feat():完成3种模式的基本运行框架
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181
Assets/Script/Gameplay/UI/PlayerEditViewer.cs
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181
Assets/Script/Gameplay/UI/PlayerEditViewer.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Core;
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using Interface;
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using Gameplay.Player;
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using Script.Gameplay.Facility;
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using UnityEngine;
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using Script.Gameplay.Input;
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namespace UI
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{
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// 用于显示和编辑 Facility 上的各个 IEditComponent 组件的 UI 面板
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public class PlayerEditViewer : UIBase
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{
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private PlayerEditController controller;
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private PlayerWatchModeController watchModeController;
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private IEditable editable;
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private List<IEditableComponent> components = new List<IEditableComponent>();
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private List<EditableComponentViewer> componentViewers = new List<EditableComponentViewer>();
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[SerializeField] private GameObject componentEditViewerPrefab;
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[SerializeField] private GameObject noEditableTargetPanel;
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[SerializeField] private float panelRadius = 100f;
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private InputManager inputManager;
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private void Awake()
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{
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inputManager = InputManager.Instance;
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ControllerLocator.Instance.TryGetWait<PlayerEditController>(GetPlayerEditControllerHandle);
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ControllerLocator.Instance.TryGetWait<PlayerWatchModeController>(GetPlayerWatchModeControllerHandle);
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}
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private void Start()
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{
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inputManager = InputManager.Instance;
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}
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public void OnEnterInsideWatchMode()
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{
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this.gameObject.SetActive(true);
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if (GetEditableFromController() != null)
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{
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GetEditableComponentsFromEditable();
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ClearComponentUI();
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GenerateComponentUI();
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}
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else
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{
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//TODO: 这里可能需要显示“无可编辑对象”之类的提示
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if (noEditableTargetPanel != null)
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{
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noEditableTargetPanel.SetActive(true);
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}
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}
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inputManager.SetCursorState(true, CursorLockMode.Confined);
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inputManager.SetInputForLook(false);
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inputManager.SetInputForMove(false);
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}
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public void OnExitInsideWatchMode()
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{
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this.gameObject.SetActive(false);
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ClearComponentUI();
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if (noEditableTargetPanel != null)
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{
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noEditableTargetPanel.SetActive(false);
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}
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inputManager.SetCursorState(true, CursorLockMode.Locked);
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inputManager.SetInputForLook(true);
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inputManager.SetInputForMove(true);
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}
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// 获取 PlayerEditController 的回调
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private void GetPlayerEditControllerHandle(PlayerEditController editController)
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{
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controller = editController;
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//Debug.Log("PlayerEditViewer obtained PlayerEditController.");
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}
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// 获取 PlayerWatchModeController 的回调
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private void GetPlayerWatchModeControllerHandle(PlayerWatchModeController watchModeCtrl)
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{
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watchModeController = watchModeCtrl;
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watchModeController.OnEnterInsideWatchMode += OnEnterInsideWatchMode;
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watchModeController.OnExitInsideWatchMode += OnExitInsideWatchMode;
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//Debug.Log("PlayerEditViewer subscribed to WatchMode events.");
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}
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private IEditable GetEditableFromController()
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{
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if (controller == null)
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{
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Debug.Log($"controller is null in {nameof(PlayerEditViewer)}");
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return null;
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}
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return editable = controller.GetCurrentTarget();
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}
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private void GetEditableComponentsFromEditable()
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{
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if (editable == null)
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{
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Debug.Log($"editable is null in {nameof(PlayerEditViewer)}");
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return;
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}
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components = editable.GetEditableComponents()
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.Where(c => c != null)
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.ToList();
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}
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private void ClearComponentUI()
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{
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foreach (var viewer in componentViewers)
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{
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if (viewer != null)
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{
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if (Application.isPlaying) Destroy(viewer.gameObject);
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else DestroyImmediate(viewer.gameObject);
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}
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}
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componentViewers.Clear();
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}
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// TODO: 根据 components 生成 UI, 根据拥有的 IEditComponent 的数量动态生成 UI 元素。布局为环绕着面板中心排列(自适应间隔)。
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private void GenerateComponentUI()
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{
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if (components == null || components.Count == 0 || componentEditViewerPrefab == null) return;
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// 计算半径:如果有 RectTransform 就根据面板大小自适应,否则使用默认值
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float radius = panelRadius;
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var rect = GetComponent<RectTransform>();
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if (rect != null)
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{
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radius = Mathf.Min(rect.rect.width, rect.rect.height) * 0.4f;
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}
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int n = components.Count;
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float angleStep = 360f / n;
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for (int i = 0; i < n; i++)
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{
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float angleDeg = angleStep * i;
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float angleRad = Mathf.Deg2Rad * angleDeg;
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Vector2 localPos = new Vector2(Mathf.Cos(angleRad), Mathf.Sin(angleRad)) * radius;
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var go = Instantiate(componentEditViewerPrefab, transform);
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go.name = $"{componentEditViewerPrefab.name}_{i}";
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var viewer = go.GetComponent<EditableComponentViewer>();
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if (viewer != null)
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{
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componentViewers.Add(viewer);
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}
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// 如果是 UI 元素,优先设置 RectTransform.anchoredPosition
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var childRect = go.GetComponent<RectTransform>();
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if (childRect != null)
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{
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childRect.anchoredPosition = localPos;
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childRect.localRotation = Quaternion.identity;
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childRect.localScale = Vector3.one;
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}
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else
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{
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go.transform.localPosition = new Vector3(localPos.x, localPos.y, 0f);
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go.transform.localRotation = Quaternion.identity;
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go.transform.localScale = Vector3.one;
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}
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// 如果预制件包含接收组件的方法(例如 SetComponent),通过 SendMessage 传递。若无则忽略。
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//go.SendMessage("SetComponent", components[i], SendMessageOptions.DontRequireReceiver);
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}
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}
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}
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}
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