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59 changed files with 8481 additions and 5889 deletions

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@@ -253,7 +377,7 @@ RectTransform:
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m_AnchorMin: {x: 0, y: 1} m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1} m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 248, y: -59} m_AnchoredPosition: {x: 248, y: -60}
m_SizeDelta: {x: 464.6504, y: 81.36188} m_SizeDelta: {x: 464.6504, y: 81.36188}
m_Pivot: {x: 0.5, y: 0.5} m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &257151346 --- !u!114 &257151346
@@ -477,6 +601,7 @@ RectTransform:
m_Children: m_Children:
- {fileID: 1082771939} - {fileID: 1082771939}
- {fileID: 165485610} - {fileID: 165485610}
- {fileID: 120768280}
m_Father: {fileID: 0} m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0} m_AnchorMin: {x: 0, y: 0}
@@ -744,7 +869,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 1} m_AnchorMin: {x: 0.5, y: 1}
m_AnchorMax: {x: 0.5, y: 1} m_AnchorMax: {x: 0.5, y: 1}
m_AnchoredPosition: {x: 0, y: -56} m_AnchoredPosition: {x: 0, y: -60}
m_SizeDelta: {x: 459.7, y: 81.3619} m_SizeDelta: {x: 459.7, y: 81.3619}
m_Pivot: {x: 0.5, y: 0.5} m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &1349586408 --- !u!222 &1349586408
@@ -870,7 +995,7 @@ GameObject:
- component: {fileID: 1439567736} - component: {fileID: 1439567736}
- component: {fileID: 1439567735} - component: {fileID: 1439567735}
m_Layer: 5 m_Layer: 5
m_Name: Output m_Name: PointA
m_TagString: Untagged m_TagString: Untagged
m_Icon: {fileID: 0} m_Icon: {fileID: 0}
m_NavMeshLayer: 0 m_NavMeshLayer: 0
@@ -915,7 +1040,7 @@ MonoBehaviour:
m_OnCullStateChanged: m_OnCullStateChanged:
m_PersistentCalls: m_PersistentCalls:
m_Calls: [] m_Calls: []
m_text: Output m_text: PointA
m_isRightToLeft: 0 m_isRightToLeft: 0
m_fontAsset: {fileID: 11400000, guid: 538fd603dd2dddd4daf31aa55f44c7e5, type: 2} m_fontAsset: {fileID: 11400000, guid: 538fd603dd2dddd4daf31aa55f44c7e5, type: 2}
m_sharedMaterial: {fileID: -3917370665499528571, guid: 538fd603dd2dddd4daf31aa55f44c7e5, m_sharedMaterial: {fileID: -3917370665499528571, guid: 538fd603dd2dddd4daf31aa55f44c7e5,
@@ -1163,8 +1288,8 @@ MonoBehaviour:
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
IsOpenOnFirstLoad: 0 IsOpenOnFirstLoad: 0
inputText: {fileID: 1852915598} pointBText: {fileID: 1852915598}
outputText: {fileID: 1439567735} pointAText: {fileID: 1439567735}
--- !u!1 &1852915596 --- !u!1 &1852915596
GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@@ -1177,7 +1302,7 @@ GameObject:
- component: {fileID: 1852915599} - component: {fileID: 1852915599}
- component: {fileID: 1852915598} - component: {fileID: 1852915598}
m_Layer: 5 m_Layer: 5
m_Name: Input m_Name: PointB
m_TagString: Untagged m_TagString: Untagged
m_Icon: {fileID: 0} m_Icon: {fileID: 0}
m_NavMeshLayer: 0 m_NavMeshLayer: 0
@@ -1222,10 +1347,11 @@ MonoBehaviour:
m_OnCullStateChanged: m_OnCullStateChanged:
m_PersistentCalls: m_PersistentCalls:
m_Calls: [] m_Calls: []
m_text: Input m_text: PointB
m_isRightToLeft: 0 m_isRightToLeft: 0
m_fontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2} m_fontAsset: {fileID: 11400000, guid: 538fd603dd2dddd4daf31aa55f44c7e5, type: 2}
m_sharedMaterial: {fileID: 2180264, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2} m_sharedMaterial: {fileID: -3917370665499528571, guid: 538fd603dd2dddd4daf31aa55f44c7e5,
type: 2}
m_fontSharedMaterials: [] m_fontSharedMaterials: []
m_fontMaterial: {fileID: 0} m_fontMaterial: {fileID: 0}
m_fontMaterials: [] m_fontMaterials: []

View File

@@ -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();
}
public void SetConnectable(IConnectable pointA, IConnectable pointB)
{
if(pointA == null || pointB == null)
{ {
SetConnectable(_output, _input); 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[]
{
_pointA.GetPosition(),
_pointB.GetPosition()
});
} }
} }
public void SetConnectable(IConnectable output, IConnectable input) public void SignalActive(bool active, GameObject sender)
{ {
_output = output; if (_pointA != null && _pointB != null)
_input = input;
_output.IsConnectedOutput = true;
_input.IsConnectedInput = true;
line.SetPositions(new Vector3[]
{ {
_output.GetPosition(), if (sender == _pointA.GetGameObject())
_input.GetPosition() {
}); _pointB.SignalActive(active, sender);
} }
else if (sender == _pointB.GetGameObject())
public void ReceiveSignal(bool active) {
{ _pointA.SignalActive(active, sender);
SendSignal(active); }
} }
private void SendSignal(bool active)
{
_input.ReceiveSignal(active,this.gameObject);
}
public void DeleteConnection()
{
Destroy(this.gameObject);
} }
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;
}
} }
} }
} }

View File

@@ -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.");
}
}
}
} }
} }

View File

@@ -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
} }
} }

View File

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

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: dc3af72006f342c3b8b7526a5b09e6ee
timeCreated: 1760958923

View File

@@ -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);
}
} }
} }

View File

@@ -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

View File

@@ -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
} }
} }

View 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;
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 9704373d6ec1409bb4e26e4b16324c40
timeCreated: 1761035435

View 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);
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 1a5a563132c84e50b983b557eb3da442
timeCreated: 1761028056

View File

@@ -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
{ {

View File

@@ -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()
{
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)
{ {
OutputConnectionLine.ReceiveSignal(active); foreach (var line in ConnectionLines)
{
line.SignalActive(active, this.gameObject);
}
} }
} }
#endregion #endregion
} }
} }

View 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);
}
}
}
}
}

View File

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

View File

@@ -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()
{
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)
{ {
OutputConnectionLine.ReceiveSignal(active); foreach (var line in ConnectionLines)
{
line.SignalActive(active, this.gameObject);
}
} }
} }
@@ -72,4 +86,3 @@ namespace Script.Gameplay.Facility
#endif #endif
} }
} }

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@@ -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

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@@ -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;
}
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 7986c88b8e1d4944832af56e23188597
timeCreated: 1760664530

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@@ -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();
} // }
} }

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@@ -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; }
} }

View File

@@ -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;
{ OnSetPointA?.Invoke(outTarget);
outTarget = target;
OnSetOutputTarget?.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;

View File

@@ -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()

View File

@@ -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;
} }
} }

View File

@@ -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;

View File

@@ -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";
} }
} }
} }

View File

@@ -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;
} }
} }

View File

@@ -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;

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@@ -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);
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: c8ca1a3e5bb84ffdb0f2e03f50e4a077
timeCreated: 1761008641