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Assets/Editor.meta Normal file
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// 文件路径Assets/Editor/StartFromCore.cs
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
namespace Editor
{
public static class StartFromCore
{
// 菜单路径Tools/Start From Core 快捷键Ctrl+Shift+C
[MenuItem("Tools/Start From Core %#c", false, 0)]
private static void StartFromCoreScene()
{
if (EditorApplication.isPlaying)
{
Debug.Log("已在 Play 模式,忽略重复操作。");
return;
}
string coreScenePath = "Assets/Scenes/Core.unity";
var coreScene = AssetDatabase.LoadAssetAtPath<SceneAsset>(coreScenePath);
if (coreScene == null)
{
EditorUtility.DisplayDialog(
"找不到 Core 场景",
$"请在 {coreScenePath} 放置名为 Core 的场景文件。",
"确定");
return;
}
// 保存当前场景(可选)
if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())
{
// 把 Core 场景设置成“唯一”启动场景
EditorSceneManager.playModeStartScene = AssetDatabase.LoadAssetAtPath<SceneAsset>(coreScenePath);
// 进入 Play 模式
EditorApplication.EnterPlaymode();
}
}
// 当正在播放时禁用菜单
[MenuItem("Tools/Start From Core", true)]
private static bool ValidateStartFromCoreScene() => !EditorApplication.isPlaying;
}
}

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Assets/Scenes/Test.unity Normal file

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using System.Collections;
using UnityEngine;
using Script.Gameplay.Interface;
using Script.Gameplay.Connect;
namespace Script.Gameplay.Facility
{
public class ButtonInteractController : MonoBehaviour, IInteractable, IEditableComponent, IConnectable
{
#region Interactable
public bool Interactable = true;
[SerializeField] private float signalDuration = 1.0f; // 信号持续时间(秒)
public string GetInteractPrompt()
{
return "按F按下按钮";
}
public void Interact(GameObject interactor)
{
if (!Interactable) return;
StartCoroutine(SendSignalCoroutine(interactor));
Debug.Log("Button pressed");
}
public void OnGazeEnter(GameObject editor)
{
// 可选:高亮按钮等
}
public void OnGazeExit(GameObject editor)
{
// 可选:取消高亮
}
private IEnumerator SendSignalCoroutine(GameObject sender)
{
SendSignal(true, sender);
// 按钮压下的动画或效果可以在这里添加
yield return new WaitForSeconds(signalDuration);
SendSignal(false, sender);
// 按钮弹起的动画或效果可以在这里添加
}
#endregion
#region EditableComponent
[SerializeField] private bool isActive = true;
public bool IsActive
{
get => isActive;
set
{
isActive = value;
Interactable = isActive;
}
}
public string ComponentName { get; set; } = "Button";
public LockLevel LockLevel => LockLevel.Red;
#endregion
#region Connectable
public void OnGazeEnter()
{
}
public void OnGazeExit()
{
}
public Vector3 GetPosition()
{
return transform.position;
}
public string GetConnectableName()
{
return gameObject.name;
}
public ConnectionLine OutputConnectionLine { get; set; }
public ConnectionLine InputConnectionLine { get; set; }
public bool IsConnectedOutput { get; set; }
public bool IsConnectedInput { get; set; }
public void ReceiveSignal(bool active, GameObject sender)
{
// 按钮通常不响应输入信号,可留空或自定义逻辑
}
public void SendSignal(bool active, GameObject sender)
{
if (OutputConnectionLine != null)
{
OutputConnectionLine.ReceiveSignal(active);
}
}
#endregion
}
}

View File

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fileFormatVersion: 2
guid: 7f5359facd804a0cb94d416c9c54a167
timeCreated: 1760923022

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using UnityEngine;
using Script.Gameplay.Interface;
using Script.Gameplay.Connect;
namespace Script.Gameplay.Facility
{
public class LeverInteractController : MonoBehaviour, IInteractable, IEditableComponent, IConnectable
{
#region Interactable
public bool Interactable = true;
private bool isPulled = false;
public string GetInteractPrompt()
{
return "按F拉动拉杆";
}
public void Interact(GameObject interactor)
{
if (!Interactable) return;
isPulled = !isPulled;
SendSignal(isPulled, interactor);
// 可选:拉杆动画
Debug.Log(isPulled ? "Lever pulled down" : "Lever reset");
}
public void OnGazeEnter(GameObject editor)
{
// 可选:高亮拉杆
}
public void OnGazeExit(GameObject editor)
{
// 可选:取消高亮
}
#endregion
#region EditableComponent
[SerializeField] private bool isActive = true;
public bool IsActive
{
get => isActive;
set
{
isActive = value;
Interactable = isActive;
}
}
public string ComponentName { get; set; } = "Lever";
public LockLevel LockLevel => LockLevel.Red;
#endregion
#region Connectable
public void OnGazeEnter() { }
public void OnGazeExit() { }
public Vector3 GetPosition() => transform.position;
public string GetConnectableName() => gameObject.name;
public ConnectionLine OutputConnectionLine { get; set; }
public ConnectionLine InputConnectionLine { get; set; }
public bool IsConnectedOutput { get; set; }
public bool IsConnectedInput { get; set; }
public void ReceiveSignal(bool active, GameObject sender)
{
// 拉杆通常不响应输入信号
}
public void SendSignal(bool active, GameObject sender)
{
if (OutputConnectionLine != null)
{
OutputConnectionLine.ReceiveSignal(active);
}
}
#endregion
}
}

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fileFormatVersion: 2
guid: 6b9b9a895b0d40edb9a6d7213afbb256
timeCreated: 1760925436

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using UnityEngine;
using Script.Gameplay.Interface;
using Script.Gameplay.Connect;
namespace Script.Gameplay.Facility
{
public class PressurePlateController : MonoBehaviour, IEditableComponent, IConnectable
{
[SerializeField] private bool isActive = true;
[SerializeField] private LayerMask detectLayer = ~0; // 检测所有层可在Inspector中指定
[SerializeField] private Vector3 plateSize = new Vector3(1, 0.2f, 1);
[SerializeField] private Vector3 plateOffset = Vector3.up * 0.1f;
private bool lastState = false;
private void FixedUpdate()
{
if (!isActive) return;
bool hasObject = Physics.CheckBox(transform.position + plateOffset, plateSize * 0.5f, Quaternion.identity, detectLayer);
if (hasObject != lastState)
{
SendSignal(hasObject, gameObject);
lastState = hasObject;
}
}
#region EditableComponent
public bool IsActive
{
get => isActive;
set => isActive = value;
}
public string ComponentName { get; set; } = "PressurePlate";
public LockLevel LockLevel => LockLevel.Red;
#endregion
#region Connectable
public void OnGazeEnter() { }
public void OnGazeExit() { }
public Vector3 GetPosition() => transform.position;
public string GetConnectableName() => gameObject.name;
public ConnectionLine OutputConnectionLine { get; set; }
public ConnectionLine InputConnectionLine { get; set; }
public bool IsConnectedOutput { get; set; }
public bool IsConnectedInput { get; set; }
public void ReceiveSignal(bool active, GameObject sender)
{
// 压力板不响应输入信号
}
public void SendSignal(bool active, GameObject sender)
{
if (OutputConnectionLine != null)
{
OutputConnectionLine.ReceiveSignal(active);
}
}
#endregion
#if UNITY_EDITOR
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.yellow;
Gizmos.DrawWireCube(transform.position + plateOffset, plateSize);
}
#endif
}
}

View File

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fileFormatVersion: 2
guid: 2557c7d42f7a4d8896712ab2ae980b6f
timeCreated: 1760924285

View File

@@ -15,7 +15,7 @@ namespace Script.Gameplay.Facility
{
isActive = value;
//具体被编辑的逻辑
_rigidbody.isKinematic = isActive;
_rigidbody.isKinematic = !isActive;
}
}
@@ -27,7 +27,7 @@ namespace Script.Gameplay.Facility
{
_rigidbody = GetComponent<Rigidbody>();
//应用序列化的初始状态
_rigidbody.isKinematic = isActive;
_rigidbody.isKinematic = !isActive;
}
#if UNITY_EDITOR
@@ -36,7 +36,7 @@ namespace Script.Gameplay.Facility
//在编辑器中即时生效
_rigidbody = _rigidbody == null ? GetComponent<Rigidbody>() : _rigidbody;
if (_rigidbody != null)
_rigidbody.isKinematic = isActive;
_rigidbody.isKinematic = !isActive;
}
#endif
}

View File

@@ -17,16 +17,21 @@ namespace Script.Gameplay.Global
public class GameFlowManager : MonoSingleton<GameFlowManager>
{
public bool IsOpenRestartGameOnCountdownFinish = true;
private void Start()
{
GameCountdownManager.Instance.StartLevelTimer();
GameCountdownManager.Instance.OnFinish.AddListener(RestartGame);
GameCountdownManager.Instance.OnFinish.AddListener(() =>
{
if (IsOpenRestartGameOnCountdownFinish) RestartGame();
}
);
}
public void RestartGame()
{
GameManager.Instance.ReStartGame();
}
}
}

View File

@@ -103,6 +103,8 @@ namespace Gameplay.Player
if (outTarget != null && inputTarget != null && outTarget != inputTarget)
{
ConnectionLine connectionLine = ConnectionLineManager.Instance.GenerateConnectionLine(outTarget, inputTarget);
outTarget.OutputConnectionLine = connectionLine;
inputTarget.InputConnectionLine = connectionLine;
// 重置信号目标
outTarget = null;
inputTarget = null;

View File

@@ -4,9 +4,10 @@ namespace UI
{
public class StartGameButton : UIBase
{
public string levelName = "Level1";
public void StartGame()
{
ScenesManager.Instance.LoadGameplay("Level1");
ScenesManager.Instance.LoadGameplay(levelName);
}
}
}

View File

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