feat(): 实现EditComponent的UI基础,引入TextMeshPro,添加了在Inside状态下不能互动物体的逻辑控制

This commit is contained in:
2025-10-18 11:00:06 +08:00
parent 2614dab342
commit b4f229d29e
85 changed files with 13841 additions and 51 deletions

View File

@@ -21,6 +21,7 @@ namespace Gameplay.Player
private InputManager inputManager;
private TimePauseManager timePauseManager;
private WatchMode currentMode = WatchMode.Normal;
private PlayerInteractorController playerInteractorController;
public WatchMode CurrentWatchMode
{
@@ -46,6 +47,7 @@ namespace Gameplay.Player
{
inputManager = InputManager.Instance;
timePauseManager = TimePauseManager.Instance;
playerInteractorController = GetComponent<PlayerInteractorController>();
var input = inputManager.Input;
input.Player.SwitchWatchMode.performed += ctx =>
@@ -73,6 +75,11 @@ namespace Gameplay.Player
timePauseManager.SetPaused(false);
}
if (playerInteractorController != null)
{
playerInteractorController.SetPlayerInteractionEnabled(true);
}
break;
case WatchMode.Inside:
SetSeeLines(false);
@@ -84,6 +91,11 @@ namespace Gameplay.Player
timePauseManager.SetPaused(true);
}
if (playerInteractorController != null)
{
playerInteractorController.SetPlayerInteractionEnabled(false);
}
break;
case WatchMode.Outside:
SetSeeLines(true);
@@ -95,6 +107,11 @@ namespace Gameplay.Player
timePauseManager.SetPaused(false);
}
if (playerInteractorController != null)
{
playerInteractorController.SetPlayerInteractionEnabled(true);
}
break;
default:
throw new ArgumentOutOfRangeException();