refactor(): 使用第一人称射线检测来替换掉 可交互和可编辑种重合的部分

This commit is contained in:
2025-10-18 17:14:09 +08:00
parent b709d1219f
commit 462a3b5850
6 changed files with 161 additions and 93 deletions

View File

@@ -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<Camera>();
if (raycaster == null)
raycaster = GetComponent<FirstPersonRaycaster>() ?? GetComponentInChildren<FirstPersonRaycaster>();
if (raycaster == null)
raycaster = FindObjectOfType<FirstPersonRaycaster>();
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<IInteractable>() : 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<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)
{
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
}
}
}