feat(Edit): 现在玩家按E可以直接对可编辑物体进行编辑

This commit is contained in:
2025-10-21 13:41:51 +08:00
parent d3eed0945c
commit f71ef8cae9
4 changed files with 70 additions and 100 deletions

View File

@@ -48,14 +48,14 @@ namespace Script.Gameplay.Facility
{
// 逆时针旋转90度
transform.rotation = Quaternion.Euler(transform.rotation.eulerAngles + new Vector3(0, -90, 0));
Debug.Log("Open door");
// Debug.Log("Open door");
}
private void CloseDoor()
{
// 顺时针旋转90度
transform.rotation = Quaternion.Euler(transform.rotation.eulerAngles + new Vector3(0, 90, 0));
Debug.Log("Close door");
// Debug.Log("Close door");
}
#endregion

View File

@@ -2,21 +2,30 @@ using Core;
using UnityEngine;
using Script.Gameplay.Interface;
using Script.Gameplay.Input;
using System;
using Script.Gameplay.Global;
namespace Script.Gameplay.Player
{
public class PlayerEditController:MonoBehaviour
public class PlayerEditController : MonoBehaviour
{
[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;
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 InputManager inputManager;
private TimePauseManager timePauseManager;
void Start()
{
inputManager = InputManager.Instance;
inputManager.Input.Player.Edit.performed += context => EditTarget();
timePauseManager = TimePauseManager.Instance;
if (raycaster == null)
raycaster = GetComponent<FirstPersonRaycaster>() ?? GetComponentInChildren<FirstPersonRaycaster>();
if (raycaster == null)
@@ -24,7 +33,6 @@ namespace Script.Gameplay.Player
if (raycaster == null)
Debug.LogWarning("FirstPersonRaycaster not found! Please assign or add it to the player.");
ControllerLocator.Instance.Register(this);
}
void Update()
@@ -62,6 +70,36 @@ namespace Script.Gameplay.Player
return currentTarget;
}
private void EditTarget()
{
if (isEditing)
{
isEditing = false;
OnEndEditTarget?.Invoke(currentTarget);
inputManager.SetCursorState(false, CursorLockMode.Locked);
inputManager.SetInputForLook(true);
inputManager.SetInputForMove(true);
if (timePauseManager != null)
{
timePauseManager.SetPaused(false);
}
}
else
{
if (currentTarget == null) return;
if (!IsEnableEditing) return;
isEditing = true;
OnBeginEditTarget?.Invoke(currentTarget);
inputManager.SetCursorState(true, CursorLockMode.Confined);
inputManager.SetInputForLook(false);
inputManager.SetInputForMove(false);
if (timePauseManager != null)
{
timePauseManager.SetPaused(true);
}
}
}
void OnDrawGizmos()
{
// 交由 FirstPersonRaycaster 绘制射线

View File

@@ -9,7 +9,6 @@ namespace Script.Gameplay.Player
public enum WatchMode
{
Normal,
Inside,
Outside
}
@@ -21,7 +20,7 @@ namespace Script.Gameplay.Player
private InputManager inputManager;
private TimePauseManager timePauseManager;
private PlayerInteractorController playerInteractorController;
private PlayerConnectController _playerConnectController;
private PlayerConnectController playerConnectController;
private WatchMode previousMode = WatchMode.Normal;
private WatchMode currentMode = WatchMode.Normal;
@@ -45,12 +44,12 @@ namespace Script.Gameplay.Player
inputManager = InputManager.Instance;
timePauseManager = TimePauseManager.Instance;
playerInteractorController = GetComponent<PlayerInteractorController>();
_playerConnectController = GetComponent<PlayerConnectController>();
playerConnectController = GetComponent<PlayerConnectController>();
var input = inputManager.Input;
input.Player.SwitchWatchMode.performed += ctx =>
{
var modeTemp = (WatchMode)(((int)CurrentWatchMode + 1) % 3);
var modeTemp = (WatchMode)(((int)CurrentWatchMode + 1) % Enum.GetNames(typeof(WatchMode)).Length);
CurrentWatchMode = modeTemp;
};
;
@@ -69,61 +68,31 @@ namespace Script.Gameplay.Player
inputManager.SetCursorState(false, CursorLockMode.Locked);
inputManager.SetInputForLook(true);
inputManager.SetInputForMove(true);
if (timePauseManager != null)
{
timePauseManager.SetPaused(false);
}
if (playerInteractorController != null)
{
playerInteractorController.SetPlayerInteractionEnabled(true);
}
if (_playerConnectController != null)
if (playerConnectController != null)
{
_playerConnectController.IsEnableConnecting = false;
playerConnectController.IsEnableConnecting = false;
}
break;
case WatchMode.Inside:
SetSeeLines(false);
inputManager.SetCursorState(true, CursorLockMode.Confined);
inputManager.SetInputForLook(false);
inputManager.SetInputForMove(false);
if (timePauseManager != null)
{
timePauseManager.SetPaused(true);
}
if (playerInteractorController != null)
{
playerInteractorController.SetPlayerInteractionEnabled(false);
}
if (_playerConnectController != null)
{
_playerConnectController.IsEnableConnecting = false;
}
break;
case WatchMode.Outside:
SetSeeLines(true);
inputManager.SetCursorState(false, CursorLockMode.Locked);
inputManager.SetInputForLook(true);
inputManager.SetInputForMove(true);
if (timePauseManager != null)
{
timePauseManager.SetPaused(false);
}
if (playerInteractorController != null)
{
playerInteractorController.SetPlayerInteractionEnabled(true);
}
if (_playerConnectController != null)
if (playerConnectController != null)
{
_playerConnectController.IsEnableConnecting = true;
playerConnectController.IsEnableConnecting = true;
}
break;

View File

@@ -1,10 +1,8 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Core;
using Script.Gameplay.Interface;
using Script.Gameplay.Player;
using Script.Gameplay.Facility;
using UnityEngine;
using Script.Gameplay.Input;
@@ -13,36 +11,28 @@ namespace UI
// 用于显示和编辑 Facility 上的各个 IEditComponent 组件的 UI 面板
public class PlayerEditViewer : UIBase
{
private PlayerEditController controller;
private PlayerWatchModeController watchModeController;
private IEditable editable;
private List<IEditableComponent> components = new List<IEditableComponent>();
private List<EditableComponentViewer> componentViewers = new List<EditableComponentViewer>();
[SerializeField] private GameObject componentEditViewerPrefab;
[SerializeField] private GameObject noEditableTargetPanel;
[SerializeField] private float panelRadius = 100f;
public List<EditableComponentViewer> componentViewers = new List<EditableComponentViewer>();
private PlayerEditController editController;
private InputManager inputManager;
private void Awake()
protected override void Awake()
{
base.Awake();
inputManager = InputManager.Instance;
ControllerLocator.Instance.TryGetWait<PlayerEditController>(GetPlayerEditControllerHandle);
ControllerLocator.Instance.TryGetWait<PlayerWatchModeController>(GetPlayerWatchModeControllerHandle);
ControllerLocator.Instance.TryGetWait<PlayerEditController>(OnGetPlayerEditController);
}
private void Start()
{
}
public void OnEnterInsideWatchMode()
public void OnBeginEdit(IEditable target)
{
this.gameObject.SetActive(true);
if (GetEditableFromController() != null)
if (target != null)
{
GetEditableComponentsFromEditable();
ClearComponentUI();
GenerateComponentUI();
GenerateComponentUI(GetEditableComponentsFromEditable(target));
}
else
{
@@ -53,7 +43,7 @@ namespace UI
}
}
public void OnExitInsideWatchMode()
public void OnEndEdit(IEditable target)
{
this.gameObject.SetActive(false);
@@ -65,50 +55,23 @@ namespace UI
}
// 获取 PlayerEditController 的回调
private void GetPlayerEditControllerHandle(PlayerEditController editController)
private void OnGetPlayerEditController(PlayerEditController controller)
{
controller = editController;
this.editController = controller;
this.editController.OnBeginEditTarget += OnBeginEdit;
this.editController.OnEndEditTarget += OnEndEdit;
//Debug.Log("PlayerEditViewer obtained PlayerEditController.");
}
// 获取 PlayerWatchModeController 的回调
private void GetPlayerWatchModeControllerHandle(PlayerWatchModeController watchModeCtrl)
private List<IEditableComponent> GetEditableComponentsFromEditable(IEditable target)
{
watchModeController = watchModeCtrl;
watchModeController.OnEnterWatchMode += (WatchMode mode) =>
if (target == null)
{
if (mode == WatchMode.Inside)
OnEnterInsideWatchMode();
};
watchModeController.OnExitWatchMode += (WatchMode mode) =>
{
if (mode == WatchMode.Inside)
OnExitInsideWatchMode();
};
//Debug.Log("PlayerEditViewer subscribed to WatchMode events.");
}
private IEditable GetEditableFromController()
{
if (controller == null)
{
Debug.Log($"controller is null in {nameof(PlayerEditViewer)}");
Debug.Log($"editable is null in {nameof(PlayerEditViewer)}");
return null;
}
return editable = controller.GetCurrentTarget();
}
private void GetEditableComponentsFromEditable()
{
if (editable == null)
{
Debug.Log($"editable is null in {nameof(PlayerEditViewer)}");
return;
}
components = editable.GetEditableComponents()
return target.GetEditableComponents()
.Where(c => c != null)
.ToList();
}
@@ -128,7 +91,7 @@ namespace UI
}
// 根据 components 生成 UI, 根据拥有的 IEditComponent 的数量动态生成 UI 元素。布局为环绕着面板中心排列(自适应间隔)。
private void GenerateComponentUI()
private void GenerateComponentUI(List<IEditableComponent> components)
{
if (components == null || components.Count == 0 || componentEditViewerPrefab == null) return;