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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>
public class PlayerDrag : MonoBehaviour
{
    // 拖拽核心配置
    [SerializeField] private KeyCode grabKey = KeyCode.G; // 抓取按键

    // 临时缓存:当前触发接触的可拖拽物品
    private DragItem currentDragItem;
    // 标记是否处于拖拽状态
    private bool isDragging;

    private void Update()
    {
        // 仅检测G键输入,控制抓取/松开(核心逻辑不变)
        CheckGrabInput();
    }


    private void CheckGrabInput()
    {
        // 按下G键:抓取物品(仅当触发接触且未拖拽时生效)
        if (Input.GetKeyDown(grabKey) && !isDragging && currentDragItem != null)
        {
            isDragging = true;
            currentDragItem.dragger = this.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 (Input.GetKeyUp(grabKey) && isDragging)
        {
            isDragging = false;
            if (currentDragItem != null)
            {
                currentDragItem.dragger = null; // 清空物品的拖拽锚点
            }
            currentDragItem = null;
        }
    }

    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;
        }
    }
}