1. 跑通第一章全部流程 2. 优化拼装玩法体验

This commit is contained in:
SepComet 2026-04-23 20:19:18 +08:00
parent 113358330c
commit facfe7a437
24 changed files with 429 additions and 81 deletions

1
.gitignore vendored
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@ -100,3 +100,4 @@ crashlytics-build.properties
/.omc
/.omx
/.dotnet_home
/.dotnet

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@ -14,3 +14,4 @@
107 游戏场景覆盖UI MainOverlayForm Overlay False False
108 AI对话UI AIChatForm Overlay False False
109 章节标题UI ChapterTitleForm Overlay False False
110 AI对话入口 AIChatEntryForm Top False False

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@ -318,6 +318,7 @@ namespace CustomComponent
{
slot.SetOccupiedPart(part);
part.PlaceToSlot(slot);
HidePlacedPair(slot, part);
_placedCount++;
AdvanceOrderCursor();
@ -338,8 +339,6 @@ namespace CustomComponent
}
_isCompleted = true;
GameEntry.Event.Fire(this, CombineCompletedEventArgs.Create());
_onPuzzleCompleted.Invoke();
}
@ -371,6 +370,19 @@ namespace CustomComponent
GameEntry.Event.Fire(this, CombineFeedbackEventArgs.Create(feedbackType, message));
}
private static void HidePlacedPair(CombineSlot slot, CombineDraggablePart part)
{
if (slot != null && slot.gameObject != null)
{
slot.gameObject.SetActive(false);
}
if (part != null && part.gameObject != null)
{
part.gameObject.SetActive(false);
}
}
#endregion
#region Runtime Context
@ -569,6 +581,7 @@ namespace CustomComponent
for (int i = 0; i < _orderedSlots.Count; i++)
{
CombineSlot slot = _orderedSlots[i];
slot.gameObject.SetActive(true);
slot.BindController(this);
slot.ResetSlot();
}
@ -587,6 +600,7 @@ namespace CustomComponent
continue;
}
part.gameObject.SetActive(true);
part.BindController(this);
part.CacheSpawnState();
part.ResetToSpawn();

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@ -73,6 +73,8 @@ namespace UI
private Tween _returnTween;
private Vector2 _dragPointerOffset = Vector2.zero;
#endregion
#region Public Query
@ -185,10 +187,11 @@ namespace UI
_canvasGroup.blocksRaycasts = false;
MoveToDragRoot();
_rectTransform.SetAsLastSibling();
CacheDragOffset(eventData);
}
/// <summary>
/// 拖拽中:按指针增量更新锚点位置。
/// 拖拽中:按屏幕坐标映射到父节点局部坐标更新位置。
/// </summary>
public void OnDrag(PointerEventData eventData)
{
@ -197,6 +200,13 @@ namespace UI
return;
}
if (TryGetDragParent(out RectTransform dragParent) &&
TryGetPointerLocalPosition(eventData, dragParent, out Vector2 pointerLocalPosition))
{
_rectTransform.anchoredPosition = pointerLocalPosition + _dragPointerOffset;
return;
}
_rectTransform.anchoredPosition += eventData.delta;
}
@ -216,6 +226,11 @@ namespace UI
if (!_isPlaced)
{
if (ShouldKeepDroppedInPartArea(eventData))
{
return;
}
ReturnToSpawnAnimated();
}
}
@ -273,6 +288,138 @@ namespace UI
}
}
private void CacheDragOffset(PointerEventData eventData)
{
_dragPointerOffset = Vector2.zero;
if (!TryGetDragParent(out RectTransform dragParent))
{
return;
}
if (TryGetPointerLocalPosition(eventData, dragParent, out Vector2 pointerLocalPosition))
{
_dragPointerOffset = _rectTransform.anchoredPosition - pointerLocalPosition;
}
}
private bool TryGetDragParent(out RectTransform dragParent)
{
dragParent = _rectTransform.parent as RectTransform;
return dragParent != null;
}
private bool TryGetPointerLocalPosition(PointerEventData eventData, RectTransform targetRect,
out Vector2 localPosition)
{
localPosition = Vector2.zero;
if (eventData == null || targetRect == null)
{
return false;
}
Camera eventCamera = ResolveEventCamera(eventData);
return RectTransformUtility.ScreenPointToLocalPointInRectangle(targetRect, eventData.position, eventCamera,
out localPosition);
}
private Camera ResolveEventCamera(PointerEventData eventData)
{
if (eventData != null)
{
if (eventData.pressEventCamera != null)
{
return eventData.pressEventCamera;
}
if (eventData.enterEventCamera != null)
{
return eventData.enterEventCamera;
}
}
Canvas canvas = GetComponentInParent<Canvas>();
if (canvas != null && canvas.renderMode != RenderMode.ScreenSpaceOverlay)
{
return canvas.worldCamera;
}
return null;
}
private bool ShouldKeepDroppedInPartArea(PointerEventData eventData)
{
if (eventData == null)
{
return false;
}
if (!TryGetDragArea(out RectTransform dragArea))
{
return false;
}
Camera eventCamera = ResolveEventCamera(eventData);
if (!RectTransformUtility.RectangleContainsScreenPoint(dragArea, eventData.position, eventCamera))
{
return false;
}
ClampInsideDragArea(dragArea);
return true;
}
private bool TryGetDragArea(out RectTransform dragArea)
{
dragArea = null;
if (_controller == null)
{
return false;
}
dragArea = _controller.GetDragRoot() as RectTransform;
return dragArea != null;
}
private void ClampInsideDragArea(RectTransform dragArea)
{
if (dragArea == null)
{
return;
}
Vector2 current = _rectTransform.anchoredPosition;
Rect areaRect = dragArea.rect;
Rect partRect = _rectTransform.rect;
Vector2 pivot = _rectTransform.pivot;
Vector3 scale = _rectTransform.localScale;
float width = Mathf.Abs(partRect.width * scale.x);
float height = Mathf.Abs(partRect.height * scale.y);
float minX = areaRect.xMin + width * Mathf.Clamp01(pivot.x);
float maxX = areaRect.xMax - width * (1f - Mathf.Clamp01(pivot.x));
float minY = areaRect.yMin + height * Mathf.Clamp01(pivot.y);
float maxY = areaRect.yMax - height * (1f - Mathf.Clamp01(pivot.y));
if (minX > maxX)
{
float centerX = (areaRect.xMin + areaRect.xMax) * 0.5f;
minX = centerX;
maxX = centerX;
}
if (minY > maxY)
{
float centerY = (areaRect.yMin + areaRect.yMax) * 0.5f;
minY = centerY;
maxY = centerY;
}
current.x = Mathf.Clamp(current.x, minX, maxX);
current.y = Mathf.Clamp(current.y, minY, maxY);
_rectTransform.anchoredPosition = current;
}
#endregion
#region Placement
@ -307,13 +454,7 @@ namespace UI
_currentSlot = slot;
_isPlaced = true;
_isLocked = _lockAfterPlaced;
RectTransform snapPoint = slot.SnapPoint;
_rectTransform.SetParent(snapPoint != null ? snapPoint : slot.transform, false);
_rectTransform.anchoredPosition = Vector2.zero;
_rectTransform.localRotation = Quaternion.identity;
_rectTransform.localScale = Vector3.one;
_canvasGroup.blocksRaycasts = !_isLocked;
_canvasGroup.blocksRaycasts = false;
}
/// <summary>

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@ -1,3 +1,4 @@
using System.Collections;
using System.Collections.Generic;
using CustomComponent;
using Event;
@ -37,8 +38,20 @@ namespace UI
[SerializeField] [Range(0f, 1f)] private float _partSpawnMaxYNormalized = 0.9f;
[SerializeField] private float _completeToFinalStageDelay = 0.35f;
[SerializeField] private float _finalStageToCloseDelay = 0.35f;
private CombineComponent _controller;
private CombineStageOverlay _stageOverlay;
private Coroutine _completeFlowCoroutine;
private bool _completionFlowStarted;
private bool _fireCompletedEventOnClose;
private readonly List<GameObject> _runtimeNodes = new();
#endregion
@ -78,6 +91,10 @@ namespace UI
_controller.BindRuntimeContext(_slotRoot, _partRoot);
GameEntry.Event.Subscribe(CombineFeedbackEventArgs.EventId, OnFeedbackChanged);
GameEntry.Event.Subscribe(CombineProgressEventArgs.EventId, OnCombineProgressChanged);
_completionFlowStarted = false;
_fireCompletedEventOnClose = false;
if (context.AutoStart)
{
@ -104,6 +121,15 @@ namespace UI
protected override void OnClose(bool isShutdown, object userData)
{
GameEntry.Event.Unsubscribe(CombineFeedbackEventArgs.EventId, OnFeedbackChanged);
GameEntry.Event.Unsubscribe(CombineProgressEventArgs.EventId, OnCombineProgressChanged);
StopCompleteFlow();
if (_fireCompletedEventOnClose)
{
_fireCompletedEventOnClose = false;
GameEntry.Event.Fire(this, CombineCompletedEventArgs.Create());
}
if (_controller != null)
{
@ -163,6 +189,8 @@ namespace UI
private void ClearRuntimeNodes()
{
_stageOverlay = null;
for (int i = _runtimeNodes.Count - 1; i >= 0; i--)
{
GameObject node = _runtimeNodes[i];
@ -213,6 +241,7 @@ namespace UI
CombineStageOverlay stageOverlay = structureNode.GetComponentInChildren<CombineStageOverlay>(true);
if (stageOverlay != null)
{
_stageOverlay = stageOverlay;
List<CombineSlot> managedSlots = stageOverlay.GetManagedSlots();
if (managedSlots.Count > 0)
{
@ -313,6 +342,7 @@ namespace UI
if (rootRect.width <= 0f || rootRect.height <= 0f)
{
partRect.anchoredPosition = _partStartAnchoredPosition + Vector2.down * (_partVerticalSpacing * index);
ClampAnchoredPositionToPartRoot(partRect);
return;
}
@ -325,9 +355,69 @@ namespace UI
float maxY = Mathf.Lerp(rootRect.yMin, rootRect.yMax,
Mathf.Max(_partSpawnMinYNormalized, _partSpawnMaxYNormalized));
Vector2 size = GetPartSize(partRect);
Vector2 xRange = BuildSafeAxisRange(minX, maxX, rootRect.xMin, rootRect.xMax, size.x, partRect.pivot.x);
Vector2 yRange = BuildSafeAxisRange(minY, maxY, rootRect.yMin, rootRect.yMax, size.y, partRect.pivot.y);
partRect.anchoredPosition = new Vector2(
Random.Range(minX, maxX),
Random.Range(minY, maxY));
Random.Range(xRange.x, xRange.y),
Random.Range(yRange.x, yRange.y));
}
private static Vector2 BuildSafeAxisRange(float desiredMin, float desiredMax, float containerMin, float containerMax,
float partSize, float pivot)
{
float min = Mathf.Min(desiredMin, desiredMax);
float max = Mathf.Max(desiredMin, desiredMax);
float size = Mathf.Max(0f, partSize);
float safeMin = containerMin + size * Mathf.Clamp01(pivot);
float safeMax = containerMax - size * (1f - Mathf.Clamp01(pivot));
if (safeMin > safeMax)
{
float center = (containerMin + containerMax) * 0.5f;
safeMin = center;
safeMax = center;
}
min = Mathf.Clamp(min, safeMin, safeMax);
max = Mathf.Clamp(max, safeMin, safeMax);
if (min > max)
{
float temp = min;
min = max;
max = temp;
}
return new Vector2(min, max);
}
private static Vector2 GetPartSize(RectTransform partRect)
{
Rect rect = partRect.rect;
Vector3 scale = partRect.localScale;
return new Vector2(
Mathf.Abs(rect.width * scale.x),
Mathf.Abs(rect.height * scale.y));
}
private void ClampAnchoredPositionToPartRoot(RectTransform partRect)
{
if (partRect == null || _partRoot == null)
{
return;
}
Rect rootRect = _partRoot.rect;
Vector2 anchored = partRect.anchoredPosition;
Vector2 size = GetPartSize(partRect);
Vector2 xRange = BuildSafeAxisRange(anchored.x, anchored.x, rootRect.xMin, rootRect.xMax, size.x, partRect.pivot.x);
Vector2 yRange = BuildSafeAxisRange(anchored.y, anchored.y, rootRect.yMin, rootRect.yMax, size.y, partRect.pivot.y);
partRect.anchoredPosition = new Vector2(xRange.x, yRange.x);
}
#endregion
@ -343,6 +433,60 @@ namespace UI
}
}
private void OnCombineProgressChanged(object sender, GameEventArgs e)
{
if (!(e is CombineProgressEventArgs args))
{
return;
}
if (args.TotalSteps <= 0 || args.CurrentStep < args.TotalSteps || _completionFlowStarted)
{
return;
}
_completionFlowStarted = true;
StopCompleteFlow();
_completeFlowCoroutine = StartCoroutine(PlayCompleteFlow());
}
private IEnumerator PlayCompleteFlow()
{
float delayToFinalStage = Mathf.Max(0f, _completeToFinalStageDelay);
if (delayToFinalStage > 0f)
{
yield return new WaitForSecondsRealtime(delayToFinalStage);
}
if (_stageOverlay != null && _controller != null)
{
// For N parts, progress displays sprite[N-1]; completion tail uses sprite[N].
int finalStageIndex = _controller.TotalStep;
_stageOverlay.ApplyOverlayByIndex(finalStageIndex);
}
float delayToClose = Mathf.Max(0f, _finalStageToCloseDelay);
if (delayToClose > 0f)
{
yield return new WaitForSecondsRealtime(delayToClose);
}
_fireCompletedEventOnClose = true;
_completeFlowCoroutine = null;
Close();
}
private void StopCompleteFlow()
{
if (_completeFlowCoroutine == null)
{
return;
}
StopCoroutine(_completeFlowCoroutine);
_completeFlowCoroutine = null;
}
#endregion
}
}

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@ -96,19 +96,35 @@ namespace UI
return;
}
if (currentStep <= 0 || _stageSprites == null || _stageSprites.Count == 0)
// Keep overlay's initial sprite/layout untouched before any placement.
if (currentStep <= 0)
{
return;
}
if (_stageSprites == null || _stageSprites.Count == 0)
{
_overlayImage.sprite = null;
return;
}
int spriteIndex = Mathf.Clamp(currentStep - 1, 0, _stageSprites.Count - 1);
Sprite sprite = _stageSprites[spriteIndex];
_overlayImage.sprite = sprite;
if (sprite != null)
{
_overlayImage.SetNativeSize();
ApplyOverlayByIndex(spriteIndex);
}
public bool ApplyOverlayByIndex(int spriteIndex)
{
if (_overlayImage == null || _stageSprites == null || _stageSprites.Count == 0)
{
return false;
}
if (spriteIndex < 0 || spriteIndex >= _stageSprites.Count)
{
return false;
}
_overlayImage.sprite = _stageSprites[spriteIndex];
return true;
}
}
}

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@ -14,3 +14,4 @@
107 游戏场景覆盖UI MainOverlayForm Overlay False False
108 AI对话UI AIChatForm Overlay False False
109 章节标题UI ChapterTitleForm Overlay False False
110 AI对话入口 AIChatEntryForm Top False False

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