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m_CorrespondingSourceObject: {fileID: 1135667794185554838, guid: 2c0c5fa3c0f3beb44a88c2312d9e1333,
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m_CorrespondingSourceObject: {fileID: 1276987115395320878, guid: faba7bc710ad07f4491499290cd8b296,
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 248, y: -59}
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m_AnchoredPosition: {x: 248, y: -60}
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m_SizeDelta: {x: 464.6504, y: 81.36188}
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m_SizeDelta: {x: 464.6504, y: 81.36188}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &257151346
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--- !u!114 &257151346
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m_Children:
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m_Children:
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m_Father: {fileID: 0}
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 0}
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@@ -744,7 +869,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 1}
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m_AnchorMin: {x: 0.5, y: 1}
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m_AnchorMax: {x: 0.5, y: 1}
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m_AnchorMax: {x: 0.5, y: 1}
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m_AnchoredPosition: {x: 0, y: -56}
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m_AnchoredPosition: {x: 0, y: -60}
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m_SizeDelta: {x: 459.7, y: 81.3619}
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m_SizeDelta: {x: 459.7, y: 81.3619}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &1349586408
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--- !u!222 &1349586408
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_NavMeshLayer: 0
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@@ -915,7 +1040,7 @@ MonoBehaviour:
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m_OnCullStateChanged:
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m_OnCullStateChanged:
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m_PersistentCalls:
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m_PersistentCalls:
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m_Calls: []
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m_Calls: []
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m_text: Output
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m_text: PointA
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m_isRightToLeft: 0
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m_isRightToLeft: 0
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m_fontAsset: {fileID: 11400000, guid: 538fd603dd2dddd4daf31aa55f44c7e5, type: 2}
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m_sharedMaterial: {fileID: -3917370665499528571, guid: 538fd603dd2dddd4daf31aa55f44c7e5,
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@@ -1163,8 +1288,8 @@ MonoBehaviour:
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m_Name:
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m_Name:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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IsOpenOnFirstLoad: 0
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IsOpenOnFirstLoad: 0
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inputText: {fileID: 1852915598}
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pointBText: {fileID: 1852915598}
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outputText: {fileID: 1439567735}
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pointAText: {fileID: 1439567735}
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--- !u!1 &1852915596
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--- !u!1 &1852915596
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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- component: {fileID: 1852915599}
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- component: {fileID: 1852915598}
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- component: {fileID: 1852915598}
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m_Layer: 5
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m_Layer: 5
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m_Name: Input
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m_Name: PointB
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_NavMeshLayer: 0
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@@ -1222,10 +1347,11 @@ MonoBehaviour:
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m_OnCullStateChanged:
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m_OnCullStateChanged:
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m_PersistentCalls:
|
m_PersistentCalls:
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m_Calls: []
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m_Calls: []
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m_text: Input
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m_text: PointB
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m_isRightToLeft: 0
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m_isRightToLeft: 0
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m_sharedMaterial: {fileID: -3917370665499528571, guid: 538fd603dd2dddd4daf31aa55f44c7e5,
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m_fontMaterial: {fileID: 0}
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m_fontMaterials: []
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m_fontMaterials: []
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|
@@ -6,66 +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
|
// 只负责在场景中绘制连接线,并处理信号传递
|
||||||
public class ConnectionLine : MonoBehaviour
|
public class ConnectionLine : MonoBehaviour
|
||||||
{
|
{
|
||||||
[SerializeField] private MonoBehaviour monoSource;
|
[SerializeField] private MonoBehaviour monoPointA;
|
||||||
[SerializeField] private MonoBehaviour monoTarget;
|
[SerializeField] private MonoBehaviour monoPointB;
|
||||||
private IConnectable _output;
|
private IConnectable _pointA;
|
||||||
private IConnectable _input;
|
private IConnectable _pointB;
|
||||||
|
|
||||||
private LineRenderer line;
|
private LineRenderer line;
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
_output = monoSource as IConnectable;
|
_pointA = monoPointA as IConnectable;
|
||||||
_input = monoTarget as IConnectable;
|
_pointB = monoPointB as IConnectable;
|
||||||
|
|
||||||
line = GetComponent<LineRenderer>();
|
line = GetComponent<LineRenderer>();
|
||||||
|
|
||||||
if (_output != null && _input != null)
|
SetLineRendererPositions();
|
||||||
{
|
|
||||||
SetConnectable(_output, _input);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetConnectable(IConnectable output, IConnectable input)
|
public void SetConnectable(IConnectable pointA, IConnectable pointB)
|
||||||
{
|
{
|
||||||
_output = output;
|
if(pointA == null || pointB == null)
|
||||||
_input = input;
|
{
|
||||||
_output.IsConnectedOutput = true;
|
Debug.Log("ConnectionLine requires two valid IConnectable points.");
|
||||||
_input.IsConnectedInput = true;
|
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[]
|
line.SetPositions(new Vector3[]
|
||||||
{
|
{
|
||||||
_output.GetPosition(),
|
_pointA.GetPosition(),
|
||||||
_input.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())
|
||||||
public void DeleteConnection()
|
|
||||||
{
|
{
|
||||||
Destroy(this.gameObject);
|
_pointA.SignalActive(active, sender);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnDestroy()
|
private void OnDestroy()
|
||||||
{
|
{
|
||||||
if (_output != null)
|
_pointA.ConnectionLines.Remove(this);
|
||||||
{
|
_pointB.ConnectionLines.Remove(this);
|
||||||
_output.IsConnectedOutput = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (_input != null)
|
|
||||||
{
|
|
||||||
_input.IsConnectedInput = false;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@@ -1,25 +1,73 @@
|
|||||||
|
using System;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using Core;
|
using Core;
|
||||||
|
|
||||||
namespace Script.Gameplay.Connect
|
namespace Script.Gameplay.Connect
|
||||||
{
|
{
|
||||||
|
[Serializable]
|
||||||
|
public class PreviousConnection
|
||||||
|
{
|
||||||
|
public int PreConnectionID;
|
||||||
|
public MonoBehaviour source;
|
||||||
|
public MonoBehaviour target;
|
||||||
|
}
|
||||||
public class ConnectionLineManager : MonoSingleton<ConnectionLineManager>
|
public class ConnectionLineManager : MonoSingleton<ConnectionLineManager>
|
||||||
{
|
{
|
||||||
[SerializeField] private GameObject linePrefab;
|
[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);
|
GameObject lineObject = Instantiate(linePrefab, this.transform);
|
||||||
ConnectionLine connectionLine = lineObject.GetComponent<ConnectionLine>();
|
ConnectionLine connectionLine = lineObject.GetComponent<ConnectionLine>();
|
||||||
if (connectionLine != null)
|
if (connectionLine != null)
|
||||||
{
|
{
|
||||||
connectionLine.SetConnectable(source, target);
|
connectionLine.SetConnectable(a, b);
|
||||||
connectionLines.Add(connectionLine);
|
connectionLines.Add(connectionLine);
|
||||||
return connectionLine;
|
return connectionLine;
|
||||||
}
|
}
|
||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void CutTargetConnectionLines(IConnectable target)
|
||||||
|
{
|
||||||
|
List<ConnectionLine> linesToRemove = new List<ConnectionLine>();
|
||||||
|
foreach (var line in target.ConnectionLines)
|
||||||
|
{
|
||||||
|
if (line != null)
|
||||||
|
{
|
||||||
|
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.");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@@ -8,12 +8,9 @@ namespace Script.Gameplay.Connect
|
|||||||
void OnGazeEnter(); // 玩家开始注视时触发
|
void OnGazeEnter(); // 玩家开始注视时触发
|
||||||
void OnGazeExit(); // 玩家停止注视时触发
|
void OnGazeExit(); // 玩家停止注视时触发
|
||||||
Vector3 GetPosition(); // 获取连接点位置
|
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
|
string GetConnectableName(); // 获取连接点名称
|
||||||
public ConnectionLine OutputConnectionLine { get; set; }
|
public List<ConnectionLine> ConnectionLines { get; set; }
|
||||||
public ConnectionLine InputConnectionLine { get; set; }
|
void SignalActive(bool active, GameObject sender); // 被激活
|
||||||
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
|
|
||||||
}
|
}
|
||||||
}
|
}
|
8
Assets/Script/Gameplay/Connect/ISignalSender.cs
Normal file
8
Assets/Script/Gameplay/Connect/ISignalSender.cs
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
namespace Script.Gameplay.Connect
|
||||||
|
{
|
||||||
|
public interface ISignalSender
|
||||||
|
{
|
||||||
|
public void SendSignal(bool active);
|
||||||
|
}
|
||||||
|
}
|
3
Assets/Script/Gameplay/Connect/ISignalSender.cs.meta
Normal file
3
Assets/Script/Gameplay/Connect/ISignalSender.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: dc3af72006f342c3b8b7526a5b09e6ee
|
||||||
|
timeCreated: 1760958923
|
@@ -1,11 +1,12 @@
|
|||||||
using System.Collections;
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using Script.Gameplay.Interface;
|
using Script.Gameplay.Interface;
|
||||||
using Script.Gameplay.Connect;
|
using Script.Gameplay.Connect;
|
||||||
|
|
||||||
namespace Script.Gameplay.Facility
|
namespace Script.Gameplay.Edit
|
||||||
{
|
{
|
||||||
public class ButtonInteractController : MonoBehaviour, IInteractable, IEditableComponent, IConnectable
|
public class ButtonInteractController : MonoBehaviour, IInteractable, IEditableComponent, IConnectable, ISignalSender
|
||||||
{
|
{
|
||||||
#region Interactable
|
#region Interactable
|
||||||
|
|
||||||
@@ -20,7 +21,7 @@ namespace Script.Gameplay.Facility
|
|||||||
public void Interact(GameObject interactor)
|
public void Interact(GameObject interactor)
|
||||||
{
|
{
|
||||||
if (!Interactable) return;
|
if (!Interactable) return;
|
||||||
StartCoroutine(SendSignalCoroutine(interactor));
|
StartCoroutine(SendSignalCoroutine());
|
||||||
Debug.Log("Button pressed");
|
Debug.Log("Button pressed");
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -34,14 +35,15 @@ namespace Script.Gameplay.Facility
|
|||||||
// 可选:取消高亮
|
// 可选:取消高亮
|
||||||
}
|
}
|
||||||
|
|
||||||
private IEnumerator SendSignalCoroutine(GameObject sender)
|
private IEnumerator SendSignalCoroutine()
|
||||||
{
|
{
|
||||||
SendSignal(true, sender);
|
SendSignal(true);
|
||||||
|
Interactable = false;
|
||||||
// 按钮压下的动画或效果可以在这里添加
|
// 按钮压下的动画或效果可以在这里添加
|
||||||
|
|
||||||
yield return new WaitForSeconds(signalDuration);
|
yield return new WaitForSeconds(signalDuration);
|
||||||
|
SendSignal(false);
|
||||||
SendSignal(false, sender);
|
Interactable = true;
|
||||||
// 按钮弹起的动画或效果可以在这里添加
|
// 按钮弹起的动画或效果可以在这里添加
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -51,7 +53,7 @@ namespace Script.Gameplay.Facility
|
|||||||
|
|
||||||
[SerializeField] private bool isActive = true;
|
[SerializeField] private bool isActive = true;
|
||||||
|
|
||||||
public bool IsActive
|
public bool IsEditableActive
|
||||||
{
|
{
|
||||||
get => isActive;
|
get => isActive;
|
||||||
set
|
set
|
||||||
@@ -81,27 +83,30 @@ namespace Script.Gameplay.Facility
|
|||||||
return transform.position;
|
return transform.position;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public GameObject GetGameObject()
|
||||||
|
{
|
||||||
|
return gameObject;
|
||||||
|
}
|
||||||
|
|
||||||
public string GetConnectableName()
|
public string GetConnectableName()
|
||||||
{
|
{
|
||||||
return gameObject.name;
|
return gameObject.name;
|
||||||
}
|
}
|
||||||
|
|
||||||
public ConnectionLine OutputConnectionLine { get; set; }
|
public List<ConnectionLine> ConnectionLines { get; set; } = new List<ConnectionLine>();
|
||||||
public ConnectionLine InputConnectionLine { get; set; }
|
public void SignalActive(bool active, GameObject sender)
|
||||||
|
|
||||||
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
|
// 按钮通常不接收信号,因此这里可以留空
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SendSignal(bool active, GameObject sender)
|
public void SendSignal(bool active)
|
||||||
{
|
{
|
||||||
if (OutputConnectionLine != null)
|
if (ConnectionLines != null)
|
||||||
{
|
{
|
||||||
OutputConnectionLine.ReceiveSignal(active);
|
foreach (var line in ConnectionLines)
|
||||||
|
{
|
||||||
|
line.SignalActive(active, this.gameObject);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@@ -1,14 +1,14 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using Script.Gameplay.Interface;
|
using Script.Gameplay.Interface;
|
||||||
|
|
||||||
namespace Script.Gameplay.Facility
|
namespace Script.Gameplay.Edit
|
||||||
{
|
{
|
||||||
[RequireComponent(typeof(Collider))]
|
[RequireComponent(typeof(Collider))]
|
||||||
public class ColliderEditableController : MonoBehaviour, IEditableComponent
|
public class ColliderEditableController : MonoBehaviour, IEditableComponent
|
||||||
{
|
{
|
||||||
[SerializeField] private bool isActive = true;
|
[SerializeField] private bool isActive = true;
|
||||||
|
|
||||||
public bool IsActive
|
public bool IsEditableActive
|
||||||
{
|
{
|
||||||
get => isActive;
|
get => isActive;
|
||||||
set
|
set
|
@@ -5,7 +5,7 @@ using UnityEngine;
|
|||||||
using Script.Gameplay.Interface;
|
using Script.Gameplay.Interface;
|
||||||
using Script.Gameplay.Connect;
|
using Script.Gameplay.Connect;
|
||||||
|
|
||||||
namespace Script.Gameplay.Facility
|
namespace Script.Gameplay.Edit
|
||||||
{
|
{
|
||||||
public class DoorInteractController : MonoBehaviour, IInteractable, IEditableComponent, IConnectable
|
public class DoorInteractController : MonoBehaviour, IInteractable, IEditableComponent, IConnectable
|
||||||
{
|
{
|
||||||
@@ -48,23 +48,23 @@ namespace Script.Gameplay.Facility
|
|||||||
{
|
{
|
||||||
// 逆时针旋转90度
|
// 逆时针旋转90度
|
||||||
transform.rotation = Quaternion.Euler(transform.rotation.eulerAngles + new Vector3(0, -90, 0));
|
transform.rotation = Quaternion.Euler(transform.rotation.eulerAngles + new Vector3(0, -90, 0));
|
||||||
Debug.Log("Open door");
|
// Debug.Log("Open door");
|
||||||
}
|
}
|
||||||
|
|
||||||
private void CloseDoor()
|
private void CloseDoor()
|
||||||
{
|
{
|
||||||
// 顺时针旋转90度
|
// 顺时针旋转90度
|
||||||
transform.rotation = Quaternion.Euler(transform.rotation.eulerAngles + new Vector3(0, 90, 0));
|
transform.rotation = Quaternion.Euler(transform.rotation.eulerAngles + new Vector3(0, 90, 0));
|
||||||
Debug.Log("Close door");
|
// Debug.Log("Close door");
|
||||||
}
|
}
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
#region EditableComponent
|
#region EditableComponent
|
||||||
|
|
||||||
[SerializeField] private bool isActive = true;
|
private bool isActive = true;
|
||||||
|
|
||||||
public bool IsActive
|
public bool IsEditableActive
|
||||||
{
|
{
|
||||||
get => isActive;
|
get => isActive;
|
||||||
set
|
set
|
||||||
@@ -95,27 +95,22 @@ namespace Script.Gameplay.Facility
|
|||||||
return transform.position;
|
return transform.position;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public GameObject GetGameObject()
|
||||||
|
{
|
||||||
|
return gameObject;
|
||||||
|
}
|
||||||
|
|
||||||
public string GetConnectableName()
|
public string GetConnectableName()
|
||||||
{
|
{
|
||||||
return gameObject.name;
|
return gameObject.name;
|
||||||
}
|
}
|
||||||
|
|
||||||
public ConnectionLine OutputConnectionLine { get; set; }
|
public List<ConnectionLine> ConnectionLines { get; set; } = new List<ConnectionLine>();
|
||||||
public ConnectionLine InputConnectionLine { get; set; }
|
public void SignalActive(bool active, GameObject sender)
|
||||||
|
|
||||||
public bool IsConnectedOutput { get; set; }
|
|
||||||
public bool IsConnectedInput { get; set; }
|
|
||||||
|
|
||||||
public void ReceiveSignal(bool active, GameObject sender)
|
|
||||||
{
|
{
|
||||||
Interact(sender);
|
Interact(sender);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SendSignal(bool active, GameObject sender)
|
|
||||||
{
|
|
||||||
OutputConnectionLine.ReceiveSignal(active);
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
}
|
}
|
||||||
}
|
}
|
23
Assets/Script/Gameplay/Edit/EditableManager.cs
Normal file
23
Assets/Script/Gameplay/Edit/EditableManager.cs
Normal file
@@ -0,0 +1,23 @@
|
|||||||
|
using Core;
|
||||||
|
using UnityEngine;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using Script.Gameplay.Interface;
|
||||||
|
|
||||||
|
namespace Script.Gameplay.Edit
|
||||||
|
{
|
||||||
|
public class EditableManager : MonoSingleton<EditableManager>
|
||||||
|
{
|
||||||
|
public static List<IEditableComponent> GetEditableComponents(GameObject target)
|
||||||
|
{
|
||||||
|
var components = new List<IEditableComponent>();
|
||||||
|
foreach (var mb in target.GetComponentsInChildren<MonoBehaviour>(true))
|
||||||
|
{
|
||||||
|
if (mb is IEditableComponent editableComponent)
|
||||||
|
{
|
||||||
|
components.Add(editableComponent);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return components;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
3
Assets/Script/Gameplay/Edit/EditableManager.cs.meta
Normal file
3
Assets/Script/Gameplay/Edit/EditableManager.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 9704373d6ec1409bb4e26e4b16324c40
|
||||||
|
timeCreated: 1761035435
|
77
Assets/Script/Gameplay/Edit/EmitterController.cs
Normal file
77
Assets/Script/Gameplay/Edit/EmitterController.cs
Normal file
@@ -0,0 +1,77 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using Script.Gameplay.Connect;
|
||||||
|
using Script.Gameplay.Interface;
|
||||||
|
|
||||||
|
namespace Script.Gameplay.Edit
|
||||||
|
{
|
||||||
|
public class EmitterController : MonoBehaviour, IEditableComponent, IConnectable
|
||||||
|
{
|
||||||
|
[Header("发射器设置")]
|
||||||
|
[SerializeField] private GameObject prefabToEmit;
|
||||||
|
[SerializeField] private Transform emitPoint;
|
||||||
|
[SerializeField] private Vector3 emitDirection = Vector3.forward;
|
||||||
|
[SerializeField] private float emitForce = 10f;
|
||||||
|
[SerializeField] private float emitInterval = 1f;
|
||||||
|
[Header("生成对象销毁时间")]
|
||||||
|
[SerializeField] private float destroyDelay = 5f; // 生成对象多少秒后销毁
|
||||||
|
|
||||||
|
private Coroutine emitCoroutine;
|
||||||
|
|
||||||
|
// 不可交互
|
||||||
|
// 可编辑
|
||||||
|
public bool IsEditableActive { get; set; } = true;
|
||||||
|
public string ComponentName { get; set; } = "Emitter";
|
||||||
|
public LockLevel LockLevel => LockLevel.Red;
|
||||||
|
|
||||||
|
// 可连线
|
||||||
|
public List<ConnectionLine> ConnectionLines { get; set; } = new List<ConnectionLine>();
|
||||||
|
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(!IsEditableActive) return;
|
||||||
|
if (active)
|
||||||
|
{
|
||||||
|
if (emitCoroutine == null)
|
||||||
|
emitCoroutine = StartCoroutine(EmitRoutine());
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (emitCoroutine != null)
|
||||||
|
{
|
||||||
|
StopCoroutine(emitCoroutine);
|
||||||
|
emitCoroutine = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator EmitRoutine()
|
||||||
|
{
|
||||||
|
while (true)
|
||||||
|
{
|
||||||
|
Emit();
|
||||||
|
yield return new WaitForSeconds(emitInterval);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Emit()
|
||||||
|
{
|
||||||
|
if (prefabToEmit == null || emitPoint == null) return;
|
||||||
|
var obj = Instantiate(prefabToEmit, emitPoint.position, emitPoint.rotation);
|
||||||
|
var rb = obj.GetComponent<Rigidbody>();
|
||||||
|
if (rb != null)
|
||||||
|
{
|
||||||
|
rb.AddForce(emitPoint.TransformDirection(emitDirection.normalized) * emitForce, ForceMode.Impulse);
|
||||||
|
}
|
||||||
|
// 添加销毁逻辑
|
||||||
|
Destroy(obj, destroyDelay);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
3
Assets/Script/Gameplay/Edit/EmitterController.cs.meta
Normal file
3
Assets/Script/Gameplay/Edit/EmitterController.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 1a5a563132c84e50b983b557eb3da442
|
||||||
|
timeCreated: 1761028056
|
@@ -1,7 +1,7 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using Script.Gameplay.Interface;
|
using Script.Gameplay.Interface;
|
||||||
|
|
||||||
namespace Script.Gameplay.Facility
|
namespace Script.Gameplay.Edit
|
||||||
{
|
{
|
||||||
public abstract class InteractableBaseController : MonoBehaviour, IInteractable
|
public abstract class InteractableBaseController : MonoBehaviour, IInteractable
|
||||||
{
|
{
|
@@ -1,10 +1,11 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using Script.Gameplay.Interface;
|
using Script.Gameplay.Interface;
|
||||||
using Script.Gameplay.Connect;
|
using Script.Gameplay.Connect;
|
||||||
|
|
||||||
namespace Script.Gameplay.Facility
|
namespace Script.Gameplay.Edit
|
||||||
{
|
{
|
||||||
public class LeverInteractController : MonoBehaviour, IInteractable, IEditableComponent, IConnectable
|
public class LeverInteractController : MonoBehaviour, IInteractable, IEditableComponent, IConnectable, ISignalSender
|
||||||
{
|
{
|
||||||
#region Interactable
|
#region Interactable
|
||||||
|
|
||||||
@@ -20,7 +21,7 @@ namespace Script.Gameplay.Facility
|
|||||||
{
|
{
|
||||||
if (!Interactable) return;
|
if (!Interactable) return;
|
||||||
isPulled = !isPulled;
|
isPulled = !isPulled;
|
||||||
SendSignal(isPulled, interactor);
|
SendSignal(isPulled);
|
||||||
// 可选:拉杆动画
|
// 可选:拉杆动画
|
||||||
Debug.Log(isPulled ? "Lever pulled down" : "Lever reset");
|
Debug.Log(isPulled ? "Lever pulled down" : "Lever reset");
|
||||||
}
|
}
|
||||||
@@ -41,7 +42,7 @@ namespace Script.Gameplay.Facility
|
|||||||
|
|
||||||
[SerializeField] private bool isActive = true;
|
[SerializeField] private bool isActive = true;
|
||||||
|
|
||||||
public bool IsActive
|
public bool IsEditableActive
|
||||||
{
|
{
|
||||||
get => isActive;
|
get => isActive;
|
||||||
set
|
set
|
||||||
@@ -58,29 +59,39 @@ namespace Script.Gameplay.Facility
|
|||||||
|
|
||||||
#region Connectable
|
#region Connectable
|
||||||
|
|
||||||
public void OnGazeEnter() { }
|
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)
|
public void OnGazeExit()
|
||||||
{
|
{
|
||||||
if (OutputConnectionLine != null)
|
}
|
||||||
|
|
||||||
|
public Vector3 GetPosition() => transform.position;
|
||||||
|
public GameObject GetGameObject()
|
||||||
{
|
{
|
||||||
OutputConnectionLine.ReceiveSignal(active);
|
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
|
#endregion
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
76
Assets/Script/Gameplay/Edit/NumberSlotController.cs
Normal file
76
Assets/Script/Gameplay/Edit/NumberSlotController.cs
Normal file
@@ -0,0 +1,76 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using Script.Gameplay.Connect;
|
||||||
|
|
||||||
|
namespace Script.Gameplay.Edit
|
||||||
|
{
|
||||||
|
// 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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
3
Assets/Script/Gameplay/Edit/NumberSlotController.cs.meta
Normal file
3
Assets/Script/Gameplay/Edit/NumberSlotController.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 301178d89b6b43e0844e3d39aa579442
|
||||||
|
timeCreated: 1760961220
|
@@ -1,10 +1,11 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using Script.Gameplay.Interface;
|
using Script.Gameplay.Interface;
|
||||||
using Script.Gameplay.Connect;
|
using Script.Gameplay.Connect;
|
||||||
|
|
||||||
namespace Script.Gameplay.Facility
|
namespace Script.Gameplay.Edit
|
||||||
{
|
{
|
||||||
public class PressurePlateController : MonoBehaviour, IEditableComponent, IConnectable
|
public class PressurePlateController : MonoBehaviour, IEditableComponent, IConnectable, ISignalSender
|
||||||
{
|
{
|
||||||
[SerializeField] private bool isActive = true;
|
[SerializeField] private bool isActive = true;
|
||||||
[SerializeField] private LayerMask detectLayer = ~0; // 检测所有层,可在Inspector中指定
|
[SerializeField] private LayerMask detectLayer = ~0; // 检测所有层,可在Inspector中指定
|
||||||
@@ -16,17 +17,18 @@ namespace Script.Gameplay.Facility
|
|||||||
private void FixedUpdate()
|
private void FixedUpdate()
|
||||||
{
|
{
|
||||||
if (!isActive) return;
|
if (!isActive) return;
|
||||||
bool hasObject = Physics.CheckBox(transform.position + plateOffset, plateSize * 0.5f, Quaternion.identity, detectLayer);
|
bool hasObject = Physics.CheckBox(transform.position + plateOffset, plateSize * 0.5f, Quaternion.identity,
|
||||||
|
detectLayer);
|
||||||
if (hasObject != lastState)
|
if (hasObject != lastState)
|
||||||
{
|
{
|
||||||
SendSignal(hasObject, gameObject);
|
SendSignal(hasObject);
|
||||||
lastState = hasObject;
|
lastState = hasObject;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#region EditableComponent
|
#region EditableComponent
|
||||||
|
|
||||||
public bool IsActive
|
public bool IsEditableActive
|
||||||
{
|
{
|
||||||
get => isActive;
|
get => isActive;
|
||||||
set => isActive = value;
|
set => isActive = value;
|
||||||
@@ -39,25 +41,37 @@ namespace Script.Gameplay.Facility
|
|||||||
|
|
||||||
#region Connectable
|
#region Connectable
|
||||||
|
|
||||||
public void OnGazeEnter() { }
|
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)
|
public void OnGazeExit()
|
||||||
{
|
{
|
||||||
if (OutputConnectionLine != null)
|
}
|
||||||
|
|
||||||
|
public Vector3 GetPosition() => transform.position;
|
||||||
|
|
||||||
|
public GameObject GetGameObject()
|
||||||
{
|
{
|
||||||
OutputConnectionLine.ReceiveSignal(active);
|
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);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -72,4 +86,3 @@ namespace Script.Gameplay.Facility
|
|||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@@ -1,14 +1,14 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using Script.Gameplay.Interface;
|
using Script.Gameplay.Interface;
|
||||||
|
|
||||||
namespace Script.Gameplay.Facility
|
namespace Script.Gameplay.Edit
|
||||||
{
|
{
|
||||||
[RequireComponent(typeof(Rigidbody))]
|
[RequireComponent(typeof(Rigidbody))]
|
||||||
public class RigidbodyEditableController : MonoBehaviour, IEditableComponent
|
public class RigidbodyEditableController : MonoBehaviour, IEditableComponent
|
||||||
{
|
{
|
||||||
[SerializeField] private bool isActive = true;
|
[SerializeField] private bool isActive = true;
|
||||||
|
|
||||||
public bool IsActive
|
public bool IsEditableActive
|
||||||
{
|
{
|
||||||
get => isActive;
|
get => isActive;
|
||||||
set
|
set
|
@@ -1,44 +0,0 @@
|
|||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using Script.Gameplay.Player;
|
|
||||||
using UnityEngine;
|
|
||||||
using Script.Gameplay.Interface;
|
|
||||||
|
|
||||||
namespace Script.Gameplay.Facility
|
|
||||||
{
|
|
||||||
public class FacilityEditableController : MonoBehaviour, IEditable
|
|
||||||
{
|
|
||||||
public void OnGazeEnter(PlayerEditController editor)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public void OnGazeExit(PlayerEditController editor)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public void BeginEdit()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public void EndEdit()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public List<IEditableComponent> GetEditableComponents()
|
|
||||||
{
|
|
||||||
var components = new List<IEditableComponent>();
|
|
||||||
foreach (var mb in GetComponentsInChildren<MonoBehaviour>(true))
|
|
||||||
{
|
|
||||||
if (mb is IEditableComponent editableComponent)
|
|
||||||
{
|
|
||||||
components.Add(editableComponent);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return components;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 7986c88b8e1d4944832af56e23188597
|
|
||||||
timeCreated: 1760664530
|
|
@@ -1,16 +1,16 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using Script.Gameplay.Player;
|
using Script.Gameplay.Player;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using Script.Gameplay.Facility;
|
// using Script.Gameplay.Facility;
|
||||||
|
|
||||||
namespace Script.Gameplay.Interface
|
namespace Script.Gameplay.Interface
|
||||||
{
|
{
|
||||||
public interface IEditable
|
// public interface IEditable
|
||||||
{
|
// {
|
||||||
void OnGazeEnter(PlayerEditController editor); // 玩家开始注视时触发
|
// void OnGazeEnter(PlayerEditController editor); // 玩家开始注视时触发
|
||||||
void OnGazeExit(PlayerEditController editor); // 玩家停止注视时触发
|
// void OnGazeExit(PlayerEditController editor); // 玩家停止注视时触发
|
||||||
void BeginEdit();
|
// void BeginEdit();
|
||||||
void EndEdit();
|
// void EndEdit();
|
||||||
List<IEditableComponent> GetEditableComponents();
|
// List<IEditableComponent> GetEditableComponents();
|
||||||
}
|
// }
|
||||||
}
|
}
|
@@ -9,7 +9,7 @@ namespace Script.Gameplay.Interface
|
|||||||
|
|
||||||
public interface IEditableComponent
|
public interface IEditableComponent
|
||||||
{
|
{
|
||||||
public bool IsActive { get; set; }
|
public bool IsEditableActive { get; set; }
|
||||||
public string ComponentName { get; set; }
|
public string ComponentName { get; set; }
|
||||||
public LockLevel LockLevel { get; }
|
public LockLevel LockLevel { get; }
|
||||||
}
|
}
|
||||||
|
@@ -9,25 +9,61 @@ namespace Script.Gameplay.Player
|
|||||||
{
|
{
|
||||||
public class PlayerConnectController : MonoBehaviour
|
public class PlayerConnectController : MonoBehaviour
|
||||||
{
|
{
|
||||||
public bool IsEnableConnecting = true; // 是否启用连接功能
|
private bool isEnableConnecting = false;
|
||||||
|
public bool IsEnableConnecting
|
||||||
|
{
|
||||||
|
get => isEnableConnecting;
|
||||||
|
set
|
||||||
|
{
|
||||||
|
isEnableConnecting = value;
|
||||||
|
if (isEnableConnecting == false)
|
||||||
|
{
|
||||||
|
// 重置当前目标
|
||||||
|
CurrentTarget = null;
|
||||||
|
previousGazedTarget = null;
|
||||||
|
outTarget = null;
|
||||||
|
inputTarget = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
} // 是否启用连接功能
|
||||||
[SerializeField] private FirstPersonRaycaster raycaster; // 第一人称射线检测器
|
[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;
|
||||||
|
public IConnectable CurrentTarget
|
||||||
|
{
|
||||||
|
get => currentTarget;
|
||||||
|
set
|
||||||
|
{
|
||||||
|
if (value != null)
|
||||||
|
{
|
||||||
|
currentTarget = value;
|
||||||
|
OnGazeEnter?.Invoke(currentTarget.GetGameObject());
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
OnGazeExit?.Invoke(null);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
} // 当前注视的可连接对象
|
||||||
|
|
||||||
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)
|
private IConnectable previousGazedTarget; // 上一次注视的 IConnectable(用于触发进入/离开)
|
||||||
private InputManager inputManager;
|
private InputManager inputManager;
|
||||||
|
|
||||||
private IConnectable outTarget;
|
private IConnectable outTarget;
|
||||||
private IConnectable inputTarget;
|
private IConnectable inputTarget;
|
||||||
public event Action<IConnectable> OnSetOutputTarget;
|
public event Action<IConnectable> OnSetPointA;
|
||||||
public event Action<IConnectable> OnSetInputTarget;
|
public event Action<IConnectable> OnSetPointB;
|
||||||
|
public event Action<GameObject> OnGazeEnter;
|
||||||
|
public event Action<GameObject> OnGazeExit;
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
inputManager = InputManager.Instance;
|
inputManager = InputManager.Instance;
|
||||||
inputManager.Input.Player.SetOutput.performed += ctx => SetOutTarget(currentTarget);
|
inputManager.Input.Player.SetOutput.performed += ctx => SetPointA(CurrentTarget);
|
||||||
inputManager.Input.Player.SetInput.performed += ctx => SetInputTarget(currentTarget);
|
inputManager.Input.Player.SetInput.performed += ctx => SetPointB(CurrentTarget);
|
||||||
inputManager.Input.Player.Connect.performed += ctx => CreateConnection();
|
inputManager.Input.Player.Connect.performed += ctx => CreateConnection();
|
||||||
inputManager.Input.Player.CutLine.performed += ctx => CutConnectLine(currentTarget);
|
inputManager.Input.Player.CutLine.performed += ctx => CutConnectLine(CurrentTarget);
|
||||||
|
|
||||||
if (raycaster == null)
|
if (raycaster == null)
|
||||||
raycaster = GetComponent<FirstPersonRaycaster>() ?? GetComponentInChildren<FirstPersonRaycaster>();
|
raycaster = GetComponent<FirstPersonRaycaster>() ?? GetComponentInChildren<FirstPersonRaycaster>();
|
||||||
@@ -47,6 +83,7 @@ namespace Script.Gameplay.Player
|
|||||||
void DetectConnectable()
|
void DetectConnectable()
|
||||||
{
|
{
|
||||||
if (raycaster == null) return;
|
if (raycaster == null) return;
|
||||||
|
if(!IsEnableConnecting) return;
|
||||||
|
|
||||||
GameObject lookAtObj = raycaster.CurrentLookAtObject;
|
GameObject lookAtObj = raycaster.CurrentLookAtObject;
|
||||||
IConnectable hitConnectable = lookAtObj != null ? lookAtObj.GetComponent<IConnectable>() : null;
|
IConnectable hitConnectable = lookAtObj != null ? lookAtObj.GetComponent<IConnectable>() : null;
|
||||||
@@ -67,43 +104,30 @@ namespace Script.Gameplay.Player
|
|||||||
previousGazedTarget = hitConnectable;
|
previousGazedTarget = hitConnectable;
|
||||||
}
|
}
|
||||||
|
|
||||||
currentTarget = hitConnectable;
|
CurrentTarget = hitConnectable;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void SetPointA(IConnectable target)
|
||||||
public IConnectable GetCurrentTarget()
|
|
||||||
{
|
|
||||||
return currentTarget;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void SetOutTarget(IConnectable target)
|
|
||||||
{
|
{
|
||||||
if (target == null) return;
|
if (target == null) return;
|
||||||
if(!IsEnableConnecting) return;
|
if(!IsEnableConnecting) return;
|
||||||
if (!target.IsConnectedOutput)
|
|
||||||
{
|
|
||||||
outTarget = target;
|
outTarget = target;
|
||||||
OnSetOutputTarget?.Invoke(outTarget);
|
OnSetPointA?.Invoke(outTarget);
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetInputTarget(IConnectable target)
|
public void SetPointB(IConnectable target)
|
||||||
{
|
{
|
||||||
if (target == null) return;
|
if (target == null) return;
|
||||||
if(!IsEnableConnecting) return;
|
if(!IsEnableConnecting) return;
|
||||||
if (!target.IsConnectedInput)
|
inputTarget = target;
|
||||||
{
|
OnSetPointB?.Invoke(inputTarget);
|
||||||
inputTarget = currentTarget;
|
|
||||||
OnSetInputTarget?.Invoke(inputTarget);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void CutConnectLine(IConnectable target)
|
public void CutConnectLine(IConnectable target)
|
||||||
{
|
{
|
||||||
if (target == null) return;
|
if (target == null) return;
|
||||||
if(target.OutputConnectionLine != null && target.InputConnectionLine != null) return;
|
if(!IsEnableConnecting) return;
|
||||||
target.OutputConnectionLine?.DeleteConnection();
|
ConnectionLineManager.Instance.CutTargetConnectionLines(target);
|
||||||
target.InputConnectionLine?.DeleteConnection();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void CreateConnection()
|
private void CreateConnection()
|
||||||
@@ -111,9 +135,16 @@ namespace Script.Gameplay.Player
|
|||||||
if(!IsEnableConnecting) return;
|
if(!IsEnableConnecting) return;
|
||||||
if (outTarget != null && inputTarget != null && outTarget != inputTarget)
|
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);
|
ConnectionLine connectionLine = ConnectionLineManager.Instance.GenerateConnectionLine(outTarget, inputTarget);
|
||||||
outTarget.OutputConnectionLine = connectionLine;
|
|
||||||
inputTarget.InputConnectionLine = connectionLine;
|
|
||||||
// 重置信号目标
|
// 重置信号目标
|
||||||
outTarget = null;
|
outTarget = null;
|
||||||
inputTarget = null;
|
inputTarget = null;
|
||||||
|
@@ -2,21 +2,30 @@ using Core;
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using Script.Gameplay.Interface;
|
using Script.Gameplay.Interface;
|
||||||
using Script.Gameplay.Input;
|
using Script.Gameplay.Input;
|
||||||
|
using System;
|
||||||
|
using Script.Gameplay.Global;
|
||||||
|
|
||||||
namespace Script.Gameplay.Player
|
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
|
[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<GameObject> OnBeginEditTarget;
|
||||||
|
public event Action<GameObject> OnEndEditTarget;
|
||||||
|
|
||||||
private IEditable currentTarget; // 射线命中的当前可编辑对象(用于按键交互)
|
private GameObject 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 GameObject previousGazedTarget; // 上一次注视的对象(用于注视进入/离开事件)
|
||||||
|
|
||||||
private InputManager inputManager;
|
private InputManager inputManager;
|
||||||
|
|
||||||
|
private TimePauseManager timePauseManager;
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
inputManager = InputManager.Instance;
|
inputManager = InputManager.Instance;
|
||||||
|
inputManager.Input.Player.Edit.performed += context => EditTarget();
|
||||||
|
timePauseManager = TimePauseManager.Instance;
|
||||||
if (raycaster == null)
|
if (raycaster == null)
|
||||||
raycaster = GetComponent<FirstPersonRaycaster>() ?? GetComponentInChildren<FirstPersonRaycaster>();
|
raycaster = GetComponent<FirstPersonRaycaster>() ?? GetComponentInChildren<FirstPersonRaycaster>();
|
||||||
if (raycaster == null)
|
if (raycaster == null)
|
||||||
@@ -24,7 +33,6 @@ namespace Script.Gameplay.Player
|
|||||||
if (raycaster == null)
|
if (raycaster == null)
|
||||||
Debug.LogWarning("FirstPersonRaycaster not found! Please assign or add it to the player.");
|
Debug.LogWarning("FirstPersonRaycaster not found! Please assign or add it to the player.");
|
||||||
ControllerLocator.Instance.Register(this);
|
ControllerLocator.Instance.Register(this);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
@@ -35,20 +43,27 @@ namespace Script.Gameplay.Player
|
|||||||
void DetectInteractable()
|
void DetectInteractable()
|
||||||
{
|
{
|
||||||
if (raycaster == null) return;
|
if (raycaster == null) return;
|
||||||
|
|
||||||
GameObject lookAtObj = raycaster.CurrentLookAtObject;
|
GameObject lookAtObj = raycaster.CurrentLookAtObject;
|
||||||
IEditable hitEditable = lookAtObj != null ? lookAtObj.GetComponent<IEditable>() : null;
|
if(lookAtObj == null) return;
|
||||||
|
|
||||||
|
GameObject hitEditable = null;
|
||||||
|
if (lookAtObj.GetComponent<IEditableComponent>() != null)
|
||||||
|
{
|
||||||
|
hitEditable = lookAtObj;
|
||||||
|
}
|
||||||
|
|
||||||
// 如果命中对象与之前注视的不一样,触发进入/离开事件
|
// 如果命中对象与之前注视的不一样,触发进入/离开事件
|
||||||
if (hitEditable != previousGazedTarget)
|
if (hitEditable != previousGazedTarget)
|
||||||
{
|
{
|
||||||
if (previousGazedTarget != null)
|
if (previousGazedTarget != null)
|
||||||
{
|
{
|
||||||
previousGazedTarget.OnGazeExit(this);
|
// previousGazedTarget.OnGazeExit(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (hitEditable != null)
|
if (hitEditable != null)
|
||||||
{
|
{
|
||||||
hitEditable.OnGazeEnter(this);
|
// hitEditable.OnGazeEnter(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
previousGazedTarget = hitEditable;
|
previousGazedTarget = hitEditable;
|
||||||
@@ -57,9 +72,34 @@ namespace Script.Gameplay.Player
|
|||||||
currentTarget = hitEditable;
|
currentTarget = hitEditable;
|
||||||
}
|
}
|
||||||
|
|
||||||
public IEditable GetCurrentTarget()
|
private void EditTarget()
|
||||||
{
|
{
|
||||||
return currentTarget;
|
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()
|
void OnDrawGizmos()
|
||||||
|
@@ -1,6 +1,7 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using Script.Gameplay.Interface;
|
using Script.Gameplay.Interface;
|
||||||
using System;
|
using System;
|
||||||
|
using Core;
|
||||||
using Script.Gameplay.Input;
|
using Script.Gameplay.Input;
|
||||||
|
|
||||||
namespace Script.Gameplay.Player
|
namespace Script.Gameplay.Player
|
||||||
@@ -10,9 +11,30 @@ namespace Script.Gameplay.Player
|
|||||||
[SerializeField] private FirstPersonRaycaster raycaster; // 新增:第一人称射线检测器
|
[SerializeField] private FirstPersonRaycaster raycaster; // 新增:第一人称射线检测器
|
||||||
[SerializeField] private bool isEnablePlayerInteraction = true; // 是否启用玩家交互功能
|
[SerializeField] private bool isEnablePlayerInteraction = true; // 是否启用玩家交互功能
|
||||||
|
|
||||||
private IInteractable currentTarget; // 被射线命中的当前可交互对象(用于按键交互)
|
private IInteractable currentTarget;
|
||||||
|
private IInteractable CurrentTarget
|
||||||
|
{
|
||||||
|
get => currentTarget;
|
||||||
|
set
|
||||||
|
{
|
||||||
|
currentTarget = value;
|
||||||
|
if (currentTarget != null)
|
||||||
|
{
|
||||||
|
// 可以在这里添加一些逻辑,比如显示交互提示UI
|
||||||
|
OnGazeEnter?.Invoke(this.gameObject);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// 可以在这里隐藏交互提示UI
|
||||||
|
OnGazeExit?.Invoke(this.gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
} // 被射线命中的当前可交互对象(用于按键交互)
|
||||||
private IInteractable previousGazedTarget; // 上一次注视的对象(用于注视进入/离开事件)
|
private IInteractable previousGazedTarget; // 上一次注视的对象(用于注视进入/离开事件)
|
||||||
|
|
||||||
|
public event Action<GameObject> OnGazeEnter;
|
||||||
|
public event Action<GameObject> OnGazeExit;
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
if (raycaster == null)
|
if (raycaster == null)
|
||||||
@@ -25,11 +47,13 @@ namespace Script.Gameplay.Player
|
|||||||
var input = InputManager.Instance.Input;
|
var input = InputManager.Instance.Input;
|
||||||
input.Player.Interact.performed += ctx =>
|
input.Player.Interact.performed += ctx =>
|
||||||
{
|
{
|
||||||
if (currentTarget != null)
|
if (CurrentTarget != null)
|
||||||
{
|
{
|
||||||
currentTarget.Interact(this.gameObject);
|
CurrentTarget.Interact(this.gameObject);
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
ControllerLocator.Instance.Register(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
@@ -57,13 +81,13 @@ namespace Script.Gameplay.Player
|
|||||||
{
|
{
|
||||||
hitInteractable.OnGazeEnter(this.gameObject);
|
hitInteractable.OnGazeEnter(this.gameObject);
|
||||||
// 这里可以显示交互提示UI,例如 “E - 开门”
|
// 这里可以显示交互提示UI,例如 “E - 开门”
|
||||||
Debug.Log(hitInteractable.GetInteractPrompt());
|
//Debug.Log(hitInteractable.GetInteractPrompt());
|
||||||
}
|
}
|
||||||
|
|
||||||
previousGazedTarget = hitInteractable;
|
previousGazedTarget = hitInteractable;
|
||||||
}
|
}
|
||||||
|
|
||||||
currentTarget = hitInteractable;
|
CurrentTarget = hitInteractable;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetPlayerInteractionEnabled(bool isEnabled)
|
public void SetPlayerInteractionEnabled(bool isEnabled)
|
||||||
@@ -73,7 +97,7 @@ namespace Script.Gameplay.Player
|
|||||||
{
|
{
|
||||||
previousGazedTarget.OnGazeExit(this.gameObject);
|
previousGazedTarget.OnGazeExit(this.gameObject);
|
||||||
previousGazedTarget = null;
|
previousGazedTarget = null;
|
||||||
currentTarget = null;
|
CurrentTarget = null;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@@ -9,7 +9,6 @@ namespace Script.Gameplay.Player
|
|||||||
public enum WatchMode
|
public enum WatchMode
|
||||||
{
|
{
|
||||||
Normal,
|
Normal,
|
||||||
Inside,
|
|
||||||
Outside
|
Outside
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -21,7 +20,7 @@ namespace Script.Gameplay.Player
|
|||||||
private InputManager inputManager;
|
private InputManager inputManager;
|
||||||
private TimePauseManager timePauseManager;
|
private TimePauseManager timePauseManager;
|
||||||
private PlayerInteractorController playerInteractorController;
|
private PlayerInteractorController playerInteractorController;
|
||||||
private PlayerConnectController _playerConnectController;
|
private PlayerConnectController playerConnectController;
|
||||||
private WatchMode previousMode = WatchMode.Normal;
|
private WatchMode previousMode = WatchMode.Normal;
|
||||||
private WatchMode currentMode = WatchMode.Normal;
|
private WatchMode currentMode = WatchMode.Normal;
|
||||||
|
|
||||||
@@ -45,17 +44,18 @@ namespace Script.Gameplay.Player
|
|||||||
inputManager = InputManager.Instance;
|
inputManager = InputManager.Instance;
|
||||||
timePauseManager = TimePauseManager.Instance;
|
timePauseManager = TimePauseManager.Instance;
|
||||||
playerInteractorController = GetComponent<PlayerInteractorController>();
|
playerInteractorController = GetComponent<PlayerInteractorController>();
|
||||||
_playerConnectController = GetComponent<PlayerConnectController>();
|
playerConnectController = GetComponent<PlayerConnectController>();
|
||||||
|
|
||||||
var input = inputManager.Input;
|
var input = inputManager.Input;
|
||||||
input.Player.SwitchWatchMode.performed += ctx =>
|
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;
|
CurrentWatchMode = modeTemp;
|
||||||
};
|
};
|
||||||
;
|
;
|
||||||
|
|
||||||
ControllerLocator.Instance.Register(this);
|
ControllerLocator.Instance.Register(this);
|
||||||
|
OnEnterWatchMode?.Invoke(currentMode);
|
||||||
}
|
}
|
||||||
|
|
||||||
// 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
|
// 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
|
||||||
@@ -68,61 +68,31 @@ namespace Script.Gameplay.Player
|
|||||||
inputManager.SetCursorState(false, CursorLockMode.Locked);
|
inputManager.SetCursorState(false, CursorLockMode.Locked);
|
||||||
inputManager.SetInputForLook(true);
|
inputManager.SetInputForLook(true);
|
||||||
inputManager.SetInputForMove(true);
|
inputManager.SetInputForMove(true);
|
||||||
if (timePauseManager != null)
|
|
||||||
{
|
|
||||||
timePauseManager.SetPaused(false);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (playerInteractorController != null)
|
if (playerInteractorController != null)
|
||||||
{
|
{
|
||||||
playerInteractorController.SetPlayerInteractionEnabled(true);
|
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;
|
break;
|
||||||
case WatchMode.Outside:
|
case WatchMode.Outside:
|
||||||
SetSeeLines(true);
|
SetSeeLines(true);
|
||||||
inputManager.SetCursorState(false, CursorLockMode.Locked);
|
inputManager.SetCursorState(false, CursorLockMode.Locked);
|
||||||
inputManager.SetInputForLook(true);
|
inputManager.SetInputForLook(true);
|
||||||
inputManager.SetInputForMove(true);
|
inputManager.SetInputForMove(true);
|
||||||
if (timePauseManager != null)
|
|
||||||
{
|
|
||||||
timePauseManager.SetPaused(false);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (playerInteractorController != null)
|
if (playerInteractorController != null)
|
||||||
{
|
{
|
||||||
playerInteractorController.SetPlayerInteractionEnabled(true);
|
playerInteractorController.SetPlayerInteractionEnabled(true);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (_playerConnectController != null)
|
if (playerConnectController != null)
|
||||||
{
|
{
|
||||||
_playerConnectController.IsEnableConnecting = true;
|
playerConnectController.IsEnableConnecting = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
break;
|
break;
|
||||||
|
@@ -24,7 +24,7 @@ namespace UI
|
|||||||
|
|
||||||
private void OnClickButton()
|
private void OnClickButton()
|
||||||
{
|
{
|
||||||
_component.IsActive = !_component.IsActive;
|
_component.IsEditableActive = !_component.IsEditableActive;
|
||||||
RefreshUI();
|
RefreshUI();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -33,7 +33,7 @@ namespace UI
|
|||||||
if (_component != null)
|
if (_component != null)
|
||||||
{
|
{
|
||||||
componentName.text = _component.ComponentName;
|
componentName.text = _component.ComponentName;
|
||||||
componentState.text = _component.IsActive ? "Active" : "Inactive";
|
componentState.text = _component.IsEditableActive ? "Active" : "Inactive";
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@@ -9,13 +9,14 @@ namespace UI
|
|||||||
{
|
{
|
||||||
public class PlayerConnectViewer : UIBase
|
public class PlayerConnectViewer : UIBase
|
||||||
{
|
{
|
||||||
public TMP_Text inputText;
|
public TMP_Text pointBText;
|
||||||
public TMP_Text outputText;
|
public TMP_Text pointAText;
|
||||||
private PlayerConnectController _playerConnectController;
|
private PlayerConnectController _playerConnectController;
|
||||||
private PlayerWatchModeController _playerWatchModeController;
|
private PlayerWatchModeController _playerWatchModeController;
|
||||||
|
|
||||||
private void Awake()
|
protected override void Awake()
|
||||||
{
|
{
|
||||||
|
base.Awake();
|
||||||
ControllerLocator.Instance.TryGetWait<PlayerConnectController>(OnGetConnectController);
|
ControllerLocator.Instance.TryGetWait<PlayerConnectController>(OnGetConnectController);
|
||||||
ControllerLocator.Instance.TryGetWait<PlayerWatchModeController>(OnGetWatchModeController);
|
ControllerLocator.Instance.TryGetWait<PlayerWatchModeController>(OnGetWatchModeController);
|
||||||
}
|
}
|
||||||
@@ -23,8 +24,8 @@ namespace UI
|
|||||||
private void OnGetConnectController(PlayerConnectController controller)
|
private void OnGetConnectController(PlayerConnectController controller)
|
||||||
{
|
{
|
||||||
_playerConnectController = controller;
|
_playerConnectController = controller;
|
||||||
_playerConnectController.OnSetInputTarget += UpdateInputText;
|
_playerConnectController.OnSetPointB += UpdateInputText;
|
||||||
_playerConnectController.OnSetOutputTarget += UpdateOutputText;
|
_playerConnectController.OnSetPointA += UpdateOutputText;
|
||||||
UpdateInputText(null);
|
UpdateInputText(null);
|
||||||
UpdateOutputText(null);
|
UpdateOutputText(null);
|
||||||
}
|
}
|
||||||
@@ -32,18 +33,18 @@ namespace UI
|
|||||||
private void UpdateInputText(IConnectable input)
|
private void UpdateInputText(IConnectable input)
|
||||||
{
|
{
|
||||||
string text = input != null ? input.GetConnectableName() : "None";
|
string text = input != null ? input.GetConnectableName() : "None";
|
||||||
if (inputText != null)
|
if (pointBText != null)
|
||||||
{
|
{
|
||||||
inputText.text = "Input: " + text;
|
pointBText.text = "pointB: " + text;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void UpdateOutputText(IConnectable output)
|
private void UpdateOutputText(IConnectable output)
|
||||||
{
|
{
|
||||||
string text = output != null ? output.GetConnectableName() : "None";
|
string text = output != null ? output.GetConnectableName() : "None";
|
||||||
if (outputText != null)
|
if (pointAText != null)
|
||||||
{
|
{
|
||||||
outputText.text = "Output: " + text;
|
pointAText.text = "pointA: " + text;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@@ -1,10 +1,9 @@
|
|||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using Core;
|
using Core;
|
||||||
|
using Script.Gameplay.Edit;
|
||||||
using Script.Gameplay.Interface;
|
using Script.Gameplay.Interface;
|
||||||
using Script.Gameplay.Player;
|
using Script.Gameplay.Player;
|
||||||
using Script.Gameplay.Facility;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using Script.Gameplay.Input;
|
using Script.Gameplay.Input;
|
||||||
|
|
||||||
@@ -13,36 +12,28 @@ namespace UI
|
|||||||
// 用于显示和编辑 Facility 上的各个 IEditComponent 组件的 UI 面板
|
// 用于显示和编辑 Facility 上的各个 IEditComponent 组件的 UI 面板
|
||||||
public class PlayerEditViewer : UIBase
|
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 componentEditViewerPrefab;
|
||||||
[SerializeField] private GameObject noEditableTargetPanel;
|
[SerializeField] private GameObject noEditableTargetPanel;
|
||||||
[SerializeField] private float panelRadius = 100f;
|
[SerializeField] private float panelRadius = 100f;
|
||||||
|
public List<EditableComponentViewer> componentViewers = new List<EditableComponentViewer>();
|
||||||
|
private PlayerEditController editController;
|
||||||
private InputManager inputManager;
|
private InputManager inputManager;
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
|
protected override void Awake()
|
||||||
{
|
{
|
||||||
|
base.Awake();
|
||||||
inputManager = InputManager.Instance;
|
inputManager = InputManager.Instance;
|
||||||
ControllerLocator.Instance.TryGetWait<PlayerEditController>(GetPlayerEditControllerHandle);
|
ControllerLocator.Instance.TryGetWait<PlayerEditController>(OnGetPlayerEditController);
|
||||||
ControllerLocator.Instance.TryGetWait<PlayerWatchModeController>(GetPlayerWatchModeControllerHandle);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Start()
|
public void OnBeginEdit(GameObject target)
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public void OnEnterInsideWatchMode()
|
|
||||||
{
|
{
|
||||||
this.gameObject.SetActive(true);
|
this.gameObject.SetActive(true);
|
||||||
if (GetEditableFromController() != null)
|
if (target != null)
|
||||||
{
|
{
|
||||||
GetEditableComponentsFromEditable();
|
|
||||||
ClearComponentUI();
|
ClearComponentUI();
|
||||||
GenerateComponentUI();
|
GenerateComponentUI(EditableManager.GetEditableComponents(target));
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
@@ -53,7 +44,7 @@ namespace UI
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnExitInsideWatchMode()
|
public void OnEndEdit(GameObject target)
|
||||||
{
|
{
|
||||||
this.gameObject.SetActive(false);
|
this.gameObject.SetActive(false);
|
||||||
|
|
||||||
@@ -65,54 +56,14 @@ namespace UI
|
|||||||
}
|
}
|
||||||
|
|
||||||
// 获取 PlayerEditController 的回调
|
// 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.");
|
//Debug.Log("PlayerEditViewer obtained PlayerEditController.");
|
||||||
}
|
}
|
||||||
|
|
||||||
// 获取 PlayerWatchModeController 的回调
|
|
||||||
private void GetPlayerWatchModeControllerHandle(PlayerWatchModeController watchModeCtrl)
|
|
||||||
{
|
|
||||||
watchModeController = watchModeCtrl;
|
|
||||||
watchModeController.OnEnterWatchMode += (WatchMode mode) =>
|
|
||||||
{
|
|
||||||
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($"controller is null in {nameof(PlayerEditViewer)}");
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
return editable = controller.GetCurrentTarget();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void GetEditableComponentsFromEditable()
|
|
||||||
{
|
|
||||||
if (editable == null)
|
|
||||||
{
|
|
||||||
Debug.Log($"editable is null in {nameof(PlayerEditViewer)}");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
components = editable.GetEditableComponents()
|
|
||||||
.Where(c => c != null)
|
|
||||||
.ToList();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void ClearComponentUI()
|
private void ClearComponentUI()
|
||||||
{
|
{
|
||||||
foreach (var viewer in componentViewers)
|
foreach (var viewer in componentViewers)
|
||||||
@@ -128,7 +79,7 @@ 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)。
|
// 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;
|
if (components == null || components.Count == 0 || componentEditViewerPrefab == null) return;
|
||||||
|
|
||||||
|
63
Assets/Script/Gameplay/UI/PlayerGazeReminder.cs
Normal file
63
Assets/Script/Gameplay/UI/PlayerGazeReminder.cs
Normal file
@@ -0,0 +1,63 @@
|
|||||||
|
using Core;
|
||||||
|
using UnityEngine;
|
||||||
|
using Script.Gameplay.Player;
|
||||||
|
using TMPro;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
|
||||||
|
namespace UI
|
||||||
|
{
|
||||||
|
public class PlayerGazeReminder : UIBase
|
||||||
|
{
|
||||||
|
[SerializeField] private GameObject reminderInteractPrefab;
|
||||||
|
[SerializeField] private GameObject reminderConnectPrefab;
|
||||||
|
[SerializeField] private GameObject reminderSetPointPrefab;
|
||||||
|
[SerializeField] private GameObject reminderDeleteLinePrefab;
|
||||||
|
private PlayerInteractorController playerInteractorController;
|
||||||
|
private PlayerConnectController playerConnectController;
|
||||||
|
|
||||||
|
protected override void Awake()
|
||||||
|
{
|
||||||
|
base.Awake();
|
||||||
|
ControllerLocator.Instance.TryGetWait<PlayerInteractorController>(OnGetInteractorController);
|
||||||
|
ControllerLocator.Instance.TryGetWait<PlayerConnectController>(OnGetConnectController);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnGetInteractorController(PlayerInteractorController controller)
|
||||||
|
{
|
||||||
|
playerInteractorController = controller;
|
||||||
|
playerInteractorController.OnGazeEnter += HandleInteractGazeEnter;
|
||||||
|
playerInteractorController.OnGazeExit += HandleInteractGazeExit;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleInteractGazeEnter(GameObject obj)
|
||||||
|
{
|
||||||
|
reminderInteractPrefab.SetActive(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleInteractGazeExit(GameObject obj)
|
||||||
|
{
|
||||||
|
reminderInteractPrefab.SetActive(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnGetConnectController(PlayerConnectController controller)
|
||||||
|
{
|
||||||
|
playerConnectController = controller;
|
||||||
|
playerConnectController.OnGazeEnter += HandleConnectGazeEnter;
|
||||||
|
playerConnectController.OnGazeExit += HandleConnectGazeExit;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleConnectGazeEnter(GameObject obj)
|
||||||
|
{
|
||||||
|
reminderConnectPrefab.SetActive(true);
|
||||||
|
reminderSetPointPrefab.SetActive(true);
|
||||||
|
reminderDeleteLinePrefab.SetActive(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleConnectGazeExit(GameObject obj)
|
||||||
|
{
|
||||||
|
reminderConnectPrefab.SetActive(false);
|
||||||
|
reminderSetPointPrefab.SetActive(false);
|
||||||
|
reminderDeleteLinePrefab.SetActive(false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
3
Assets/Script/Gameplay/UI/PlayerGazeReminder.cs.meta
Normal file
3
Assets/Script/Gameplay/UI/PlayerGazeReminder.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: c8ca1a3e5bb84ffdb0f2e03f50e4a077
|
||||||
|
timeCreated: 1761008641
|
Reference in New Issue
Block a user