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:
@@ -153,6 +153,7 @@ GameObject:
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- component: {fileID: 5633281206562703781}
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- component: {fileID: 5633281206562703781}
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- component: {fileID: 1774433545530707224}
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- component: {fileID: 1774433545530707224}
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- component: {fileID: 7145954873497571105}
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- component: {fileID: 7145954873497571105}
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- component: {fileID: 8217262775185484522}
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m_Layer: 0
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m_Layer: 0
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m_Name: Player
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m_Name: Player
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m_TagString: Player
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m_TagString: Player
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@@ -255,8 +256,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: d7071907d14f433789ea37a8367b584a, type: 3}
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m_Script: {fileID: 11500000, guid: d7071907d14f433789ea37a8367b584a, type: 3}
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m_Name:
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m_Name:
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||||||
m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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cardBookData: {fileID: 11400000, guid: 6884501cc489c254aaf6836e84649588, type: 2}
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MaxHealth: 100
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playerCardsController: {fileID: 0}
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--- !u!114 &5633281206562703781
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--- !u!114 &5633281206562703781
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MonoBehaviour:
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@@ -287,12 +287,8 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: dc03712b5c254b8380471356f3bac151, type: 3}
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m_Script: {fileID: 11500000, guid: dc03712b5c254b8380471356f3bac151, type: 3}
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m_Name:
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m_Name:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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interactRange: 15
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raycaster: {fileID: 0}
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interactableLayer:
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isEnablePlayerInteraction: 1
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serializedVersion: 2
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m_Bits: 4294967295
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playerCamera: {fileID: 4390370389971332335}
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isDrawGizmos: 0
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--- !u!114 &7145954873497571105
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--- !u!114 &7145954873497571105
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MonoBehaviour:
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@@ -306,6 +302,24 @@ MonoBehaviour:
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m_Name:
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m_Name:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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cam: {fileID: 4390370389971332335}
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cam: {fileID: 4390370389971332335}
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--- !u!114 &8217262775185484522
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 3550102669167288263}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 50205a0afd8544b883204613f428e066, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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rayLength: 15
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layerMask:
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serializedVersion: 2
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m_Bits: 4294967295
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playerCamera: {fileID: 0}
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drawGizmos: 1
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--- !u!1 &3610935294554348573
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--- !u!1 &3610935294554348573
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@@ -5,9 +5,10 @@ using Interface;
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namespace Script.Gameplay.Facility
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namespace Script.Gameplay.Facility
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{
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{
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public class DoorInteractController : InteractableBaseController, IEditableComponent
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public class DoorInteractController : IInteractable, IEditableComponent
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{
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{
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[SerializeField] private bool isActive = true;
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[SerializeField] private bool isActive = true;
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public bool Interactable = true;
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public bool IsActive
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public bool IsActive
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{
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{
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get => isActive;
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get => isActive;
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@@ -22,7 +23,12 @@ namespace Script.Gameplay.Facility
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public LockLevel LockLevel => LockLevel.Red;
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public LockLevel LockLevel => LockLevel.Red;
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private bool isOpened = false;
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private bool isOpened = false;
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public override void Interact(GameObject interactor)
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public string GetInteractPrompt()
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{
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return "按F进行交互";
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}
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public void Interact(GameObject interactor)
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{
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{
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if (!Interactable) return;
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if (!Interactable) return;
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if (isOpened)
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if (isOpened)
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@@ -37,6 +43,16 @@ namespace Script.Gameplay.Facility
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}
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}
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}
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}
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public void OnGazeEnter(GameObject editor)
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{
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throw new NotImplementedException();
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}
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public void OnGazeExit(GameObject editor)
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{
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throw new NotImplementedException();
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}
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private void OpenDoor()
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private void OpenDoor()
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{
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{
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Debug.Log("Open door");
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Debug.Log("Open door");
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72
Assets/Script/Gameplay/Player/FirstPersonRaycaster.cs
Normal file
72
Assets/Script/Gameplay/Player/FirstPersonRaycaster.cs
Normal file
@@ -0,0 +1,72 @@
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using UnityEngine;
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namespace Gameplay.Player
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{
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/// <summary>
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/// 通用第一人称射线检测,获取玩家注视的 GameObject。
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/// </summary>
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public class FirstPersonRaycaster : MonoBehaviour
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{
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[Header("Raycast Settings")]
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[SerializeField] private float rayLength = 15f;
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[SerializeField] private LayerMask layerMask = ~0; // 默认检测所有层
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[SerializeField] private Camera playerCamera;
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[SerializeField] private bool drawGizmos = true;
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/// <summary>
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/// 当前玩家注视的 GameObject(只读)。
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/// </summary>
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public GameObject CurrentLookAtObject { get; private set; }
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void Awake()
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{
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if (playerCamera == null)
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{
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var camObj = GameObject.FindWithTag("MainCamera");
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if (camObj != null)
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playerCamera = camObj.GetComponent<Camera>();
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}
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}
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void Update()
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{
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UpdateLookAtObject();
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}
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private void UpdateLookAtObject()
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{
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if (playerCamera == null)
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{
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CurrentLookAtObject = null;
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return;
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}
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Ray ray = new Ray(playerCamera.transform.position, playerCamera.transform.forward);
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if (Physics.Raycast(ray, out RaycastHit hit, rayLength, layerMask))
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{
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CurrentLookAtObject = hit.collider.gameObject;
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}
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else
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{
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CurrentLookAtObject = null;
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}
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}
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void OnDrawGizmos()
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{
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if (!drawGizmos) return;
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Camera cam = playerCamera;
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if (cam == null && Application.isPlaying == false)
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{
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var camObj = GameObject.FindWithTag("MainCamera");
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if (camObj != null)
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cam = camObj.GetComponent<Camera>();
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}
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if (cam == null) return;
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Gizmos.color = Color.cyan;
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Vector3 origin = cam.transform.position;
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Vector3 dir = cam.transform.forward * rayLength;
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Gizmos.DrawLine(origin, origin + dir);
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 50205a0afd8544b883204613f428e066
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timeCreated: 1760775915
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@@ -7,10 +7,7 @@ namespace Gameplay.Player
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{
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{
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public class PlayerEditController:MonoBehaviour
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public class PlayerEditController:MonoBehaviour
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{
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{
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[SerializeField] private float interactRange = 15f;
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[SerializeField] private FirstPersonRaycaster raycaster; // 新增:第一人称射线检测器
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[SerializeField] private LayerMask interactableLayer;
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[SerializeField] private Camera playerCamera;
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[SerializeField] private bool isDrawGizmos;
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private IEditable currentTarget; // 射线命中的当前可编辑对象(用于按键交互)
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private IEditable currentTarget; // 射线命中的当前可编辑对象(用于按键交互)
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private IEditable previousGazedTarget; // 上一次注视的对象(用于注视进入/离开事件)
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private IEditable previousGazedTarget; // 上一次注视的对象(用于注视进入/离开事件)
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@@ -20,10 +17,14 @@ namespace Gameplay.Player
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void Start()
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void Start()
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{
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{
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inputManager = InputManager.Instance;
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inputManager = InputManager.Instance;
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if (playerCamera == null)
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if (raycaster == null)
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playerCamera = GameObject.FindWithTag("MainCamera").GetComponent<Camera>();
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raycaster = GetComponent<FirstPersonRaycaster>() ?? GetComponentInChildren<FirstPersonRaycaster>();
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if (raycaster == null)
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raycaster = FindObjectOfType<FirstPersonRaycaster>();
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if (raycaster == null)
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Debug.LogWarning("FirstPersonRaycaster not found! Please assign or add it to the player.");
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ControllerLocator.Instance.Register(this);
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ControllerLocator.Instance.Register(this);
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}
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}
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void Update()
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void Update()
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@@ -33,42 +34,27 @@ namespace Gameplay.Player
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void DetectInteractable()
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void DetectInteractable()
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{
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{
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if (playerCamera == null) return;
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if (raycaster == null) return;
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GameObject lookAtObj = raycaster.CurrentLookAtObject;
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IEditable hitEditable = lookAtObj != null ? lookAtObj.GetComponent<IEditable>() : null;
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Ray ray = new Ray(playerCamera.transform.position, playerCamera.transform.forward);
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// 如果命中对象与之前注视的不一样,触发进入/离开事件
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if (Physics.Raycast(ray, out RaycastHit hit, interactRange, interactableLayer))
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if (hitEditable != previousGazedTarget)
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{
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{
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IEditable hitEditable = hit.collider.GetComponent<IEditable>();
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// 如果命中对象与之前注视的不一样,触发进入/离开事件
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if (hitEditable != previousGazedTarget)
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{
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if (previousGazedTarget != null)
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{
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previousGazedTarget.OnGazeExit(this);
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}
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if (hitEditable != null)
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{
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hitEditable.OnGazeEnter(this);
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}
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previousGazedTarget = hitEditable;
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}
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currentTarget = hitEditable;
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}
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else
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{
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// 没有命中时,如果之前有注视对象,触发离开
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if (previousGazedTarget != null)
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if (previousGazedTarget != null)
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{
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{
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previousGazedTarget.OnGazeExit(this);
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previousGazedTarget.OnGazeExit(this);
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previousGazedTarget = null;
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}
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}
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currentTarget = null;
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if (hitEditable != null)
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{
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hitEditable.OnGazeEnter(this);
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}
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previousGazedTarget = hitEditable;
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}
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}
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currentTarget = hitEditable;
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}
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}
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public IEditable GetCurrentTarget()
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public IEditable GetCurrentTarget()
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@@ -78,12 +64,7 @@ namespace Gameplay.Player
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|
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void OnDrawGizmos()
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void OnDrawGizmos()
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{
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{
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if(!isDrawGizmos) return;
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// 交由 FirstPersonRaycaster 绘制射线
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if (playerCamera == null) return;
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Gizmos.color = Color.red;
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Vector3 origin = playerCamera.transform.position;
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Vector3 direction = playerCamera.transform.forward * interactRange;
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Gizmos.DrawLine(origin, origin + direction);
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}
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}
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}
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}
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}
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}
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@@ -7,10 +7,7 @@ namespace Gameplay.Player
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{
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{
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public class PlayerInteractorController : MonoBehaviour
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public class PlayerInteractorController : MonoBehaviour
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{
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{
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[SerializeField] private float interactRange = 15f;
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[SerializeField] private FirstPersonRaycaster raycaster; // 新增:第一人称射线检测器
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[SerializeField] private LayerMask interactableLayer;
|
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[SerializeField] private Camera playerCamera;
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[SerializeField] private bool isDrawGizmos;
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[SerializeField] private bool isEnablePlayerInteraction = true; // 是否启用玩家交互功能
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[SerializeField] private bool isEnablePlayerInteraction = true; // 是否启用玩家交互功能
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|
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private IInteractable currentTarget; // 被射线命中的当前可交互对象(用于按键交互)
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private IInteractable currentTarget; // 被射线命中的当前可交互对象(用于按键交互)
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||||||
@@ -18,8 +15,12 @@ namespace Gameplay.Player
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|
|
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void Start()
|
void Start()
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{
|
{
|
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if (playerCamera == null)
|
if (raycaster == null)
|
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playerCamera = GameObject.FindWithTag("MainCamera").GetComponent<Camera>();
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raycaster = GetComponent<FirstPersonRaycaster>() ?? GetComponentInChildren<FirstPersonRaycaster>();
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|
if (raycaster == null)
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raycaster = FindObjectOfType<FirstPersonRaycaster>();
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|
if (raycaster == null)
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|
Debug.LogWarning("FirstPersonRaycaster not found! Please assign or add it to the player.");
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|
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var input = InputManager.Instance.Input;
|
var input = InputManager.Instance.Input;
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input.Player.Interact.performed += ctx =>
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input.Player.Interact.performed += ctx =>
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@@ -38,45 +39,31 @@ namespace Gameplay.Player
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|
|
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void DetectInteractable()
|
void DetectInteractable()
|
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{
|
{
|
||||||
if (playerCamera == null) return;
|
if (raycaster == null) return;
|
||||||
if (!isEnablePlayerInteraction) return;
|
if (!isEnablePlayerInteraction) return;
|
||||||
|
|
||||||
Ray ray = new Ray(playerCamera.transform.position, playerCamera.transform.forward);
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GameObject lookAtObj = raycaster.CurrentLookAtObject;
|
||||||
if (Physics.Raycast(ray, out RaycastHit hit, interactRange, interactableLayer))
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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
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||||||
|
if (hitInteractable != previousGazedTarget)
|
||||||
{
|
{
|
||||||
IInteractable hitInteractable = hit.collider.GetComponent<IInteractable>();
|
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||||||
|
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||||||
// 如果命中对象与之前注视的不一样,触发进入/离开事件
|
|
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if (hitInteractable != previousGazedTarget)
|
|
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{
|
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if (previousGazedTarget != null)
|
|
||||||
{
|
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||||||
previousGazedTarget.OnGazeExit(this.gameObject);
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}
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||||||
|
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||||||
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());
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|
||||||
}
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|
||||||
|
|
||||||
previousGazedTarget = hitInteractable;
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|
||||||
}
|
|
||||||
|
|
||||||
currentTarget = hitInteractable;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// 没有命中时,如果之前有注视对象,触发离开
|
|
||||||
if (previousGazedTarget != null)
|
if (previousGazedTarget != null)
|
||||||
{
|
{
|
||||||
previousGazedTarget.OnGazeExit(this.gameObject);
|
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)
|
public void SetPlayerInteractionEnabled(bool isEnabled)
|
||||||
@@ -92,12 +79,7 @@ namespace Gameplay.Player
|
|||||||
|
|
||||||
void OnDrawGizmos()
|
void OnDrawGizmos()
|
||||||
{
|
{
|
||||||
if (isDrawGizmos) return;
|
// 交由 FirstPersonRaycaster 绘制射线
|
||||||
if (playerCamera == null) return;
|
|
||||||
Gizmos.color = Color.green;
|
|
||||||
Vector3 origin = playerCamera.transform.position;
|
|
||||||
Vector3 direction = playerCamera.transform.forward * interactRange;
|
|
||||||
Gizmos.DrawLine(origin, origin + direction);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
Reference in New Issue
Block a user