feat(Signal):实现信号传输的单向连续传播
This commit is contained in:
@@ -123,9 +123,11 @@ MonoBehaviour:
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@@ -93,24 +93,23 @@ namespace Script.Gameplay.Connect
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public void OnSignalReceived(bool active, GameObject sender)
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public void OnSignalReceived(bool active, GameObject sender)
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{
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{
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SendSignal(active, this.gameObject);
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SendSignal(active, sender);
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}
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}
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public bool IsEnableSendSignal { get; set; } = true;
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public bool IsEnableSendSignal { get; set; } = true;
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public void SendSignal(bool active, GameObject sender)
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public void SendSignal(bool active, GameObject sender)
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{
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{
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var a = _pointA as ISignalReceiver;
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if (_pointA.GetGameObject() != sender)
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var b = _pointB as ISignalReceiver;
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ISignalReceiver senderR = sender.GetComponent<ISignalReceiver>();
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if (a != senderR)
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{
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{
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a.OnSignalReceived(active, this.gameObject);
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var pointA = _pointA as ISignalReceiver;
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pointA?.OnSignalReceived(active, this.gameObject);
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}
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}
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if (b != senderR)
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if (_pointB.GetGameObject() != sender)
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{
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{
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b.OnSignalReceived(active, this.gameObject);
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var pointB = _pointB as ISignalReceiver;
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pointB?.OnSignalReceived(active, this.gameObject);
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}
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}
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}
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}
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}
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}
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@@ -108,6 +108,11 @@ namespace Script.Gameplay.Facility
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public virtual void OnSignalReceived(bool active, GameObject sender)
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public virtual void OnSignalReceived(bool active, GameObject sender)
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{
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{
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if (isEnableSendSignal)
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{
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SendSignal(active, sender);
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}
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if (active)
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if (active)
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{
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{
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CurrentNeedSignalCount++;
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CurrentNeedSignalCount++;
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@@ -130,20 +135,30 @@ namespace Script.Gameplay.Facility
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set => isEnableSendSignal = value;
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set => isEnableSendSignal = value;
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}
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}
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/// <summary>
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///
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/// </summary>
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||||||
|
/// <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)
|
public virtual void SendSignal(bool active, GameObject sender)
|
||||||
{
|
{
|
||||||
if(!IsEnableSendSignal) return;
|
if(!IsEnableSendSignal) return;
|
||||||
if (ConnectionLines != null)
|
if (ConnectionLines != null)
|
||||||
{
|
{
|
||||||
if (ISignalSender.IsSendToSignalSender(sender))
|
// if (ISignalSender.IsSendToSignalSender(this.gameObject))
|
||||||
{
|
// {
|
||||||
// 防止信号回传给发送者自己
|
// // 防止信号回传给发送者自己
|
||||||
BUGManager.Instance.LogStackOverflowBUG(this.transform);
|
// BUGManager.Instance.LogStackOverflowBUG(this.transform);
|
||||||
return;
|
// return;
|
||||||
}
|
// }
|
||||||
|
|
||||||
foreach (var line in ConnectionLines)
|
foreach (var line in ConnectionLines)
|
||||||
{
|
{
|
||||||
|
// 排除掉为sender的连接线
|
||||||
|
if (line.gameObject == sender)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
line.OnSignalReceived(active, this.gameObject);
|
line.OnSignalReceived(active, this.gameObject);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -17,19 +17,13 @@ namespace Script.Gameplay.Facility
|
|||||||
public override void Interact(GameObject interactor)
|
public override void Interact(GameObject interactor)
|
||||||
{
|
{
|
||||||
if (!IsEnableInteract) return;
|
if (!IsEnableInteract) return;
|
||||||
PullLever();
|
PullLever(this.gameObject);
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void OnSignalReceived(bool active, GameObject sender)
|
private void PullLever(GameObject sender = null)
|
||||||
{
|
|
||||||
base.OnSignalReceived(active, sender);
|
|
||||||
//PullLever();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void PullLever()
|
|
||||||
{
|
{
|
||||||
isPulled = !isPulled;
|
isPulled = !isPulled;
|
||||||
SendSignal(isPulled, this.gameObject);
|
SendSignal(isPulled, sender);
|
||||||
// 可选:拉杆动画
|
// 可选:拉杆动画
|
||||||
if (isPulled)
|
if (isPulled)
|
||||||
{
|
{
|
||||||
@@ -42,6 +36,5 @@ namespace Script.Gameplay.Facility
|
|||||||
transform.rotation = Quaternion.Euler(0f, 0f, 0f);
|
transform.rotation = Quaternion.Euler(0f, 0f, 0f);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -11,19 +11,27 @@ namespace Script.Gameplay.Facility
|
|||||||
[SerializeField] private Vector3 plateOffset = Vector3.up * 0.1f;
|
[SerializeField] private Vector3 plateOffset = Vector3.up * 0.1f;
|
||||||
|
|
||||||
private bool lastState = false;
|
private bool lastState = false;
|
||||||
|
private bool hasObject = false;
|
||||||
|
|
||||||
private void FixedUpdate()
|
private void FixedUpdate()
|
||||||
{
|
{
|
||||||
if (!isOpenInEditor) return;
|
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)
|
if (hasObject != lastState)
|
||||||
{
|
{
|
||||||
SendSignal(hasObject, this.gameObject);
|
SendSignal(hasObject, this.gameObject);
|
||||||
lastState = hasObject;
|
lastState = hasObject;
|
||||||
|
if (hasObject)
|
||||||
|
{
|
||||||
|
// 被压下动画
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// 弹起动画
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
#if UNITY_EDITOR
|
#if UNITY_EDITOR
|
||||||
private void OnDrawGizmosSelected()
|
private void OnDrawGizmosSelected()
|
||||||
{
|
{
|
||||||
|
|||||||
Reference in New Issue
Block a user