feat(Gaze): 实现注视相关提示
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@@ -9,11 +9,44 @@ namespace Script.Gameplay.Player
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{
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public class PlayerConnectController : MonoBehaviour
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{
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public bool IsEnableConnecting = true; // 是否启用连接功能
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private bool isEnableConnecting = false;
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public bool IsEnableConnecting
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{
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get => isEnableConnecting;
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set
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{
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isEnableConnecting = value;
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if (isEnableConnecting == false)
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{
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// 重置当前目标
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CurrentTarget = null;
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previousGazedTarget = null;
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outTarget = null;
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inputTarget = null;
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}
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}
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} // 是否启用连接功能
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[SerializeField] private FirstPersonRaycaster raycaster; // 第一人称射线检测器
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[SerializeField] private float maxConnectDistance = 10f; // 最大连接距离
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private IConnectable currentTarget; // 当前注视的可连接对象
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private IConnectable currentTarget;
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public IConnectable CurrentTarget
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{
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get => currentTarget;
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set
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{
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if (value != null)
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{
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currentTarget = value;
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OnGazeEnter?.Invoke(currentTarget.GetGameObject());
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}
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else
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{
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OnGazeExit?.Invoke(null);
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}
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}
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} // 当前注视的可连接对象
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private IConnectable previousGazedTarget; // 上一次注视的 IConnectable(用于触发进入/离开)
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private InputManager inputManager;
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@@ -21,14 +54,16 @@ namespace Script.Gameplay.Player
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private IConnectable inputTarget;
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public event Action<IConnectable> OnSetPointA;
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public event Action<IConnectable> OnSetPointB;
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public event Action<GameObject> OnGazeEnter;
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public event Action<GameObject> OnGazeExit;
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void Start()
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{
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inputManager = InputManager.Instance;
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inputManager.Input.Player.SetOutput.performed += ctx => SetPointA(currentTarget);
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inputManager.Input.Player.SetInput.performed += ctx => SetPointB(currentTarget);
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inputManager.Input.Player.SetOutput.performed += ctx => SetPointA(CurrentTarget);
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inputManager.Input.Player.SetInput.performed += ctx => SetPointB(CurrentTarget);
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inputManager.Input.Player.Connect.performed += ctx => CreateConnection();
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inputManager.Input.Player.CutLine.performed += ctx => CutConnectLine(currentTarget);
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inputManager.Input.Player.CutLine.performed += ctx => CutConnectLine(CurrentTarget);
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if (raycaster == null)
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raycaster = GetComponent<FirstPersonRaycaster>() ?? GetComponentInChildren<FirstPersonRaycaster>();
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@@ -48,6 +83,7 @@ namespace Script.Gameplay.Player
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void DetectConnectable()
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{
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if (raycaster == null) return;
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if(!IsEnableConnecting) return;
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GameObject lookAtObj = raycaster.CurrentLookAtObject;
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IConnectable hitConnectable = lookAtObj != null ? lookAtObj.GetComponent<IConnectable>() : null;
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@@ -68,13 +104,13 @@ namespace Script.Gameplay.Player
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previousGazedTarget = hitConnectable;
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}
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currentTarget = hitConnectable;
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CurrentTarget = hitConnectable;
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}
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public IConnectable GetCurrentTarget()
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{
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return currentTarget;
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return CurrentTarget;
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}
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public void SetPointA(IConnectable target)
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@@ -1,6 +1,7 @@
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using UnityEngine;
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using Script.Gameplay.Interface;
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using System;
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using Core;
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using Script.Gameplay.Input;
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namespace Script.Gameplay.Player
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@@ -10,8 +11,29 @@ namespace Script.Gameplay.Player
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[SerializeField] private FirstPersonRaycaster raycaster; // 新增:第一人称射线检测器
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[SerializeField] private bool isEnablePlayerInteraction = true; // 是否启用玩家交互功能
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private IInteractable currentTarget; // 被射线命中的当前可交互对象(用于按键交互)
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private IInteractable currentTarget;
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private IInteractable CurrentTarget
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{
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get => currentTarget;
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set
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{
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currentTarget = value;
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if (currentTarget != null)
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{
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// 可以在这里添加一些逻辑,比如显示交互提示UI
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OnGazeEnter?.Invoke(this.gameObject);
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}
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else
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{
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// 可以在这里隐藏交互提示UI
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OnGazeExit?.Invoke(this.gameObject);
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}
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}
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} // 被射线命中的当前可交互对象(用于按键交互)
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private IInteractable previousGazedTarget; // 上一次注视的对象(用于注视进入/离开事件)
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public event Action<GameObject> OnGazeEnter;
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public event Action<GameObject> OnGazeExit;
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void Start()
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{
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@@ -25,11 +47,13 @@ namespace Script.Gameplay.Player
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var input = InputManager.Instance.Input;
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input.Player.Interact.performed += ctx =>
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{
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if (currentTarget != null)
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if (CurrentTarget != null)
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{
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currentTarget.Interact(this.gameObject);
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CurrentTarget.Interact(this.gameObject);
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}
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};
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ControllerLocator.Instance.Register(this);
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}
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void Update()
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@@ -63,7 +87,7 @@ namespace Script.Gameplay.Player
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previousGazedTarget = hitInteractable;
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}
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currentTarget = hitInteractable;
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CurrentTarget = hitInteractable;
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}
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public void SetPlayerInteractionEnabled(bool isEnabled)
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@@ -73,7 +97,7 @@ namespace Script.Gameplay.Player
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{
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previousGazedTarget.OnGazeExit(this.gameObject);
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previousGazedTarget = null;
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currentTarget = null;
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CurrentTarget = null;
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}
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}
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@@ -56,6 +56,7 @@ namespace Script.Gameplay.Player
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;
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ControllerLocator.Instance.Register(this);
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OnEnterWatchMode?.Invoke(currentMode);
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}
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// 实现按Tap键实现在WatchMode 3个模式切换,并通过SwitchWatchMode设置正确的相机模式
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