Compare commits
3 Commits
75a6bda6e3
...
6ed134968e
| Author | SHA1 | Date | |
|---|---|---|---|
| 6ed134968e | |||
| 1410837faa | |||
| b06d21114b |
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@@ -123,9 +123,11 @@ MonoBehaviour:
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--- !u!114 &6634784627554641663
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@@ -169,9 +169,12 @@ MonoBehaviour:
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@@ -137,9 +137,11 @@ MonoBehaviour:
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--- !u!114 &1413885433821236986
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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);
|
||||
}
|
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|
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public bool IsEnableSendSignal { get; set; } = true;
|
||||
|
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public void SendSignal(bool active, GameObject sender)
|
||||
{
|
||||
var a = _pointA as ISignalReceiver;
|
||||
var b = _pointB as ISignalReceiver;
|
||||
ISignalReceiver senderR = sender.GetComponent<ISignalReceiver>();
|
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if (a != senderR)
|
||||
if (_pointA.GetGameObject() != sender)
|
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{
|
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a.OnSignalReceived(active, this.gameObject);
|
||||
var pointA = _pointA as ISignalReceiver;
|
||||
pointA?.OnSignalReceived(active, this.gameObject);
|
||||
}
|
||||
|
||||
if (b != senderR)
|
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if (_pointB.GetGameObject() != sender)
|
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{
|
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b.OnSignalReceived(active, this.gameObject);
|
||||
var pointB = _pointB as ISignalReceiver;
|
||||
pointB?.OnSignalReceived(active, this.gameObject);
|
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}
|
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}
|
||||
}
|
||||
|
||||
@@ -3,6 +3,7 @@ using Script.Gameplay.Connect;
|
||||
using Script.Gameplay.Global;
|
||||
using Script.Gameplay.Interface;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Experimental.GlobalIllumination;
|
||||
|
||||
namespace Script.Gameplay.Facility
|
||||
{
|
||||
@@ -108,6 +109,11 @@ namespace Script.Gameplay.Facility
|
||||
|
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public virtual void OnSignalReceived(bool active, GameObject sender)
|
||||
{
|
||||
if (isEnableSendSignal)
|
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{
|
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SendSignal(active, sender);
|
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}
|
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|
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if (active)
|
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{
|
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CurrentNeedSignalCount++;
|
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@@ -130,23 +136,87 @@ namespace Script.Gameplay.Facility
|
||||
set => isEnableSendSignal = value;
|
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}
|
||||
|
||||
/// <summary>
|
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///
|
||||
/// </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>
|
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public virtual void SendSignal(bool active, GameObject sender)
|
||||
{
|
||||
if(!IsEnableSendSignal) return;
|
||||
if (!IsEnableSendSignal) return;
|
||||
if (ConnectionLines != null)
|
||||
{
|
||||
if (ISignalSender.IsSendToSignalSender(sender))
|
||||
// 利用DFS检测是否存在连接环
|
||||
if (DfsCheckConnectionRing(this.gameObject))
|
||||
{
|
||||
// 防止信号回传给发送者自己
|
||||
BUGManager.Instance.LogStackOverflowBUG(this.transform);
|
||||
StartCoroutine(GameManager.Instance.ReStartGame());
|
||||
return;
|
||||
}
|
||||
|
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foreach (var line in ConnectionLines)
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{
|
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// 排除掉为sender的连接线
|
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if (line.gameObject == sender)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
line.OnSignalReceived(active, this.gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static bool DfsCheckConnectionRing(GameObject root)
|
||||
{
|
||||
if (root == null) return false;
|
||||
|
||||
var rootConnect = root.GetComponent<IConnectable>();
|
||||
if (rootConnect == null) return false;
|
||||
|
||||
var visited = new HashSet<GameObject>();
|
||||
|
||||
// 内部递归 DFS,parent 用于避免把返回到父节点误判为环
|
||||
bool Dfs(GameObject current, GameObject parent)
|
||||
{
|
||||
if (current == null) return false;
|
||||
visited.Add(current);
|
||||
|
||||
var conn = current.GetComponent<IConnectable>();
|
||||
if (conn == null) return false;
|
||||
|
||||
foreach (var line in conn.ConnectionLines)
|
||||
{
|
||||
if (line == null) continue;
|
||||
|
||||
GameObject a = line.PointA?.GetGameObject();
|
||||
GameObject b = line.PointB?.GetGameObject();
|
||||
|
||||
GameObject neighbor = null;
|
||||
if (a == current) neighbor = b;
|
||||
else if (b == current) neighbor = a;
|
||||
else continue; // 如果这条线并未连接到 current,跳过
|
||||
|
||||
if (neighbor == null) continue;
|
||||
|
||||
// 如果邻居是父节点,跳过(因为这是无向边回到父)
|
||||
if (neighbor == parent) continue;
|
||||
|
||||
// 已访问到其他非父节点,说明存在环
|
||||
if (visited.Contains(neighbor))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if (Dfs(neighbor, current))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
return Dfs(root, null);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -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()
|
||||
{
|
||||
|
||||
@@ -11,31 +11,5 @@ namespace Script.Gameplay.Interface
|
||||
GameObject GetGameObject(); // 获取连接点物体
|
||||
string GetConnectableName(); // 获取连接点名称
|
||||
public List<ConnectionLine> ConnectionLines { get; set; }
|
||||
|
||||
// public static List<GameObject> GetConnectedGameObjects(GameObject sender)
|
||||
// {
|
||||
// IConnectable connectable = sender.GetComponent<IConnectable>();
|
||||
// List<GameObject> connectedObjects = new List<GameObject>();
|
||||
// if (connectable != null)
|
||||
// {
|
||||
// foreach (var target in connectable.ConnectionLines)
|
||||
// {
|
||||
// if (target != null && target.PointA != null && target.PointB != null)
|
||||
// {
|
||||
// // 排除掉AB点中与sender相同的点
|
||||
// if (target.PointA.GetGameObject() != sender)
|
||||
// {
|
||||
// connectedObjects.Add(target.PointA.GetGameObject());
|
||||
// }
|
||||
//
|
||||
// if (target.PointB.GetGameObject() != sender)
|
||||
// {
|
||||
// connectedObjects.Add(target.PointB.GetGameObject());
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// return connectedObjects;
|
||||
// }
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user