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propertyPath: m_LocalRotation.w
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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propertyPath: m_LocalEulerAnglesHint.x
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objectReference: {fileID: 0}
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propertyPath: m_LocalEulerAnglesHint.y
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objectReference: {fileID: 0}
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propertyPath: m_LocalEulerAnglesHint.z
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value: 0
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objectReference: {fileID: 0}
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type: 3}
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propertyPath: m_Name
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value: UIManager
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_RemovedGameObjects: []
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m_AddedGameObjects: []
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|
m_AddedComponents: []
|
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|
m_SourcePrefab: {fileID: 100100000, guid: 8af5e5ae025ef5f4a88207d6ccdb5545, type: 3}
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--- !u!1660057539 &9223372036854775807
|
--- !u!1660057539 &9223372036854775807
|
||||||
SceneRoots:
|
SceneRoots:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
m_Roots:
|
m_Roots:
|
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- {fileID: 6300650283385539470}
|
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- {fileID: 1780593834}
|
- {fileID: 1780593834}
|
||||||
- {fileID: 1067459529}
|
- {fileID: 1067459529}
|
||||||
- {fileID: 40417856}
|
- {fileID: 40417856}
|
||||||
|
@@ -9,5 +9,10 @@ namespace Core
|
|||||||
{
|
{
|
||||||
ScenesManager.Instance.LoadMainMenu();
|
ScenesManager.Instance.LoadMainMenu();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void ReStartGame()
|
||||||
|
{
|
||||||
|
ScenesManager.Instance.LoadGameplay("Level1");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
3
Assets/Script/Gameplay/Connect.meta
Normal file
3
Assets/Script/Gameplay/Connect.meta
Normal file
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 642ffea658c1425ebfc5a3ef8e35b465
|
||||||
|
timeCreated: 1760778870
|
66
Assets/Script/Gameplay/Connect/ConnectionLine.cs
Normal file
66
Assets/Script/Gameplay/Connect/ConnectionLine.cs
Normal file
@@ -0,0 +1,66 @@
|
|||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Script.Gameplay.Connect
|
||||||
|
{
|
||||||
|
// 只负责在场景中绘制连接线,并处理信号传递
|
||||||
|
public class ConnectionLine : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] private MonoBehaviour monoSource;
|
||||||
|
[SerializeField] private MonoBehaviour monoTarget;
|
||||||
|
private IConnectable _output;
|
||||||
|
private IConnectable _input;
|
||||||
|
|
||||||
|
private LineRenderer line;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
_output = monoSource as IConnectable;
|
||||||
|
_input = monoTarget as IConnectable;
|
||||||
|
|
||||||
|
line = GetComponent<LineRenderer>();
|
||||||
|
|
||||||
|
if (_output != null && _input != null)
|
||||||
|
{
|
||||||
|
SetConnectable(_output, _input);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetConnectable(IConnectable output, IConnectable input)
|
||||||
|
{
|
||||||
|
_output = output;
|
||||||
|
_input = input;
|
||||||
|
_output.IsConnectedOutput = true;
|
||||||
|
_input.IsConnectedInput = true;
|
||||||
|
|
||||||
|
line.SetPositions(new Vector3[]
|
||||||
|
{
|
||||||
|
_output.GetPosition(),
|
||||||
|
_input.GetPosition()
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ReceiveSignal(bool active)
|
||||||
|
{
|
||||||
|
SendSignal(active);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SendSignal(bool active)
|
||||||
|
{
|
||||||
|
_input.ReceiveSignal(active,this.gameObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDestroy()
|
||||||
|
{
|
||||||
|
if (_output != null)
|
||||||
|
{
|
||||||
|
_output.IsConnectedOutput = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_input != null)
|
||||||
|
{
|
||||||
|
_input.IsConnectedInput = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
3
Assets/Script/Gameplay/Connect/ConnectionLine.cs.meta
Normal file
3
Assets/Script/Gameplay/Connect/ConnectionLine.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 73c8f3d3a6144dc780b46b6c363b8ca6
|
||||||
|
timeCreated: 1760779021
|
25
Assets/Script/Gameplay/Connect/ConnectionLineManager.cs
Normal file
25
Assets/Script/Gameplay/Connect/ConnectionLineManager.cs
Normal file
@@ -0,0 +1,25 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using Core;
|
||||||
|
|
||||||
|
namespace Script.Gameplay.Connect
|
||||||
|
{
|
||||||
|
public class ConnectionLineManager : MonoSingleton<ConnectionLineManager>
|
||||||
|
{
|
||||||
|
[SerializeField] private GameObject linePrefab;
|
||||||
|
public List<ConnectionLine> connectionLines = new List<ConnectionLine>();
|
||||||
|
|
||||||
|
public ConnectionLine GenerateConnectionLine(IConnectable source, IConnectable target)
|
||||||
|
{
|
||||||
|
GameObject lineObject = Instantiate(linePrefab, this.transform);
|
||||||
|
ConnectionLine connectionLine = lineObject.GetComponent<ConnectionLine>();
|
||||||
|
if (connectionLine != null)
|
||||||
|
{
|
||||||
|
connectionLine.SetConnectable(source, target);
|
||||||
|
connectionLines.Add(connectionLine);
|
||||||
|
return connectionLine;
|
||||||
|
}
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 943a23c0c32e460bbc9faac4fe2b5a3e
|
||||||
|
timeCreated: 1760837927
|
19
Assets/Script/Gameplay/Connect/IConnectable.cs
Normal file
19
Assets/Script/Gameplay/Connect/IConnectable.cs
Normal file
@@ -0,0 +1,19 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
|
||||||
|
namespace Script.Gameplay.Connect
|
||||||
|
{
|
||||||
|
public interface IConnectable
|
||||||
|
{
|
||||||
|
void OnGazeEnter(); // 玩家开始注视时触发
|
||||||
|
void OnGazeExit(); // 玩家停止注视时触发
|
||||||
|
Vector3 GetPosition(); // 获取连接点位置
|
||||||
|
string GetConnectableName(); // 获取连接点名称
|
||||||
|
public ConnectionLine OutputConnectionLine { get; set; }
|
||||||
|
public ConnectionLine InputConnectionLine { get; set; }
|
||||||
|
bool IsConnectedOutput { get; set; } // 是否作为输出端连接
|
||||||
|
bool IsConnectedInput { get; set; } // 是否作为输入端连接
|
||||||
|
void ReceiveSignal(bool active, GameObject sender); // 接收信号
|
||||||
|
void SendSignal(bool active, GameObject sender); // 发出信号
|
||||||
|
}
|
||||||
|
}
|
3
Assets/Script/Gameplay/Connect/IConnectable.cs.meta
Normal file
3
Assets/Script/Gameplay/Connect/IConnectable.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e75a5e9f5792435baf0d8e6b9ccc19b1
|
||||||
|
timeCreated: 1760778892
|
@@ -1,28 +1,25 @@
|
|||||||
using System;
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
using Gameplay.Player;
|
using Gameplay.Player;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using Interface;
|
using Interface;
|
||||||
|
using Script.Gameplay.Connect;
|
||||||
|
|
||||||
namespace Script.Gameplay.Facility
|
namespace Script.Gameplay.Facility
|
||||||
{
|
{
|
||||||
public class DoorInteractController : InteractableBaseController, IEditableComponent
|
public class DoorInteractController : MonoBehaviour, IInteractable, IEditableComponent, IConnectable
|
||||||
{
|
{
|
||||||
[SerializeField] private bool isActive = true;
|
#region Interactable
|
||||||
public bool IsActive
|
|
||||||
{
|
public bool Interactable = true;
|
||||||
get => isActive;
|
|
||||||
set
|
|
||||||
{
|
|
||||||
isActive = value;
|
|
||||||
//具体被编辑的逻辑
|
|
||||||
Interactable = isActive;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
public string ComponentName { get; set; } = "DoorSwitch";
|
|
||||||
public LockLevel LockLevel => LockLevel.Red;
|
|
||||||
private bool isOpened = false;
|
private bool isOpened = false;
|
||||||
|
|
||||||
public override void Interact(GameObject interactor)
|
public string GetInteractPrompt()
|
||||||
|
{
|
||||||
|
return "按F进行交互";
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Interact(GameObject interactor)
|
||||||
{
|
{
|
||||||
if (!Interactable) return;
|
if (!Interactable) return;
|
||||||
if (isOpened)
|
if (isOpened)
|
||||||
@@ -37,14 +34,88 @@ namespace Script.Gameplay.Facility
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void OnGazeEnter(GameObject editor)
|
||||||
|
{
|
||||||
|
//
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnGazeExit(GameObject editor)
|
||||||
|
{
|
||||||
|
//
|
||||||
|
}
|
||||||
|
|
||||||
private void OpenDoor()
|
private void OpenDoor()
|
||||||
{
|
{
|
||||||
|
// 逆时针旋转90度
|
||||||
|
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
|
||||||
|
transform.rotation = Quaternion.Euler(transform.rotation.eulerAngles + new Vector3(0, 90, 0));
|
||||||
Debug.Log("Close door");
|
Debug.Log("Close door");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region EditableComponent
|
||||||
|
|
||||||
|
[SerializeField] private bool isActive = true;
|
||||||
|
|
||||||
|
public bool IsActive
|
||||||
|
{
|
||||||
|
get => isActive;
|
||||||
|
set
|
||||||
|
{
|
||||||
|
isActive = value;
|
||||||
|
//具体被编辑的逻辑
|
||||||
|
Interactable = isActive;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public string ComponentName { get; set; } = "DoorSwitch";
|
||||||
|
public LockLevel LockLevel => LockLevel.Red;
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Connectable
|
||||||
|
|
||||||
|
public void OnGazeEnter()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnGazeExit()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public Vector3 GetPosition()
|
||||||
|
{
|
||||||
|
return transform.position;
|
||||||
|
}
|
||||||
|
|
||||||
|
public string GetConnectableName()
|
||||||
|
{
|
||||||
|
return gameObject.name;
|
||||||
|
}
|
||||||
|
|
||||||
|
public ConnectionLine OutputConnectionLine { get; set; }
|
||||||
|
public ConnectionLine InputConnectionLine { get; set; }
|
||||||
|
|
||||||
|
public bool IsConnectedOutput { get; set; }
|
||||||
|
public bool IsConnectedInput { get; set; }
|
||||||
|
|
||||||
|
public void ReceiveSignal(bool active, GameObject sender)
|
||||||
|
{
|
||||||
|
Interact(sender);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SendSignal(bool active, GameObject sender)
|
||||||
|
{
|
||||||
|
OutputConnectionLine.ReceiveSignal(active);
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
}
|
}
|
||||||
}
|
}
|
@@ -1,5 +1,6 @@
|
|||||||
using System;
|
using System;
|
||||||
using Core;
|
using Core;
|
||||||
|
using Script.Gameplay.Input;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
namespace Script.Gameplay.Global
|
namespace Script.Gameplay.Global
|
||||||
@@ -19,6 +20,13 @@ namespace Script.Gameplay.Global
|
|||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
GameCountdownManager.Instance.StartLevelTimer();
|
GameCountdownManager.Instance.StartLevelTimer();
|
||||||
|
GameCountdownManager.Instance.OnFinish.AddListener(RestartGame);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void RestartGame()
|
||||||
|
{
|
||||||
|
GameManager.Instance.ReStartGame();
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
@@ -23,8 +23,7 @@ namespace Script.Gameplay.Global
|
|||||||
private void OnValidate()
|
private void OnValidate()
|
||||||
{
|
{
|
||||||
// Inspector 里打钩立即生效(仅 Editor)
|
// Inspector 里打钩立即生效(仅 Editor)
|
||||||
if (Application.isPlaying && Instance == this)
|
SetPaused(_pauseToggle);
|
||||||
SetPaused(_pauseToggle);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@@ -19,15 +19,25 @@ namespace Script.Gameplay.Input
|
|||||||
|
|
||||||
private bool _hasFocus = true;
|
private bool _hasFocus = true;
|
||||||
|
|
||||||
private void Awake()
|
protected override void Awake()
|
||||||
{
|
{
|
||||||
Input = new PlayerInputActions();
|
Input = new PlayerInputActions();
|
||||||
|
base.Awake();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnEnable()
|
private void OnEnable()
|
||||||
{
|
{
|
||||||
Input.Enable();
|
Input.Enable();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDisable()
|
||||||
|
{
|
||||||
|
// 可选:取消注册以防止重复订阅(简单项目可不解除)
|
||||||
|
Input.Disable();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
// 注册事件
|
// 注册事件
|
||||||
Input.Player.Move.performed += ctx => Move = ctx.ReadValue<Vector2>();
|
Input.Player.Move.performed += ctx => Move = ctx.ReadValue<Vector2>();
|
||||||
Input.Player.Move.canceled += ctx => Move = Vector2.zero;
|
Input.Player.Move.canceled += ctx => Move = Vector2.zero;
|
||||||
@@ -46,16 +56,11 @@ namespace Script.Gameplay.Input
|
|||||||
|
|
||||||
Input.Player.Edit.performed += ctx => EditPressed = true;
|
Input.Player.Edit.performed += ctx => EditPressed = true;
|
||||||
Input.Player.Edit.canceled += ctx => EditPressed = false;
|
Input.Player.Edit.canceled += ctx => EditPressed = false;
|
||||||
}
|
|
||||||
|
SetCursorState(false, CursorLockMode.Locked);
|
||||||
private void OnDisable()
|
SetInputForLook(true);
|
||||||
{
|
SetInputForMove(true);
|
||||||
// 可选:取消注册以防止重复订阅(简单项目可不解除)
|
|
||||||
Input.Disable();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Start()
|
|
||||||
{
|
|
||||||
UIManager.Instance.RegisterInputManager(this);
|
UIManager.Instance.RegisterInputManager(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@@ -91,6 +91,33 @@ namespace Script.Gameplay.Input
|
|||||||
""processors"": """",
|
""processors"": """",
|
||||||
""interactions"": """",
|
""interactions"": """",
|
||||||
""initialStateCheck"": false
|
""initialStateCheck"": false
|
||||||
|
},
|
||||||
|
{
|
||||||
|
""name"": ""Connect"",
|
||||||
|
""type"": ""Button"",
|
||||||
|
""id"": ""8600cc5b-8ea6-421a-a0f8-11237b50721f"",
|
||||||
|
""expectedControlType"": """",
|
||||||
|
""processors"": """",
|
||||||
|
""interactions"": """",
|
||||||
|
""initialStateCheck"": false
|
||||||
|
},
|
||||||
|
{
|
||||||
|
""name"": ""SetOutput"",
|
||||||
|
""type"": ""Button"",
|
||||||
|
""id"": ""c4b0a3bb-49d9-44fe-b302-9ee2b657481a"",
|
||||||
|
""expectedControlType"": """",
|
||||||
|
""processors"": """",
|
||||||
|
""interactions"": """",
|
||||||
|
""initialStateCheck"": false
|
||||||
|
},
|
||||||
|
{
|
||||||
|
""name"": ""SetInput"",
|
||||||
|
""type"": ""Button"",
|
||||||
|
""id"": ""fdd72692-b6cc-48ee-af6f-03ffabf29853"",
|
||||||
|
""expectedControlType"": """",
|
||||||
|
""processors"": """",
|
||||||
|
""interactions"": """",
|
||||||
|
""initialStateCheck"": false
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
""bindings"": [
|
""bindings"": [
|
||||||
@@ -207,13 +234,46 @@ namespace Script.Gameplay.Input
|
|||||||
{
|
{
|
||||||
""name"": """",
|
""name"": """",
|
||||||
""id"": ""9e9bf8ec-8b3e-4230-a10c-ae874395711a"",
|
""id"": ""9e9bf8ec-8b3e-4230-a10c-ae874395711a"",
|
||||||
""path"": ""<Keyboard>/x"",
|
""path"": ""<Keyboard>/e"",
|
||||||
""interactions"": """",
|
""interactions"": """",
|
||||||
""processors"": """",
|
""processors"": """",
|
||||||
""groups"": """",
|
""groups"": """",
|
||||||
""action"": ""Edit"",
|
""action"": ""Edit"",
|
||||||
""isComposite"": false,
|
""isComposite"": false,
|
||||||
""isPartOfComposite"": false
|
""isPartOfComposite"": false
|
||||||
|
},
|
||||||
|
{
|
||||||
|
""name"": """",
|
||||||
|
""id"": ""1c0b4a38-f715-4171-9f41-95afccb50e0f"",
|
||||||
|
""path"": ""<Keyboard>/c"",
|
||||||
|
""interactions"": """",
|
||||||
|
""processors"": """",
|
||||||
|
""groups"": """",
|
||||||
|
""action"": ""Connect"",
|
||||||
|
""isComposite"": false,
|
||||||
|
""isPartOfComposite"": false
|
||||||
|
},
|
||||||
|
{
|
||||||
|
""name"": """",
|
||||||
|
""id"": ""86108527-eb72-48d4-99cf-b1135b9b85f1"",
|
||||||
|
""path"": ""<Mouse>/leftButton"",
|
||||||
|
""interactions"": """",
|
||||||
|
""processors"": """",
|
||||||
|
""groups"": """",
|
||||||
|
""action"": ""SetOutput"",
|
||||||
|
""isComposite"": false,
|
||||||
|
""isPartOfComposite"": false
|
||||||
|
},
|
||||||
|
{
|
||||||
|
""name"": """",
|
||||||
|
""id"": ""1bb29430-c526-48c4-92c8-ef5e44639a7c"",
|
||||||
|
""path"": ""<Mouse>/rightButton"",
|
||||||
|
""interactions"": """",
|
||||||
|
""processors"": """",
|
||||||
|
""groups"": """",
|
||||||
|
""action"": ""SetInput"",
|
||||||
|
""isComposite"": false,
|
||||||
|
""isPartOfComposite"": false
|
||||||
}
|
}
|
||||||
]
|
]
|
||||||
}
|
}
|
||||||
@@ -229,6 +289,9 @@ namespace Script.Gameplay.Input
|
|||||||
m_Player_Pause = m_Player.FindAction("Pause", throwIfNotFound: true);
|
m_Player_Pause = m_Player.FindAction("Pause", throwIfNotFound: true);
|
||||||
m_Player_SwitchWatchMode = m_Player.FindAction("SwitchWatchMode", throwIfNotFound: true);
|
m_Player_SwitchWatchMode = m_Player.FindAction("SwitchWatchMode", throwIfNotFound: true);
|
||||||
m_Player_Edit = m_Player.FindAction("Edit", throwIfNotFound: true);
|
m_Player_Edit = m_Player.FindAction("Edit", throwIfNotFound: true);
|
||||||
|
m_Player_Connect = m_Player.FindAction("Connect", throwIfNotFound: true);
|
||||||
|
m_Player_SetOutput = m_Player.FindAction("SetOutput", throwIfNotFound: true);
|
||||||
|
m_Player_SetInput = m_Player.FindAction("SetInput", throwIfNotFound: true);
|
||||||
}
|
}
|
||||||
|
|
||||||
~@PlayerInputActions()
|
~@PlayerInputActions()
|
||||||
@@ -302,6 +365,9 @@ namespace Script.Gameplay.Input
|
|||||||
private readonly InputAction m_Player_Pause;
|
private readonly InputAction m_Player_Pause;
|
||||||
private readonly InputAction m_Player_SwitchWatchMode;
|
private readonly InputAction m_Player_SwitchWatchMode;
|
||||||
private readonly InputAction m_Player_Edit;
|
private readonly InputAction m_Player_Edit;
|
||||||
|
private readonly InputAction m_Player_Connect;
|
||||||
|
private readonly InputAction m_Player_SetOutput;
|
||||||
|
private readonly InputAction m_Player_SetInput;
|
||||||
public struct PlayerActions
|
public struct PlayerActions
|
||||||
{
|
{
|
||||||
private @PlayerInputActions m_Wrapper;
|
private @PlayerInputActions m_Wrapper;
|
||||||
@@ -313,6 +379,9 @@ namespace Script.Gameplay.Input
|
|||||||
public InputAction @Pause => m_Wrapper.m_Player_Pause;
|
public InputAction @Pause => m_Wrapper.m_Player_Pause;
|
||||||
public InputAction @SwitchWatchMode => m_Wrapper.m_Player_SwitchWatchMode;
|
public InputAction @SwitchWatchMode => m_Wrapper.m_Player_SwitchWatchMode;
|
||||||
public InputAction @Edit => m_Wrapper.m_Player_Edit;
|
public InputAction @Edit => m_Wrapper.m_Player_Edit;
|
||||||
|
public InputAction @Connect => m_Wrapper.m_Player_Connect;
|
||||||
|
public InputAction @SetOutput => m_Wrapper.m_Player_SetOutput;
|
||||||
|
public InputAction @SetInput => m_Wrapper.m_Player_SetInput;
|
||||||
public InputActionMap Get() { return m_Wrapper.m_Player; }
|
public InputActionMap Get() { return m_Wrapper.m_Player; }
|
||||||
public void Enable() { Get().Enable(); }
|
public void Enable() { Get().Enable(); }
|
||||||
public void Disable() { Get().Disable(); }
|
public void Disable() { Get().Disable(); }
|
||||||
@@ -343,6 +412,15 @@ namespace Script.Gameplay.Input
|
|||||||
@Edit.started += instance.OnEdit;
|
@Edit.started += instance.OnEdit;
|
||||||
@Edit.performed += instance.OnEdit;
|
@Edit.performed += instance.OnEdit;
|
||||||
@Edit.canceled += instance.OnEdit;
|
@Edit.canceled += instance.OnEdit;
|
||||||
|
@Connect.started += instance.OnConnect;
|
||||||
|
@Connect.performed += instance.OnConnect;
|
||||||
|
@Connect.canceled += instance.OnConnect;
|
||||||
|
@SetOutput.started += instance.OnSetOutput;
|
||||||
|
@SetOutput.performed += instance.OnSetOutput;
|
||||||
|
@SetOutput.canceled += instance.OnSetOutput;
|
||||||
|
@SetInput.started += instance.OnSetInput;
|
||||||
|
@SetInput.performed += instance.OnSetInput;
|
||||||
|
@SetInput.canceled += instance.OnSetInput;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void UnregisterCallbacks(IPlayerActions instance)
|
private void UnregisterCallbacks(IPlayerActions instance)
|
||||||
@@ -368,6 +446,15 @@ namespace Script.Gameplay.Input
|
|||||||
@Edit.started -= instance.OnEdit;
|
@Edit.started -= instance.OnEdit;
|
||||||
@Edit.performed -= instance.OnEdit;
|
@Edit.performed -= instance.OnEdit;
|
||||||
@Edit.canceled -= instance.OnEdit;
|
@Edit.canceled -= instance.OnEdit;
|
||||||
|
@Connect.started -= instance.OnConnect;
|
||||||
|
@Connect.performed -= instance.OnConnect;
|
||||||
|
@Connect.canceled -= instance.OnConnect;
|
||||||
|
@SetOutput.started -= instance.OnSetOutput;
|
||||||
|
@SetOutput.performed -= instance.OnSetOutput;
|
||||||
|
@SetOutput.canceled -= instance.OnSetOutput;
|
||||||
|
@SetInput.started -= instance.OnSetInput;
|
||||||
|
@SetInput.performed -= instance.OnSetInput;
|
||||||
|
@SetInput.canceled -= instance.OnSetInput;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void RemoveCallbacks(IPlayerActions instance)
|
public void RemoveCallbacks(IPlayerActions instance)
|
||||||
@@ -394,6 +481,9 @@ namespace Script.Gameplay.Input
|
|||||||
void OnPause(InputAction.CallbackContext context);
|
void OnPause(InputAction.CallbackContext context);
|
||||||
void OnSwitchWatchMode(InputAction.CallbackContext context);
|
void OnSwitchWatchMode(InputAction.CallbackContext context);
|
||||||
void OnEdit(InputAction.CallbackContext context);
|
void OnEdit(InputAction.CallbackContext context);
|
||||||
|
void OnConnect(InputAction.CallbackContext context);
|
||||||
|
void OnSetOutput(InputAction.CallbackContext context);
|
||||||
|
void OnSetInput(InputAction.CallbackContext context);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
8
Assets/Script/Gameplay/Interface/IDamageable.cs
Normal file
8
Assets/Script/Gameplay/Interface/IDamageable.cs
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
namespace Interface
|
||||||
|
{
|
||||||
|
public interface IDamageable
|
||||||
|
{
|
||||||
|
public void TakeDamage(int damage);
|
||||||
|
public void Heal(int heal);
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Script/Gameplay/Interface/IDamageable.cs.meta
Normal file
11
Assets/Script/Gameplay/Interface/IDamageable.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 86b0cd642bb840a49e1ff26b4da53132
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
72
Assets/Script/Gameplay/Player/FirstPersonRaycaster.cs
Normal file
72
Assets/Script/Gameplay/Player/FirstPersonRaycaster.cs
Normal file
@@ -0,0 +1,72 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Gameplay.Player
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// 通用第一人称射线检测,获取玩家注视的 GameObject。
|
||||||
|
/// </summary>
|
||||||
|
public class FirstPersonRaycaster : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("Raycast Settings")]
|
||||||
|
[SerializeField] private float rayLength = 15f;
|
||||||
|
[SerializeField] private LayerMask layerMask = ~0; // 默认检测所有层
|
||||||
|
[SerializeField] private Camera playerCamera;
|
||||||
|
[SerializeField] private bool drawGizmos = true;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 当前玩家注视的 GameObject(只读)。
|
||||||
|
/// </summary>
|
||||||
|
public GameObject CurrentLookAtObject { get; private set; }
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
if (playerCamera == null)
|
||||||
|
{
|
||||||
|
var camObj = GameObject.FindWithTag("MainCamera");
|
||||||
|
if (camObj != null)
|
||||||
|
playerCamera = camObj.GetComponent<Camera>();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
UpdateLookAtObject();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateLookAtObject()
|
||||||
|
{
|
||||||
|
if (playerCamera == null)
|
||||||
|
{
|
||||||
|
CurrentLookAtObject = null;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
Ray ray = new Ray(playerCamera.transform.position, playerCamera.transform.forward);
|
||||||
|
if (Physics.Raycast(ray, out RaycastHit hit, rayLength, layerMask))
|
||||||
|
{
|
||||||
|
CurrentLookAtObject = hit.collider.gameObject;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
CurrentLookAtObject = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnDrawGizmos()
|
||||||
|
{
|
||||||
|
if (!drawGizmos) return;
|
||||||
|
Camera cam = playerCamera;
|
||||||
|
if (cam == null && Application.isPlaying == false)
|
||||||
|
{
|
||||||
|
var camObj = GameObject.FindWithTag("MainCamera");
|
||||||
|
if (camObj != null)
|
||||||
|
cam = camObj.GetComponent<Camera>();
|
||||||
|
}
|
||||||
|
if (cam == null) return;
|
||||||
|
Gizmos.color = Color.cyan;
|
||||||
|
Vector3 origin = cam.transform.position;
|
||||||
|
Vector3 dir = cam.transform.forward * rayLength;
|
||||||
|
Gizmos.DrawLine(origin, origin + dir);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 50205a0afd8544b883204613f428e066
|
||||||
|
timeCreated: 1760775915
|
121
Assets/Script/Gameplay/Player/PlayerConnectController.cs
Normal file
121
Assets/Script/Gameplay/Player/PlayerConnectController.cs
Normal file
@@ -0,0 +1,121 @@
|
|||||||
|
using System.Linq;
|
||||||
|
using Core;
|
||||||
|
using UnityEngine;
|
||||||
|
using Script.Gameplay.Connect;
|
||||||
|
using Script.Gameplay.Input;
|
||||||
|
using System;
|
||||||
|
|
||||||
|
namespace Gameplay.Player
|
||||||
|
{
|
||||||
|
public class PlayerConnectController : MonoBehaviour
|
||||||
|
{
|
||||||
|
public bool IsEnableConnecting = true; // 是否启用连接功能
|
||||||
|
[SerializeField] private FirstPersonRaycaster raycaster; // 第一人称射线检测器
|
||||||
|
|
||||||
|
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 InputManager inputManager;
|
||||||
|
|
||||||
|
private IConnectable outTarget;
|
||||||
|
private IConnectable inputTarget;
|
||||||
|
public event Action<IConnectable> OnSetOutputTarget;
|
||||||
|
public event Action<IConnectable> OnSetInputTarget;
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
inputManager = InputManager.Instance;
|
||||||
|
inputManager.Input.Player.SetOutput.performed += ctx => SetOutTarget(currentTarget);
|
||||||
|
inputManager.Input.Player.SetInput.performed += ctx => SetInputTarget(currentTarget);
|
||||||
|
inputManager.Input.Player.Connect.performed += ctx => CreateConnection();
|
||||||
|
|
||||||
|
if (raycaster == null)
|
||||||
|
raycaster = GetComponent<FirstPersonRaycaster>() ?? GetComponentInChildren<FirstPersonRaycaster>();
|
||||||
|
if (raycaster == null)
|
||||||
|
raycaster = FindObjectOfType<FirstPersonRaycaster>();
|
||||||
|
if (raycaster == null)
|
||||||
|
Debug.LogWarning("FirstPersonRaycaster not found! Please assign or add it to the player.");
|
||||||
|
|
||||||
|
ControllerLocator.Instance.Register(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
DetectConnectable();
|
||||||
|
}
|
||||||
|
|
||||||
|
void DetectConnectable()
|
||||||
|
{
|
||||||
|
if (raycaster == null) return;
|
||||||
|
|
||||||
|
GameObject lookAtObj = raycaster.CurrentLookAtObject;
|
||||||
|
IConnectable hitConnectable = lookAtObj != null ? lookAtObj.GetComponent<IConnectable>() : null;
|
||||||
|
|
||||||
|
// 注视对象变化时触发进入/离开(使用接口方法)
|
||||||
|
if (hitConnectable != previousGazedTarget)
|
||||||
|
{
|
||||||
|
if (previousGazedTarget != null)
|
||||||
|
{
|
||||||
|
previousGazedTarget.OnGazeExit();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (hitConnectable != null)
|
||||||
|
{
|
||||||
|
hitConnectable.OnGazeEnter();
|
||||||
|
}
|
||||||
|
|
||||||
|
previousGazedTarget = hitConnectable;
|
||||||
|
}
|
||||||
|
|
||||||
|
currentTarget = hitConnectable;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public IConnectable GetCurrentTarget()
|
||||||
|
{
|
||||||
|
return currentTarget;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetOutTarget(IConnectable target)
|
||||||
|
{
|
||||||
|
if (target == null) return;
|
||||||
|
if(!IsEnableConnecting) return;
|
||||||
|
if (!target.IsConnectedOutput)
|
||||||
|
{
|
||||||
|
outTarget = target;
|
||||||
|
OnSetOutputTarget?.Invoke(outTarget);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetInputTarget(IConnectable target)
|
||||||
|
{
|
||||||
|
if (target == null) return;
|
||||||
|
if(!IsEnableConnecting) return;
|
||||||
|
if (!target.IsConnectedInput)
|
||||||
|
{
|
||||||
|
inputTarget = currentTarget;
|
||||||
|
OnSetInputTarget?.Invoke(inputTarget);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void CreateConnection()
|
||||||
|
{
|
||||||
|
if(!IsEnableConnecting) return;
|
||||||
|
if (outTarget != null && inputTarget != null && outTarget != inputTarget)
|
||||||
|
{
|
||||||
|
ConnectionLine connectionLine = ConnectionLineManager.Instance.GenerateConnectionLine(outTarget, inputTarget);
|
||||||
|
// 重置信号目标
|
||||||
|
outTarget = null;
|
||||||
|
inputTarget = null;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.Log("Cannot create connection: invalid targets.");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnDrawGizmos()
|
||||||
|
{
|
||||||
|
// 射线可视化交由 FirstPersonRaycaster 处理
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 5981311fef324f939be05186f7936173
|
||||||
|
timeCreated: 1760838186
|
@@ -0,0 +1,9 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Gameplay.Player
|
||||||
|
{
|
||||||
|
public class PlayerConnectionLineController : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e152f6521db343f3aac46c7c448491bc
|
||||||
|
timeCreated: 1760841639
|
@@ -5,43 +5,54 @@ using Gameplay;
|
|||||||
using Interface;
|
using Interface;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using Core;
|
using Core;
|
||||||
|
using Script.Gameplay.Global;
|
||||||
|
|
||||||
namespace Gameplay.Player
|
namespace Gameplay.Player
|
||||||
{
|
{
|
||||||
public class PlayerController : MonoBehaviour
|
public class PlayerController : MonoBehaviour, IDamageable
|
||||||
{
|
{
|
||||||
public int MaxHealth { get; set; } = 100;
|
[SerializeField] private int MaxHealth = 100;
|
||||||
public int CurrentHealth { get; private set; }
|
|
||||||
|
private int currentHealth;
|
||||||
private int currentCardIndex = 0;
|
public int CurrentHealth
|
||||||
|
{
|
||||||
public bool IsFlight { get; private set; }
|
get => currentHealth;
|
||||||
public bool IsDead { get; private set; }
|
private set
|
||||||
|
{
|
||||||
|
currentHealth = value;
|
||||||
|
OnHealthChanged?.Invoke(currentHealth);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public event Action<int> OnHealthChanged;
|
||||||
|
public event Action OnDeath;
|
||||||
|
|
||||||
private PlayerMoveController playerMoveController;
|
private PlayerMoveController playerMoveController;
|
||||||
private PlayerCameraController playerCameraController;
|
private PlayerCameraController playerCameraController;
|
||||||
|
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
playerMoveController = GetComponent<PlayerMoveController>();
|
playerMoveController = GetComponent<PlayerMoveController>();
|
||||||
playerCameraController = GetComponent<PlayerCameraController>();
|
playerCameraController = GetComponent<PlayerCameraController>();
|
||||||
|
|
||||||
CurrentHealth = MaxHealth;
|
CurrentHealth = MaxHealth;
|
||||||
|
|
||||||
|
|
||||||
ControllerLocator.Instance.Register(this);
|
ControllerLocator.Instance.Register(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
|
OnDeath += GameFlowManager.Instance.RestartGame;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void TakeDamage(int damage)
|
public void TakeDamage(int damage)
|
||||||
{
|
{
|
||||||
CurrentHealth -= damage;
|
CurrentHealth -= damage;
|
||||||
|
if (CurrentHealth <= 0)
|
||||||
|
{
|
||||||
|
CurrentHealth = 0;
|
||||||
|
OnDeath?.Invoke();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Heal(int heal)
|
public void Heal(int heal)
|
||||||
|
@@ -7,10 +7,7 @@ namespace Gameplay.Player
|
|||||||
{
|
{
|
||||||
public class PlayerEditController:MonoBehaviour
|
public class PlayerEditController:MonoBehaviour
|
||||||
{
|
{
|
||||||
[SerializeField] private float interactRange = 15f;
|
[SerializeField] private FirstPersonRaycaster raycaster; // 新增:第一人称射线检测器
|
||||||
[SerializeField] private LayerMask interactableLayer;
|
|
||||||
[SerializeField] private Camera playerCamera;
|
|
||||||
[SerializeField] private bool isDrawGizmos;
|
|
||||||
|
|
||||||
private IEditable currentTarget; // 射线命中的当前可编辑对象(用于按键交互)
|
private IEditable 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 IEditable previousGazedTarget; // 上一次注视的对象(用于注视进入/离开事件)
|
||||||
@@ -20,10 +17,14 @@ namespace Gameplay.Player
|
|||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
inputManager = InputManager.Instance;
|
inputManager = InputManager.Instance;
|
||||||
if (playerCamera == null)
|
if (raycaster == null)
|
||||||
playerCamera = GameObject.FindWithTag("MainCamera").GetComponent<Camera>();
|
raycaster = GetComponent<FirstPersonRaycaster>() ?? GetComponentInChildren<FirstPersonRaycaster>();
|
||||||
|
if (raycaster == null)
|
||||||
|
raycaster = FindObjectOfType<FirstPersonRaycaster>();
|
||||||
|
if (raycaster == null)
|
||||||
|
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()
|
||||||
@@ -33,42 +34,27 @@ namespace Gameplay.Player
|
|||||||
|
|
||||||
void DetectInteractable()
|
void DetectInteractable()
|
||||||
{
|
{
|
||||||
if (playerCamera == null) return;
|
if (raycaster == null) return;
|
||||||
|
GameObject lookAtObj = raycaster.CurrentLookAtObject;
|
||||||
|
IEditable hitEditable = lookAtObj != null ? lookAtObj.GetComponent<IEditable>() : null;
|
||||||
|
|
||||||
Ray ray = new Ray(playerCamera.transform.position, playerCamera.transform.forward);
|
// 如果命中对象与之前注视的不一样,触发进入/离开事件
|
||||||
if (Physics.Raycast(ray, out RaycastHit hit, interactRange, interactableLayer))
|
if (hitEditable != previousGazedTarget)
|
||||||
{
|
{
|
||||||
IEditable hitEditable = hit.collider.GetComponent<IEditable>();
|
|
||||||
|
|
||||||
// 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 (previousGazedTarget != null)
|
|
||||||
{
|
|
||||||
previousGazedTarget.OnGazeExit(this);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (hitEditable != null)
|
|
||||||
{
|
|
||||||
hitEditable.OnGazeEnter(this);
|
|
||||||
}
|
|
||||||
|
|
||||||
previousGazedTarget = hitEditable;
|
|
||||||
}
|
|
||||||
|
|
||||||
currentTarget = hitEditable;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// 没有命中时,如果之前有注视对象,触发离开
|
|
||||||
if (previousGazedTarget != null)
|
if (previousGazedTarget != null)
|
||||||
{
|
{
|
||||||
previousGazedTarget.OnGazeExit(this);
|
previousGazedTarget.OnGazeExit(this);
|
||||||
previousGazedTarget = null;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
currentTarget = null;
|
if (hitEditable != null)
|
||||||
|
{
|
||||||
|
hitEditable.OnGazeEnter(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
previousGazedTarget = hitEditable;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
currentTarget = hitEditable;
|
||||||
}
|
}
|
||||||
|
|
||||||
public IEditable GetCurrentTarget()
|
public IEditable GetCurrentTarget()
|
||||||
@@ -78,12 +64,7 @@ namespace Gameplay.Player
|
|||||||
|
|
||||||
void OnDrawGizmos()
|
void OnDrawGizmos()
|
||||||
{
|
{
|
||||||
if(!isDrawGizmos) return;
|
// 交由 FirstPersonRaycaster 绘制射线
|
||||||
if (playerCamera == null) return;
|
|
||||||
Gizmos.color = Color.red;
|
|
||||||
Vector3 origin = playerCamera.transform.position;
|
|
||||||
Vector3 direction = playerCamera.transform.forward * interactRange;
|
|
||||||
Gizmos.DrawLine(origin, origin + direction);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@@ -7,10 +7,7 @@ namespace Gameplay.Player
|
|||||||
{
|
{
|
||||||
public class PlayerInteractorController : MonoBehaviour
|
public class PlayerInteractorController : MonoBehaviour
|
||||||
{
|
{
|
||||||
[SerializeField] private float interactRange = 15f;
|
[SerializeField] private FirstPersonRaycaster raycaster; // 新增:第一人称射线检测器
|
||||||
[SerializeField] private LayerMask interactableLayer;
|
|
||||||
[SerializeField] private Camera playerCamera;
|
|
||||||
[SerializeField] private bool isDrawGizmos;
|
|
||||||
[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; // 被射线命中的当前可交互对象(用于按键交互)
|
||||||
@@ -18,8 +15,12 @@ namespace Gameplay.Player
|
|||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
if (playerCamera == null)
|
if (raycaster == null)
|
||||||
playerCamera = GameObject.FindWithTag("MainCamera").GetComponent<Camera>();
|
raycaster = GetComponent<FirstPersonRaycaster>() ?? GetComponentInChildren<FirstPersonRaycaster>();
|
||||||
|
if (raycaster == null)
|
||||||
|
raycaster = FindObjectOfType<FirstPersonRaycaster>();
|
||||||
|
if (raycaster == null)
|
||||||
|
Debug.LogWarning("FirstPersonRaycaster not found! Please assign or add it to the player.");
|
||||||
|
|
||||||
var input = InputManager.Instance.Input;
|
var input = InputManager.Instance.Input;
|
||||||
input.Player.Interact.performed += ctx =>
|
input.Player.Interact.performed += ctx =>
|
||||||
@@ -38,45 +39,31 @@ namespace Gameplay.Player
|
|||||||
|
|
||||||
void DetectInteractable()
|
void DetectInteractable()
|
||||||
{
|
{
|
||||||
if (playerCamera == null) return;
|
if (raycaster == null) return;
|
||||||
if (!isEnablePlayerInteraction) return;
|
if (!isEnablePlayerInteraction) return;
|
||||||
|
|
||||||
Ray ray = new Ray(playerCamera.transform.position, playerCamera.transform.forward);
|
GameObject lookAtObj = raycaster.CurrentLookAtObject;
|
||||||
if (Physics.Raycast(ray, out RaycastHit hit, interactRange, interactableLayer))
|
IInteractable hitInteractable = lookAtObj != null ? lookAtObj.GetComponent<IInteractable>() : null;
|
||||||
|
|
||||||
|
// 如果命中对象与之前注视的不一样,触发进入/离开事件
|
||||||
|
if (hitInteractable != previousGazedTarget)
|
||||||
{
|
{
|
||||||
IInteractable hitInteractable = hit.collider.GetComponent<IInteractable>();
|
|
||||||
|
|
||||||
// 如果命中对象与之前注视的不一样,触发进入/离开事件
|
|
||||||
if (hitInteractable != previousGazedTarget)
|
|
||||||
{
|
|
||||||
if (previousGazedTarget != null)
|
|
||||||
{
|
|
||||||
previousGazedTarget.OnGazeExit(this.gameObject);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (hitInteractable != null)
|
|
||||||
{
|
|
||||||
hitInteractable.OnGazeEnter(this.gameObject);
|
|
||||||
// 这里可以显示交互提示UI,例如 “E - 开门”
|
|
||||||
Debug.Log(hitInteractable.GetInteractPrompt());
|
|
||||||
}
|
|
||||||
|
|
||||||
previousGazedTarget = hitInteractable;
|
|
||||||
}
|
|
||||||
|
|
||||||
currentTarget = hitInteractable;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// 没有命中时,如果之前有注视对象,触发离开
|
|
||||||
if (previousGazedTarget != null)
|
if (previousGazedTarget != null)
|
||||||
{
|
{
|
||||||
previousGazedTarget.OnGazeExit(this.gameObject);
|
previousGazedTarget.OnGazeExit(this.gameObject);
|
||||||
previousGazedTarget = null;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
currentTarget = null;
|
if (hitInteractable != null)
|
||||||
|
{
|
||||||
|
hitInteractable.OnGazeEnter(this.gameObject);
|
||||||
|
// 这里可以显示交互提示UI,例如 “E - 开门”
|
||||||
|
Debug.Log(hitInteractable.GetInteractPrompt());
|
||||||
|
}
|
||||||
|
|
||||||
|
previousGazedTarget = hitInteractable;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
currentTarget = hitInteractable;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetPlayerInteractionEnabled(bool isEnabled)
|
public void SetPlayerInteractionEnabled(bool isEnabled)
|
||||||
@@ -92,12 +79,7 @@ namespace Gameplay.Player
|
|||||||
|
|
||||||
void OnDrawGizmos()
|
void OnDrawGizmos()
|
||||||
{
|
{
|
||||||
if (isDrawGizmos) return;
|
// 交由 FirstPersonRaycaster 绘制射线
|
||||||
if (playerCamera == null) return;
|
|
||||||
Gizmos.color = Color.green;
|
|
||||||
Vector3 origin = playerCamera.transform.position;
|
|
||||||
Vector3 direction = playerCamera.transform.forward * interactRange;
|
|
||||||
Gizmos.DrawLine(origin, origin + direction);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@@ -16,29 +16,26 @@ namespace Gameplay.Player
|
|||||||
public class PlayerWatchModeController : MonoBehaviour
|
public class PlayerWatchModeController : MonoBehaviour
|
||||||
{
|
{
|
||||||
[SerializeField] private Camera cam;
|
[SerializeField] private Camera cam;
|
||||||
public event Action OnEnterInsideWatchMode;
|
public event Action<WatchMode> OnEnterWatchMode;
|
||||||
public event Action OnExitInsideWatchMode;
|
public event Action<WatchMode> OnExitWatchMode;
|
||||||
private InputManager inputManager;
|
private InputManager inputManager;
|
||||||
private TimePauseManager timePauseManager;
|
private TimePauseManager timePauseManager;
|
||||||
private WatchMode currentMode = WatchMode.Normal;
|
|
||||||
private PlayerInteractorController playerInteractorController;
|
private PlayerInteractorController playerInteractorController;
|
||||||
|
private PlayerConnectController _playerConnectController;
|
||||||
|
private WatchMode previousMode = WatchMode.Normal;
|
||||||
|
private WatchMode currentMode = WatchMode.Normal;
|
||||||
|
|
||||||
public WatchMode CurrentWatchMode
|
public WatchMode CurrentWatchMode
|
||||||
{
|
{
|
||||||
get => currentMode;
|
get => currentMode;
|
||||||
set
|
set
|
||||||
{
|
{
|
||||||
if (value != WatchMode.Inside)
|
previousMode = currentMode;
|
||||||
{
|
|
||||||
OnExitInsideWatchMode?.Invoke();
|
|
||||||
}
|
|
||||||
|
|
||||||
if (value == WatchMode.Inside)
|
|
||||||
{
|
|
||||||
OnEnterInsideWatchMode?.Invoke();
|
|
||||||
}
|
|
||||||
|
|
||||||
currentMode = value;
|
currentMode = value;
|
||||||
|
// 触发退出事件
|
||||||
|
OnExitWatchMode?.Invoke(previousMode);
|
||||||
|
OnEnterWatchMode?.Invoke(currentMode);
|
||||||
|
|
||||||
SwitchWatchMode(currentMode);
|
SwitchWatchMode(currentMode);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -48,6 +45,7 @@ namespace Gameplay.Player
|
|||||||
inputManager = InputManager.Instance;
|
inputManager = InputManager.Instance;
|
||||||
timePauseManager = TimePauseManager.Instance;
|
timePauseManager = TimePauseManager.Instance;
|
||||||
playerInteractorController = GetComponent<PlayerInteractorController>();
|
playerInteractorController = GetComponent<PlayerInteractorController>();
|
||||||
|
_playerConnectController = GetComponent<PlayerConnectController>();
|
||||||
|
|
||||||
var input = inputManager.Input;
|
var input = inputManager.Input;
|
||||||
input.Player.SwitchWatchMode.performed += ctx =>
|
input.Player.SwitchWatchMode.performed += ctx =>
|
||||||
@@ -80,6 +78,11 @@ namespace Gameplay.Player
|
|||||||
playerInteractorController.SetPlayerInteractionEnabled(true);
|
playerInteractorController.SetPlayerInteractionEnabled(true);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (_playerConnectController != null)
|
||||||
|
{
|
||||||
|
_playerConnectController.IsEnableConnecting = false;
|
||||||
|
}
|
||||||
|
|
||||||
break;
|
break;
|
||||||
case WatchMode.Inside:
|
case WatchMode.Inside:
|
||||||
SetSeeLines(false);
|
SetSeeLines(false);
|
||||||
@@ -95,6 +98,11 @@ namespace Gameplay.Player
|
|||||||
{
|
{
|
||||||
playerInteractorController.SetPlayerInteractionEnabled(false);
|
playerInteractorController.SetPlayerInteractionEnabled(false);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (_playerConnectController != null)
|
||||||
|
{
|
||||||
|
_playerConnectController.IsEnableConnecting = false;
|
||||||
|
}
|
||||||
|
|
||||||
break;
|
break;
|
||||||
case WatchMode.Outside:
|
case WatchMode.Outside:
|
||||||
@@ -111,6 +119,11 @@ namespace Gameplay.Player
|
|||||||
{
|
{
|
||||||
playerInteractorController.SetPlayerInteractionEnabled(true);
|
playerInteractorController.SetPlayerInteractionEnabled(true);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (_playerConnectController != null)
|
||||||
|
{
|
||||||
|
_playerConnectController.IsEnableConnecting = true;
|
||||||
|
}
|
||||||
|
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
|
@@ -2,11 +2,13 @@ using System;
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
using Script.Gameplay.Global;
|
using Script.Gameplay.Global;
|
||||||
|
using TMPro;
|
||||||
|
|
||||||
namespace UI
|
namespace UI
|
||||||
{
|
{
|
||||||
public class GameCountDownViewer : MonoBehaviour
|
public class GameCountDownViewer : MonoBehaviour
|
||||||
{
|
{
|
||||||
public Text countdownText;
|
public TMP_Text countdownText;
|
||||||
private GameCountdownManager _countdownManager;
|
private GameCountdownManager _countdownManager;
|
||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
|
63
Assets/Script/Gameplay/UI/PlayerConnectViewer.cs
Normal file
63
Assets/Script/Gameplay/UI/PlayerConnectViewer.cs
Normal file
@@ -0,0 +1,63 @@
|
|||||||
|
using System;
|
||||||
|
using Core;
|
||||||
|
using Gameplay.Player;
|
||||||
|
using Script.Gameplay.Connect;
|
||||||
|
using TMPro;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace UI
|
||||||
|
{
|
||||||
|
public class PlayerConnectViewer : UIBase
|
||||||
|
{
|
||||||
|
public TMP_Text inputText;
|
||||||
|
public TMP_Text outputText;
|
||||||
|
private PlayerConnectController _playerConnectController;
|
||||||
|
private PlayerWatchModeController _playerWatchModeController;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
ControllerLocator.Instance.TryGetWait<PlayerConnectController>(OnGetConnectController);
|
||||||
|
ControllerLocator.Instance.TryGetWait<PlayerWatchModeController>(OnGetWatchModeController);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnGetConnectController(PlayerConnectController controller)
|
||||||
|
{
|
||||||
|
_playerConnectController = controller;
|
||||||
|
_playerConnectController.OnSetInputTarget += UpdateInputText;
|
||||||
|
_playerConnectController.OnSetOutputTarget += UpdateOutputText;
|
||||||
|
UpdateInputText(null);
|
||||||
|
UpdateOutputText(null);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateInputText(IConnectable input)
|
||||||
|
{
|
||||||
|
string text = input != null ? input.GetConnectableName() : "None";
|
||||||
|
if (inputText != null)
|
||||||
|
{
|
||||||
|
inputText.text = "Input: " + text;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateOutputText(IConnectable output)
|
||||||
|
{
|
||||||
|
string text = output != null ? output.GetConnectableName() : "None";
|
||||||
|
if (outputText != null)
|
||||||
|
{
|
||||||
|
outputText.text = "Output: " + text;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnGetWatchModeController(PlayerWatchModeController controller)
|
||||||
|
{
|
||||||
|
_playerWatchModeController = controller;
|
||||||
|
_playerWatchModeController.OnEnterWatchMode += (mode) =>
|
||||||
|
{
|
||||||
|
if (mode == WatchMode.Outside) Show();
|
||||||
|
};
|
||||||
|
_playerWatchModeController.OnExitWatchMode += (mode) =>
|
||||||
|
{
|
||||||
|
if (mode == WatchMode.Outside) Hide();
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
3
Assets/Script/Gameplay/UI/PlayerConnectViewer.cs.meta
Normal file
3
Assets/Script/Gameplay/UI/PlayerConnectViewer.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f22aa900f1d1442e9f5ae9750b6ead86
|
||||||
|
timeCreated: 1760842150
|
@@ -56,13 +56,12 @@ namespace UI
|
|||||||
public void OnExitInsideWatchMode()
|
public void OnExitInsideWatchMode()
|
||||||
{
|
{
|
||||||
this.gameObject.SetActive(false);
|
this.gameObject.SetActive(false);
|
||||||
|
|
||||||
ClearComponentUI();
|
ClearComponentUI();
|
||||||
if (noEditableTargetPanel != null)
|
if (noEditableTargetPanel != null)
|
||||||
{
|
{
|
||||||
noEditableTargetPanel.SetActive(false);
|
noEditableTargetPanel.SetActive(false);
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// 获取 PlayerEditController 的回调
|
// 获取 PlayerEditController 的回调
|
||||||
@@ -76,8 +75,17 @@ namespace UI
|
|||||||
private void GetPlayerWatchModeControllerHandle(PlayerWatchModeController watchModeCtrl)
|
private void GetPlayerWatchModeControllerHandle(PlayerWatchModeController watchModeCtrl)
|
||||||
{
|
{
|
||||||
watchModeController = watchModeCtrl;
|
watchModeController = watchModeCtrl;
|
||||||
watchModeController.OnEnterInsideWatchMode += OnEnterInsideWatchMode;
|
watchModeController.OnEnterWatchMode += (WatchMode mode) =>
|
||||||
watchModeController.OnExitInsideWatchMode += OnExitInsideWatchMode;
|
{
|
||||||
|
if (mode == WatchMode.Inside)
|
||||||
|
OnEnterInsideWatchMode();
|
||||||
|
};
|
||||||
|
watchModeController.OnExitWatchMode += (WatchMode mode) =>
|
||||||
|
{
|
||||||
|
if (mode == WatchMode.Inside)
|
||||||
|
OnExitInsideWatchMode();
|
||||||
|
};
|
||||||
|
|
||||||
//Debug.Log("PlayerEditViewer subscribed to WatchMode events.");
|
//Debug.Log("PlayerEditViewer subscribed to WatchMode events.");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@@ -1,6 +1,7 @@
|
|||||||
using System;
|
using System;
|
||||||
using Core;
|
using Core;
|
||||||
using Gameplay.Player;
|
using Gameplay.Player;
|
||||||
|
using TMPro;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
|
|
||||||
@@ -9,24 +10,28 @@ namespace UI
|
|||||||
public class PlayerHpViewer : UIBase
|
public class PlayerHpViewer : UIBase
|
||||||
{
|
{
|
||||||
private PlayerController _playerController;
|
private PlayerController _playerController;
|
||||||
public Text hpText;
|
public TMP_Text hpText;
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
ControllerLocator.Instance.TryGetWait<PlayerController>(OnGet);
|
ControllerLocator.Instance.TryGetWait<PlayerController>(OnGet);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Update()
|
|
||||||
{
|
|
||||||
if (_playerController != null)
|
|
||||||
{
|
|
||||||
hpText.text = "HP: " + _playerController.CurrentHealth;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnGet(PlayerController playerController)
|
private void OnGet(PlayerController playerController)
|
||||||
{
|
{
|
||||||
_playerController = playerController;
|
_playerController = playerController;
|
||||||
|
_playerController.OnHealthChanged += UpdateHpText;
|
||||||
|
UpdateHpText(_playerController.CurrentHealth);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateHpText(int currentHealth)
|
||||||
|
{
|
||||||
|
hpText.text = "HP: " + currentHealth.ToString();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDestroy()
|
||||||
|
{
|
||||||
|
_playerController.OnHealthChanged -= UpdateHpText;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@@ -1,6 +1,7 @@
|
|||||||
using System;
|
using System;
|
||||||
using Core;
|
using Core;
|
||||||
using Gameplay.Player;
|
using Gameplay.Player;
|
||||||
|
using TMPro;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
|
|
||||||
@@ -9,25 +10,18 @@ namespace UI
|
|||||||
public class PlayerWatchModeViewer : UIBase
|
public class PlayerWatchModeViewer : UIBase
|
||||||
{
|
{
|
||||||
private PlayerWatchModeController watchModeController;
|
private PlayerWatchModeController watchModeController;
|
||||||
[SerializeField] private Text modeText;
|
[SerializeField] private TMP_Text modeText;
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
ControllerLocator.Instance.TryGetWait<PlayerWatchModeController>(OnGet);
|
ControllerLocator.Instance.TryGetWait<PlayerWatchModeController>(OnGet);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Update()
|
|
||||||
{
|
|
||||||
if (watchModeController != null)
|
|
||||||
{
|
|
||||||
modeText.text = "Watch Mode: " + watchModeController.CurrentWatchMode.ToString();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnGet(PlayerWatchModeController watchModeCtrl)
|
private void OnGet(PlayerWatchModeController watchModeCtrl)
|
||||||
{
|
{
|
||||||
watchModeController = watchModeCtrl;
|
watchModeController = watchModeCtrl;
|
||||||
//Debug.Log("PlayerWatchModeViewer obtained PlayerWatchModeController.");
|
modeText.text = "Watch Mode: " + watchModeController.CurrentWatchMode;
|
||||||
|
watchModeController.OnEnterWatchMode += mode => modeText.text = "Watch Mode: " + mode;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@@ -67,6 +67,33 @@
|
|||||||
"processors": "",
|
"processors": "",
|
||||||
"interactions": "",
|
"interactions": "",
|
||||||
"initialStateCheck": false
|
"initialStateCheck": false
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "Connect",
|
||||||
|
"type": "Button",
|
||||||
|
"id": "8600cc5b-8ea6-421a-a0f8-11237b50721f",
|
||||||
|
"expectedControlType": "",
|
||||||
|
"processors": "",
|
||||||
|
"interactions": "",
|
||||||
|
"initialStateCheck": false
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "SetOutput",
|
||||||
|
"type": "Button",
|
||||||
|
"id": "c4b0a3bb-49d9-44fe-b302-9ee2b657481a",
|
||||||
|
"expectedControlType": "",
|
||||||
|
"processors": "",
|
||||||
|
"interactions": "",
|
||||||
|
"initialStateCheck": false
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "SetInput",
|
||||||
|
"type": "Button",
|
||||||
|
"id": "fdd72692-b6cc-48ee-af6f-03ffabf29853",
|
||||||
|
"expectedControlType": "",
|
||||||
|
"processors": "",
|
||||||
|
"interactions": "",
|
||||||
|
"initialStateCheck": false
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"bindings": [
|
"bindings": [
|
||||||
@@ -183,13 +210,46 @@
|
|||||||
{
|
{
|
||||||
"name": "",
|
"name": "",
|
||||||
"id": "9e9bf8ec-8b3e-4230-a10c-ae874395711a",
|
"id": "9e9bf8ec-8b3e-4230-a10c-ae874395711a",
|
||||||
"path": "<Keyboard>/x",
|
"path": "<Keyboard>/e",
|
||||||
"interactions": "",
|
"interactions": "",
|
||||||
"processors": "",
|
"processors": "",
|
||||||
"groups": "",
|
"groups": "",
|
||||||
"action": "Edit",
|
"action": "Edit",
|
||||||
"isComposite": false,
|
"isComposite": false,
|
||||||
"isPartOfComposite": false
|
"isPartOfComposite": false
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "",
|
||||||
|
"id": "1c0b4a38-f715-4171-9f41-95afccb50e0f",
|
||||||
|
"path": "<Keyboard>/c",
|
||||||
|
"interactions": "",
|
||||||
|
"processors": "",
|
||||||
|
"groups": "",
|
||||||
|
"action": "Connect",
|
||||||
|
"isComposite": false,
|
||||||
|
"isPartOfComposite": false
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "",
|
||||||
|
"id": "86108527-eb72-48d4-99cf-b1135b9b85f1",
|
||||||
|
"path": "<Mouse>/leftButton",
|
||||||
|
"interactions": "",
|
||||||
|
"processors": "",
|
||||||
|
"groups": "",
|
||||||
|
"action": "SetOutput",
|
||||||
|
"isComposite": false,
|
||||||
|
"isPartOfComposite": false
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "",
|
||||||
|
"id": "1bb29430-c526-48c4-92c8-ef5e44639a7c",
|
||||||
|
"path": "<Mouse>/rightButton",
|
||||||
|
"interactions": "",
|
||||||
|
"processors": "",
|
||||||
|
"groups": "",
|
||||||
|
"action": "SetInput",
|
||||||
|
"isComposite": false,
|
||||||
|
"isPartOfComposite": false
|
||||||
}
|
}
|
||||||
]
|
]
|
||||||
}
|
}
|
||||||
|
Reference in New Issue
Block a user