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

@@ -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

View File

@@ -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;
@@ -22,7 +23,12 @@ namespace Script.Gameplay.Facility
public LockLevel LockLevel => LockLevel.Red;
private bool isOpened = false;
public override void Interact(GameObject interactor)
public string GetInteractPrompt()
{
return "按F进行交互";
}
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");

View File

@@ -0,0 +1,72 @@
using UnityEngine;
namespace Gameplay.Player
{
/// <summary>
/// 通用第一人称射线检测,获取玩家注视的 GameObject。
/// </summary>
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;
/// <summary>
/// 当前玩家注视的 GameObject只读
/// </summary>
public GameObject CurrentLookAtObject { get; private set; }
void Awake()
{
if (playerCamera == null)
{
var camObj = GameObject.FindWithTag("MainCamera");
if (camObj != null)
playerCamera = camObj.GetComponent<Camera>();
}
}
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<Camera>();
}
if (cam == null) return;
Gizmos.color = Color.cyan;
Vector3 origin = cam.transform.position;
Vector3 dir = cam.transform.forward * rayLength;
Gizmos.DrawLine(origin, origin + dir);
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 50205a0afd8544b883204613f428e066
timeCreated: 1760775915

View File

@@ -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<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.");
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<IEditable>() : 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<IEditable>();
// 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
}
}
}

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
}
}
}