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8
Assets/Editor.meta
Normal file
8
Assets/Editor.meta
Normal file
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47
Assets/Editor/StartFromCore.cs
Normal file
47
Assets/Editor/StartFromCore.cs
Normal file
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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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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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||||
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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
Assets/Editor/StartFromCore.cs.meta
Normal file
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176
Assets/Prefab/Gameplay/BaseCube.prefab
Normal file
176
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Normal file
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Assets/Prefab/Gameplay/BaseCube.prefab.meta
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150
Assets/Prefab/Gameplay/Button.prefab
Normal file
150
Assets/Prefab/Gameplay/Button.prefab
Normal file
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Assets/Prefab/Gameplay/Button.prefab.meta
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1738
Assets/Scenes/Test.unity
Normal file
1738
Assets/Scenes/Test.unity
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/Scenes/Test.unity.meta
Normal file
7
Assets/Scenes/Test.unity.meta
Normal file
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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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if (!IsOpenOnFirstLoad) Hide();
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/// <summary>
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/// </summary>
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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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uiBase.Show();
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// 只负责在场景中绘制连接线,并处理信号传递
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public class ConnectionLine : MonoBehaviour
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{
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private IConnectable _input;
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[SerializeField] private MonoBehaviour monoPointB;
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private IConnectable _pointA;
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private void Awake()
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{
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_output = monoSource as IConnectable;
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_input = monoTarget as IConnectable;
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_pointA = monoPointA as IConnectable;
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_pointB = monoPointB as IConnectable;
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if (_output != null && _input != null)
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{
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if(pointA == null || pointB == null)
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{
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Debug.Log("ConnectionLine requires two valid IConnectable points.");
|
||||
return;
|
||||
}
|
||||
if (pointA == pointB)
|
||||
{
|
||||
Debug.Log("ConnectionLine cannot connect the same point.");
|
||||
return;
|
||||
}
|
||||
_pointA = pointA;
|
||||
_pointB = pointB;
|
||||
pointA.ConnectionLines.Add(this);
|
||||
pointB.ConnectionLines.Add(this);
|
||||
SetLineRendererPositions();
|
||||
}
|
||||
|
||||
private void SetLineRendererPositions()
|
||||
{
|
||||
if (_pointA != null && _pointB != null)
|
||||
{
|
||||
line.SetPositions(new Vector3[]
|
||||
{
|
||||
_pointA.GetPosition(),
|
||||
_pointB.GetPosition()
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
public void SetConnectable(IConnectable output, IConnectable input)
|
||||
|
||||
public void SignalActive(bool active, GameObject sender)
|
||||
{
|
||||
_output = output;
|
||||
_input = input;
|
||||
_output.IsConnectedOutput = true;
|
||||
_input.IsConnectedInput = true;
|
||||
|
||||
line.SetPositions(new Vector3[]
|
||||
if (_pointA != null && _pointB != null)
|
||||
{
|
||||
_output.GetPosition(),
|
||||
_input.GetPosition()
|
||||
});
|
||||
}
|
||||
|
||||
public void ReceiveSignal(bool active)
|
||||
{
|
||||
SendSignal(active);
|
||||
}
|
||||
|
||||
private void SendSignal(bool active)
|
||||
{
|
||||
_input.ReceiveSignal(active,this.gameObject);
|
||||
if (sender == _pointA.GetGameObject())
|
||||
{
|
||||
_pointB.SignalActive(active, sender);
|
||||
}
|
||||
else if (sender == _pointB.GetGameObject())
|
||||
{
|
||||
_pointA.SignalActive(active, sender);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
if (_output != null)
|
||||
{
|
||||
_output.IsConnectedOutput = false;
|
||||
}
|
||||
|
||||
if (_input != null)
|
||||
{
|
||||
_input.IsConnectedInput = false;
|
||||
}
|
||||
_pointA.ConnectionLines.Remove(this);
|
||||
_pointB.ConnectionLines.Remove(this);
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,25 +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;
|
||||
public List<ConnectionLine> connectionLines = new List<ConnectionLine>();
|
||||
|
||||
public ConnectionLine GenerateConnectionLine(IConnectable source, IConnectable target)
|
||||
[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(source, target);
|
||||
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.");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -8,12 +8,9 @@ namespace Script.Gameplay.Connect
|
||||
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 ConnectionLine OutputConnectionLine { get; set; }
|
||||
public ConnectionLine InputConnectionLine { get; set; }
|
||||
bool IsConnectedOutput { get; set; } // 是否作为输出端连接
|
||||
bool IsConnectedInput { get; set; } // 是否作为输入端连接
|
||||
void ReceiveSignal(bool active, GameObject sender); // 接收信号
|
||||
void SendSignal(bool active, GameObject sender); // 发出信号
|
||||
public List<ConnectionLine> ConnectionLines { get; set; }
|
||||
void SignalActive(bool active, GameObject sender); // 被激活
|
||||
}
|
||||
}
|
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
|
||||
{
|
||||
|
@@ -1,8 +1,8 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Gameplay.Player;
|
||||
using Script.Gameplay.Player;
|
||||
using UnityEngine;
|
||||
using Interface;
|
||||
using Script.Gameplay.Interface;
|
||||
using Script.Gameplay.Connect;
|
||||
|
||||
namespace Script.Gameplay.Facility
|
||||
@@ -95,27 +95,22 @@ namespace Script.Gameplay.Facility
|
||||
return transform.position;
|
||||
}
|
||||
|
||||
public GameObject GetGameObject()
|
||||
{
|
||||
return gameObject;
|
||||
}
|
||||
|
||||
public string GetConnectableName()
|
||||
{
|
||||
return gameObject.name;
|
||||
}
|
||||
|
||||
public ConnectionLine OutputConnectionLine { get; set; }
|
||||
public ConnectionLine InputConnectionLine { get; set; }
|
||||
|
||||
public bool IsConnectedOutput { get; set; }
|
||||
public bool IsConnectedInput { get; set; }
|
||||
|
||||
public void ReceiveSignal(bool active, GameObject sender)
|
||||
public List<ConnectionLine> ConnectionLines { get; set; } = new List<ConnectionLine>();
|
||||
public void SignalActive(bool active, GameObject sender)
|
||||
{
|
||||
Interact(sender);
|
||||
}
|
||||
|
||||
public void SendSignal(bool active, GameObject sender)
|
||||
{
|
||||
OutputConnectionLine.ReceiveSignal(active);
|
||||
}
|
||||
|
||||
#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
|
||||
}
|
||||
|
@@ -7,26 +7,31 @@ 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(RestartGame);
|
||||
GameCountdownManager.Instance.OnFinish.AddListener(() =>
|
||||
{
|
||||
if (IsOpenRestartGameOnCountdownFinish) RestartGame();
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
public void RestartGame()
|
||||
{
|
||||
GameManager.Instance.ReStartGame();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
@@ -118,6 +118,15 @@ namespace Script.Gameplay.Input
|
||||
""processors"": """",
|
||||
""interactions"": """",
|
||||
""initialStateCheck"": false
|
||||
},
|
||||
{
|
||||
""name"": ""CutLine"",
|
||||
""type"": ""Button"",
|
||||
""id"": ""bf20e378-b5e0-4749-90b7-fc2aa09bd5c9"",
|
||||
""expectedControlType"": """",
|
||||
""processors"": """",
|
||||
""interactions"": """",
|
||||
""initialStateCheck"": false
|
||||
}
|
||||
],
|
||||
""bindings"": [
|
||||
@@ -274,6 +283,17 @@ namespace Script.Gameplay.Input
|
||||
""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
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -292,6 +312,7 @@ namespace Script.Gameplay.Input
|
||||
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()
|
||||
@@ -368,6 +389,7 @@ namespace Script.Gameplay.Input
|
||||
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;
|
||||
@@ -382,6 +404,7 @@ namespace Script.Gameplay.Input
|
||||
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(); }
|
||||
@@ -421,6 +444,9 @@ namespace Script.Gameplay.Input
|
||||
@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)
|
||||
@@ -455,6 +481,9 @@ namespace Script.Gameplay.Input
|
||||
@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)
|
||||
@@ -484,6 +513,7 @@ namespace Script.Gameplay.Input
|
||||
void OnConnect(InputAction.CallbackContext context);
|
||||
void OnSetOutput(InputAction.CallbackContext context);
|
||||
void OnSetInput(InputAction.CallbackContext context);
|
||||
void OnCutLine(InputAction.CallbackContext context);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@@ -1,4 +1,4 @@
|
||||
namespace Interface
|
||||
namespace Script.Gameplay.Interface
|
||||
{
|
||||
public interface IDamageable
|
||||
{
|
||||
|
@@ -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
|
||||
{
|
||||
|
@@ -1,6 +1,6 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Gameplay.Player
|
||||
namespace Script.Gameplay.Player
|
||||
{
|
||||
/// <summary>
|
||||
/// 通用第一人称射线检测,获取玩家注视的 GameObject。
|
||||
|
@@ -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
|
||||
|
@@ -5,12 +5,13 @@ using Script.Gameplay.Connect;
|
||||
using Script.Gameplay.Input;
|
||||
using System;
|
||||
|
||||
namespace Gameplay.Player
|
||||
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)
|
||||
@@ -18,15 +19,16 @@ namespace Gameplay.Player
|
||||
|
||||
private IConnectable outTarget;
|
||||
private IConnectable inputTarget;
|
||||
public event Action<IConnectable> OnSetOutputTarget;
|
||||
public event Action<IConnectable> OnSetInputTarget;
|
||||
public event Action<IConnectable> OnSetPointA;
|
||||
public event Action<IConnectable> OnSetPointB;
|
||||
|
||||
void Start()
|
||||
{
|
||||
inputManager = InputManager.Instance;
|
||||
inputManager.Input.Player.SetOutput.performed += ctx => SetOutTarget(currentTarget);
|
||||
inputManager.Input.Player.SetInput.performed += ctx => SetInputTarget(currentTarget);
|
||||
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>();
|
||||
@@ -75,26 +77,27 @@ namespace Gameplay.Player
|
||||
return currentTarget;
|
||||
}
|
||||
|
||||
public void SetOutTarget(IConnectable target)
|
||||
public void SetPointA(IConnectable target)
|
||||
{
|
||||
if (target == null) return;
|
||||
if(!IsEnableConnecting) return;
|
||||
if (!target.IsConnectedOutput)
|
||||
{
|
||||
outTarget = target;
|
||||
OnSetOutputTarget?.Invoke(outTarget);
|
||||
}
|
||||
outTarget = target;
|
||||
OnSetPointA?.Invoke(outTarget);
|
||||
}
|
||||
|
||||
public void SetInputTarget(IConnectable target)
|
||||
public void SetPointB(IConnectable target)
|
||||
{
|
||||
if (target == null) return;
|
||||
if(!IsEnableConnecting) return;
|
||||
if (!target.IsConnectedInput)
|
||||
{
|
||||
inputTarget = currentTarget;
|
||||
OnSetInputTarget?.Invoke(inputTarget);
|
||||
}
|
||||
inputTarget = target;
|
||||
OnSetPointB?.Invoke(inputTarget);
|
||||
}
|
||||
|
||||
public void CutConnectLine(IConnectable target)
|
||||
{
|
||||
if (target == null) return;
|
||||
if(!IsEnableConnecting) return;
|
||||
ConnectionLineManager.Instance.CutTargetConnectionLines(target);
|
||||
}
|
||||
|
||||
private void CreateConnection()
|
||||
@@ -102,7 +105,16 @@ namespace Gameplay.Player
|
||||
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;
|
||||
|
@@ -1,9 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Gameplay.Player
|
||||
{
|
||||
public class PlayerConnectionLineController : MonoBehaviour
|
||||
{
|
||||
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e152f6521db343f3aac46c7c448491bc
|
||||
timeCreated: 1760841639
|
@@ -1,13 +1,12 @@
|
||||
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, IDamageable
|
||||
{
|
||||
|
@@ -1,9 +1,9 @@
|
||||
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
|
||||
{
|
||||
|
@@ -1,9 +1,9 @@
|
||||
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
|
||||
{
|
||||
|
@@ -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
|
||||
{
|
||||
|
@@ -2,7 +2,7 @@ using Core;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using Script.Gameplay.Facility;
|
||||
using Script.Gameplay.Interface;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
|
@@ -1,6 +1,6 @@
|
||||
using System;
|
||||
using Core;
|
||||
using Gameplay.Player;
|
||||
using Script.Gameplay.Player;
|
||||
using Script.Gameplay.Connect;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
@@ -23,8 +23,8 @@ namespace UI
|
||||
private void OnGetConnectController(PlayerConnectController controller)
|
||||
{
|
||||
_playerConnectController = controller;
|
||||
_playerConnectController.OnSetInputTarget += UpdateInputText;
|
||||
_playerConnectController.OnSetOutputTarget += UpdateOutputText;
|
||||
_playerConnectController.OnSetPointB += UpdateInputText;
|
||||
_playerConnectController.OnSetPointA += UpdateOutputText;
|
||||
UpdateInputText(null);
|
||||
UpdateOutputText(null);
|
||||
}
|
||||
|
@@ -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;
|
||||
|
@@ -1,6 +1,6 @@
|
||||
using System;
|
||||
using Core;
|
||||
using Gameplay.Player;
|
||||
using Script.Gameplay.Player;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
@@ -1,6 +1,6 @@
|
||||
using System;
|
||||
using Core;
|
||||
using Gameplay.Player;
|
||||
using Script.Gameplay.Player;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
@@ -94,6 +94,15 @@
|
||||
"processors": "",
|
||||
"interactions": "",
|
||||
"initialStateCheck": false
|
||||
},
|
||||
{
|
||||
"name": "CutLine",
|
||||
"type": "Button",
|
||||
"id": "bf20e378-b5e0-4749-90b7-fc2aa09bd5c9",
|
||||
"expectedControlType": "",
|
||||
"processors": "",
|
||||
"interactions": "",
|
||||
"initialStateCheck": false
|
||||
}
|
||||
],
|
||||
"bindings": [
|
||||
@@ -250,6 +259,17 @@
|
||||
"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