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

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using Core;
using UnityEngine;
using Script.Gameplay.Interface;
using Script.Gameplay.Input;
namespace Script.Gameplay.Player
{
public class PlayerEditController:MonoBehaviour
{
[SerializeField] private FirstPersonRaycaster raycaster; // 新增:第一人称射线检测器
private IEditable currentTarget; // 射线命中的当前可编辑对象(用于按键交互)
private IEditable previousGazedTarget; // 上一次注视的对象(用于注视进入/离开事件)
private InputManager inputManager;
void Start()
{
inputManager = InputManager.Instance;
if (raycaster == null)
raycaster = GetComponent<FirstPersonRaycaster>() ?? GetComponentInChildren<FirstPersonRaycaster>();
if (raycaster == null)
raycaster = FindObjectOfType<FirstPersonRaycaster>();
if (raycaster == null)
Debug.LogWarning("FirstPersonRaycaster not found! Please assign or add it to the player.");
ControllerLocator.Instance.Register(this);
}
void Update()
{
DetectInteractable();
}
void DetectInteractable()
{
if (raycaster == null) return;
GameObject lookAtObj = raycaster.CurrentLookAtObject;
IEditable hitEditable = lookAtObj != null ? lookAtObj.GetComponent<IEditable>() : null;
// 如果命中对象与之前注视的不一样,触发进入/离开事件
if (hitEditable != previousGazedTarget)
{
if (previousGazedTarget != null)
{
previousGazedTarget.OnGazeExit(this);
}
if (hitEditable != null)
{
hitEditable.OnGazeEnter(this);
}
previousGazedTarget = hitEditable;
}
currentTarget = hitEditable;
}
public IEditable GetCurrentTarget()
{
return currentTarget;
}
void OnDrawGizmos()
{
// 交由 FirstPersonRaycaster 绘制射线
}
}
}