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

This commit is contained in:
2025-10-21 16:40:41 +08:00
parent 1ce3d1a0d8
commit 93b83b3af3
37 changed files with 186 additions and 199 deletions

View File

@@ -12,11 +12,11 @@ namespace Script.Gameplay.Player
[SerializeField] private FirstPersonRaycaster raycaster; // 新增:第一人称射线检测器
public bool IsEnableEditing = true; // 是否启用编辑功能
private bool isEditing = false; // 当前是否处于编辑状态
public event Action<IEditable> OnBeginEditTarget;
public event Action<IEditable> OnEndEditTarget;
public event Action<GameObject> OnBeginEditTarget;
public event Action<GameObject> OnEndEditTarget;
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)
private GameObject currentTarget; // 射线命中的当前可编辑对象(用于按键交互)
private GameObject previousGazedTarget; // 上一次注视的对象(用于注视进入/离开事件)
private InputManager inputManager;
@@ -43,20 +43,27 @@ namespace Script.Gameplay.Player
void DetectInteractable()
{
if (raycaster == null) return;
GameObject lookAtObj = raycaster.CurrentLookAtObject;
IEditable hitEditable = lookAtObj != null ? lookAtObj.GetComponent<IEditable>() : null;
if(lookAtObj == null) return;
GameObject hitEditable = null;
if (lookAtObj.GetComponent<IEditableComponent>() != null)
{
hitEditable = lookAtObj;
}
// 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);
// previousGazedTarget.OnGazeExit(this);
}
if (hitEditable != null)
{
hitEditable.OnGazeEnter(this);
// hitEditable.OnGazeEnter(this);
}
previousGazedTarget = hitEditable;
@@ -65,11 +72,6 @@ namespace Script.Gameplay.Player
currentTarget = hitEditable;
}
public IEditable GetCurrentTarget()
{
return currentTarget;
}
private void EditTarget()
{
if (isEditing)