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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 FirstPersonRaycaster raycaster; // 新增:第一人称射线检测器
[SerializeField] private bool isEnablePlayerInteraction = true; // 是否启用玩家交互功能
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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 (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.");
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 (raycaster == null) return;
if (!isEnablePlayerInteraction) return;
GameObject lookAtObj = raycaster.CurrentLookAtObject;
IInteractable hitInteractable = lookAtObj != null ? lookAtObj.GetComponent<IInteractable>() : 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 (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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}
public void SetPlayerInteractionEnabled(bool isEnabled)
{
isEnablePlayerInteraction = isEnabled;
if (!isEnabled && previousGazedTarget != null)
{
previousGazedTarget.OnGazeExit(this.gameObject);
previousGazedTarget = null;
currentTarget = null;
}
}
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void OnDrawGizmos()
{
// 交由 FirstPersonRaycaster 绘制射线
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}
}
}