chore(unity): 固定Unity CLI Loop本地包并移除UnitySkills依赖
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@@ -0,0 +1,12 @@
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namespace io.github.hatayama.uLoopMCP
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{
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public enum MouseAction
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{
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Click = 0,
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Drag = 1,
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DragStart = 2,
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DragMove = 3,
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DragEnd = 4,
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LongPress = 5
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}
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}
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namespace io.github.hatayama.uLoopMCP
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{
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public static class SimulateMouseUiAnimationConstants
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{
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public const float EXPAND_DURATION = 0.1f;
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public const float EXPAND_START_SCALE = 1.5f;
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public const float DISSIPATE_DURATION = 0.1f;
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}
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}
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@@ -0,0 +1,318 @@
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#if UNITY_EDITOR
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#nullable enable
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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namespace io.github.hatayama.uLoopMCP
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{
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// Canvas-based overlay that visualizes SimulateMouseUi cursor position and drag state on Game View.
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// Animation is driven externally via SetCursorScale/SetAlpha from async functions in SimulateMouseUiTool.
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public class SimulateMouseUiOverlay : MonoBehaviour
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{
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private const float WAYPOINT_MARKER_DIAMETER = 12f;
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private const float LINE_THICKNESS = 2f;
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private static readonly Color CLICK_COLOR = new Color(0f, 1f, 0.4f, 0.9f);
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private static readonly Color DRAG_COLOR = new Color(1f, 0.6f, 0f, 0.9f);
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[SerializeField] private CanvasGroup _canvasGroup = null!;
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[SerializeField] private RectTransform _cursorGroup = null!;
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[SerializeField] private Image _circleImage = null!;
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[SerializeField] private Image _crosshairH = null!;
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[SerializeField] private Image _crosshairV = null!;
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[SerializeField] private Text _longPressText = null!;
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[SerializeField] private Image _dragStartMarker = null!;
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[SerializeField] private Sprite _circleSprite = null!;
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private readonly List<Image> _pathSegments = new List<Image>();
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private readonly List<Image> _waypointMarkers = new List<Image>();
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private const float SELF_EXPAND_DURATION = SimulateMouseUiAnimationConstants.EXPAND_DURATION;
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private const float SELF_EXPAND_START_SCALE = SimulateMouseUiAnimationConstants.EXPAND_START_SCALE;
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private const float SELF_DISSIPATE_DURATION = SimulateMouseUiAnimationConstants.DISSIPATE_DURATION;
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private enum SelfAnimState { None, Expanding, Dissipating }
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private SelfAnimState _selfAnimState = SelfAnimState.None;
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private float _selfAnimStartTime;
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private void Awake()
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{
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Debug.Assert(_canvasGroup != null, "_canvasGroup must be assigned in prefab");
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Debug.Assert(_cursorGroup != null, "_cursorGroup must be assigned in prefab");
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Debug.Assert(_circleImage != null, "_circleImage must be assigned in prefab");
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Debug.Assert(_crosshairH != null, "_crosshairH must be assigned in prefab");
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Debug.Assert(_crosshairV != null, "_crosshairV must be assigned in prefab");
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Debug.Assert(_longPressText != null, "_longPressText must be assigned in prefab");
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Debug.Assert(_dragStartMarker != null, "_dragStartMarker must be assigned in prefab");
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Debug.Assert(_circleSprite != null, "_circleSprite must be assigned in prefab");
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_canvasGroup!.alpha = 0;
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}
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private void LateUpdate()
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{
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ConsumePendingAnimationRequests();
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// Dissipate runs independently of overlay state (state is already cleared on release)
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if (_selfAnimState == SelfAnimState.Dissipating)
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{
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float elapsed = Time.realtimeSinceStartup - _selfAnimStartTime;
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float t = Mathf.Clamp01(elapsed / SELF_DISSIPATE_DURATION);
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_cursorGroup.localScale = Vector3.one * Mathf.Lerp(1f, 0f, t);
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_canvasGroup.alpha = Mathf.Lerp(1f, 0f, t);
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if (t >= 1f)
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{
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_selfAnimState = SelfAnimState.None;
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_canvasGroup.alpha = 0f;
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}
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return;
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}
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if (!SimulateMouseUiOverlayState.IsActive)
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{
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_canvasGroup.alpha = 0;
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return;
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}
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// SimulateMouseUiTool controls alpha via SetAlpha during animations.
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// For non-animated callers (e.g. InputReplayer), auto-show on first active frame.
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if (_canvasGroup.alpha == 0f)
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{
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_canvasGroup.alpha = 1f;
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_cursorGroup.localScale = Vector3.one;
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}
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if (_selfAnimState == SelfAnimState.Expanding)
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{
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float elapsed = Time.realtimeSinceStartup - _selfAnimStartTime;
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float t = Mathf.Clamp01(elapsed / SELF_EXPAND_DURATION);
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_cursorGroup.localScale = Vector3.one * Mathf.Lerp(SELF_EXPAND_START_SCALE, 1f, t);
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if (t >= 1f)
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{
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_selfAnimState = SelfAnimState.None;
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}
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}
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UpdateCursorPosition();
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UpdateCursorMode();
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UpdateDragPath();
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}
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private void ConsumePendingAnimationRequests()
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{
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if (SimulateMouseUiOverlayState.ConsumePendingExpandAnimation())
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{
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_canvasGroup.alpha = 1f;
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_cursorGroup.localScale = Vector3.one * SELF_EXPAND_START_SCALE;
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_selfAnimState = SelfAnimState.Expanding;
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_selfAnimStartTime = Time.realtimeSinceStartup;
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}
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if (SimulateMouseUiOverlayState.ConsumePendingDissipateAnimation())
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{
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_selfAnimState = SelfAnimState.Dissipating;
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_selfAnimStartTime = Time.realtimeSinceStartup;
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}
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}
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public void SetCursorScale(float scale)
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{
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_cursorGroup.localScale = Vector3.one * scale;
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// SimulateMouseUiTool drives animation externally; cancel any self-driven animation
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_selfAnimState = SelfAnimState.None;
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}
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public void SetAlpha(float alpha)
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{
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_canvasGroup.alpha = alpha;
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_selfAnimState = SelfAnimState.None;
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}
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// sim coordinate: simX = screen pixel X, simY = EditorScreen.height - canvasY (top-left origin)
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// Canvas Screen Space Overlay position: bottom-left origin
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private static Vector2 SimToScreen(Vector2 simPos)
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{
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Vector2 srcSize = SimulateMouseUiOverlayState.SourceScreenSize;
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Debug.Assert(srcSize.x > 0f && srcSize.y > 0f, "SourceScreenSize must be set before SimToScreen is called");
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return new Vector2(simPos.x, srcSize.y - simPos.y);
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}
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private void UpdateCursorPosition()
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{
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Vector2 screenPos = SimToScreen(SimulateMouseUiOverlayState.CurrentPosition);
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_cursorGroup.position = new Vector3(screenPos.x, screenPos.y, 0f);
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}
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private void UpdateCursorMode()
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{
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bool isLongPress = SimulateMouseUiOverlayState.Action == MouseAction.LongPress;
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_crosshairH.enabled = !isLongPress;
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_crosshairV.enabled = !isLongPress;
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_longPressText.enabled = isLongPress;
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if (isLongPress)
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{
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_longPressText.text = SimulateMouseUiOverlayState.LongPressElapsed.ToString("F1") + "s";
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// Pulse the circle between 1.0x and 1.2x scale over a 2-second cycle
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float t = Mathf.PingPong(SimulateMouseUiOverlayState.LongPressElapsed, 2f) / 2f;
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float scale = Mathf.Lerp(1.0f, 1.2f, t);
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_circleImage.rectTransform.localScale = Vector3.one * scale;
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}
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else
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{
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_circleImage.rectTransform.localScale = Vector3.one;
|
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}
|
||||
}
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private void UpdateDragPath()
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{
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if (!SimulateMouseUiOverlayState.DragStartPosition.HasValue)
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{
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_dragStartMarker.enabled = false;
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HidePool(_pathSegments);
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HidePool(_waypointMarkers);
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// Keep a reasonable number of pooled objects for reuse across drags
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TrimPool(_pathSegments, 5);
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TrimPool(_waypointMarkers, 4);
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return;
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}
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Color activeColor = GetActiveColor();
|
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// Start marker
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Vector2 startScreen = SimToScreen(SimulateMouseUiOverlayState.DragStartPosition.Value);
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_dragStartMarker.enabled = true;
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_dragStartMarker.color = activeColor;
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_dragStartMarker.rectTransform.position = new Vector3(startScreen.x, startScreen.y, 0f);
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// Polyline: start → waypoints → current
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IReadOnlyList<Vector2> waypoints = SimulateMouseUiOverlayState.DragWaypoints;
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Vector2 currentScreen = SimToScreen(SimulateMouseUiOverlayState.CurrentPosition);
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|
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int segmentCount = waypoints.Count + 1;
|
||||
EnsurePoolCount(_pathSegments, segmentCount, CreatePooledSegment);
|
||||
EnsurePoolCount(_waypointMarkers, waypoints.Count, CreatePooledWaypointMarker);
|
||||
|
||||
// All segments fade: oldest = transparent, newest = most visible (but not fully opaque)
|
||||
float canvasScale = _pathSegments.Count > 0 ? _pathSegments[0].rectTransform.lossyScale.x : 1f;
|
||||
Vector2 prev = startScreen;
|
||||
for (int i = 0; i < segmentCount; i++)
|
||||
{
|
||||
Vector2 to = (i < waypoints.Count) ? SimToScreen(waypoints[i]) : currentScreen;
|
||||
float alpha = (float)(i + 1) / (segmentCount + 1);
|
||||
Color fadedColor = activeColor;
|
||||
fadedColor.a = activeColor.a * alpha;
|
||||
DrawSegment(_pathSegments[i], prev, to, fadedColor, canvasScale);
|
||||
|
||||
if (i < waypoints.Count)
|
||||
{
|
||||
_waypointMarkers[i].enabled = true;
|
||||
_waypointMarkers[i].color = fadedColor;
|
||||
_waypointMarkers[i].rectTransform.position = new Vector3(to.x, to.y, 0f);
|
||||
}
|
||||
|
||||
prev = to;
|
||||
}
|
||||
HidePoolFrom(_pathSegments, segmentCount);
|
||||
HidePoolFrom(_waypointMarkers, waypoints.Count);
|
||||
}
|
||||
|
||||
private void DrawSegment(Image line, Vector2 from, Vector2 to, Color color, float canvasScale)
|
||||
{
|
||||
Vector2 delta = to - from;
|
||||
float length = delta.magnitude;
|
||||
|
||||
if (length < 1f)
|
||||
{
|
||||
line.enabled = false;
|
||||
return;
|
||||
}
|
||||
|
||||
line.enabled = true;
|
||||
line.color = color;
|
||||
float angle = Mathf.Atan2(delta.y, delta.x) * Mathf.Rad2Deg;
|
||||
|
||||
RectTransform rect = line.rectTransform;
|
||||
rect.position = new Vector3(from.x, from.y, 0f);
|
||||
// sizeDelta is in local space; convert screen-pixel length via lossyScale
|
||||
rect.sizeDelta = new Vector2(length / canvasScale, LINE_THICKNESS / canvasScale);
|
||||
rect.localRotation = Quaternion.Euler(0f, 0f, angle);
|
||||
}
|
||||
|
||||
private Image CreatePooledSegment()
|
||||
{
|
||||
Image line = CreateImage("PathSegment", gameObject.transform);
|
||||
line.rectTransform.pivot = new Vector2(0f, 0.5f);
|
||||
line.rectTransform.sizeDelta = Vector2.zero;
|
||||
line.enabled = false;
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||||
return line;
|
||||
}
|
||||
|
||||
private Image CreatePooledWaypointMarker()
|
||||
{
|
||||
Image marker = CreateImage("WaypointMarker", gameObject.transform);
|
||||
marker.rectTransform.sizeDelta = new Vector2(WAYPOINT_MARKER_DIAMETER, WAYPOINT_MARKER_DIAMETER);
|
||||
marker.sprite = _circleSprite;
|
||||
marker.enabled = false;
|
||||
return marker;
|
||||
}
|
||||
|
||||
private void EnsurePoolCount(List<Image> pool, int count, System.Func<Image> factory)
|
||||
{
|
||||
while (pool.Count < count)
|
||||
{
|
||||
pool.Add(factory());
|
||||
}
|
||||
}
|
||||
|
||||
private static void HidePool(List<Image> pool)
|
||||
{
|
||||
for (int i = 0; i < pool.Count; i++)
|
||||
{
|
||||
pool[i].enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Pools only grow via EnsurePoolCount; trim excess to prevent unbounded accumulation
|
||||
private static void TrimPool(List<Image> pool, int maxRetain)
|
||||
{
|
||||
while (pool.Count > maxRetain)
|
||||
{
|
||||
Image excess = pool[pool.Count - 1];
|
||||
pool.RemoveAt(pool.Count - 1);
|
||||
Destroy(excess.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
private static void HidePoolFrom(List<Image> pool, int startIndex)
|
||||
{
|
||||
for (int i = startIndex; i < pool.Count; i++)
|
||||
{
|
||||
pool[i].enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
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#nullable enable
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using System.Collections.Generic;
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using UnityEngine;
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namespace io.github.hatayama.uLoopMCP
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{
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public static class SimulateMouseUiOverlayState
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{
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public static bool IsActive { get; private set; }
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public static MouseAction Action { get; private set; }
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public static Vector2 CurrentPosition { get; private set; }
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public static Vector2? DragStartPosition { get; private set; }
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public static string? HitGameObjectName { get; private set; }
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// Screen.width/height at the time positions were recorded (Editor context may differ from Game context)
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public static Vector2 SourceScreenSize { get; private set; }
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public static float LongPressElapsed { get; private set; }
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// Animation request flags survive Clear() — they are consumed by the overlay in LateUpdate
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private static bool _pendingExpandAnimation;
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private static bool _pendingDissipateAnimation;
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private const int MAX_DRAG_WAYPOINTS = 4;
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private static readonly List<Vector2> _dragWaypoints = new List<Vector2>();
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// Intermediate positions where DragMove stopped, forming a polyline path
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public static IReadOnlyList<Vector2> DragWaypoints => _dragWaypoints;
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public static void Update(
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MouseAction action,
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Vector2 currentPosition,
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Vector2? dragStartPosition,
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string? hitGameObjectName,
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Vector2 sourceScreenSize)
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{
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// PlayDissipateAnimation calls Clear() on normal completion, but a cancelled or stuck drag
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// may leave stale waypoints — defensive clear ensures a fresh start
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if (action == MouseAction.DragStart || action == MouseAction.Drag)
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{
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_dragWaypoints.Clear();
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}
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IsActive = true;
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Action = action;
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CurrentPosition = currentPosition;
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DragStartPosition = dragStartPosition;
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HitGameObjectName = hitGameObjectName;
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SourceScreenSize = sourceScreenSize;
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}
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public static void UpdateLongPressElapsed(float elapsed)
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{
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LongPressElapsed = elapsed;
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}
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public static void UpdatePosition(Vector2 position)
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{
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CurrentPosition = position;
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}
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public static void AddWaypoint(Vector2 position)
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{
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// Keep only the most recent waypoints to bound overlay draw cost during long drags
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if (_dragWaypoints.Count >= MAX_DRAG_WAYPOINTS)
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{
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_dragWaypoints.RemoveAt(0);
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}
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_dragWaypoints.Add(position);
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}
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public static void RequestExpandAnimation()
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{
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_pendingExpandAnimation = true;
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}
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public static void RequestDissipateAnimation()
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{
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_pendingDissipateAnimation = true;
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}
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public static bool ConsumePendingExpandAnimation()
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{
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if (!_pendingExpandAnimation)
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{
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return false;
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}
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_pendingExpandAnimation = false;
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return true;
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}
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public static bool ConsumePendingDissipateAnimation()
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{
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if (!_pendingDissipateAnimation)
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{
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return false;
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}
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_pendingDissipateAnimation = false;
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return true;
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}
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public static void Clear()
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{
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IsActive = false;
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Action = default;
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CurrentPosition = Vector2.zero;
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DragStartPosition = null;
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HitGameObjectName = null;
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SourceScreenSize = Vector2.zero;
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LongPressElapsed = 0f;
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_dragWaypoints.Clear();
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}
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}
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}
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Reference in New Issue
Block a user