteWire(actualMousePosition);
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break;
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}
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}
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}
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// 检查物体是否有碰撞体
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bool HasCollider(GameObject obj)
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{
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if (obj == null) return false;
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// 检查所有类型的碰撞器
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Collider collider3D = obj.GetComponent<Collider>();
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Collider2D collider2D = obj.GetComponent<Collider2D>();
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return (collider3D != null || collider2D != null);
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}
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void StartNewWire(Vector3 point)
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{
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startPoint = point;
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currentState = DrawingState.SelectingEnd;
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// 在这里添加:创建起点连接点模型
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CreateConnectionPoint(point, true);
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// 创建连线预览
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CreateWirePreview();
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Debug.Log("选择起点: " + point);
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}
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void CompleteWire(Vector3 point)
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{
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endPoint = point;
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currentState = DrawingState.Idle;
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// 在这里添加:创建终点连接点模型
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CreateConnectionPoint(point, false);
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// 完成连线
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FinalizeWire();
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Debug.Log("选择终点: " + point);
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Debug.Log($"连线完成: {startPoint} -> {endPoint}");
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// 清除吸附高亮
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ClearSnapHighlight();
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}
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void CreateWirePreview()
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{
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currentWireObject = new GameObject("WirePreview");
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currentWire = currentWireObject.AddComponent<LineRenderer>();
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ConfigureLineRenderer(currentWire);
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currentWire.positionCount = 2;
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currentWire.SetPosition(0, startPoint);
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currentWire.SetPosition(1, startPoint); // 初始时终点与起点相同
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}
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void UpdateWirePreview()
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{
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if (currentState == DrawingState.SelectingEnd && currentWire != null)
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{
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Vector3 targetPoint;
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// 如果有吸附目标,使用吸附点
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if (snapTarget != null)
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{
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targetPoint = GetObjectCenter(snapTarget);
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}
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else
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{
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// 否则使用实际鼠标位置
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targetPoint = GetMouseWorldPosition();
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}
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currentWire.SetPosition(1, targetPoint);
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}
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}
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void CheckForSnapTargets()
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{
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Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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RaycastHit hit;
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// 清除之前的吸附高亮
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ClearSnapHighlight();
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|
||
// 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);
|
||
}
|
||
|
||
// 修复:使用胶囊碰撞器替代网格碰撞器
|
||
void CreateCapsuleCollidersAlongLine(LineRenderer lr)
|
||
{
|
||
// 获取连线上的所有点
|
||
Vector3[] positions = new Vector3[lr.positionCount];
|
||
lr.GetPositions(positions);
|
||
|
||
// 为连线的每个线段创建胶囊碰撞器
|
||
for (int i = 0; i < positions.Length - 1; i++)
|
||
{
|
||
Vector3 start = positions[i];
|
||
Vector3 end = positions[i + 1];
|
||
|
||
// 计算线段长度和方向
|
||
float distance = Vector3.Distance(start, end);
|
||
if (distance < 0.01f) continue; // 跳过太短的线段
|
||
|
||
Vector3 direction = (end - start).normalized;
|
||
|
||
// 创建胶囊碰撞器
|
||
CapsuleCollider capsule = currentWireObject.AddComponent<CapsuleCollider>();
|
||
|
||
// 设置胶囊碰撞器的方向和位置
|
||
capsule.direction = 2; // Z轴方向
|
||
capsule.height = distance;
|
||
capsule.radius = wireWidth / 2;
|
||
|
||
// 计算胶囊的位置和旋转
|
||
capsule.center = start + direction * distance / 2;
|
||
|
||
// 设置胶囊的方向
|
||
if (direction != Vector3.zero)
|
||
{
|
||
capsule.transform.rotation = Quaternion.LookRotation(direction);
|
||
}
|
||
|
||
capsule.isTrigger = true;
|
||
}
|
||
}
|
||
|
||
// 修复:改进的鼠标位置获取方法
|
||
Vector3 GetMouseWorldPosition()
|
||
{
|
||
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||
RaycastHit hit;
|
||
|
||
// 优先使用吸附目标的位置
|
||
if (snapTarget != null)
|
||
{
|
||
return GetObjectCenter(snapTarget);
|
||
}
|
||
|
||
// 其次使用射线击中的位置
|
||
if (Physics.Raycast(ray, out hit, Mathf.Infinity, snapLayers))
|
||
{
|
||
// 检查击中的物体是否有碰撞体
|
||
if (requireColliderForConnection && !HasCollider(hit.collider.gameObject))
|
||
{
|
||
// 如果没有碰撞体,继续寻找其他点
|
||
return FindAlternativePosition(ray);
|
||
}
|
||
|
||
return GetSnapPoint(hit);
|
||
}
|
||
|
||
// 如果没有击中任何物体,使用默认平面
|
||
return FindAlternativePosition(ray);
|
||
}
|
||
|
||
// 寻找替代位置(当没有碰撞体时)
|
||
Vector3 FindAlternativePosition(Ray ray)
|
||
{
|
||
// 尝试在默认平面上寻找位置
|
||
Plane defaultPlane = new Plane(Vector3.up, Vector3.zero);
|
||
float enter;
|
||
if (defaultPlane.Raycast(ray, out enter))
|
||
{
|
||
return ray.GetPoint(enter);
|
||
}
|
||
|
||
// 最后使用射线上的一个点
|
||
return ray.origin + ray.direction * 10f;
|
||
}
|
||
|
||
// 公共方法:开始新连线
|
||
public void StartNewWire()
|
||
{
|
||
if (currentState != DrawingState.Idle)
|
||
{
|
||
CancelDrawing();
|
||
}
|
||
currentState = DrawingState.SelectingStart;
|
||
}
|
||
|
||
// 公共方法:设置吸附目标(用于编程控制)
|
||
public void SetSnapTarget(GameObject target)
|
||
{
|
||
if (enableSnapping && target != null)
|
||
{
|
||
// 检查目标是否有碰撞体
|
||
if (requireColliderForConnection && !HasCollider(target))
|
||
{
|
||
Debug.LogWarning($"目标物体 {target.name} 没有碰撞体,无法设置为吸附目标");
|
||
return;
|
||
}
|
||
|
||
snapTarget = target;
|
||
HighlightSnapTarget(target);
|
||
}
|
||
}
|
||
|
||
// 公共方法:清除吸附目标
|
||
public void ClearSnapTarget()
|
||
{
|
||
ClearSnapHighlight();
|
||
}
|
||
|
||
// 公共方法:检查物体是否可以连线
|
||
public bool CanConnectToObject(GameObject obj)
|
||
{
|
||
if (obj == null) return false;
|
||
|
||
// 如果不需要碰撞体,任何物体都可以连线
|
||
if (!requireColliderForConnection) return true;
|
||
|
||
// 检查物体是否有碰撞体
|
||
return HasCollider(obj);
|
||
}
|
||
} |