feat():大改前的提交,这个版本保存了所有冗余的代码

This commit is contained in:
2025-10-17 15:10:19 +08:00
parent 668bfe12eb
commit 3d03c59dc3
68 changed files with 2045 additions and 159 deletions

View File

@@ -1,7 +1,7 @@
using UnityEngine;
using Share;
using Interface;
using System;
using Input;
using Script.Gameplay.Input;
namespace Gameplay.Player
{
@@ -10,44 +10,70 @@ namespace Gameplay.Player
[SerializeField] private float interactRange = 15f;
[SerializeField] private LayerMask interactableLayer;
[SerializeField] private Camera playerCamera;
[SerializeField] private bool isDrawGizmos;
private IInteractable currentTarget;
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)
void Start()
{
playerCamera = GameObject.FindWithTag("MainCamera").GetComponent<Camera>();
if (playerCamera == null)
playerCamera = GameObject.FindWithTag("MainCamera").GetComponent<Camera>();
var input = InputManager.Instance.Input;
input.Player.SwitchWatchMode.performed += ctx => currentTarget.Interact(this.gameObject);;
}
void Update()
{
DetectInteractable();
if (currentTarget != null && InputManager.Instance.InteractPressed)
{
currentTarget.Interact(this.gameObject);
}
}
void DetectInteractable()
{
if (playerCamera == null) return;
Ray ray = new Ray(playerCamera.transform.position, playerCamera.transform.forward);
if (Physics.Raycast(ray, out RaycastHit hit, interactRange, interactableLayer))
{
currentTarget = hit.collider.GetComponent<IInteractable>();
if (currentTarget != null)
IInteractable hitInteractable = hit.collider.GetComponent<IInteractable>();
// 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)
{
// 这里可以显示交互提示UI例如 “E - 开门”
Debug.Log(currentTarget.GetInteractPrompt());
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;
}
currentTarget = hitInteractable;
}
else
{
// 没有命中时,如果之前有注视对象,触发离开
if (previousGazedTarget != null)
{
previousGazedTarget.OnGazeExit(this.gameObject);
previousGazedTarget = null;
}
currentTarget = null;
}
}
void OnDrawGizmos()
{
if (isDrawGizmos) return;
if (playerCamera == null) return;
Gizmos.color = Color.green;
Vector3 origin = playerCamera.transform.position;