feat(UIReminder): 优化了提示键位的UI
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@@ -2,21 +2,21 @@ using Core;
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using UnityEngine;
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using Script.Gameplay.Player;
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using TMPro;
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using System.Collections.Generic;
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namespace UI
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{
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public class PlayerGazeReminder : UIBase
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{
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[SerializeField] private TMP_Text reminderFirstText;
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[SerializeField] private TMP_Text reminderSecondText;
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[SerializeField] private GameObject reminderInteractPrefab;
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[SerializeField] private GameObject reminderConnectPrefab;
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[SerializeField] private GameObject reminderSetPointPrefab;
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private PlayerInteractorController playerInteractorController;
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private PlayerConnectController playerConnectController;
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protected override void Awake()
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{
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base.Awake();
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reminderFirstText.text = "";
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reminderSecondText.text = "";
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ControllerLocator.Instance.TryGetWait<PlayerInteractorController>(OnGetInteractorController);
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ControllerLocator.Instance.TryGetWait<PlayerConnectController>(OnGetConnectController);
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}
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@@ -27,17 +27,17 @@ namespace UI
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playerInteractorController.OnGazeEnter += HandleInteractGazeEnter;
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playerInteractorController.OnGazeExit += HandleInteractGazeExit;
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}
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private void HandleInteractGazeEnter(GameObject obj)
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{
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reminderFirstText.text = "Press [F] to interact";
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reminderInteractPrefab.SetActive(true);
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}
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private void HandleInteractGazeExit(GameObject obj)
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{
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reminderFirstText.text = "";
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reminderInteractPrefab.SetActive(false);
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}
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private void OnGetConnectController(PlayerConnectController controller)
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{
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playerConnectController = controller;
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@@ -47,12 +47,14 @@ namespace UI
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private void HandleConnectGazeEnter(GameObject obj)
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{
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reminderFirstText.text = "Connectable";
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reminderConnectPrefab.SetActive(true);
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reminderSetPointPrefab.SetActive(true);
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}
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private void HandleConnectGazeExit(GameObject obj)
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{
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reminderFirstText.text = "";
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reminderConnectPrefab.SetActive(false);
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reminderSetPointPrefab.SetActive(false);
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}
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}
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}
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