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

@@ -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;