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18 Commits
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8
Assets/Editor.meta
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8
Assets/Editor.meta
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47
Assets/Editor/StartFromCore.cs
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47
Assets/Editor/StartFromCore.cs
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||||
// 文件路径:Assets/Editor/StartFromCore.cs
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||||
using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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||||
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||||
namespace Editor
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||||
{
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||||
public static class StartFromCore
|
||||
{
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||||
// 菜单路径:Tools/Start From Core 快捷键:Ctrl+Shift+C
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||||
[MenuItem("Tools/Start From Core %#c", false, 0)]
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||||
private static void StartFromCoreScene()
|
||||
{
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||||
if (EditorApplication.isPlaying)
|
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{
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||||
Debug.Log("已在 Play 模式,忽略重复操作。");
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||||
return;
|
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}
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string coreScenePath = "Assets/Scenes/Core.unity";
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var coreScene = AssetDatabase.LoadAssetAtPath<SceneAsset>(coreScenePath);
|
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if (coreScene == null)
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{
|
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EditorUtility.DisplayDialog(
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"找不到 Core 场景",
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||||
$"请在 {coreScenePath} 放置名为 Core 的场景文件。",
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||||
"确定");
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||||
return;
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||||
}
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||||
|
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// 保存当前场景(可选)
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||||
if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())
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||||
{
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||||
// 把 Core 场景设置成“唯一”启动场景
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EditorSceneManager.playModeStartScene = AssetDatabase.LoadAssetAtPath<SceneAsset>(coreScenePath);
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||||
|
||||
// 进入 Play 模式
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||||
EditorApplication.EnterPlaymode();
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||||
}
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}
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||||
// 当正在播放时禁用菜单
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[MenuItem("Tools/Start From Core", true)]
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private static bool ValidateStartFromCoreScene() => !EditorApplication.isPlaying;
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||||
}
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||||
}
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11
Assets/Editor/StartFromCore.cs.meta
Normal file
11
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176
Assets/Prefab/Gameplay/BaseCube.prefab
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Assets/Prefab/Gameplay/BaseCube.prefab.meta
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Assets/Prefab/Gameplay/Button.prefab
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150
Assets/Prefab/Gameplay/Button.prefab
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Assets/Prefab/Gameplay/Button.prefab.meta
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153
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File diff suppressed because it is too large
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|
@@ -9,5 +9,10 @@ namespace Core
|
||||
{
|
||||
ScenesManager.Instance.LoadMainMenu();
|
||||
}
|
||||
|
||||
public void ReStartGame()
|
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{
|
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ScenesManager.Instance.LoadGameplay("Level1");
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}
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}
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}
|
@@ -10,6 +10,12 @@ namespace Core
|
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public abstract class UIBase : MonoBehaviour
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{
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public bool IsOpenOnFirstLoad;
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protected virtual void Awake()
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{
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if (!IsOpenOnFirstLoad) Hide();
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}
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/// <summary>
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/// Called when the UI is shown.
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/// </summary>
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|
@@ -48,11 +48,6 @@ namespace Core
|
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if (uiBase != null && !openedUIs.ContainsKey(uiName))
|
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{
|
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openedUIs[uiName] = uiBase;
|
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uiBase.Hide(); // 默认关闭
|
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if (uiBase.IsOpenOnFirstLoad)
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{
|
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uiBase.Show();
|
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}
|
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}
|
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}
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}
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|
3
Assets/Script/Gameplay/Connect.meta
Normal file
3
Assets/Script/Gameplay/Connect.meta
Normal file
@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 642ffea658c1425ebfc5a3ef8e35b465
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timeCreated: 1760778870
|
78
Assets/Script/Gameplay/Connect/ConnectionLine.cs
Normal file
78
Assets/Script/Gameplay/Connect/ConnectionLine.cs
Normal 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;
|
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[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);
|
||||
}
|
||||
}
|
||||
}
|
3
Assets/Script/Gameplay/Connect/ConnectionLine.cs.meta
Normal file
3
Assets/Script/Gameplay/Connect/ConnectionLine.cs.meta
Normal file
@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 73c8f3d3a6144dc780b46b6c363b8ca6
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timeCreated: 1760779021
|
73
Assets/Script/Gameplay/Connect/ConnectionLineManager.cs
Normal file
73
Assets/Script/Gameplay/Connect/ConnectionLineManager.cs
Normal file
@@ -0,0 +1,73 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using Core;
|
||||
|
||||
namespace Script.Gameplay.Connect
|
||||
{
|
||||
[Serializable]
|
||||
public class PreviousConnection
|
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{
|
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public int PreConnectionID;
|
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public MonoBehaviour source;
|
||||
public MonoBehaviour target;
|
||||
}
|
||||
public class ConnectionLineManager : MonoSingleton<ConnectionLineManager>
|
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{
|
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[SerializeField] private GameObject linePrefab;
|
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[SerializeField]private List<PreviousConnection> preConnectionLines = new List<PreviousConnection>();
|
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private List<ConnectionLine> connectionLines = new List<ConnectionLine>();
|
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|
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private void Start()
|
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{
|
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GeneratePreviousConnectionLines(preConnectionLines);
|
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}
|
||||
|
||||
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.");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 943a23c0c32e460bbc9faac4fe2b5a3e
|
||||
timeCreated: 1760837927
|
16
Assets/Script/Gameplay/Connect/IConnectable.cs
Normal file
16
Assets/Script/Gameplay/Connect/IConnectable.cs
Normal file
@@ -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
|
||||
}
|
||||
}
|
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
|
8
Assets/Script/Gameplay/Connect/ISignalSender.cs
Normal file
8
Assets/Script/Gameplay/Connect/ISignalSender.cs
Normal file
@@ -0,0 +1,8 @@
|
||||
using UnityEngine;
|
||||
namespace Script.Gameplay.Connect
|
||||
{
|
||||
public interface ISignalSender
|
||||
{
|
||||
public void SendSignal(bool active);
|
||||
}
|
||||
}
|
3
Assets/Script/Gameplay/Connect/ISignalSender.cs.meta
Normal file
3
Assets/Script/Gameplay/Connect/ISignalSender.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dc3af72006f342c3b8b7526a5b09e6ee
|
||||
timeCreated: 1760958923
|
116
Assets/Script/Gameplay/Facility/ButtonInteractController.cs
Normal file
116
Assets/Script/Gameplay/Facility/ButtonInteractController.cs
Normal file
@@ -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
|
||||
}
|
||||
}
|
||||
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7f5359facd804a0cb94d416c9c54a167
|
||||
timeCreated: 1760923022
|
@@ -1,4 +1,5 @@
|
||||
using UnityEngine;
|
||||
using Script.Gameplay.Interface;
|
||||
|
||||
namespace Script.Gameplay.Facility
|
||||
{
|
||||
|
@@ -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
|
||||
}
|
||||
}
|
@@ -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
|
||||
{
|
||||
|
@@ -1,5 +1,5 @@
|
||||
using UnityEngine;
|
||||
using Interface;
|
||||
using Script.Gameplay.Interface;
|
||||
|
||||
namespace Script.Gameplay.Facility
|
||||
{
|
||||
|
97
Assets/Script/Gameplay/Facility/LeverInteractController.cs
Normal file
97
Assets/Script/Gameplay/Facility/LeverInteractController.cs
Normal 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
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6b9b9a895b0d40edb9a6d7213afbb256
|
||||
timeCreated: 1760925436
|
76
Assets/Script/Gameplay/Facility/NumberSlotController.cs
Normal file
76
Assets/Script/Gameplay/Facility/NumberSlotController.cs
Normal 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 301178d89b6b43e0844e3d39aa579442
|
||||
timeCreated: 1760961220
|
88
Assets/Script/Gameplay/Facility/PressurePlateController.cs
Normal file
88
Assets/Script/Gameplay/Facility/PressurePlateController.cs
Normal 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
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2557c7d42f7a4d8896712ab2ae980b6f
|
||||
timeCreated: 1760924285
|
@@ -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
|
||||
}
|
||||
|
@@ -1,5 +1,6 @@
|
||||
using System;
|
||||
using Core;
|
||||
using Script.Gameplay.Input;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Script.Gameplay.Global
|
||||
@@ -16,9 +17,21 @@ namespace Script.Gameplay.Global
|
||||
|
||||
public class GameFlowManager : MonoSingleton<GameFlowManager>
|
||||
{
|
||||
public bool IsOpenRestartGameOnCountdownFinish = true;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
GameCountdownManager.Instance.StartLevelTimer();
|
||||
GameCountdownManager.Instance.OnFinish.AddListener(() =>
|
||||
{
|
||||
if (IsOpenRestartGameOnCountdownFinish) RestartGame();
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
public void RestartGame()
|
||||
{
|
||||
GameManager.Instance.ReStartGame();
|
||||
}
|
||||
}
|
||||
}
|
@@ -23,7 +23,6 @@ namespace Script.Gameplay.Global
|
||||
private void OnValidate()
|
||||
{
|
||||
// Inspector 里打钩立即生效(仅 Editor)
|
||||
if (Application.isPlaying && Instance == this)
|
||||
SetPaused(_pauseToggle);
|
||||
}
|
||||
|
||||
|
@@ -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();
|
||||
}
|
||||
SetCursorState(false, CursorLockMode.Locked);
|
||||
SetInputForLook(true);
|
||||
SetInputForMove(true);
|
||||
|
||||
private void Start()
|
||||
{
|
||||
UIManager.Instance.RegisterInputManager(this);
|
||||
}
|
||||
|
||||
|
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
8
Assets/Script/Gameplay/Interface/IDamageable.cs
Normal file
8
Assets/Script/Gameplay/Interface/IDamageable.cs
Normal file
@@ -0,0 +1,8 @@
|
||||
namespace Script.Gameplay.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:
|
@@ -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
|
||||
{
|
||||
|
@@ -1,4 +1,4 @@
|
||||
namespace Script.Gameplay.Facility
|
||||
namespace Script.Gameplay.Interface
|
||||
{
|
||||
public enum LockLevel
|
||||
{
|
@@ -1,5 +1,5 @@
|
||||
using UnityEngine;
|
||||
namespace Interface
|
||||
namespace Script.Gameplay.Interface
|
||||
{
|
||||
public interface IInteractable
|
||||
{
|
||||
|
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 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 50205a0afd8544b883204613f428e066
|
||||
timeCreated: 1760775915
|
@@ -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
|
||||
|
133
Assets/Script/Gameplay/Player/PlayerConnectController.cs
Normal file
133
Assets/Script/Gameplay/Player/PlayerConnectController.cs
Normal 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
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5981311fef324f939be05186f7936173
|
||||
timeCreated: 1760838186
|
@@ -1,27 +1,34 @@
|
||||
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; }
|
||||
[SerializeField] private int MaxHealth = 100;
|
||||
|
||||
private int currentCardIndex = 0;
|
||||
private int currentHealth;
|
||||
public int CurrentHealth
|
||||
{
|
||||
get => currentHealth;
|
||||
private set
|
||||
{
|
||||
currentHealth = value;
|
||||
OnHealthChanged?.Invoke(currentHealth);
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsFlight { get; private set; }
|
||||
public bool IsDead { get; private set; }
|
||||
public event Action<int> OnHealthChanged;
|
||||
public event Action OnDeath;
|
||||
|
||||
private PlayerMoveController playerMoveController;
|
||||
private PlayerCameraController playerCameraController;
|
||||
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
playerMoveController = GetComponent<PlayerMoveController>();
|
||||
@@ -29,19 +36,22 @@ namespace Gameplay.Player
|
||||
|
||||
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)
|
||||
|
@@ -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()
|
||||
@@ -33,12 +34,9 @@ namespace Gameplay.Player
|
||||
|
||||
void DetectInteractable()
|
||||
{
|
||||
if (playerCamera == null) return;
|
||||
|
||||
Ray ray = new Ray(playerCamera.transform.position, playerCamera.transform.forward);
|
||||
if (Physics.Raycast(ray, out RaycastHit hit, interactRange, interactableLayer))
|
||||
{
|
||||
IEditable hitEditable = hit.collider.GetComponent<IEditable>();
|
||||
if (raycaster == null) return;
|
||||
GameObject lookAtObj = raycaster.CurrentLookAtObject;
|
||||
IEditable hitEditable = lookAtObj != null ? lookAtObj.GetComponent<IEditable>() : 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 (hitEditable != previousGazedTarget)
|
||||
@@ -58,18 +56,6 @@ namespace Gameplay.Player
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
@@ -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 =>
|
||||
@@ -38,13 +39,11 @@ 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))
|
||||
{
|
||||
IInteractable hitInteractable = hit.collider.GetComponent<IInteractable>();
|
||||
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)
|
||||
@@ -66,18 +65,6 @@ namespace Gameplay.Player
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
@@ -3,7 +3,7 @@ using Core;
|
||||
using Script.Gameplay.Input;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Gameplay.Player
|
||||
namespace Script.Gameplay.Player
|
||||
{
|
||||
public class PlayerMoveController : MonoBehaviour
|
||||
{
|
||||
|
@@ -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);
|
||||
@@ -96,6 +99,11 @@ namespace Gameplay.Player
|
||||
playerInteractorController.SetPlayerInteractionEnabled(false);
|
||||
}
|
||||
|
||||
if (_playerConnectController != null)
|
||||
{
|
||||
_playerConnectController.IsEnableConnecting = false;
|
||||
}
|
||||
|
||||
break;
|
||||
case WatchMode.Outside:
|
||||
SetSeeLines(true);
|
||||
@@ -112,6 +120,11 @@ namespace Gameplay.Player
|
||||
playerInteractorController.SetPlayerInteractionEnabled(true);
|
||||
}
|
||||
|
||||
if (_playerConnectController != null)
|
||||
{
|
||||
_playerConnectController.IsEnableConnecting = true;
|
||||
}
|
||||
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
|
@@ -2,7 +2,7 @@ using Core;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using Script.Gameplay.Facility;
|
||||
using Script.Gameplay.Interface;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
|
@@ -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()
|
||||
|
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 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();
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
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
|
@@ -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;
|
||||
@@ -62,7 +62,6 @@ namespace UI
|
||||
{
|
||||
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.");
|
||||
}
|
||||
|
||||
|
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
@@ -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
|
||||
}
|
||||
]
|
||||
}
|
||||
|
@@ -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: {}
|
||||
|
Reference in New Issue
Block a user