From 462a3b5850ca53d09c77639848df553c7e1e8feb Mon Sep 17 00:00:00 2001
From: GanX <2423855310@qq.com>
Date: Sat, 18 Oct 2025 17:14:09 +0800
Subject: [PATCH] =?UTF-8?q?refactor():=20=E4=BD=BF=E7=94=A8=E7=AC=AC?=
=?UTF-8?q?=E4=B8=80=E4=BA=BA=E7=A7=B0=E5=B0=84=E7=BA=BF=E6=A3=80=E6=B5=8B?=
=?UTF-8?q?=E6=9D=A5=E6=9B=BF=E6=8D=A2=E6=8E=89=20=E5=8F=AF=E4=BA=A4?=
=?UTF-8?q?=E4=BA=92=E5=92=8C=E5=8F=AF=E7=BC=96=E8=BE=91=E7=A7=8D=E9=87=8D?=
=?UTF-8?q?=E5=90=88=E7=9A=84=E9=83=A8=E5=88=86?=
MIME-Version: 1.0
Content-Type: text/plain; charset=UTF-8
Content-Transfer-Encoding: 8bit
---
Assets/Prefab/Gameplay/Player.prefab | 30 +++++---
.../Facility/DoorInteractController.cs | 20 +++++-
.../Gameplay/Player/FirstPersonRaycaster.cs | 72 +++++++++++++++++++
.../Player/FirstPersonRaycaster.cs.meta | 3 +
.../Gameplay/Player/PlayerEditController.cs | 63 ++++++----------
.../Player/PlayerInteractorController.cs | 66 +++++++----------
6 files changed, 161 insertions(+), 93 deletions(-)
create mode 100644 Assets/Script/Gameplay/Player/FirstPersonRaycaster.cs
create mode 100644 Assets/Script/Gameplay/Player/FirstPersonRaycaster.cs.meta
diff --git a/Assets/Prefab/Gameplay/Player.prefab b/Assets/Prefab/Gameplay/Player.prefab
index f22c312..2f1ac06 100644
--- a/Assets/Prefab/Gameplay/Player.prefab
+++ b/Assets/Prefab/Gameplay/Player.prefab
@@ -153,6 +153,7 @@ GameObject:
- component: {fileID: 5633281206562703781}
- component: {fileID: 1774433545530707224}
- component: {fileID: 7145954873497571105}
+ - component: {fileID: 8217262775185484522}
m_Layer: 0
m_Name: Player
m_TagString: Player
@@ -255,8 +256,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d7071907d14f433789ea37a8367b584a, type: 3}
m_Name:
m_EditorClassIdentifier:
- cardBookData: {fileID: 11400000, guid: 6884501cc489c254aaf6836e84649588, type: 2}
- playerCardsController: {fileID: 0}
+ MaxHealth: 100
--- !u!114 &5633281206562703781
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -287,12 +287,8 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: dc03712b5c254b8380471356f3bac151, type: 3}
m_Name:
m_EditorClassIdentifier:
- interactRange: 15
- interactableLayer:
- serializedVersion: 2
- m_Bits: 4294967295
- playerCamera: {fileID: 4390370389971332335}
- isDrawGizmos: 0
+ raycaster: {fileID: 0}
+ isEnablePlayerInteraction: 1
--- !u!114 &7145954873497571105
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -306,6 +302,24 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
cam: {fileID: 4390370389971332335}
+--- !u!114 &8217262775185484522
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 3550102669167288263}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: 50205a0afd8544b883204613f428e066, type: 3}
+ m_Name:
+ m_EditorClassIdentifier:
+ rayLength: 15
+ layerMask:
+ serializedVersion: 2
+ m_Bits: 4294967295
+ playerCamera: {fileID: 0}
+ drawGizmos: 1
--- !u!1 &3610935294554348573
GameObject:
m_ObjectHideFlags: 0
diff --git a/Assets/Script/Gameplay/Facility/DoorInteractController.cs b/Assets/Script/Gameplay/Facility/DoorInteractController.cs
index 17b191d..e5f37cd 100644
--- a/Assets/Script/Gameplay/Facility/DoorInteractController.cs
+++ b/Assets/Script/Gameplay/Facility/DoorInteractController.cs
@@ -5,9 +5,10 @@ using Interface;
namespace Script.Gameplay.Facility
{
- public class DoorInteractController : InteractableBaseController, IEditableComponent
+ public class DoorInteractController : IInteractable, IEditableComponent
{
[SerializeField] private bool isActive = true;
+ public bool Interactable = true;
public bool IsActive
{
get => isActive;
@@ -21,8 +22,13 @@ namespace Script.Gameplay.Facility
public string ComponentName { get; set; } = "DoorSwitch";
public LockLevel LockLevel => LockLevel.Red;
private bool isOpened = false;
+
+ public string GetInteractPrompt()
+ {
+ return "按F进行交互";
+ }
- public override void Interact(GameObject interactor)
+ public void Interact(GameObject interactor)
{
if (!Interactable) return;
if (isOpened)
@@ -37,6 +43,16 @@ namespace Script.Gameplay.Facility
}
}
+ public void OnGazeEnter(GameObject editor)
+ {
+ throw new NotImplementedException();
+ }
+
+ public void OnGazeExit(GameObject editor)
+ {
+ throw new NotImplementedException();
+ }
+
private void OpenDoor()
{
Debug.Log("Open door");
diff --git a/Assets/Script/Gameplay/Player/FirstPersonRaycaster.cs b/Assets/Script/Gameplay/Player/FirstPersonRaycaster.cs
new file mode 100644
index 0000000..d7e0aca
--- /dev/null
+++ b/Assets/Script/Gameplay/Player/FirstPersonRaycaster.cs
@@ -0,0 +1,72 @@
+using UnityEngine;
+
+namespace Gameplay.Player
+{
+ ///
+ /// 通用第一人称射线检测,获取玩家注视的 GameObject。
+ ///
+ public class FirstPersonRaycaster : MonoBehaviour
+ {
+ [Header("Raycast Settings")]
+ [SerializeField] private float rayLength = 15f;
+ [SerializeField] private LayerMask layerMask = ~0; // 默认检测所有层
+ [SerializeField] private Camera playerCamera;
+ [SerializeField] private bool drawGizmos = true;
+
+ ///
+ /// 当前玩家注视的 GameObject(只读)。
+ ///
+ public GameObject CurrentLookAtObject { get; private set; }
+
+ void Awake()
+ {
+ if (playerCamera == null)
+ {
+ var camObj = GameObject.FindWithTag("MainCamera");
+ if (camObj != null)
+ playerCamera = camObj.GetComponent();
+ }
+ }
+
+ void Update()
+ {
+ UpdateLookAtObject();
+ }
+
+ private void UpdateLookAtObject()
+ {
+ if (playerCamera == null)
+ {
+ CurrentLookAtObject = null;
+ return;
+ }
+ Ray ray = new Ray(playerCamera.transform.position, playerCamera.transform.forward);
+ if (Physics.Raycast(ray, out RaycastHit hit, rayLength, layerMask))
+ {
+ CurrentLookAtObject = hit.collider.gameObject;
+ }
+ else
+ {
+ CurrentLookAtObject = null;
+ }
+ }
+
+ void OnDrawGizmos()
+ {
+ if (!drawGizmos) return;
+ Camera cam = playerCamera;
+ if (cam == null && Application.isPlaying == false)
+ {
+ var camObj = GameObject.FindWithTag("MainCamera");
+ if (camObj != null)
+ cam = camObj.GetComponent();
+ }
+ if (cam == null) return;
+ Gizmos.color = Color.cyan;
+ Vector3 origin = cam.transform.position;
+ Vector3 dir = cam.transform.forward * rayLength;
+ Gizmos.DrawLine(origin, origin + dir);
+ }
+ }
+}
+
diff --git a/Assets/Script/Gameplay/Player/FirstPersonRaycaster.cs.meta b/Assets/Script/Gameplay/Player/FirstPersonRaycaster.cs.meta
new file mode 100644
index 0000000..a456f39
--- /dev/null
+++ b/Assets/Script/Gameplay/Player/FirstPersonRaycaster.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 50205a0afd8544b883204613f428e066
+timeCreated: 1760775915
\ No newline at end of file
diff --git a/Assets/Script/Gameplay/Player/PlayerEditController.cs b/Assets/Script/Gameplay/Player/PlayerEditController.cs
index 7cc28a7..bdbb69d 100644
--- a/Assets/Script/Gameplay/Player/PlayerEditController.cs
+++ b/Assets/Script/Gameplay/Player/PlayerEditController.cs
@@ -7,10 +7,7 @@ namespace Gameplay.Player
{
public class PlayerEditController:MonoBehaviour
{
- [SerializeField] private float interactRange = 15f;
- [SerializeField] private LayerMask interactableLayer;
- [SerializeField] private Camera playerCamera;
- [SerializeField] private bool isDrawGizmos;
+ [SerializeField] private FirstPersonRaycaster raycaster; // 新增:第一人称射线检测器
private IEditable currentTarget; // 射线命中的当前可编辑对象(用于按键交互)
private IEditable previousGazedTarget; // 上一次注视的对象(用于注视进入/离开事件)
@@ -20,10 +17,14 @@ namespace Gameplay.Player
void Start()
{
inputManager = InputManager.Instance;
- if (playerCamera == null)
- playerCamera = GameObject.FindWithTag("MainCamera").GetComponent();
-
+ if (raycaster == null)
+ raycaster = GetComponent() ?? GetComponentInChildren();
+ if (raycaster == null)
+ raycaster = FindObjectOfType();
+ if (raycaster == null)
+ Debug.LogWarning("FirstPersonRaycaster not found! Please assign or add it to the player.");
ControllerLocator.Instance.Register(this);
+
}
void Update()
@@ -33,42 +34,27 @@ namespace Gameplay.Player
void DetectInteractable()
{
- if (playerCamera == null) return;
+ if (raycaster == null) return;
+ GameObject lookAtObj = raycaster.CurrentLookAtObject;
+ IEditable hitEditable = lookAtObj != null ? lookAtObj.GetComponent() : null;
- Ray ray = new Ray(playerCamera.transform.position, playerCamera.transform.forward);
- if (Physics.Raycast(ray, out RaycastHit hit, interactRange, interactableLayer))
+ // 如果命中对象与之前注视的不一样,触发进入/离开事件
+ if (hitEditable != previousGazedTarget)
{
- IEditable hitEditable = hit.collider.GetComponent();
-
- // 如果命中对象与之前注视的不一样,触发进入/离开事件
- if (hitEditable != previousGazedTarget)
- {
- if (previousGazedTarget != null)
- {
- previousGazedTarget.OnGazeExit(this);
- }
-
- if (hitEditable != null)
- {
- hitEditable.OnGazeEnter(this);
- }
-
- previousGazedTarget = hitEditable;
- }
-
- currentTarget = hitEditable;
- }
- 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);
- previousGazedTarget = null;
}
- currentTarget = null;
+ if (hitEditable != null)
+ {
+ hitEditable.OnGazeEnter(this);
+ }
+
+ previousGazedTarget = hitEditable;
}
+
+ currentTarget = hitEditable;
}
public IEditable GetCurrentTarget()
@@ -78,12 +64,7 @@ namespace Gameplay.Player
void OnDrawGizmos()
{
- if(!isDrawGizmos) return;
- if (playerCamera == null) return;
- Gizmos.color = Color.red;
- Vector3 origin = playerCamera.transform.position;
- Vector3 direction = playerCamera.transform.forward * interactRange;
- Gizmos.DrawLine(origin, origin + direction);
+ // 交由 FirstPersonRaycaster 绘制射线
}
}
}
\ No newline at end of file
diff --git a/Assets/Script/Gameplay/Player/PlayerInteractorController.cs b/Assets/Script/Gameplay/Player/PlayerInteractorController.cs
index d5cfe8a..38c0487 100644
--- a/Assets/Script/Gameplay/Player/PlayerInteractorController.cs
+++ b/Assets/Script/Gameplay/Player/PlayerInteractorController.cs
@@ -7,10 +7,7 @@ namespace Gameplay.Player
{
public class PlayerInteractorController : MonoBehaviour
{
- [SerializeField] private float interactRange = 15f;
- [SerializeField] private LayerMask interactableLayer;
- [SerializeField] private Camera playerCamera;
- [SerializeField] private bool isDrawGizmos;
+ [SerializeField] private FirstPersonRaycaster raycaster; // 新增:第一人称射线检测器
[SerializeField] private bool isEnablePlayerInteraction = true; // 是否启用玩家交互功能
private IInteractable currentTarget; // 被射线命中的当前可交互对象(用于按键交互)
@@ -18,8 +15,12 @@ namespace Gameplay.Player
void Start()
{
- if (playerCamera == null)
- playerCamera = GameObject.FindWithTag("MainCamera").GetComponent();
+ if (raycaster == null)
+ raycaster = GetComponent() ?? GetComponentInChildren();
+ if (raycaster == null)
+ raycaster = FindObjectOfType();
+ if (raycaster == null)
+ Debug.LogWarning("FirstPersonRaycaster not found! Please assign or add it to the player.");
var input = InputManager.Instance.Input;
input.Player.Interact.performed += ctx =>
@@ -38,45 +39,31 @@ namespace Gameplay.Player
void DetectInteractable()
{
- if (playerCamera == null) return;
+ if (raycaster == null) return;
if (!isEnablePlayerInteraction) return;
- Ray ray = new Ray(playerCamera.transform.position, playerCamera.transform.forward);
- if (Physics.Raycast(ray, out RaycastHit hit, interactRange, interactableLayer))
+ GameObject lookAtObj = raycaster.CurrentLookAtObject;
+ IInteractable hitInteractable = lookAtObj != null ? lookAtObj.GetComponent() : null;
+
+ // 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)
{
- IInteractable hitInteractable = hit.collider.GetComponent();
-
- // 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)
- {
- 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;
+ 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;
}
public void SetPlayerInteractionEnabled(bool isEnabled)
@@ -92,12 +79,7 @@ namespace Gameplay.Player
void OnDrawGizmos()
{
- if (isDrawGizmos) return;
- if (playerCamera == null) return;
- Gizmos.color = Color.green;
- Vector3 origin = playerCamera.transform.position;
- Vector3 direction = playerCamera.transform.forward * interactRange;
- Gizmos.DrawLine(origin, origin + direction);
+ // 交由 FirstPersonRaycaster 绘制射线
}
}
}
\ No newline at end of file