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2025TapTapGameJam/Assets/Script/Gameplay/Player/PlayerInteractorController.cs

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using UnityEngine;
using Interface;
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using System;
using Script.Gameplay.Input;
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namespace Gameplay.Player
{
public class PlayerInteractorController : MonoBehaviour
{
[SerializeField] private float interactRange = 15f;
[SerializeField] private LayerMask interactableLayer;
[SerializeField] private Camera playerCamera;
[SerializeField] private bool isDrawGizmos;
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private IInteractable currentTarget; // 被射线命中的当前可交互对象(用于按键交互)
private IInteractable previousGazedTarget; // 上一次注视的对象(用于注视进入/离开事件)
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void Start()
{
if (playerCamera == null)
playerCamera = GameObject.FindWithTag("MainCamera").GetComponent<Camera>();
var input = InputManager.Instance.Input;
input.Player.Interact.performed += ctx =>
{
if (currentTarget != null)
{
currentTarget.Interact(this.gameObject);
}
};
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}
void Update()
{
DetectInteractable();
}
void DetectInteractable()
{
if (playerCamera == null) return;
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Ray ray = new Ray(playerCamera.transform.position, playerCamera.transform.forward);
if (Physics.Raycast(ray, out RaycastHit hit, interactRange, interactableLayer))
{
IInteractable hitInteractable = hit.collider.GetComponent<IInteractable>();
// 如果命中对象与之前注视的不一样,触发进入/离开事件
if (hitInteractable != previousGazedTarget)
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{
if (previousGazedTarget != null)
{
previousGazedTarget.OnGazeExit(this.gameObject);
}
if (hitInteractable != null)
{
hitInteractable.OnGazeEnter(this.gameObject);
// 这里可以显示交互提示UI例如 “E - 开门”
Debug.Log(hitInteractable.GetInteractPrompt());
}
previousGazedTarget = hitInteractable;
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}
currentTarget = hitInteractable;
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}
else
{
// 没有命中时,如果之前有注视对象,触发离开
if (previousGazedTarget != null)
{
previousGazedTarget.OnGazeExit(this.gameObject);
previousGazedTarget = null;
}
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currentTarget = null;
}
}
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void OnDrawGizmos()
{
if (isDrawGizmos) return;
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if (playerCamera == null) return;
Gizmos.color = Color.green;
Vector3 origin = playerCamera.transform.position;
Vector3 direction = playerCamera.transform.forward * interactRange;
Gizmos.DrawLine(origin, origin + direction);
}
}
}