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2025TapTapGameJam/Assets/Script/Gameplay/Facility/ButtonInteractController.cs

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using System.Collections;
using UnityEngine;
using Script.Gameplay.Interface;
using Script.Gameplay.Connect;
namespace Script.Gameplay.Facility
{
public class ButtonInteractController : MonoBehaviour, IInteractable, IEditableComponent, IConnectable
{
#region Interactable
public bool Interactable = true;
[SerializeField] private float signalDuration = 1.0f; // 信号持续时间(秒)
public string GetInteractPrompt()
{
return "按F按下按钮";
}
public void Interact(GameObject interactor)
{
if (!Interactable) return;
StartCoroutine(SendSignalCoroutine(interactor));
Debug.Log("Button pressed");
}
public void OnGazeEnter(GameObject editor)
{
// 可选:高亮按钮等
}
public void OnGazeExit(GameObject editor)
{
// 可选:取消高亮
}
private IEnumerator SendSignalCoroutine(GameObject sender)
{
SendSignal(true, sender);
// 按钮压下的动画或效果可以在这里添加
yield return new WaitForSeconds(signalDuration);
SendSignal(false, sender);
// 按钮弹起的动画或效果可以在这里添加
}
#endregion
#region EditableComponent
[SerializeField] private bool isActive = true;
public bool IsActive
{
get => isActive;
set
{
isActive = value;
Interactable = isActive;
}
}
public string ComponentName { get; set; } = "Button";
public LockLevel LockLevel => LockLevel.Red;
#endregion
#region Connectable
public void OnGazeEnter()
{
}
public void OnGazeExit()
{
}
public Vector3 GetPosition()
{
return transform.position;
}
public string GetConnectableName()
{
return gameObject.name;
}
public ConnectionLine OutputConnectionLine { get; set; }
public ConnectionLine InputConnectionLine { get; set; }
public bool IsConnectedOutput { get; set; }
public bool IsConnectedInput { get; set; }
public void ReceiveSignal(bool active, GameObject sender)
{
// 按钮通常不响应输入信号,可留空或自定义逻辑
}
public void SendSignal(bool active, GameObject sender)
{
if (OutputConnectionLine != null)
{
OutputConnectionLine.ReceiveSignal(active);
}
}
#endregion
}
}