feat(Signal):实现信号传输的单向连续传播

This commit is contained in:
2025-10-28 08:50:06 +08:00
parent 0dd2e3d9d9
commit b06d21114b
7 changed files with 267 additions and 31 deletions

View File

@@ -123,9 +123,11 @@ MonoBehaviour:
isEnableInteract: 1
isEnableEdit: 1
isEnableConnect: 1
componentName:
needSignalCount: 1
isOpenInEditor: 1
needSignalCount: 1
currentSignalCount: 0
componentName:
isEnableSendSignal: 1
--- !u!114 &6634784627554641663
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View File

@@ -184,9 +184,11 @@ MonoBehaviour:
isEnableInteract: 1
isEnableEdit: 1
isEnableConnect: 1
componentName:
needSignalCount: 1
isOpenInEditor: 1
needSignalCount: 1
currentSignalCount: 0
componentName:
isEnableSendSignal: 1
disappearType: 0
--- !u!1 &8796126894100698369
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@@ -93,24 +93,23 @@ namespace Script.Gameplay.Connect
public void OnSignalReceived(bool active, GameObject sender)
{
SendSignal(active, this.gameObject);
SendSignal(active, sender);
}
public bool IsEnableSendSignal { get; set; } = true;
public void SendSignal(bool active, GameObject sender)
{
var a = _pointA as ISignalReceiver;
var b = _pointB as ISignalReceiver;
ISignalReceiver senderR = sender.GetComponent<ISignalReceiver>();
if (a != senderR)
if (_pointA.GetGameObject() != sender)
{
a.OnSignalReceived(active, this.gameObject);
var pointA = _pointA as ISignalReceiver;
pointA?.OnSignalReceived(active, this.gameObject);
}
if (b != senderR)
if (_pointB.GetGameObject() != sender)
{
b.OnSignalReceived(active, this.gameObject);
var pointB = _pointB as ISignalReceiver;
pointB?.OnSignalReceived(active, this.gameObject);
}
}
}

View File

@@ -108,6 +108,11 @@ namespace Script.Gameplay.Facility
public virtual void OnSignalReceived(bool active, GameObject sender)
{
if (isEnableSendSignal)
{
SendSignal(active, sender);
}
if (active)
{
CurrentNeedSignalCount++;
@@ -130,20 +135,30 @@ namespace Script.Gameplay.Facility
set => isEnableSendSignal = value;
}
/// <summary>
///
/// </summary>
/// <param name="active">发送true or false</param>
/// <param name="sender">让此物体触发发送的来源者</param>
public virtual void SendSignal(bool active, GameObject sender)
{
if(!IsEnableSendSignal) return;
if (ConnectionLines != null)
{
if (ISignalSender.IsSendToSignalSender(sender))
{
// 防止信号回传给发送者自己
BUGManager.Instance.LogStackOverflowBUG(this.transform);
return;
}
// if (ISignalSender.IsSendToSignalSender(this.gameObject))
// {
// // 防止信号回传给发送者自己
// BUGManager.Instance.LogStackOverflowBUG(this.transform);
// return;
// }
foreach (var line in ConnectionLines)
{
// 排除掉为sender的连接线
if (line.gameObject == sender)
{
continue;
}
line.OnSignalReceived(active, this.gameObject);
}
}

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@@ -17,19 +17,13 @@ namespace Script.Gameplay.Facility
public override void Interact(GameObject interactor)
{
if (!IsEnableInteract) return;
PullLever();
PullLever(this.gameObject);
}
public override void OnSignalReceived(bool active, GameObject sender)
{
base.OnSignalReceived(active, sender);
//PullLever();
}
private void PullLever()
private void PullLever(GameObject sender = null)
{
isPulled = !isPulled;
SendSignal(isPulled, this.gameObject);
SendSignal(isPulled, sender);
// 可选:拉杆动画
if (isPulled)
{
@@ -42,6 +36,5 @@ namespace Script.Gameplay.Facility
transform.rotation = Quaternion.Euler(0f, 0f, 0f);
}
}
}
}

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@@ -11,19 +11,27 @@ namespace Script.Gameplay.Facility
[SerializeField] private Vector3 plateOffset = Vector3.up * 0.1f;
private bool lastState = false;
private bool hasObject = false;
private void FixedUpdate()
{
if (!isOpenInEditor) return;
bool hasObject = Physics.CheckBox(transform.position + plateOffset, plateSize * 0.5f, Quaternion.identity, detectLayer);
hasObject = Physics.CheckBox(transform.position + plateOffset, plateSize * 0.5f, Quaternion.identity, detectLayer);
if (hasObject != lastState)
{
SendSignal(hasObject, this.gameObject);
lastState = hasObject;
if (hasObject)
{
// 被压下动画
}
else
{
// 弹起动画
}
}
}
#if UNITY_EDITOR
private void OnDrawGizmosSelected()
{