refactor(Connect): 重构连接体系,实现一个物体拥有多个连接线
This commit is contained in:
@@ -1,11 +1,12 @@
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using System.Collections;
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using System.Collections.Generic;
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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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public class ButtonInteractController : MonoBehaviour, IInteractable, IEditableComponent, IConnectable, ISignalSender
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{
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#region Interactable
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@@ -20,7 +21,7 @@ namespace Script.Gameplay.Facility
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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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StartCoroutine(SendSignalCoroutine());
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Debug.Log("Button pressed");
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}
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@@ -34,14 +35,15 @@ namespace Script.Gameplay.Facility
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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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private IEnumerator SendSignalCoroutine()
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{
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SendSignal(true, sender);
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SendSignal(true);
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Interactable = false;
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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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SendSignal(false);
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Interactable = true;
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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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@@ -81,27 +83,30 @@ namespace Script.Gameplay.Facility
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return transform.position;
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}
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public GameObject GetGameObject()
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{
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return gameObject;
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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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public List<ConnectionLine> ConnectionLines { get; set; } = new List<ConnectionLine>();
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public void SignalActive(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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// 按钮通常不接收信号,因此这里可以留空
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}
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public void SendSignal(bool active, GameObject sender)
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public void SendSignal(bool active)
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{
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if (OutputConnectionLine != null)
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if (ConnectionLines != null)
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{
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OutputConnectionLine.ReceiveSignal(active);
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foreach (var line in ConnectionLines)
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{
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line.SignalActive(active, this.gameObject);
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}
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}
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}
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@@ -95,27 +95,22 @@ namespace Script.Gameplay.Facility
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return transform.position;
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}
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public GameObject GetGameObject()
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{
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return gameObject;
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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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public List<ConnectionLine> ConnectionLines { get; set; } = new List<ConnectionLine>();
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public void SignalActive(bool active, GameObject sender)
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{
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Interact(sender);
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}
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public void SendSignal(bool active, GameObject sender)
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{
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OutputConnectionLine.ReceiveSignal(active);
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}
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#endregion
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}
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}
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@@ -1,10 +1,11 @@
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using System.Collections.Generic;
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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 LeverInteractController : MonoBehaviour, IInteractable, IEditableComponent, IConnectable
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public class LeverInteractController : MonoBehaviour, IInteractable, IEditableComponent, IConnectable, ISignalSender
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{
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#region Interactable
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@@ -20,7 +21,7 @@ namespace Script.Gameplay.Facility
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{
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if (!Interactable) return;
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isPulled = !isPulled;
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SendSignal(isPulled, interactor);
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SendSignal(isPulled);
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// 可选:拉杆动画
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Debug.Log(isPulled ? "Lever pulled down" : "Lever reset");
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}
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@@ -58,29 +59,39 @@ namespace Script.Gameplay.Facility
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#region Connectable
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public void OnGazeEnter() { }
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public void OnGazeExit() { }
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public Vector3 GetPosition() => transform.position;
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public string GetConnectableName() => gameObject.name;
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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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public void OnGazeEnter()
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{
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// 拉杆通常不响应输入信号
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}
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public void SendSignal(bool active, GameObject sender)
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public void OnGazeExit()
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{
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if (OutputConnectionLine != null)
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}
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public Vector3 GetPosition() => transform.position;
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public GameObject GetGameObject()
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{
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return gameObject;
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}
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public string GetConnectableName() => gameObject.name;
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public List<ConnectionLine> ConnectionLines { get; set; }= new List<ConnectionLine>();
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public void SignalActive(bool active, GameObject sender)
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{
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//
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}
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public void SendSignal(bool active)
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{
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if (ConnectionLines != null)
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{
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OutputConnectionLine.ReceiveSignal(active);
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foreach (var line in ConnectionLines)
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{
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line.SignalActive(active, this.gameObject);
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}
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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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}
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@@ -1,10 +1,11 @@
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using System.Collections.Generic;
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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 PressurePlateController : MonoBehaviour, IEditableComponent, IConnectable
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public class PressurePlateController : MonoBehaviour, IEditableComponent, IConnectable, ISignalSender
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{
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[SerializeField] private bool isActive = true;
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[SerializeField] private LayerMask detectLayer = ~0; // 检测所有层,可在Inspector中指定
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@@ -16,10 +17,11 @@ namespace Script.Gameplay.Facility
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private void FixedUpdate()
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{
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if (!isActive) return;
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bool hasObject = Physics.CheckBox(transform.position + plateOffset, plateSize * 0.5f, Quaternion.identity, detectLayer);
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bool hasObject = Physics.CheckBox(transform.position + plateOffset, plateSize * 0.5f, Quaternion.identity,
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detectLayer);
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if (hasObject != lastState)
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{
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SendSignal(hasObject, gameObject);
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SendSignal(hasObject);
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lastState = hasObject;
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}
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}
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@@ -39,25 +41,37 @@ namespace Script.Gameplay.Facility
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#region Connectable
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public void OnGazeEnter() { }
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public void OnGazeExit() { }
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public Vector3 GetPosition() => transform.position;
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public string GetConnectableName() => gameObject.name;
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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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public void OnGazeEnter()
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{
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// 压力板不响应输入信号
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}
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public void SendSignal(bool active, GameObject sender)
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public void OnGazeExit()
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{
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if (OutputConnectionLine != null)
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}
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public Vector3 GetPosition() => transform.position;
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public GameObject GetGameObject()
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{
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return gameObject;
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}
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public string GetConnectableName() => gameObject.name;
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public List<ConnectionLine> ConnectionLines { get; set; } = new List<ConnectionLine>();
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public void SignalActive(bool active, GameObject sender)
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{
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//
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}
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public void SendSignal(bool active)
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{
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if (ConnectionLines != null)
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{
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OutputConnectionLine.ReceiveSignal(active);
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foreach (var line in ConnectionLines)
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{
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line.SignalActive(active, this.gameObject);
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}
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}
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}
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@@ -71,5 +85,4 @@ namespace Script.Gameplay.Facility
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}
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#endif
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}
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}
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}
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