Files
JuegoSim/Assets/_Project/Scripts/Code/InteractionLayer/Managers/GhostExtensions/AxisMoveStrategy.cs
T
2026-07-21 08:56:10 +03:00

164 lines
5.9 KiB
C#

using UnityEngine;
/// <summary>
/// Strategy 2 — axis-constrained translation via UI handle.
/// Call BeginDrag() when the user grabs an axis arrow, passing the world-space
/// axis direction and the hit point on that arrow.
/// Call EndDrag() when the pointer is released.
/// The ghost slides along the axis; rotation is frozen.
/// Snapping still applies (position only).
/// </summary>
public class AxisMoveStrategy : IGhostMovementStrategy
{
private readonly Quaternion _lockedRotation;
// Drag state
private bool _isDragging;
private Vector3 _axisDirection; // world-space unit vector of the active axis
private Vector3 _axisOrigin; // point on the axis at drag-begin (ghost position)
private float _clampMin;
private float _clampMax;
private Camera _camera;
private Vector3 _frozenPosition;
private Vector2 _lastMousePos;
private float _accumulated;
/// <param name="lockedRotation">Ghost rotation frozen for the entire interaction.</param>
/// <param name="clampMin">Min distance from drag origin along the axis (negative = behind).</param>
/// <param name="clampMax">Max distance from drag origin along the axis.</param>
public AxisMoveStrategy(Quaternion lockedRotation, float clampMin = -1000f, float clampMax = 1000f)
{
_lockedRotation = lockedRotation;
_clampMin = clampMin;
_clampMax = clampMax;
_camera = Camera.main;
}
private float _dragOffsetT;
/// <summary>
/// Call from your UI when the user begins dragging an axis arrow.
/// </summary>
/// <param name="axisDirection">World-space direction of the axis (e.g. ghost.transform.right).</param>
/// <param name="ghostPosition">Ghost world position at the moment dragging begins.</param>
public void BeginDrag(Vector3 axisDirection, Vector3 ghostPosition)
{
_camera = Camera.main; // Ensure camera reference is up-to-date
_axisDirection = axisDirection.normalized;
_axisOrigin = ghostPosition;
_frozenPosition = ghostPosition;
_accumulated = 0f;
_isDragging = true;
if (_camera != null)
{
Ray mouseRay = _camera.ScreenPointToRay(Input.mousePosition);
_dragOffsetT = CalculateT(mouseRay);
}
}
private float CalculateT(Ray mouseRay)
{
Vector3 w = mouseRay.origin - _axisOrigin;
float b = Vector3.Dot(_axisDirection, mouseRay.direction);
float d = Vector3.Dot(_axisDirection, w);
float e = Vector3.Dot(mouseRay.direction, w);
float denominator = 1f - b * b;
if (Mathf.Abs(denominator) < 0.0001f)
{
return 0f;
}
return (d - b * e) / denominator;
}
/// <summary>Call from your UI when the pointer is released.</summary>
public void EndDrag() => _isDragging = false;
public void UpdateMovement(ref GhostMovementContext ctx)
{
// Rotation always frozen
ctx.GhostTransform.rotation = _lockedRotation;
if (!_isDragging)
{
ctx.RotationAxis = _axisDirection != Vector3.zero ? _axisDirection : Vector3.up;
TrySocketSnap(ref ctx);
return;
}
if (_camera != null)
{
Ray mouseRay = _camera.ScreenPointToRay(Input.mousePosition);
float currentT = CalculateT(mouseRay);
float targetAccumulated = currentT - _dragOffsetT;
_accumulated = Mathf.Clamp(targetAccumulated, _clampMin, _clampMax);
}
// Only the axis component changes — all other axes stay frozen
ctx.GhostTransform.position = _frozenPosition + _axisDirection * _accumulated;
ctx.RotationAxis = _axisDirection;
TrySocketSnap(ref ctx);
}
// -------------------------------------------------------------------------
private bool TrySocketSnap(ref GhostMovementContext ctx)
{
SocketPoint[] mySockets = ctx.GhostTransform.GetComponentsInChildren<SocketPoint>();
if (mySockets.Length == 0) return false;
SocketPoint bestMySocket = null;
SocketPoint bestTargetSocket = null;
float bestDist = 0.5f;
foreach (var mySocket in mySockets)
{
Collider[] hits = Physics.OverlapSphere(mySocket.transform.position, bestDist, Physics.AllLayers, QueryTriggerInteraction.Collide);
foreach (var hit in hits)
{
if (hit.transform.root == ctx.GhostTransform.root) continue;
SocketPoint[] targetSockets = hit.transform.root.GetComponentsInChildren<SocketPoint>();
foreach (var target in targetSockets)
{
if (target.IsOccupied()) continue;
if (!target.CanAccept(mySocket)) continue;
float dist = Vector3.Distance(mySocket.transform.position, target.transform.position);
if (dist < bestDist)
{
bestDist = dist;
bestMySocket = mySocket;
bestTargetSocket = target;
}
}
}
}
if (bestMySocket != null && bestTargetSocket != null)
{
Vector3 desiredPosition = bestTargetSocket.transform.position - (bestMySocket.transform.position - ctx.GhostTransform.position);
if (_isDragging && _axisDirection != Vector3.zero)
{
Vector3 toDesired = desiredPosition - _axisOrigin;
float scalar = Vector3.Dot(toDesired, _axisDirection);
scalar = Mathf.Clamp(scalar, _clampMin, _clampMax);
ctx.GhostTransform.position = _axisOrigin + _axisDirection * scalar;
}
else
{
ctx.GhostTransform.position = desiredPosition;
}
return true;
}
return false;
}
}