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