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18 Commits

Author SHA1 Message Date
9daa56a457 feat(NumberSlot): 实现号码槽 2025-10-20 19:59:44 +08:00
0a1aa83425 refactor(Connect): 重构连接体系,实现一个物体拥有多个连接线 2025-10-20 19:40:55 +08:00
bb2c5aa436 feat(Connect): 实现在场景中提前布置连线,游戏开始后自动连接的功能 2025-10-20 11:02:10 +08:00
ec905d2a27 feat(Connect Distance): 添加了玩家最大可连接距离的逻辑 2025-10-20 10:42:32 +08:00
2b4a7af1e1 feat(CutLine): 实现切除连接线的逻辑 2025-10-20 10:33:00 +08:00
5dd9760a20 chore(Script.Gameplay.Player): 修改名称空间Gameplay.Player -> Script.Gameplay.Player 2025-10-20 10:12:07 +08:00
3593a9f0e8 feat(Lever):实现拉杆 2025-10-20 10:01:40 +08:00
bb16550a0f feat(PressurePlate):实现压力板 2025-10-20 09:54:58 +08:00
6edc9fa3fd chore(StartFromCore):添加从Core开启的编辑器快捷方法 2025-10-20 09:48:56 +08:00
7c826ceba4 feat(Button): 实现按钮预制体,测试倒计时功能,添加从测试开始的按钮 2025-10-20 09:34:22 +08:00
fc91a61930 fix(): 修复Rigidbody无法正常下落的BUG 2025-10-20 09:23:04 +08:00
06b253da24 chore(): 修改了Gameplay接口的名称空间,添加Test场景专门摆放展示预制体的功能 2025-10-20 09:02:15 +08:00
bc6e0277f8 fix(UI): 修复当UIBase的IsOpenOnFirstLoad为false的时候,会导致组件的Awake无法触发的BUG 2025-10-19 19:42:55 +08:00
f3d73ab65a feat(Connect): 完成连线基本玩法, 2025-10-19 19:38:52 +08:00
e14e8925de fix(): 修复字符集缺少_, 修复TimePauseManager的警告问题 2025-10-19 17:21:03 +08:00
0eb5cbf784 fix(DoorInteract): 2025-10-18 17:16:39 +08:00
462a3b5850 refactor(): 使用第一人称射线检测来替换掉 可交互和可编辑种重合的部分 2025-10-18 17:14:09 +08:00
b709d1219f chore():整理了一下文件夹和玩家的血量逻辑 2025-10-18 15:41:43 +08:00
93 changed files with 10671 additions and 5649 deletions

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8
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// 文件路径Assets/Editor/StartFromCore.cs
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
namespace Editor
{
public static class StartFromCore
{
// 菜单路径Tools/Start From Core 快捷键Ctrl+Shift+C
[MenuItem("Tools/Start From Core %#c", false, 0)]
private static void StartFromCoreScene()
{
if (EditorApplication.isPlaying)
{
Debug.Log("已在 Play 模式,忽略重复操作。");
return;
}
string coreScenePath = "Assets/Scenes/Core.unity";
var coreScene = AssetDatabase.LoadAssetAtPath<SceneAsset>(coreScenePath);
if (coreScene == null)
{
EditorUtility.DisplayDialog(
"找不到 Core 场景",
$"请在 {coreScenePath} 放置名为 Core 的场景文件。",
"确定");
return;
}
// 保存当前场景(可选)
if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())
{
// 把 Core 场景设置成“唯一”启动场景
EditorSceneManager.playModeStartScene = AssetDatabase.LoadAssetAtPath<SceneAsset>(coreScenePath);
// 进入 Play 模式
EditorApplication.EnterPlaymode();
}
}
// 当正在播放时禁用菜单
[MenuItem("Tools/Start From Core", true)]
private static bool ValidateStartFromCoreScene() => !EditorApplication.isPlaying;
}
}

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View File

@@ -9,5 +9,10 @@ namespace Core
{
ScenesManager.Instance.LoadMainMenu();
}
public void ReStartGame()
{
ScenesManager.Instance.LoadGameplay("Level1");
}
}
}

View File

@@ -10,6 +10,12 @@ namespace Core
public abstract class UIBase : MonoBehaviour
{
public bool IsOpenOnFirstLoad;
protected virtual void Awake()
{
if (!IsOpenOnFirstLoad) Hide();
}
/// <summary>
/// Called when the UI is shown.
/// </summary>

View File

@@ -48,11 +48,6 @@ namespace Core
if (uiBase != null && !openedUIs.ContainsKey(uiName))
{
openedUIs[uiName] = uiBase;
uiBase.Hide(); // 默认关闭
if (uiBase.IsOpenOnFirstLoad)
{
uiBase.Show();
}
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 642ffea658c1425ebfc5a3ef8e35b465
timeCreated: 1760778870

View File

@@ -0,0 +1,78 @@
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 monoPointA;
[SerializeField] private MonoBehaviour monoPointB;
private IConnectable _pointA;
private IConnectable _pointB;
private LineRenderer line;
private void Awake()
{
_pointA = monoPointA as IConnectable;
_pointB = monoPointB as IConnectable;
line = GetComponent<LineRenderer>();
SetLineRendererPositions();
}
public void SetConnectable(IConnectable pointA, IConnectable pointB)
{
if(pointA == null || pointB == null)
{
Debug.Log("ConnectionLine requires two valid IConnectable points.");
return;
}
if (pointA == pointB)
{
Debug.Log("ConnectionLine cannot connect the same point.");
return;
}
_pointA = pointA;
_pointB = pointB;
pointA.ConnectionLines.Add(this);
pointB.ConnectionLines.Add(this);
SetLineRendererPositions();
}
private void SetLineRendererPositions()
{
if (_pointA != null && _pointB != null)
{
line.SetPositions(new Vector3[]
{
_pointA.GetPosition(),
_pointB.GetPosition()
});
}
}
public void SignalActive(bool active, GameObject sender)
{
if (_pointA != null && _pointB != null)
{
if (sender == _pointA.GetGameObject())
{
_pointB.SignalActive(active, sender);
}
else if (sender == _pointB.GetGameObject())
{
_pointA.SignalActive(active, sender);
}
}
}
private void OnDestroy()
{
_pointA.ConnectionLines.Remove(this);
_pointB.ConnectionLines.Remove(this);
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 73c8f3d3a6144dc780b46b6c363b8ca6
timeCreated: 1760779021

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@@ -0,0 +1,73 @@
using System;
using UnityEngine;
using System.Collections.Generic;
using Core;
namespace Script.Gameplay.Connect
{
[Serializable]
public class PreviousConnection
{
public int PreConnectionID;
public MonoBehaviour source;
public MonoBehaviour target;
}
public class ConnectionLineManager : MonoSingleton<ConnectionLineManager>
{
[SerializeField] private GameObject linePrefab;
[SerializeField]private List<PreviousConnection> preConnectionLines = new List<PreviousConnection>();
private List<ConnectionLine> connectionLines = new List<ConnectionLine>();
private void Start()
{
GeneratePreviousConnectionLines(preConnectionLines);
}
public ConnectionLine GenerateConnectionLine(IConnectable a, IConnectable b)
{
GameObject lineObject = Instantiate(linePrefab, this.transform);
ConnectionLine connectionLine = lineObject.GetComponent<ConnectionLine>();
if (connectionLine != null)
{
connectionLine.SetConnectable(a, b);
connectionLines.Add(connectionLine);
return connectionLine;
}
return null;
}
public void CutTargetConnectionLines(IConnectable target)
{
List<ConnectionLine> linesToRemove = new List<ConnectionLine>();
foreach (var line in connectionLines)
{
if (line != null && (line.Equals(target)))
{
linesToRemove.Add(line);
}
}
foreach (var line in linesToRemove)
{
connectionLines.Remove(line);
Destroy(line.gameObject);
}
}
public void GeneratePreviousConnectionLines(List<PreviousConnection> previousConnections)
{
foreach (var preConnection in previousConnections)
{
IConnectable source = preConnection.source as IConnectable;
IConnectable target = preConnection.target as IConnectable;
if (source != null && target != null)
{
GenerateConnectionLine(source, target);
}
else
{
Debug.Log(preConnection.PreConnectionID + " connection failed to load.");
}
}
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 943a23c0c32e460bbc9faac4fe2b5a3e
timeCreated: 1760837927

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@@ -0,0 +1,16 @@
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
GameObject GetGameObject(); // 获取连接点物体
string GetConnectableName(); // 获取连接点名称
public List<ConnectionLine> ConnectionLines { get; set; }
void SignalActive(bool active, GameObject sender); // 被激活
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e75a5e9f5792435baf0d8e6b9ccc19b1
timeCreated: 1760778892

View File

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

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

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@@ -0,0 +1,116 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Script.Gameplay.Interface;
using Script.Gameplay.Connect;
namespace Script.Gameplay.Facility
{
public class ButtonInteractController : MonoBehaviour, IInteractable, IEditableComponent, IConnectable, ISignalSender
{
#region Interactable
public bool Interactable = true;
[SerializeField] private float signalDuration = 1.0f; // 信号持续时间(秒)
public string GetInteractPrompt()
{
return "按F按下按钮";
}
public void Interact(GameObject interactor)
{
if (!Interactable) return;
StartCoroutine(SendSignalCoroutine());
Debug.Log("Button pressed");
}
public void OnGazeEnter(GameObject editor)
{
// 可选:高亮按钮等
}
public void OnGazeExit(GameObject editor)
{
// 可选:取消高亮
}
private IEnumerator SendSignalCoroutine()
{
SendSignal(true);
Interactable = false;
// 按钮压下的动画或效果可以在这里添加
yield return new WaitForSeconds(signalDuration);
SendSignal(false);
Interactable = true;
// 按钮弹起的动画或效果可以在这里添加
}
#endregion
#region EditableComponent
[SerializeField] private bool isActive = true;
public bool IsActive
{
get => isActive;
set
{
isActive = value;
Interactable = isActive;
}
}
public string ComponentName { get; set; } = "Button";
public LockLevel LockLevel => LockLevel.Red;
#endregion
#region Connectable
public void OnGazeEnter()
{
}
public void OnGazeExit()
{
}
public Vector3 GetPosition()
{
return transform.position;
}
public GameObject GetGameObject()
{
return gameObject;
}
public string GetConnectableName()
{
return gameObject.name;
}
public List<ConnectionLine> ConnectionLines { get; set; } = new List<ConnectionLine>();
public void SignalActive(bool active, GameObject sender)
{
// 按钮通常不接收信号,因此这里可以留空
}
public void SendSignal(bool active)
{
if (ConnectionLines != null)
{
foreach (var line in ConnectionLines)
{
line.SignalActive(active, this.gameObject);
}
}
}
#endregion
}
}

View File

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

View File

@@ -1,4 +1,5 @@
using UnityEngine;
using Script.Gameplay.Interface;
namespace Script.Gameplay.Facility
{

View File

@@ -1,28 +1,25 @@
using System;
using Gameplay.Player;
using System.Collections.Generic;
using Script.Gameplay.Player;
using UnityEngine;
using Interface;
using Script.Gameplay.Interface;
using Script.Gameplay.Connect;
namespace Script.Gameplay.Facility
{
public class DoorInteractController : InteractableBaseController, IEditableComponent
public class DoorInteractController : MonoBehaviour, IInteractable, IEditableComponent, IConnectable
{
[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;
#region Interactable
public bool Interactable = true;
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 (isOpened)
@@ -37,14 +34,83 @@ namespace Script.Gameplay.Facility
}
}
public void OnGazeEnter(GameObject editor)
{
//
}
public void OnGazeExit(GameObject editor)
{
//
}
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");
}
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");
}
#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 GameObject GetGameObject()
{
return gameObject;
}
public string GetConnectableName()
{
return gameObject.name;
}
public List<ConnectionLine> ConnectionLines { get; set; } = new List<ConnectionLine>();
public void SignalActive(bool active, GameObject sender)
{
Interact(sender);
}
#endregion
}
}

View File

@@ -1,8 +1,8 @@
using System;
using System.Collections.Generic;
using Gameplay.Player;
using Script.Gameplay.Player;
using UnityEngine;
using Interface;
using Script.Gameplay.Interface;
namespace Script.Gameplay.Facility
{

View File

@@ -1,5 +1,5 @@
using UnityEngine;
using Interface;
using Script.Gameplay.Interface;
namespace Script.Gameplay.Facility
{

View File

@@ -0,0 +1,97 @@
using System.Collections.Generic;
using UnityEngine;
using Script.Gameplay.Interface;
using Script.Gameplay.Connect;
namespace Script.Gameplay.Facility
{
public class LeverInteractController : MonoBehaviour, IInteractable, IEditableComponent, IConnectable, ISignalSender
{
#region Interactable
public bool Interactable = true;
private bool isPulled = false;
public string GetInteractPrompt()
{
return "按F拉动拉杆";
}
public void Interact(GameObject interactor)
{
if (!Interactable) return;
isPulled = !isPulled;
SendSignal(isPulled);
// 可选:拉杆动画
Debug.Log(isPulled ? "Lever pulled down" : "Lever reset");
}
public void OnGazeEnter(GameObject editor)
{
// 可选:高亮拉杆
}
public void OnGazeExit(GameObject editor)
{
// 可选:取消高亮
}
#endregion
#region EditableComponent
[SerializeField] private bool isActive = true;
public bool IsActive
{
get => isActive;
set
{
isActive = value;
Interactable = isActive;
}
}
public string ComponentName { get; set; } = "Lever";
public LockLevel LockLevel => LockLevel.Red;
#endregion
#region Connectable
public void OnGazeEnter()
{
}
public void OnGazeExit()
{
}
public Vector3 GetPosition() => transform.position;
public GameObject GetGameObject()
{
return gameObject;
}
public string GetConnectableName() => gameObject.name;
public List<ConnectionLine> ConnectionLines { get; set; }= new List<ConnectionLine>();
public void SignalActive(bool active, GameObject sender)
{
//
}
public void SendSignal(bool active)
{
if (ConnectionLines != null)
{
foreach (var line in ConnectionLines)
{
line.SignalActive(active, this.gameObject);
}
}
}
#endregion
}
}

View File

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

View File

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

View File

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

View File

@@ -0,0 +1,88 @@
using System.Collections.Generic;
using UnityEngine;
using Script.Gameplay.Interface;
using Script.Gameplay.Connect;
namespace Script.Gameplay.Facility
{
public class PressurePlateController : MonoBehaviour, IEditableComponent, IConnectable, ISignalSender
{
[SerializeField] private bool isActive = true;
[SerializeField] private LayerMask detectLayer = ~0; // 检测所有层可在Inspector中指定
[SerializeField] private Vector3 plateSize = new Vector3(1, 0.2f, 1);
[SerializeField] private Vector3 plateOffset = Vector3.up * 0.1f;
private bool lastState = false;
private void FixedUpdate()
{
if (!isActive) return;
bool hasObject = Physics.CheckBox(transform.position + plateOffset, plateSize * 0.5f, Quaternion.identity,
detectLayer);
if (hasObject != lastState)
{
SendSignal(hasObject);
lastState = hasObject;
}
}
#region EditableComponent
public bool IsActive
{
get => isActive;
set => isActive = value;
}
public string ComponentName { get; set; } = "PressurePlate";
public LockLevel LockLevel => LockLevel.Red;
#endregion
#region Connectable
public void OnGazeEnter()
{
}
public void OnGazeExit()
{
}
public Vector3 GetPosition() => transform.position;
public GameObject GetGameObject()
{
return gameObject;
}
public string GetConnectableName() => gameObject.name;
public List<ConnectionLine> ConnectionLines { get; set; } = new List<ConnectionLine>();
public void SignalActive(bool active, GameObject sender)
{
//
}
public void SendSignal(bool active)
{
if (ConnectionLines != null)
{
foreach (var line in ConnectionLines)
{
line.SignalActive(active, this.gameObject);
}
}
}
#endregion
#if UNITY_EDITOR
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.yellow;
Gizmos.DrawWireCube(transform.position + plateOffset, plateSize);
}
#endif
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 2557c7d42f7a4d8896712ab2ae980b6f
timeCreated: 1760924285

View File

@@ -1,4 +1,5 @@
using UnityEngine;
using Script.Gameplay.Interface;
namespace Script.Gameplay.Facility
{
@@ -14,7 +15,7 @@ namespace Script.Gameplay.Facility
{
isActive = value;
//具体被编辑的逻辑
_rigidbody.isKinematic = isActive;
_rigidbody.isKinematic = !isActive;
}
}
@@ -26,7 +27,7 @@ namespace Script.Gameplay.Facility
{
_rigidbody = GetComponent<Rigidbody>();
//应用序列化的初始状态
_rigidbody.isKinematic = isActive;
_rigidbody.isKinematic = !isActive;
}
#if UNITY_EDITOR
@@ -35,7 +36,7 @@ namespace Script.Gameplay.Facility
//在编辑器中即时生效
_rigidbody = _rigidbody == null ? GetComponent<Rigidbody>() : _rigidbody;
if (_rigidbody != null)
_rigidbody.isKinematic = isActive;
_rigidbody.isKinematic = !isActive;
}
#endif
}

View File

@@ -1,24 +1,37 @@
using System;
using Core;
using Script.Gameplay.Input;
using UnityEngine;
namespace Script.Gameplay.Global
{
public enum GameState
{
Boot, // 初始化
MainMenu, // 主菜单
Playing, // 游戏中
Paused, // 暂停
GameOver, // 游戏结束
Victory // 胜利
Boot, // 初始化
MainMenu, // 主菜单
Playing, // 游戏中
Paused, // 暂停
GameOver, // 游戏结束
Victory // 胜利
}
public class GameFlowManager : MonoSingleton<GameFlowManager>
{
public bool IsOpenRestartGameOnCountdownFinish = true;
private void Start()
{
GameCountdownManager.Instance.StartLevelTimer();
GameCountdownManager.Instance.OnFinish.AddListener(() =>
{
if (IsOpenRestartGameOnCountdownFinish) RestartGame();
}
);
}
public void RestartGame()
{
GameManager.Instance.ReStartGame();
}
}
}

View File

@@ -23,8 +23,7 @@ namespace Script.Gameplay.Global
private void OnValidate()
{
// Inspector 里打钩立即生效(仅 Editor
if (Application.isPlaying && Instance == this)
SetPaused(_pauseToggle);
SetPaused(_pauseToggle);
}

View File

@@ -19,15 +19,25 @@ namespace Script.Gameplay.Input
private bool _hasFocus = true;
private void Awake()
protected override void Awake()
{
Input = new PlayerInputActions();
base.Awake();
}
private void OnEnable()
{
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
Input.Player.Move.performed += ctx => Move = ctx.ReadValue<Vector2>();
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.canceled += ctx => EditPressed = false;
}
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()
{
SetCursorState(false, CursorLockMode.Locked);
SetInputForLook(true);
SetInputForMove(true);
UIManager.Instance.RegisterInputManager(this);
}

View File

@@ -91,6 +91,42 @@ namespace Script.Gameplay.Input
""processors"": """",
""interactions"": """",
""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
},
{
""name"": ""CutLine"",
""type"": ""Button"",
""id"": ""bf20e378-b5e0-4749-90b7-fc2aa09bd5c9"",
""expectedControlType"": """",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
}
],
""bindings"": [
@@ -207,13 +243,57 @@ namespace Script.Gameplay.Input
{
""name"": """",
""id"": ""9e9bf8ec-8b3e-4230-a10c-ae874395711a"",
""path"": ""<Keyboard>/x"",
""path"": ""<Keyboard>/e"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Edit"",
""isComposite"": 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
},
{
""name"": """",
""id"": ""53d79cef-a048-4b85-8078-03fcfeb79182"",
""path"": ""<Keyboard>/x"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""CutLine"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
}
@@ -229,6 +309,10 @@ namespace Script.Gameplay.Input
m_Player_Pause = m_Player.FindAction("Pause", throwIfNotFound: true);
m_Player_SwitchWatchMode = m_Player.FindAction("SwitchWatchMode", 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);
m_Player_CutLine = m_Player.FindAction("CutLine", throwIfNotFound: true);
}
~@PlayerInputActions()
@@ -302,6 +386,10 @@ namespace Script.Gameplay.Input
private readonly InputAction m_Player_Pause;
private readonly InputAction m_Player_SwitchWatchMode;
private readonly InputAction m_Player_Edit;
private readonly InputAction m_Player_Connect;
private readonly InputAction m_Player_SetOutput;
private readonly InputAction m_Player_SetInput;
private readonly InputAction m_Player_CutLine;
public struct PlayerActions
{
private @PlayerInputActions m_Wrapper;
@@ -313,6 +401,10 @@ namespace Script.Gameplay.Input
public InputAction @Pause => m_Wrapper.m_Player_Pause;
public InputAction @SwitchWatchMode => m_Wrapper.m_Player_SwitchWatchMode;
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 InputAction @CutLine => m_Wrapper.m_Player_CutLine;
public InputActionMap Get() { return m_Wrapper.m_Player; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
@@ -343,6 +435,18 @@ namespace Script.Gameplay.Input
@Edit.started += instance.OnEdit;
@Edit.performed += 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;
@CutLine.started += instance.OnCutLine;
@CutLine.performed += instance.OnCutLine;
@CutLine.canceled += instance.OnCutLine;
}
private void UnregisterCallbacks(IPlayerActions instance)
@@ -368,6 +472,18 @@ namespace Script.Gameplay.Input
@Edit.started -= instance.OnEdit;
@Edit.performed -= 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;
@CutLine.started -= instance.OnCutLine;
@CutLine.performed -= instance.OnCutLine;
@CutLine.canceled -= instance.OnCutLine;
}
public void RemoveCallbacks(IPlayerActions instance)
@@ -394,6 +510,10 @@ namespace Script.Gameplay.Input
void OnPause(InputAction.CallbackContext context);
void OnSwitchWatchMode(InputAction.CallbackContext context);
void OnEdit(InputAction.CallbackContext context);
void OnConnect(InputAction.CallbackContext context);
void OnSetOutput(InputAction.CallbackContext context);
void OnSetInput(InputAction.CallbackContext context);
void OnCutLine(InputAction.CallbackContext context);
}
}
}

View File

@@ -0,0 +1,8 @@
namespace Script.Gameplay.Interface
{
public interface IDamageable
{
public void TakeDamage(int damage);
public void Heal(int heal);
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 86b0cd642bb840a49e1ff26b4da53132
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,9 +1,9 @@
using UnityEngine;
using Gameplay.Player;
using Script.Gameplay.Player;
using System.Collections.Generic;
using Script.Gameplay.Facility;
namespace Interface
namespace Script.Gameplay.Interface
{
public interface IEditable
{

View File

@@ -1,4 +1,4 @@
namespace Script.Gameplay.Facility
namespace Script.Gameplay.Interface
{
public enum LockLevel
{

View File

@@ -1,5 +1,5 @@
using UnityEngine;
namespace Interface
namespace Script.Gameplay.Interface
{
public interface IInteractable
{

View File

@@ -0,0 +1,72 @@
using UnityEngine;
namespace Script.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);
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 50205a0afd8544b883204613f428e066
timeCreated: 1760775915

View File

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

View File

@@ -0,0 +1,133 @@
using System.Linq;
using Core;
using UnityEngine;
using Script.Gameplay.Connect;
using Script.Gameplay.Input;
using System;
namespace Script.Gameplay.Player
{
public class PlayerConnectController : MonoBehaviour
{
public bool IsEnableConnecting = true; // 是否启用连接功能
[SerializeField] private FirstPersonRaycaster raycaster; // 第一人称射线检测器
[SerializeField] private float maxConnectDistance = 10f; // 最大连接距离
private IConnectable currentTarget; // 当前注视的可连接对象
private IConnectable previousGazedTarget; // 上一次注视的 IConnectable用于触发进入/离开)
private InputManager inputManager;
private IConnectable outTarget;
private IConnectable inputTarget;
public event Action<IConnectable> OnSetPointA;
public event Action<IConnectable> OnSetPointB;
void Start()
{
inputManager = InputManager.Instance;
inputManager.Input.Player.SetOutput.performed += ctx => SetPointA(currentTarget);
inputManager.Input.Player.SetInput.performed += ctx => SetPointB(currentTarget);
inputManager.Input.Player.Connect.performed += ctx => CreateConnection();
inputManager.Input.Player.CutLine.performed += ctx => CutConnectLine(currentTarget);
if (raycaster == null)
raycaster = GetComponent<FirstPersonRaycaster>() ?? GetComponentInChildren<FirstPersonRaycaster>();
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 SetPointA(IConnectable target)
{
if (target == null) return;
if(!IsEnableConnecting) return;
outTarget = target;
OnSetPointA?.Invoke(outTarget);
}
public void SetPointB(IConnectable target)
{
if (target == null) return;
if(!IsEnableConnecting) return;
inputTarget = target;
OnSetPointB?.Invoke(inputTarget);
}
public void CutConnectLine(IConnectable target)
{
if (target == null) return;
if(!IsEnableConnecting) return;
ConnectionLineManager.Instance.CutTargetConnectionLines(target);
}
private void CreateConnection()
{
if(!IsEnableConnecting) return;
if (outTarget != null && inputTarget != null && outTarget != inputTarget)
{
//计算距离
float distance = Vector3.Distance(outTarget.GetPosition(), inputTarget.GetPosition());
if (distance > maxConnectDistance)
{
Debug.Log("Cannot create connection: targets are too far apart.");
return;
}
// 创建连接线
ConnectionLine connectionLine = ConnectionLineManager.Instance.GenerateConnectionLine(outTarget, inputTarget);
// 重置信号目标
outTarget = null;
inputTarget = null;
}
else
{
Debug.Log("Cannot create connection: invalid targets.");
}
}
void OnDrawGizmos()
{
// 射线可视化交由 FirstPersonRaycaster 处理
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 5981311fef324f939be05186f7936173
timeCreated: 1760838186

View File

@@ -1,47 +1,57 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Gameplay;
using Interface;
using Script.Gameplay.Interface;
using UnityEngine;
using Core;
using Script.Gameplay.Global;
namespace Gameplay.Player
namespace Script.Gameplay.Player
{
public class PlayerController : MonoBehaviour
public class PlayerController : MonoBehaviour, IDamageable
{
public int MaxHealth { get; set; } = 100;
public int CurrentHealth { get; private set; }
private int currentCardIndex = 0;
public bool IsFlight { get; private set; }
public bool IsDead { get; private set; }
[SerializeField] private int MaxHealth = 100;
private int currentHealth;
public int CurrentHealth
{
get => currentHealth;
private set
{
currentHealth = value;
OnHealthChanged?.Invoke(currentHealth);
}
}
public event Action<int> OnHealthChanged;
public event Action OnDeath;
private PlayerMoveController playerMoveController;
private PlayerCameraController playerCameraController;
private void Awake()
{
playerMoveController = GetComponent<PlayerMoveController>();
playerCameraController = GetComponent<PlayerCameraController>();
CurrentHealth = MaxHealth;
ControllerLocator.Instance.Register(this);
}
private void Start()
{
OnDeath += GameFlowManager.Instance.RestartGame;
}
public void TakeDamage(int damage)
{
CurrentHealth -= damage;
if (CurrentHealth <= 0)
{
CurrentHealth = 0;
OnDeath?.Invoke();
}
}
public void Heal(int heal)

View File

@@ -1,16 +1,13 @@
using Core;
using UnityEngine;
using Interface;
using Script.Gameplay.Interface;
using Script.Gameplay.Input;
namespace Gameplay.Player
namespace Script.Gameplay.Player
{
public class PlayerEditController:MonoBehaviour
{
[SerializeField] private float interactRange = 15f;
[SerializeField] private LayerMask interactableLayer;
[SerializeField] private Camera playerCamera;
[SerializeField] private bool isDrawGizmos;
[SerializeField] private FirstPersonRaycaster raycaster; // 新增:第一人称射线检测器
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)
@@ -20,10 +17,14 @@ namespace Gameplay.Player
void Start()
{
inputManager = InputManager.Instance;
if (playerCamera == null)
playerCamera = GameObject.FindWithTag("MainCamera").GetComponent<Camera>();
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()
@@ -33,42 +34,27 @@ namespace Gameplay.Player
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);
if (Physics.Raycast(ray, out RaycastHit hit, interactRange, interactableLayer))
// 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)
{
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)
{
previousGazedTarget.OnGazeExit(this);
previousGazedTarget = null;
}
currentTarget = null;
if (hitEditable != null)
{
hitEditable.OnGazeEnter(this);
}
previousGazedTarget = hitEditable;
}
currentTarget = hitEditable;
}
public IEditable GetCurrentTarget()
@@ -78,12 +64,7 @@ namespace Gameplay.Player
void OnDrawGizmos()
{
if(!isDrawGizmos) return;
if (playerCamera == null) return;
Gizmos.color = Color.red;
Vector3 origin = playerCamera.transform.position;
Vector3 direction = playerCamera.transform.forward * interactRange;
Gizmos.DrawLine(origin, origin + direction);
// 交由 FirstPersonRaycaster 绘制射线
}
}
}

View File

@@ -1,16 +1,13 @@
using UnityEngine;
using Interface;
using Script.Gameplay.Interface;
using System;
using Script.Gameplay.Input;
namespace Gameplay.Player
namespace Script.Gameplay.Player
{
public class PlayerInteractorController : MonoBehaviour
{
[SerializeField] private float interactRange = 15f;
[SerializeField] private LayerMask interactableLayer;
[SerializeField] private Camera playerCamera;
[SerializeField] private bool isDrawGizmos;
[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
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()
{
if (playerCamera == null)
playerCamera = GameObject.FindWithTag("MainCamera").GetComponent<Camera>();
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.");
var input = InputManager.Instance.Input;
input.Player.Interact.performed += ctx =>
@@ -38,45 +39,31 @@ namespace Gameplay.Player
void DetectInteractable()
{
if (playerCamera == null) return;
if (raycaster == null) return;
if (!isEnablePlayerInteraction) return;
Ray ray = new Ray(playerCamera.transform.position, playerCamera.transform.forward);
if (Physics.Raycast(ray, out RaycastHit hit, interactRange, interactableLayer))
GameObject lookAtObj = raycaster.CurrentLookAtObject;
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)
{
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)
@@ -92,12 +79,7 @@ namespace Gameplay.Player
void OnDrawGizmos()
{
if (isDrawGizmos) return;
if (playerCamera == null) return;
Gizmos.color = Color.green;
Vector3 origin = playerCamera.transform.position;
Vector3 direction = playerCamera.transform.forward * interactRange;
Gizmos.DrawLine(origin, origin + direction);
// 交由 FirstPersonRaycaster 绘制射线
}
}
}

View File

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

View File

@@ -4,7 +4,7 @@ using UnityEngine;
using Core;
using Script.Gameplay.Global;
namespace Gameplay.Player
namespace Script.Gameplay.Player
{
public enum WatchMode
{
@@ -16,29 +16,26 @@ namespace Gameplay.Player
public class PlayerWatchModeController : MonoBehaviour
{
[SerializeField] private Camera cam;
public event Action OnEnterInsideWatchMode;
public event Action OnExitInsideWatchMode;
public event Action<WatchMode> OnEnterWatchMode;
public event Action<WatchMode> OnExitWatchMode;
private InputManager inputManager;
private TimePauseManager timePauseManager;
private WatchMode currentMode = WatchMode.Normal;
private PlayerInteractorController playerInteractorController;
private PlayerConnectController _playerConnectController;
private WatchMode previousMode = WatchMode.Normal;
private WatchMode currentMode = WatchMode.Normal;
public WatchMode CurrentWatchMode
{
get => currentMode;
set
{
if (value != WatchMode.Inside)
{
OnExitInsideWatchMode?.Invoke();
}
if (value == WatchMode.Inside)
{
OnEnterInsideWatchMode?.Invoke();
}
previousMode = currentMode;
currentMode = value;
// 触发退出事件
OnExitWatchMode?.Invoke(previousMode);
OnEnterWatchMode?.Invoke(currentMode);
SwitchWatchMode(currentMode);
}
}
@@ -48,6 +45,7 @@ namespace Gameplay.Player
inputManager = InputManager.Instance;
timePauseManager = TimePauseManager.Instance;
playerInteractorController = GetComponent<PlayerInteractorController>();
_playerConnectController = GetComponent<PlayerConnectController>();
var input = inputManager.Input;
input.Player.SwitchWatchMode.performed += ctx =>
@@ -80,6 +78,11 @@ namespace Gameplay.Player
playerInteractorController.SetPlayerInteractionEnabled(true);
}
if (_playerConnectController != null)
{
_playerConnectController.IsEnableConnecting = false;
}
break;
case WatchMode.Inside:
SetSeeLines(false);
@@ -95,6 +98,11 @@ namespace Gameplay.Player
{
playerInteractorController.SetPlayerInteractionEnabled(false);
}
if (_playerConnectController != null)
{
_playerConnectController.IsEnableConnecting = false;
}
break;
case WatchMode.Outside:
@@ -111,6 +119,11 @@ namespace Gameplay.Player
{
playerInteractorController.SetPlayerInteractionEnabled(true);
}
if (_playerConnectController != null)
{
_playerConnectController.IsEnableConnecting = true;
}
break;
default:

View File

@@ -2,7 +2,7 @@ using Core;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using Script.Gameplay.Facility;
using Script.Gameplay.Interface;
namespace UI
{

View File

@@ -2,11 +2,13 @@ using System;
using UnityEngine;
using UnityEngine.UI;
using Script.Gameplay.Global;
using TMPro;
namespace UI
{
public class GameCountDownViewer : MonoBehaviour
{
public Text countdownText;
public TMP_Text countdownText;
private GameCountdownManager _countdownManager;
private void Start()

View File

@@ -0,0 +1,63 @@
using System;
using Core;
using Script.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.OnSetPointB += UpdateInputText;
_playerConnectController.OnSetPointA += 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();
};
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: f22aa900f1d1442e9f5ae9750b6ead86
timeCreated: 1760842150

View File

@@ -2,8 +2,8 @@ using System;
using System.Collections.Generic;
using System.Linq;
using Core;
using Interface;
using Gameplay.Player;
using Script.Gameplay.Interface;
using Script.Gameplay.Player;
using Script.Gameplay.Facility;
using UnityEngine;
using Script.Gameplay.Input;
@@ -56,13 +56,12 @@ namespace UI
public void OnExitInsideWatchMode()
{
this.gameObject.SetActive(false);
ClearComponentUI();
if (noEditableTargetPanel != null)
{
noEditableTargetPanel.SetActive(false);
}
}
// 获取 PlayerEditController 的回调
@@ -76,8 +75,17 @@ namespace UI
private void GetPlayerWatchModeControllerHandle(PlayerWatchModeController watchModeCtrl)
{
watchModeController = watchModeCtrl;
watchModeController.OnEnterInsideWatchMode += OnEnterInsideWatchMode;
watchModeController.OnExitInsideWatchMode += OnExitInsideWatchMode;
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.");
}

View File

@@ -1,6 +1,7 @@
using System;
using Core;
using Gameplay.Player;
using Script.Gameplay.Player;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
@@ -9,24 +10,28 @@ namespace UI
public class PlayerHpViewer : UIBase
{
private PlayerController _playerController;
public Text hpText;
public TMP_Text hpText;
private void Awake()
{
ControllerLocator.Instance.TryGetWait<PlayerController>(OnGet);
}
private void Update()
{
if (_playerController != null)
{
hpText.text = "HP: " + _playerController.CurrentHealth;
}
}
private void OnGet(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;
}
}
}

View File

@@ -1,6 +1,7 @@
using System;
using Core;
using Gameplay.Player;
using Script.Gameplay.Player;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
@@ -9,25 +10,18 @@ namespace UI
public class PlayerWatchModeViewer : UIBase
{
private PlayerWatchModeController watchModeController;
[SerializeField] private Text modeText;
[SerializeField] private TMP_Text modeText;
private void Awake()
{
ControllerLocator.Instance.TryGetWait<PlayerWatchModeController>(OnGet);
}
private void Update()
{
if (watchModeController != null)
{
modeText.text = "Watch Mode: " + watchModeController.CurrentWatchMode.ToString();
}
}
private void OnGet(PlayerWatchModeController watchModeCtrl)
{
watchModeController = watchModeCtrl;
//Debug.Log("PlayerWatchModeViewer obtained PlayerWatchModeController.");
modeText.text = "Watch Mode: " + watchModeController.CurrentWatchMode;
watchModeController.OnEnterWatchMode += mode => modeText.text = "Watch Mode: " + mode;
}
}
}

View File

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

View File

@@ -67,6 +67,42 @@
"processors": "",
"interactions": "",
"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
},
{
"name": "CutLine",
"type": "Button",
"id": "bf20e378-b5e0-4749-90b7-fc2aa09bd5c9",
"expectedControlType": "",
"processors": "",
"interactions": "",
"initialStateCheck": false
}
],
"bindings": [
@@ -183,13 +219,57 @@
{
"name": "",
"id": "9e9bf8ec-8b3e-4230-a10c-ae874395711a",
"path": "<Keyboard>/x",
"path": "<Keyboard>/e",
"interactions": "",
"processors": "",
"groups": "",
"action": "Edit",
"isComposite": 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
},
{
"name": "",
"id": "53d79cef-a048-4b85-8078-03fcfeb79182",
"path": "<Keyboard>/x",
"interactions": "",
"processors": "",
"groups": "",
"action": "CutLine",
"isComposite": false,
"isPartOfComposite": false
}
]
}

View File

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