refactor(Connect): 重构连接体系,实现一个物体拥有多个连接线
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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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