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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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@@ -6,61 +6,73 @@ namespace Script.Gameplay.Connect
// 只负责在场景中绘制连接线,并处理信号传递
public class ConnectionLine : MonoBehaviour
{
[SerializeField] private MonoBehaviour monoSource;
[SerializeField] private MonoBehaviour monoTarget;
private IConnectable _output;
private IConnectable _input;
[SerializeField] private MonoBehaviour monoPointA;
[SerializeField] private MonoBehaviour monoPointB;
private IConnectable _pointA;
private IConnectable _pointB;
private LineRenderer line;
private void Awake()
{
_output = monoSource as IConnectable;
_input = monoTarget as IConnectable;
_pointA = monoPointA as IConnectable;
_pointB = monoPointB as IConnectable;
line = GetComponent<LineRenderer>();
if (_output != null && _input != null)
{
SetConnectable(_output, _input);
}
SetLineRendererPositions();
}
public void SetConnectable(IConnectable output, IConnectable input)
public void SetConnectable(IConnectable pointA, IConnectable pointB)
{
_output = output;
_input = input;
_output.IsConnectedOutput = true;
_input.IsConnectedInput = true;
if(pointA == null || pointB == null)
{
Debug.Log("ConnectionLine requires two valid IConnectable points.");
return;
}
if (pointA == pointB)
{
Debug.Log("ConnectionLine cannot connect the same point.");
return;
}
_pointA = pointA;
_pointB = pointB;
pointA.ConnectionLines.Add(this);
pointB.ConnectionLines.Add(this);
SetLineRendererPositions();
}
private void SetLineRendererPositions()
{
if (_pointA != null && _pointB != null)
{
line.SetPositions(new Vector3[]
{
_output.GetPosition(),
_input.GetPosition()
_pointA.GetPosition(),
_pointB.GetPosition()
});
}
public void ReceiveSignal(bool active)
{
SendSignal(active);
}
private void SendSignal(bool active)
public void SignalActive(bool active, GameObject sender)
{
_input.ReceiveSignal(active,this.gameObject);
if (_pointA != null && _pointB != null)
{
if (sender == _pointA.GetGameObject())
{
_pointB.SignalActive(active, sender);
}
else if (sender == _pointB.GetGameObject())
{
_pointA.SignalActive(active, sender);
}
}
}
private void OnDestroy()
{
if (_output != null)
{
_output.IsConnectedOutput = false;
}
if (_input != null)
{
_input.IsConnectedInput = false;
}
_pointA.ConnectionLines.Remove(this);
_pointB.ConnectionLines.Remove(this);
}
}
}

View File

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using System;
using UnityEngine;
using System.Collections.Generic;
using Core;
namespace Script.Gameplay.Connect
{
[Serializable]
public class PreviousConnection
{
public int PreConnectionID;
public MonoBehaviour source;
public MonoBehaviour target;
}
public class ConnectionLineManager : MonoSingleton<ConnectionLineManager>
{
[SerializeField] private GameObject linePrefab;
public List<ConnectionLine> connectionLines = new List<ConnectionLine>();
[SerializeField]private List<PreviousConnection> preConnectionLines = new List<PreviousConnection>();
private List<ConnectionLine> connectionLines = new List<ConnectionLine>();
public ConnectionLine GenerateConnectionLine(IConnectable source, IConnectable target)
private void Start()
{
GeneratePreviousConnectionLines(preConnectionLines);
}
public ConnectionLine GenerateConnectionLine(IConnectable a, IConnectable b)
{
GameObject lineObject = Instantiate(linePrefab, this.transform);
ConnectionLine connectionLine = lineObject.GetComponent<ConnectionLine>();
if (connectionLine != null)
{
connectionLine.SetConnectable(source, target);
connectionLine.SetConnectable(a, b);
connectionLines.Add(connectionLine);
return connectionLine;
}
return null;
}
public void CutTargetConnectionLines(IConnectable target)
{
List<ConnectionLine> linesToRemove = new List<ConnectionLine>();
foreach (var line in connectionLines)
{
if (line != null && (line.Equals(target)))
{
linesToRemove.Add(line);
}
}
foreach (var line in linesToRemove)
{
connectionLines.Remove(line);
Destroy(line.gameObject);
}
}
public void GeneratePreviousConnectionLines(List<PreviousConnection> previousConnections)
{
foreach (var preConnection in previousConnections)
{
IConnectable source = preConnection.source as IConnectable;
IConnectable target = preConnection.target as IConnectable;
if (source != null && target != null)
{
GenerateConnectionLine(source, target);
}
else
{
Debug.Log(preConnection.PreConnectionID + " connection failed to load.");
}
}
}
}
}

View File

@@ -8,12 +8,9 @@ namespace Script.Gameplay.Connect
void OnGazeEnter(); // 玩家开始注视时触发
void OnGazeExit(); // 玩家停止注视时触发
Vector3 GetPosition(); // 获取连接点位置
GameObject GetGameObject(); // 获取连接点物体
string GetConnectableName(); // 获取连接点名称
public ConnectionLine OutputConnectionLine { get; set; }
public ConnectionLine InputConnectionLine { get; set; }
bool IsConnectedOutput { get; set; } // 是否作为输出端连接
bool IsConnectedInput { get; set; } // 是否作为输入端连接
void ReceiveSignal(bool active, GameObject sender); // 接收信号
void SendSignal(bool active, GameObject sender); // 发出信号
public List<ConnectionLine> ConnectionLines { get; set; }
void SignalActive(bool active, GameObject sender); // 被激活
}
}

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@@ -0,0 +1,8 @@
using UnityEngine;
namespace Script.Gameplay.Connect
{
public interface ISignalSender
{
public void SendSignal(bool active);
}
}

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fileFormatVersion: 2
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Script.Gameplay.Interface;
using Script.Gameplay.Connect;
namespace Script.Gameplay.Facility
{
public class ButtonInteractController : MonoBehaviour, IInteractable, IEditableComponent, IConnectable, ISignalSender
{
#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());
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()
{
SendSignal(true);
Interactable = false;
// 按钮压下的动画或效果可以在这里添加
yield return new WaitForSeconds(signalDuration);
SendSignal(false);
Interactable = true;
// 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 GameObject GetGameObject()
{
return gameObject;
}
public string GetConnectableName()
{
return gameObject.name;
}
public List<ConnectionLine> ConnectionLines { get; set; } = new List<ConnectionLine>();
public void SignalActive(bool active, GameObject sender)
{
// 按钮通常不接收信号,因此这里可以留空
}
public void SendSignal(bool active)
{
if (ConnectionLines != null)
{
foreach (var line in ConnectionLines)
{
line.SignalActive(active, this.gameObject);
}
}
}
#endregion
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 7f5359facd804a0cb94d416c9c54a167
timeCreated: 1760923022

View File

@@ -1,6 +1,6 @@
using System;
using System.Collections.Generic;
using Gameplay.Player;
using Script.Gameplay.Player;
using UnityEngine;
using Script.Gameplay.Interface;
using Script.Gameplay.Connect;
@@ -95,27 +95,22 @@ namespace Script.Gameplay.Facility
return transform.position;
}
public GameObject GetGameObject()
{
return gameObject;
}
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)
public List<ConnectionLine> ConnectionLines { get; set; } = new List<ConnectionLine>();
public void SignalActive(bool active, GameObject sender)
{
Interact(sender);
}
public void SendSignal(bool active, GameObject sender)
{
OutputConnectionLine.ReceiveSignal(active);
}
#endregion
}
}

View File

@@ -1,6 +1,6 @@
using System;
using System.Collections.Generic;
using Gameplay.Player;
using Script.Gameplay.Player;
using UnityEngine;
using Script.Gameplay.Interface;

View File

@@ -0,0 +1,97 @@
using System.Collections.Generic;
using UnityEngine;
using Script.Gameplay.Interface;
using Script.Gameplay.Connect;
namespace Script.Gameplay.Facility
{
public class LeverInteractController : MonoBehaviour, IInteractable, IEditableComponent, IConnectable, ISignalSender
{
#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);
// 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 GameObject GetGameObject()
{
return gameObject;
}
public string GetConnectableName() => gameObject.name;
public List<ConnectionLine> ConnectionLines { get; set; }= new List<ConnectionLine>();
public void SignalActive(bool active, GameObject sender)
{
//
}
public void SendSignal(bool active)
{
if (ConnectionLines != null)
{
foreach (var line in ConnectionLines)
{
line.SignalActive(active, this.gameObject);
}
}
}
#endregion
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6b9b9a895b0d40edb9a6d7213afbb256
timeCreated: 1760925436

View File

@@ -0,0 +1,76 @@
using System.Collections.Generic;
using UnityEngine;
using Script.Gameplay.Connect;
namespace Script.Gameplay.Facility
{
// 号码枚举类型
public enum NumberType
{
Zero,
One,
Two,
Three,
Four,
Five,
// Six,
// Seven,
// Eight,
// Nine
}
// 号码槽
public class NumberSlotController : MonoBehaviour, IConnectable, ISignalSender
{
[Header("号码槽设置")]
[SerializeField] private NumberType currentNumber = NumberType.Zero;
[SerializeField] private NumberType correctNumber = NumberType.One;
public List<ConnectionLine> ConnectionLines { get; set; } = new List<ConnectionLine>();
// 不可编辑,不可交互
// 可连接,可发信号
public void OnGazeEnter() { }
public void OnGazeExit() { }
public Vector3 GetPosition() => transform.position;
public GameObject GetGameObject() => gameObject;
public string GetConnectableName() => gameObject.name;
// 接收信号
public void SignalActive(bool active, GameObject sender)
{
if (active)
{
SwitchToNextNumber();
}
}
// 切换到下一个号码
private void SwitchToNextNumber()
{
currentNumber = (NumberType)(((int)currentNumber + 1) % System.Enum.GetValues(typeof(NumberType)).Length);
CheckNumberAndSendSignal();
}
// 检查号码并发信号
private void CheckNumberAndSendSignal()
{
bool isCorrect = currentNumber == correctNumber;
SendSignal(isCorrect);
}
// 发出信号
public void SendSignal(bool active)
{
if (ConnectionLines != null)
{
foreach (var line in ConnectionLines)
{
line.SignalActive(active, this.gameObject);
}
}
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 301178d89b6b43e0844e3d39aa579442
timeCreated: 1760961220

View File

@@ -0,0 +1,88 @@
using System.Collections.Generic;
using UnityEngine;
using Script.Gameplay.Interface;
using Script.Gameplay.Connect;
namespace Script.Gameplay.Facility
{
public class PressurePlateController : MonoBehaviour, IEditableComponent, IConnectable, ISignalSender
{
[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);
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 GameObject GetGameObject()
{
return gameObject;
}
public string GetConnectableName() => gameObject.name;
public List<ConnectionLine> ConnectionLines { get; set; } = new List<ConnectionLine>();
public void SignalActive(bool active, GameObject sender)
{
//
}
public void SendSignal(bool active)
{
if (ConnectionLines != null)
{
foreach (var line in ConnectionLines)
{
line.SignalActive(active, this.gameObject);
}
}
}
#endregion
#if UNITY_EDITOR
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.yellow;
Gizmos.DrawWireCube(transform.position + plateOffset, plateSize);
}
#endif
}
}

View File

@@ -0,0 +1,3 @@
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

@@ -118,6 +118,15 @@ namespace Script.Gameplay.Input
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""CutLine"",
""type"": ""Button"",
""id"": ""bf20e378-b5e0-4749-90b7-fc2aa09bd5c9"",
""expectedControlType"": """",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
}
],
""bindings"": [
@@ -274,6 +283,17 @@ namespace Script.Gameplay.Input
""action"": ""SetInput"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""53d79cef-a048-4b85-8078-03fcfeb79182"",
""path"": ""<Keyboard>/x"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""CutLine"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
}
@@ -292,6 +312,7 @@ namespace Script.Gameplay.Input
m_Player_Connect = m_Player.FindAction("Connect", throwIfNotFound: true);
m_Player_SetOutput = m_Player.FindAction("SetOutput", throwIfNotFound: true);
m_Player_SetInput = m_Player.FindAction("SetInput", throwIfNotFound: true);
m_Player_CutLine = m_Player.FindAction("CutLine", throwIfNotFound: true);
}
~@PlayerInputActions()
@@ -368,6 +389,7 @@ namespace Script.Gameplay.Input
private readonly InputAction m_Player_Connect;
private readonly InputAction m_Player_SetOutput;
private readonly InputAction m_Player_SetInput;
private readonly InputAction m_Player_CutLine;
public struct PlayerActions
{
private @PlayerInputActions m_Wrapper;
@@ -382,6 +404,7 @@ namespace Script.Gameplay.Input
public InputAction @Connect => m_Wrapper.m_Player_Connect;
public InputAction @SetOutput => m_Wrapper.m_Player_SetOutput;
public InputAction @SetInput => m_Wrapper.m_Player_SetInput;
public InputAction @CutLine => m_Wrapper.m_Player_CutLine;
public InputActionMap Get() { return m_Wrapper.m_Player; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
@@ -421,6 +444,9 @@ namespace Script.Gameplay.Input
@SetInput.started += instance.OnSetInput;
@SetInput.performed += instance.OnSetInput;
@SetInput.canceled += instance.OnSetInput;
@CutLine.started += instance.OnCutLine;
@CutLine.performed += instance.OnCutLine;
@CutLine.canceled += instance.OnCutLine;
}
private void UnregisterCallbacks(IPlayerActions instance)
@@ -455,6 +481,9 @@ namespace Script.Gameplay.Input
@SetInput.started -= instance.OnSetInput;
@SetInput.performed -= instance.OnSetInput;
@SetInput.canceled -= instance.OnSetInput;
@CutLine.started -= instance.OnCutLine;
@CutLine.performed -= instance.OnCutLine;
@CutLine.canceled -= instance.OnCutLine;
}
public void RemoveCallbacks(IPlayerActions instance)
@@ -484,6 +513,7 @@ namespace Script.Gameplay.Input
void OnConnect(InputAction.CallbackContext context);
void OnSetOutput(InputAction.CallbackContext context);
void OnSetInput(InputAction.CallbackContext context);
void OnCutLine(InputAction.CallbackContext context);
}
}
}

View File

@@ -1,5 +1,5 @@
using UnityEngine;
using Gameplay.Player;
using Script.Gameplay.Player;
using System.Collections.Generic;
using Script.Gameplay.Facility;

View File

@@ -1,6 +1,6 @@
using UnityEngine;
namespace Gameplay.Player
namespace Script.Gameplay.Player
{
/// <summary>
/// 通用第一人称射线检测,获取玩家注视的 GameObject。

View File

@@ -2,7 +2,7 @@ using Core;
using UnityEngine;
using Script.Gameplay.Input;
namespace Gameplay.Player
namespace Script.Gameplay.Player
{
/// <summary>
/// 玩家第一人称相机控制器

View File

@@ -5,12 +5,13 @@ using Script.Gameplay.Connect;
using Script.Gameplay.Input;
using System;
namespace Gameplay.Player
namespace Script.Gameplay.Player
{
public class PlayerConnectController : MonoBehaviour
{
public bool IsEnableConnecting = true; // 是否启用连接功能
[SerializeField] private FirstPersonRaycaster raycaster; // 第一人称射线检测器
[SerializeField] private float maxConnectDistance = 10f; // 最大连接距离
private IConnectable currentTarget; // 当前注视的可连接对象
private IConnectable previousGazedTarget; // 上一次注视的 IConnectable用于触发进入/离开)
@@ -18,15 +19,16 @@ namespace Gameplay.Player
private IConnectable outTarget;
private IConnectable inputTarget;
public event Action<IConnectable> OnSetOutputTarget;
public event Action<IConnectable> OnSetInputTarget;
public event Action<IConnectable> OnSetPointA;
public event Action<IConnectable> OnSetPointB;
void Start()
{
inputManager = InputManager.Instance;
inputManager.Input.Player.SetOutput.performed += ctx => SetOutTarget(currentTarget);
inputManager.Input.Player.SetInput.performed += ctx => SetInputTarget(currentTarget);
inputManager.Input.Player.SetOutput.performed += ctx => SetPointA(currentTarget);
inputManager.Input.Player.SetInput.performed += ctx => SetPointB(currentTarget);
inputManager.Input.Player.Connect.performed += ctx => CreateConnection();
inputManager.Input.Player.CutLine.performed += ctx => CutConnectLine(currentTarget);
if (raycaster == null)
raycaster = GetComponent<FirstPersonRaycaster>() ?? GetComponentInChildren<FirstPersonRaycaster>();
@@ -75,26 +77,27 @@ namespace Gameplay.Player
return currentTarget;
}
public void SetOutTarget(IConnectable target)
public void SetPointA(IConnectable target)
{
if (target == null) return;
if(!IsEnableConnecting) return;
if (!target.IsConnectedOutput)
{
outTarget = target;
OnSetOutputTarget?.Invoke(outTarget);
}
OnSetPointA?.Invoke(outTarget);
}
public void SetInputTarget(IConnectable target)
public void SetPointB(IConnectable target)
{
if (target == null) return;
if(!IsEnableConnecting) return;
if (!target.IsConnectedInput)
{
inputTarget = currentTarget;
OnSetInputTarget?.Invoke(inputTarget);
inputTarget = target;
OnSetPointB?.Invoke(inputTarget);
}
public void CutConnectLine(IConnectable target)
{
if (target == null) return;
if(!IsEnableConnecting) return;
ConnectionLineManager.Instance.CutTargetConnectionLines(target);
}
private void CreateConnection()
@@ -102,7 +105,16 @@ namespace Gameplay.Player
if(!IsEnableConnecting) return;
if (outTarget != null && inputTarget != null && outTarget != inputTarget)
{
//计算距离
float distance = Vector3.Distance(outTarget.GetPosition(), inputTarget.GetPosition());
if (distance > maxConnectDistance)
{
Debug.Log("Cannot create connection: targets are too far apart.");
return;
}
// 创建连接线
ConnectionLine connectionLine = ConnectionLineManager.Instance.GenerateConnectionLine(outTarget, inputTarget);
// 重置信号目标
outTarget = null;
inputTarget = null;

View File

@@ -1,9 +0,0 @@
using UnityEngine;
namespace Gameplay.Player
{
public class PlayerConnectionLineController : MonoBehaviour
{
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: e152f6521db343f3aac46c7c448491bc
timeCreated: 1760841639

View File

@@ -1,13 +1,12 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Gameplay;
using Script.Gameplay.Interface;
using UnityEngine;
using Core;
using Script.Gameplay.Global;
namespace Gameplay.Player
namespace Script.Gameplay.Player
{
public class PlayerController : MonoBehaviour, IDamageable
{

View File

@@ -3,7 +3,7 @@ using UnityEngine;
using Script.Gameplay.Interface;
using Script.Gameplay.Input;
namespace Gameplay.Player
namespace Script.Gameplay.Player
{
public class PlayerEditController:MonoBehaviour
{

View File

@@ -3,7 +3,7 @@ using Script.Gameplay.Interface;
using System;
using Script.Gameplay.Input;
namespace Gameplay.Player
namespace Script.Gameplay.Player
{
public class PlayerInteractorController : MonoBehaviour
{

View File

@@ -3,7 +3,7 @@ using Core;
using Script.Gameplay.Input;
using UnityEngine;
namespace Gameplay.Player
namespace Script.Gameplay.Player
{
public class PlayerMoveController : MonoBehaviour
{

View File

@@ -4,7 +4,7 @@ using UnityEngine;
using Core;
using Script.Gameplay.Global;
namespace Gameplay.Player
namespace Script.Gameplay.Player
{
public enum WatchMode
{

View File

@@ -1,6 +1,6 @@
using System;
using Core;
using Gameplay.Player;
using Script.Gameplay.Player;
using Script.Gameplay.Connect;
using TMPro;
using UnityEngine;
@@ -23,8 +23,8 @@ namespace UI
private void OnGetConnectController(PlayerConnectController controller)
{
_playerConnectController = controller;
_playerConnectController.OnSetInputTarget += UpdateInputText;
_playerConnectController.OnSetOutputTarget += UpdateOutputText;
_playerConnectController.OnSetPointB += UpdateInputText;
_playerConnectController.OnSetPointA += UpdateOutputText;
UpdateInputText(null);
UpdateOutputText(null);
}

View File

@@ -3,7 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using Core;
using Script.Gameplay.Interface;
using Gameplay.Player;
using Script.Gameplay.Player;
using Script.Gameplay.Facility;
using UnityEngine;
using Script.Gameplay.Input;

View File

@@ -1,6 +1,6 @@
using System;
using Core;
using Gameplay.Player;
using Script.Gameplay.Player;
using TMPro;
using UnityEngine;
using UnityEngine.UI;

View File

@@ -1,6 +1,6 @@
using System;
using Core;
using Gameplay.Player;
using Script.Gameplay.Player;
using TMPro;
using UnityEngine;
using UnityEngine.UI;

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

@@ -94,6 +94,15 @@
"processors": "",
"interactions": "",
"initialStateCheck": false
},
{
"name": "CutLine",
"type": "Button",
"id": "bf20e378-b5e0-4749-90b7-fc2aa09bd5c9",
"expectedControlType": "",
"processors": "",
"interactions": "",
"initialStateCheck": false
}
],
"bindings": [
@@ -250,6 +259,17 @@
"action": "SetInput",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "53d79cef-a048-4b85-8078-03fcfeb79182",
"path": "<Keyboard>/x",
"interactions": "",
"processors": "",
"groups": "",
"action": "CutLine",
"isComposite": false,
"isPartOfComposite": false
}
]
}

View File

@@ -17,4 +17,7 @@ EditorBuildSettings:
- enabled: 1
path: Assets/Scenes/Level1.unity
guid: 99c9720ab356a0642a771bea13969a05
- enabled: 1
path: Assets/Scenes/Test.unity
guid: ba1c179ea1c89634a8d86462a3f693e2
m_configObjects: {}