合并代码

This commit is contained in:
MuHua-123
2024-11-15 18:28:21 +08:00
parent 497b43a446
commit 72d1f89b54
274 changed files with 4939 additions and 1968 deletions
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class IDesignBezier : UIInputDesignUnit {
/// <summary> 板片资产 </summary>
public ModuleAssets<DataPlate> AssetsPlate => ModuleCore.AssetsPlate;
/// <summary> 查询点算法模块 </summary>
public ModuleAlgorithm<DataFindBezier> AlgorithmFindBezier => ModuleCore.AlgorithmFindBezier;
private Vector3 mousePosition;
private Vector3 originalPosition;
private DataFindBezier findBezier;
private void FindPoint(Vector3 localPosition) {
findBezier = new DataFindBezier();
findBezier.position = localPosition;
findBezier.datas = AssetsPlate.Datas;
AlgorithmFindBezier.Compute(findBezier);
}
public override void MouseDown(DataUIMouseInput data) {
FindPoint(data.WorldPosition);
if (!findBezier.IsValid) { return; }
mousePosition = data.ScreenPosition;
originalPosition = findBezier.isFront ? findBezier.point.frontBezier : findBezier.point.afterBezier;
}
public override void MouseDrag(DataUIMouseInput data) {
if (!findBezier.IsValid) { return; }
Vector3 original = ViewCamera.ScreenToWorldPosition(mousePosition);
Vector3 current = data.WorldPosition;
Vector3 offset = current - original;
if (findBezier.isFront) { findBezier.point.frontBezier = originalPosition + offset; }
else { findBezier.point.afterBezier = originalPosition + offset; }
findBezier.plate.UpdateVisual();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class IDesignInsert : UIInputDesignUnit {
/// <summary> 板片资产 </summary>
public ModuleAssets<DataPlate> AssetsPlate => ModuleCore.AssetsPlate;
/// <summary> 插入点算法模块 </summary>
public ModuleAlgorithm<DataInsertPoint> AlgorithmInsertPoint => ModuleCore.AlgorithmInsertPoint;
/// <summary> 插入点数据转换板片上的点 </summary>
public ModuleBuilder<DataInsertPoint, DataPoint> InsertPointToPoint => ModuleCore.InsertPointToPoint;
private DataInsertPoint insertPoint;
private void FindPoint(Vector3 localPosition) {
insertPoint = new DataInsertPoint();
insertPoint.position = localPosition;
insertPoint.datas = AssetsPlate.Datas;
AlgorithmInsertPoint.Compute(insertPoint);
}
public override void MouseDown(DataUIMouseInput data) {
FindPoint(data.WorldPosition);
if (!insertPoint.IsValid) { return; }
InsertPointToPoint.To(insertPoint);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class IDesignMobile : UIInputDesignUnit {
/// <summary> 板片资产 </summary>
public ModuleAssets<DataPlate> AssetsPlate => ModuleCore.AssetsPlate;
/// <summary> 查询点算法模块 </summary>
public ModuleAlgorithm<DataFindPoint> AlgorithmFindPoint => ModuleCore.AlgorithmFindPoint;
/// <summary> 广播查询数据模块 </summary>
public ModuleSending<DataFindPoint> SendingFindPoint => ModuleCore.SendingFindPoint;
private Vector3 mousePosition;
private Vector3 originalPosition;
private DataFindPoint findPoint;
private void FindPoint(Vector3 localPosition) {
findPoint = new DataFindPoint();
findPoint.position = localPosition;
findPoint.datas = AssetsPlate.Datas;
AlgorithmFindPoint.Compute(findPoint);
}
public override void MouseDown(DataUIMouseInput data) {
FindPoint(data.WorldPosition);
SendingFindPoint.Change(findPoint);
if (findPoint.IsValidPoint) { RecordPoint(data.ScreenPosition); return; }
if (findPoint.IsValidPlate) { RecordPlate(data.ScreenPosition); return; }
RecordCamera(data.ScreenPosition);
}
public override void MouseDrag(DataUIMouseInput data) {
Vector3 original = ViewCamera.ScreenToWorldPosition(mousePosition);
Vector3 current = data.WorldPosition;
Vector3 offset = current - original;
if (findPoint.IsValidPoint) { MobilePoint(offset); return; }
if (findPoint.IsValidPlate) { MobilePlate(offset); return; }
MobileCamera(offset);
}
private void RecordPoint(Vector3 screenPosition) {
mousePosition = screenPosition;
originalPosition = findPoint.point.position;
}
private void MobilePoint(Vector3 offset) {
findPoint.point.position = originalPosition + offset;
findPoint.plate.UpdateVisual();
}
private void RecordPlate(Vector3 screenPosition) {
mousePosition = screenPosition;
originalPosition = findPoint.plate.position;
}
private void MobilePlate(Vector3 offset) {
findPoint.plate.position = originalPosition + offset;
findPoint.plate.UpdateVisual();
}
private void RecordCamera(Vector3 screenPosition) {
mousePosition = screenPosition;
originalPosition = ViewCamera.position;
}
private void MobileCamera(Vector3 offset) {
ViewCamera.position = originalPosition - offset;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class IDesignScaleCamera : UIInputDesignUnit {
public readonly float Min = 0.1f;
public readonly float Max = 4f;
public override void ScrollWheel(DataUIMouseInput data) {
float size = ViewCamera.scale + data.ScrollWheel;
size = Mathf.Clamp(size, Min, Max);
ViewCamera.scale = Mathf.Lerp(ViewCamera.scale, size, Time.deltaTime * 20);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class IDesignSelect : UIInputDesignUnit {
/// <summary> 板片资产 </summary>
public ModuleAssets<DataPlate> AssetsPlate => ModuleCore.AssetsPlate;
/// <summary> 查询点算法模块 </summary>
public ModuleAlgorithm<DataFindPoint> AlgorithmFindPoint => ModuleCore.AlgorithmFindPoint;
/// <summary> 广播查询数据模块 </summary>
public ModuleSending<DataFindPoint> SendingFindPoint => ModuleCore.SendingFindPoint;
private DataFindPoint findPoint;
private void FindPoint(Vector3 localPosition) {
findPoint = new DataFindPoint();
findPoint.position = localPosition;
findPoint.datas = AssetsPlate.Datas;
AlgorithmFindPoint.Compute(findPoint);
}
public override void MouseDown(DataUIMouseInput data) {
FindPoint(data.WorldPosition);
SendingFindPoint.Change(findPoint);
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
/// <summary>
/// 设计输入模块
/// </summary>
public class UIInputDesign : ModuleUIInput<UIInputDesignUnit> {
private bool isDownMouseLeft;
private bool isDownMouseRight;
private bool isDownMouseMiddle;
private UIInputDesignUnit leftInputUnit;
private UIInputDesignUnit rightInputUnit;
private UIInputDesignUnit middleInputUnit;
private UIInputDesignUnit scrollInputUnit;
/// <summary> 设计视图相机模块 </summary>
protected ModuleViewCamera ViewCamera => ModuleCore.ViewCameraDesign;
public override UIInputDesignUnit Current => leftInputUnit;
public override event Action<UIInputDesignUnit> OnChangeInput;
public override void ChangeInput(UIInputDesignUnit input) {
leftInputUnit = input;
OnChangeInput?.Invoke(input);
}
protected override void Awake() {
ModuleCore.UIInputDesign = this;
rightInputUnit = new IDesignMobile();
middleInputUnit = new IDesignScaleCamera();
scrollInputUnit = new IDesignScaleCamera();
}
public override void Binding(VisualElement element) {
element.RegisterCallback<MouseDownEvent>(MouseDown);
element.RegisterCallback<MouseMoveEvent>(MouseMove);
element.RegisterCallback<MouseUpEvent>(MouseRelease);
element.RegisterCallback<MouseOutEvent>(MouseRelease);
element.RegisterCallback<WheelEvent>(ScrollWheel);
}
private void MouseDown(MouseDownEvent evt) {
DataUIMouseInput data = CreateData(evt.localMousePosition, 0);
if (evt.button == 0) { leftInputUnit.MouseDown(data); isDownMouseLeft = true; }
if (evt.button == 1) { rightInputUnit.MouseDown(data); isDownMouseRight = true; }
if (evt.button == 2) { middleInputUnit.MouseDown(data); isDownMouseMiddle = true; }
}
private void MouseMove(MouseMoveEvent evt) {
DataUIMouseInput data = CreateData(evt.localMousePosition, 0);
if (isDownMouseLeft) { leftInputUnit.MouseDrag(data); }
if (isDownMouseRight) { rightInputUnit.MouseDrag(data); }
if (isDownMouseMiddle) { middleInputUnit.MouseDrag(data); }
if (evt.button == 0) { leftInputUnit.MouseMove(data); }
if (evt.button == 1) { rightInputUnit.MouseMove(data); }
if (evt.button == 2) { middleInputUnit.MouseMove(data); }
}
private void MouseRelease(MouseUpEvent evt) {
DataUIMouseInput data = CreateData(evt.localMousePosition, 0);
leftInputUnit.MouseRelease(data); isDownMouseLeft = false;
rightInputUnit.MouseRelease(data); isDownMouseRight = false;
middleInputUnit.MouseRelease(data); isDownMouseMiddle = false;
}
private void MouseRelease(MouseOutEvent evt) {
DataUIMouseInput data = CreateData(evt.localMousePosition, 0);
leftInputUnit.MouseRelease(data); isDownMouseLeft = false;
rightInputUnit.MouseRelease(data); isDownMouseRight = false;
middleInputUnit.MouseRelease(data); isDownMouseMiddle = false;
}
private void ScrollWheel(WheelEvent evt) {
DataUIMouseInput data = CreateData(evt.localMousePosition, evt.delta.y);
scrollInputUnit.ScrollWheel(data);
}
private DataUIMouseInput CreateData(Vector2 localMousePosition, float scrollWheel) {
DataUIMouseInput data = new DataUIMouseInput();
data.ScrollWheel = scrollWheel;
data.ViewPosition = ViewCamera.ScreenToViewPosition(localMousePosition);
data.WorldPosition = ViewCamera.ScreenToWorldPosition(localMousePosition);
data.ScreenPosition = localMousePosition;
return data;
}
}
public abstract class UIInputDesignUnit {
/// <summary> 核心模块 </summary>
protected virtual ModuleCore ModuleCore => ModuleCore.I;
/// <summary> 设计视图相机模块 </summary>
protected ModuleViewCamera ViewCamera => ModuleCore.ViewCameraDesign;
/// <summary> 按下鼠标 </summary>
public virtual void MouseDown(DataUIMouseInput data) { }
/// <summary> 拖拽鼠标 </summary>
public virtual void MouseDrag(DataUIMouseInput data) { }
/// <summary> 移动鼠标 </summary>
public virtual void MouseMove(DataUIMouseInput data) { }
/// <summary> 释放鼠标 </summary>
public virtual void MouseRelease(DataUIMouseInput data) { }
/// <summary> 鼠标滚轮 </summary>
public virtual void ScrollWheel(DataUIMouseInput data) { }
}
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