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using System;
using UnityEngine;

/// <summary>
/// 简化版玩家拖拽脚本(Trigger触发判定,仅保留核心拖拽逻辑)
/// </summary>
[RequireComponent(typeof(PlayerControl))]
public class PlayerDrag : MonoBehaviour
{
    private DragItem _currentDragItem;

    private bool _isDragging;

    private bool _lastFrameGrabbing;

    private PlayerControl _control;

    private void Awake()
    {
        _control = GetComponent<PlayerControl>();
    }

    private void Update()
    {
        var grabbing = _control.grabbing;
        var keyDown = !_lastFrameGrabbing && grabbing;
        var keyUp = _lastFrameGrabbing && !grabbing;
        
        // 按下G键:抓取物品(仅当触发接触且未拖拽时生效)
        if (keyDown && !_isDragging && _currentDragItem != null)
        {
            _isDragging = true;
            _currentDragItem.dragger = transform; // 给物品赋值拖拽锚点(玩家)
        }

        // 松开G键:放下物品(解除关联)
        if (keyUp && _isDragging)
        {
            _isDragging = false;
            if (_currentDragItem != null)
            {
                _currentDragItem.dragger = null; // 清空物品的拖拽锚点
            }
            _currentDragItem = null;
        }
        
        // 更新抓取
        _lastFrameGrabbing = grabbing;
    }

    private void OnTriggerStay(Collider other)
    {
        // 如果已在拖拽状态,直接返回,不处理新物品
        if (_isDragging) return;

        // 尝试获取对方的DragItem组件,缓存为当前可抓取物品
        DragItem dragItem = other.GetComponent<DragItem>();
        if (dragItem != null)
        {
            _currentDragItem = dragItem;
        }
    }


    private void OnTriggerExit(Collider other)
    {
        // 如果已在拖拽状态,直接返回(避免拖拽中丢失目标)
        if (_isDragging) return;

        // 确认离开的是当前缓存的物品,清空缓存
        DragItem dragItem = other.GetComponent<DragItem>();
        if (dragItem != null && dragItem == _currentDragItem)
        {
            _currentDragItem = null;
        }
    }
}