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