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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88
Assets/Script/Gameplay/Edit/PressurePlateController.cs
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88
Assets/Script/Gameplay/Edit/PressurePlateController.cs
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using System.Collections.Generic;
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using UnityEngine;
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using Script.Gameplay.Interface;
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using Script.Gameplay.Connect;
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namespace Script.Gameplay.Edit
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{
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public class PressurePlateController : MonoBehaviour, IEditableComponent, IConnectable, ISignalSender
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{
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[SerializeField] private bool isActive = true;
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[SerializeField] private LayerMask detectLayer = ~0; // 检测所有层,可在Inspector中指定
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[SerializeField] private Vector3 plateSize = new Vector3(1, 0.2f, 1);
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[SerializeField] private Vector3 plateOffset = Vector3.up * 0.1f;
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private bool lastState = false;
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private void FixedUpdate()
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{
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if (!isActive) return;
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bool hasObject = Physics.CheckBox(transform.position + plateOffset, plateSize * 0.5f, Quaternion.identity,
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detectLayer);
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if (hasObject != lastState)
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{
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SendSignal(hasObject);
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lastState = hasObject;
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}
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}
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#region EditableComponent
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public bool IsEditableActive
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{
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get => isActive;
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set => isActive = value;
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}
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public string ComponentName { get; set; } = "PressurePlate";
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public LockLevel LockLevel => LockLevel.Red;
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#endregion
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#region Connectable
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public void OnGazeEnter()
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{
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}
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public void OnGazeExit()
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{
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}
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public Vector3 GetPosition() => transform.position;
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public GameObject GetGameObject()
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{
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return gameObject;
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}
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public string GetConnectableName() => gameObject.name;
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public List<ConnectionLine> ConnectionLines { get; set; } = new List<ConnectionLine>();
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public void SignalActive(bool active, GameObject sender)
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{
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//
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}
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public void SendSignal(bool active)
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{
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if (ConnectionLines != null)
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{
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foreach (var line in ConnectionLines)
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{
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line.SignalActive(active, this.gameObject);
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}
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}
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}
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#endregion
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#if UNITY_EDITOR
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private void OnDrawGizmosSelected()
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{
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Gizmos.color = Color.yellow;
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Gizmos.DrawWireCube(transform.position + plateOffset, plateSize);
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}
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#endif
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}
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}
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