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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class DesignInsert : UnitMouseInput {
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/// <summary> 板片资产 </summary>
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public ModuleAssets<DataPlate> AssetsPlate => ModuleCore.AssetsPlate;
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/// <summary> 查询边算法模块 </summary>
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public ModuleFind<DataSide> FindSide => ModuleCore.FindSide;
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/// <summary> 计算位置到边上最近的点 </summary>
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public ModuleAlgorithm<DataIntersect> AlgorithmSidePoint => ModuleCore.AlgorithmSidePoint;
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/// <summary> 插入点数据转换板片上的点 </summary>
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public ModuleBuilder<DataInsertPoint, DataPoint> InsertPointToPoint => ModuleCore.InsertPointToPoint;
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public override void MouseDown(DataMouseInput data) {
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if (!FindSide.Find(data.WorldPosition, out DataSide side)) { return; }
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DataIntersect intersect = new DataIntersect(side, data.WorldPosition);
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AlgorithmSidePoint.Compute(intersect);
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if (!intersect.isIntersect) { return; }
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DataInsertPoint insertPoint = new DataInsertPoint();
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insertPoint.position = intersect.intersectPoint - side.plate.designPosition;
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insertPoint.plate = side.plate;
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insertPoint.aPoint = side.aPoint;
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insertPoint.bPoint = side.bPoint;
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insertPoint.side = side;
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InsertPointToPoint.To(insertPoint);
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}
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}
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