refactor():重构编辑系统,不再需要添加额外的脚本作为可编辑的入口了
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77
Assets/Script/Gameplay/Edit/EmitterController.cs
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77
Assets/Script/Gameplay/Edit/EmitterController.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Script.Gameplay.Connect;
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using Script.Gameplay.Interface;
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namespace Script.Gameplay.Edit
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{
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public class EmitterController : MonoBehaviour, IEditableComponent, IConnectable
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{
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[Header("发射器设置")]
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[SerializeField] private GameObject prefabToEmit;
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[SerializeField] private Transform emitPoint;
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[SerializeField] private Vector3 emitDirection = Vector3.forward;
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[SerializeField] private float emitForce = 10f;
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[SerializeField] private float emitInterval = 1f;
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[Header("生成对象销毁时间")]
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[SerializeField] private float destroyDelay = 5f; // 生成对象多少秒后销毁
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private Coroutine emitCoroutine;
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// 不可交互
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// 可编辑
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public bool IsEditableActive { get; set; } = true;
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public string ComponentName { get; set; } = "Emitter";
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public LockLevel LockLevel => LockLevel.Red;
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// 可连线
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public List<ConnectionLine> ConnectionLines { get; set; } = new List<ConnectionLine>();
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public void OnGazeEnter() { }
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public void OnGazeExit() { }
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public Vector3 GetPosition() => transform.position;
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public GameObject GetGameObject() => gameObject;
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public string GetConnectableName() => gameObject.name;
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// 接收信号
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public void SignalActive(bool active, GameObject sender)
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{
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if(!IsEditableActive) return;
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if (active)
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{
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if (emitCoroutine == null)
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emitCoroutine = StartCoroutine(EmitRoutine());
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}
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else
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{
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if (emitCoroutine != null)
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{
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StopCoroutine(emitCoroutine);
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emitCoroutine = null;
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}
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}
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}
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private IEnumerator EmitRoutine()
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{
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while (true)
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{
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Emit();
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yield return new WaitForSeconds(emitInterval);
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}
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}
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private void Emit()
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{
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if (prefabToEmit == null || emitPoint == null) return;
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var obj = Instantiate(prefabToEmit, emitPoint.position, emitPoint.rotation);
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var rb = obj.GetComponent<Rigidbody>();
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if (rb != null)
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{
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rb.AddForce(emitPoint.TransformDirection(emitDirection.normalized) * emitForce, ForceMode.Impulse);
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}
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// 添加销毁逻辑
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Destroy(obj, destroyDelay);
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}
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}
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}
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