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21 Commits

Author SHA1 Message Date
93b83b3af3 refactor():重构编辑系统,不再需要添加额外的脚本作为可编辑的入口了 2025-10-21 16:40:41 +08:00
1ce3d1a0d8 feat(): 添加删除连接线的提示 2025-10-21 15:40:06 +08:00
a7dcf15aed feat(Emmit): 实现发射器 2025-10-21 15:32:59 +08:00
6ff684a71e feat(UIReminder): 优化了提示键位的UI 2025-10-21 14:23:54 +08:00
f71ef8cae9 feat(Edit): 现在玩家按E可以直接对可编辑物体进行编辑 2025-10-21 13:41:51 +08:00
d3eed0945c feat(Gaze): 实现注视相关提示 2025-10-21 13:07:48 +08:00
4737220e42 fix(DeleteLines): 修复无法删除连线的BUG 2025-10-21 08:51:37 +08:00
56fab4ede4 fix(ConnectUI): 让连接UI正确显示 2025-10-20 20:05:24 +08:00
9daa56a457 feat(NumberSlot): 实现号码槽 2025-10-20 19:59:44 +08:00
0a1aa83425 refactor(Connect): 重构连接体系,实现一个物体拥有多个连接线 2025-10-20 19:40:55 +08:00
bb2c5aa436 feat(Connect): 实现在场景中提前布置连线,游戏开始后自动连接的功能 2025-10-20 11:02:10 +08:00
ec905d2a27 feat(Connect Distance): 添加了玩家最大可连接距离的逻辑 2025-10-20 10:42:32 +08:00
2b4a7af1e1 feat(CutLine): 实现切除连接线的逻辑 2025-10-20 10:33:00 +08:00
5dd9760a20 chore(Script.Gameplay.Player): 修改名称空间Gameplay.Player -> Script.Gameplay.Player 2025-10-20 10:12:07 +08:00
3593a9f0e8 feat(Lever):实现拉杆 2025-10-20 10:01:40 +08:00
bb16550a0f feat(PressurePlate):实现压力板 2025-10-20 09:54:58 +08:00
6edc9fa3fd chore(StartFromCore):添加从Core开启的编辑器快捷方法 2025-10-20 09:48:56 +08:00
7c826ceba4 feat(Button): 实现按钮预制体,测试倒计时功能,添加从测试开始的按钮 2025-10-20 09:34:22 +08:00
fc91a61930 fix(): 修复Rigidbody无法正常下落的BUG 2025-10-20 09:23:04 +08:00
06b253da24 chore(): 修改了Gameplay接口的名称空间,添加Test场景专门摆放展示预制体的功能 2025-10-20 09:02:15 +08:00
bc6e0277f8 fix(UI): 修复当UIBase的IsOpenOnFirstLoad为false的时候,会导致组件的Awake无法触发的BUG 2025-10-19 19:42:55 +08:00
86 changed files with 11004 additions and 5795 deletions

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

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m_Calls: [] m_Calls: []
m_text: Output m_text: PointA
m_isRightToLeft: 0 m_isRightToLeft: 0
m_fontAsset: {fileID: 11400000, guid: 538fd603dd2dddd4daf31aa55f44c7e5, type: 2} m_fontAsset: {fileID: 11400000, guid: 538fd603dd2dddd4daf31aa55f44c7e5, type: 2}
m_sharedMaterial: {fileID: -3917370665499528571, guid: 538fd603dd2dddd4daf31aa55f44c7e5, m_sharedMaterial: {fileID: -3917370665499528571, guid: 538fd603dd2dddd4daf31aa55f44c7e5,
@@ -1162,9 +1287,9 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: f22aa900f1d1442e9f5ae9750b6ead86, type: 3} m_Script: {fileID: 11500000, guid: f22aa900f1d1442e9f5ae9750b6ead86, type: 3}
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
IsOpenOnFirstLoad: 1 IsOpenOnFirstLoad: 0
inputText: {fileID: 1852915598} pointBText: {fileID: 1852915598}
outputText: {fileID: 1439567735} pointAText: {fileID: 1439567735}
--- !u!1 &1852915596 --- !u!1 &1852915596
GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@@ -1177,7 +1302,7 @@ GameObject:
- component: {fileID: 1852915599} - component: {fileID: 1852915599}
- component: {fileID: 1852915598} - component: {fileID: 1852915598}
m_Layer: 5 m_Layer: 5
m_Name: Input m_Name: PointB
m_TagString: Untagged m_TagString: Untagged
m_Icon: {fileID: 0} m_Icon: {fileID: 0}
m_NavMeshLayer: 0 m_NavMeshLayer: 0
@@ -1222,10 +1347,11 @@ MonoBehaviour:
m_OnCullStateChanged: m_OnCullStateChanged:
m_PersistentCalls: m_PersistentCalls:
m_Calls: [] m_Calls: []
m_text: Input m_text: PointB
m_isRightToLeft: 0 m_isRightToLeft: 0
m_fontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2} m_fontAsset: {fileID: 11400000, guid: 538fd603dd2dddd4daf31aa55f44c7e5, type: 2}
m_sharedMaterial: {fileID: 2180264, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2} m_sharedMaterial: {fileID: -3917370665499528571, guid: 538fd603dd2dddd4daf31aa55f44c7e5,
type: 2}
m_fontSharedMaterials: [] m_fontSharedMaterials: []
m_fontMaterial: {fileID: 0} m_fontMaterial: {fileID: 0}
m_fontMaterials: [] m_fontMaterials: []

View File

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

View File

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

View File

@@ -6,61 +6,73 @@ namespace Script.Gameplay.Connect
// 只负责在场景中绘制连接线,并处理信号传递 // 只负责在场景中绘制连接线,并处理信号传递
public class ConnectionLine : MonoBehaviour public class ConnectionLine : MonoBehaviour
{ {
[SerializeField] private MonoBehaviour monoSource; [SerializeField] private MonoBehaviour monoPointA;
[SerializeField] private MonoBehaviour monoTarget; [SerializeField] private MonoBehaviour monoPointB;
private IConnectable _output; private IConnectable _pointA;
private IConnectable _input; private IConnectable _pointB;
private LineRenderer line; private LineRenderer line;
private void Awake() private void Awake()
{ {
_output = monoSource as IConnectable; _pointA = monoPointA as IConnectable;
_input = monoTarget as IConnectable; _pointB = monoPointB as IConnectable;
line = GetComponent<LineRenderer>(); line = GetComponent<LineRenderer>();
if (_output != null && _input != null) SetLineRendererPositions();
{
SetConnectable(_output, _input);
}
} }
public void SetConnectable(IConnectable output, IConnectable input) public void SetConnectable(IConnectable pointA, IConnectable pointB)
{ {
_output = output; if(pointA == null || pointB == null)
_input = input; {
_output.IsConnectedOutput = true; Debug.Log("ConnectionLine requires two valid IConnectable points.");
_input.IsConnectedInput = true; 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[] line.SetPositions(new Vector3[]
{ {
_output.GetPosition(), _pointA.GetPosition(),
_input.GetPosition() _pointB.GetPosition()
}); });
} }
public void ReceiveSignal(bool active)
{
SendSignal(active);
} }
private void SendSignal(bool active) public void SignalActive(bool active, GameObject sender)
{ {
_input.ReceiveSignal(active,this.gameObject); 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() private void OnDestroy()
{ {
if (_output != null) _pointA.ConnectionLines.Remove(this);
{ _pointB.ConnectionLines.Remove(this);
_output.IsConnectedOutput = false;
}
if (_input != null)
{
_input.IsConnectedInput = false;
}
} }
} }
} }

View File

@@ -1,25 +1,73 @@
using System;
using UnityEngine; using UnityEngine;
using System.Collections.Generic; using System.Collections.Generic;
using Core; using Core;
namespace Script.Gameplay.Connect namespace Script.Gameplay.Connect
{ {
[Serializable]
public class PreviousConnection
{
public int PreConnectionID;
public MonoBehaviour source;
public MonoBehaviour target;
}
public class ConnectionLineManager : MonoSingleton<ConnectionLineManager> public class ConnectionLineManager : MonoSingleton<ConnectionLineManager>
{ {
[SerializeField] private GameObject linePrefab; [SerializeField] private GameObject linePrefab;
public List<ConnectionLine> connectionLines = new List<ConnectionLine>(); [SerializeField]private List<PreviousConnection> preConnectionLines = new List<PreviousConnection>();
private List<ConnectionLine> connectionLines = new List<ConnectionLine>();
public ConnectionLine GenerateConnectionLine(IConnectable source, IConnectable target) private void Start()
{
GeneratePreviousConnectionLines(preConnectionLines);
}
public ConnectionLine GenerateConnectionLine(IConnectable a, IConnectable b)
{ {
GameObject lineObject = Instantiate(linePrefab, this.transform); GameObject lineObject = Instantiate(linePrefab, this.transform);
ConnectionLine connectionLine = lineObject.GetComponent<ConnectionLine>(); ConnectionLine connectionLine = lineObject.GetComponent<ConnectionLine>();
if (connectionLine != null) if (connectionLine != null)
{ {
connectionLine.SetConnectable(source, target); connectionLine.SetConnectable(a, b);
connectionLines.Add(connectionLine); connectionLines.Add(connectionLine);
return connectionLine; return connectionLine;
} }
return null; return null;
} }
public void CutTargetConnectionLines(IConnectable target)
{
List<ConnectionLine> linesToRemove = new List<ConnectionLine>();
foreach (var line in target.ConnectionLines)
{
if (line != null)
{
linesToRemove.Add(line);
}
}
foreach (var line in linesToRemove)
{
connectionLines.Remove(line);
Destroy(line.gameObject);
}
}
public void GeneratePreviousConnectionLines(List<PreviousConnection> previousConnections)
{
foreach (var preConnection in previousConnections)
{
IConnectable source = preConnection.source as IConnectable;
IConnectable target = preConnection.target as IConnectable;
if (source != null && target != null)
{
GenerateConnectionLine(source, target);
}
else
{
Debug.Log(preConnection.PreConnectionID + " connection failed to load.");
}
}
}
} }
} }

View File

@@ -8,12 +8,9 @@ namespace Script.Gameplay.Connect
void OnGazeEnter(); // 玩家开始注视时触发 void OnGazeEnter(); // 玩家开始注视时触发
void OnGazeExit(); // 玩家停止注视时触发 void OnGazeExit(); // 玩家停止注视时触发
Vector3 GetPosition(); // 获取连接点位置 Vector3 GetPosition(); // 获取连接点位置
GameObject GetGameObject(); // 获取连接点物体
string GetConnectableName(); // 获取连接点名称 string GetConnectableName(); // 获取连接点名称
public ConnectionLine OutputConnectionLine { get; set; } public List<ConnectionLine> ConnectionLines { get; set; }
public ConnectionLine InputConnectionLine { get; set; } void SignalActive(bool active, GameObject sender); // 被激活
bool IsConnectedOutput { get; set; } // 是否作为输出端连接
bool IsConnectedInput { get; set; } // 是否作为输入端连接
void ReceiveSignal(bool active, GameObject sender); // 接收信号
void SendSignal(bool active, GameObject sender); // 发出信号
} }
} }

View File

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

View File

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

View File

@@ -0,0 +1,116 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Script.Gameplay.Interface;
using Script.Gameplay.Connect;
namespace Script.Gameplay.Edit
{
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 IsEditableActive
{
get => isActive;
set
{
isActive = value;
Interactable = isActive;
}
}
public string ComponentName { get; set; } = "Button";
public LockLevel LockLevel => LockLevel.Red;
#endregion
#region Connectable
public void OnGazeEnter()
{
}
public void OnGazeExit()
{
}
public Vector3 GetPosition()
{
return transform.position;
}
public GameObject GetGameObject()
{
return gameObject;
}
public string GetConnectableName()
{
return gameObject.name;
}
public List<ConnectionLine> ConnectionLines { get; set; } = new List<ConnectionLine>();
public void SignalActive(bool active, GameObject sender)
{
// 按钮通常不接收信号,因此这里可以留空
}
public void SendSignal(bool active)
{
if (ConnectionLines != null)
{
foreach (var line in ConnectionLines)
{
line.SignalActive(active, this.gameObject);
}
}
}
#endregion
}
}

View File

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

View File

@@ -1,13 +1,14 @@
using UnityEngine; using UnityEngine;
using Script.Gameplay.Interface;
namespace Script.Gameplay.Facility namespace Script.Gameplay.Edit
{ {
[RequireComponent(typeof(Collider))] [RequireComponent(typeof(Collider))]
public class ColliderEditableController : MonoBehaviour, IEditableComponent public class ColliderEditableController : MonoBehaviour, IEditableComponent
{ {
[SerializeField] private bool isActive = true; [SerializeField] private bool isActive = true;
public bool IsActive public bool IsEditableActive
{ {
get => isActive; get => isActive;
set set

View File

@@ -1,11 +1,11 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using Gameplay.Player; using Script.Gameplay.Player;
using UnityEngine; using UnityEngine;
using Interface; using Script.Gameplay.Interface;
using Script.Gameplay.Connect; using Script.Gameplay.Connect;
namespace Script.Gameplay.Facility namespace Script.Gameplay.Edit
{ {
public class DoorInteractController : MonoBehaviour, IInteractable, IEditableComponent, IConnectable public class DoorInteractController : MonoBehaviour, IInteractable, IEditableComponent, IConnectable
{ {
@@ -48,23 +48,23 @@ namespace Script.Gameplay.Facility
{ {
// 逆时针旋转90度 // 逆时针旋转90度
transform.rotation = Quaternion.Euler(transform.rotation.eulerAngles + new Vector3(0, -90, 0)); transform.rotation = Quaternion.Euler(transform.rotation.eulerAngles + new Vector3(0, -90, 0));
Debug.Log("Open door"); // Debug.Log("Open door");
} }
private void CloseDoor() private void CloseDoor()
{ {
// 顺时针旋转90度 // 顺时针旋转90度
transform.rotation = Quaternion.Euler(transform.rotation.eulerAngles + new Vector3(0, 90, 0)); transform.rotation = Quaternion.Euler(transform.rotation.eulerAngles + new Vector3(0, 90, 0));
Debug.Log("Close door"); // Debug.Log("Close door");
} }
#endregion #endregion
#region EditableComponent #region EditableComponent
[SerializeField] private bool isActive = true; private bool isActive = true;
public bool IsActive public bool IsEditableActive
{ {
get => isActive; get => isActive;
set set
@@ -95,27 +95,22 @@ namespace Script.Gameplay.Facility
return transform.position; return transform.position;
} }
public GameObject GetGameObject()
{
return gameObject;
}
public string GetConnectableName() public string GetConnectableName()
{ {
return gameObject.name; return gameObject.name;
} }
public ConnectionLine OutputConnectionLine { get; set; } public List<ConnectionLine> ConnectionLines { get; set; } = new List<ConnectionLine>();
public ConnectionLine InputConnectionLine { get; set; } public void SignalActive(bool active, GameObject sender)
public bool IsConnectedOutput { get; set; }
public bool IsConnectedInput { get; set; }
public void ReceiveSignal(bool active, GameObject sender)
{ {
Interact(sender); Interact(sender);
} }
public void SendSignal(bool active, GameObject sender)
{
OutputConnectionLine.ReceiveSignal(active);
}
#endregion #endregion
} }
} }

View File

@@ -0,0 +1,23 @@
using Core;
using UnityEngine;
using System.Collections.Generic;
using Script.Gameplay.Interface;
namespace Script.Gameplay.Edit
{
public class EditableManager : MonoSingleton<EditableManager>
{
public static List<IEditableComponent> GetEditableComponents(GameObject target)
{
var components = new List<IEditableComponent>();
foreach (var mb in target.GetComponentsInChildren<MonoBehaviour>(true))
{
if (mb is IEditableComponent editableComponent)
{
components.Add(editableComponent);
}
}
return components;
}
}
}

View File

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

View File

@@ -0,0 +1,77 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Script.Gameplay.Connect;
using Script.Gameplay.Interface;
namespace Script.Gameplay.Edit
{
public class EmitterController : MonoBehaviour, IEditableComponent, IConnectable
{
[Header("发射器设置")]
[SerializeField] private GameObject prefabToEmit;
[SerializeField] private Transform emitPoint;
[SerializeField] private Vector3 emitDirection = Vector3.forward;
[SerializeField] private float emitForce = 10f;
[SerializeField] private float emitInterval = 1f;
[Header("生成对象销毁时间")]
[SerializeField] private float destroyDelay = 5f; // 生成对象多少秒后销毁
private Coroutine emitCoroutine;
// 不可交互
// 可编辑
public bool IsEditableActive { get; set; } = true;
public string ComponentName { get; set; } = "Emitter";
public LockLevel LockLevel => LockLevel.Red;
// 可连线
public List<ConnectionLine> ConnectionLines { get; set; } = new List<ConnectionLine>();
public void OnGazeEnter() { }
public void OnGazeExit() { }
public Vector3 GetPosition() => transform.position;
public GameObject GetGameObject() => gameObject;
public string GetConnectableName() => gameObject.name;
// 接收信号
public void SignalActive(bool active, GameObject sender)
{
if(!IsEditableActive) return;
if (active)
{
if (emitCoroutine == null)
emitCoroutine = StartCoroutine(EmitRoutine());
}
else
{
if (emitCoroutine != null)
{
StopCoroutine(emitCoroutine);
emitCoroutine = null;
}
}
}
private IEnumerator EmitRoutine()
{
while (true)
{
Emit();
yield return new WaitForSeconds(emitInterval);
}
}
private void Emit()
{
if (prefabToEmit == null || emitPoint == null) return;
var obj = Instantiate(prefabToEmit, emitPoint.position, emitPoint.rotation);
var rb = obj.GetComponent<Rigidbody>();
if (rb != null)
{
rb.AddForce(emitPoint.TransformDirection(emitDirection.normalized) * emitForce, ForceMode.Impulse);
}
// 添加销毁逻辑
Destroy(obj, destroyDelay);
}
}
}

View File

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

View File

@@ -1,7 +1,7 @@
using UnityEngine; using UnityEngine;
using Interface; using Script.Gameplay.Interface;
namespace Script.Gameplay.Facility namespace Script.Gameplay.Edit
{ {
public abstract class InteractableBaseController : MonoBehaviour, IInteractable public abstract class InteractableBaseController : MonoBehaviour, IInteractable
{ {

View File

@@ -0,0 +1,97 @@
using System.Collections.Generic;
using UnityEngine;
using Script.Gameplay.Interface;
using Script.Gameplay.Connect;
namespace Script.Gameplay.Edit
{
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 IsEditableActive
{
get => isActive;
set
{
isActive = value;
Interactable = isActive;
}
}
public string ComponentName { get; set; } = "Lever";
public LockLevel LockLevel => LockLevel.Red;
#endregion
#region Connectable
public void OnGazeEnter()
{
}
public void OnGazeExit()
{
}
public Vector3 GetPosition() => transform.position;
public GameObject GetGameObject()
{
return gameObject;
}
public string GetConnectableName() => gameObject.name;
public List<ConnectionLine> ConnectionLines { get; set; }= new List<ConnectionLine>();
public void SignalActive(bool active, GameObject sender)
{
//
}
public void SendSignal(bool active)
{
if (ConnectionLines != null)
{
foreach (var line in ConnectionLines)
{
line.SignalActive(active, this.gameObject);
}
}
}
#endregion
}
}

View File

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

View File

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

View File

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

View File

@@ -0,0 +1,88 @@
using System.Collections.Generic;
using UnityEngine;
using Script.Gameplay.Interface;
using Script.Gameplay.Connect;
namespace Script.Gameplay.Edit
{
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 IsEditableActive
{
get => isActive;
set => isActive = value;
}
public string ComponentName { get; set; } = "PressurePlate";
public LockLevel LockLevel => LockLevel.Red;
#endregion
#region Connectable
public void OnGazeEnter()
{
}
public void OnGazeExit()
{
}
public Vector3 GetPosition() => transform.position;
public GameObject GetGameObject()
{
return gameObject;
}
public string GetConnectableName() => gameObject.name;
public List<ConnectionLine> ConnectionLines { get; set; } = new List<ConnectionLine>();
public void SignalActive(bool active, GameObject sender)
{
//
}
public void SendSignal(bool active)
{
if (ConnectionLines != null)
{
foreach (var line in ConnectionLines)
{
line.SignalActive(active, this.gameObject);
}
}
}
#endregion
#if UNITY_EDITOR
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.yellow;
Gizmos.DrawWireCube(transform.position + plateOffset, plateSize);
}
#endif
}
}

View File

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

View File

@@ -1,20 +1,21 @@
using UnityEngine; using UnityEngine;
using Script.Gameplay.Interface;
namespace Script.Gameplay.Facility namespace Script.Gameplay.Edit
{ {
[RequireComponent(typeof(Rigidbody))] [RequireComponent(typeof(Rigidbody))]
public class RigidbodyEditableController : MonoBehaviour, IEditableComponent public class RigidbodyEditableController : MonoBehaviour, IEditableComponent
{ {
[SerializeField] private bool isActive = true; [SerializeField] private bool isActive = true;
public bool IsActive public bool IsEditableActive
{ {
get => isActive; get => isActive;
set set
{ {
isActive = value; isActive = value;
//具体被编辑的逻辑 //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>(); _rigidbody = GetComponent<Rigidbody>();
//应用序列化的初始状态 //应用序列化的初始状态
_rigidbody.isKinematic = isActive; _rigidbody.isKinematic = !isActive;
} }
#if UNITY_EDITOR #if UNITY_EDITOR
@@ -35,7 +36,7 @@ namespace Script.Gameplay.Facility
//在编辑器中即时生效 //在编辑器中即时生效
_rigidbody = _rigidbody == null ? GetComponent<Rigidbody>() : _rigidbody; _rigidbody = _rigidbody == null ? GetComponent<Rigidbody>() : _rigidbody;
if (_rigidbody != null) if (_rigidbody != null)
_rigidbody.isKinematic = isActive; _rigidbody.isKinematic = !isActive;
} }
#endif #endif
} }

View File

@@ -1,44 +0,0 @@
using System;
using System.Collections.Generic;
using Gameplay.Player;
using UnityEngine;
using Interface;
namespace Script.Gameplay.Facility
{
public class FacilityEditableController : MonoBehaviour, IEditable
{
public void OnGazeEnter(PlayerEditController editor)
{
}
public void OnGazeExit(PlayerEditController editor)
{
}
public void BeginEdit()
{
}
public void EndEdit()
{
}
public List<IEditableComponent> GetEditableComponents()
{
var components = new List<IEditableComponent>();
foreach (var mb in GetComponentsInChildren<MonoBehaviour>(true))
{
if (mb is IEditableComponent editableComponent)
{
components.Add(editableComponent);
}
}
return components;
}
}
}

View File

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

View File

@@ -17,16 +17,21 @@ namespace Script.Gameplay.Global
public class GameFlowManager : MonoSingleton<GameFlowManager> public class GameFlowManager : MonoSingleton<GameFlowManager>
{ {
public bool IsOpenRestartGameOnCountdownFinish = true;
private void Start() private void Start()
{ {
GameCountdownManager.Instance.StartLevelTimer(); GameCountdownManager.Instance.StartLevelTimer();
GameCountdownManager.Instance.OnFinish.AddListener(RestartGame); GameCountdownManager.Instance.OnFinish.AddListener(() =>
{
if (IsOpenRestartGameOnCountdownFinish) RestartGame();
}
);
} }
public void RestartGame() public void RestartGame()
{ {
GameManager.Instance.ReStartGame(); GameManager.Instance.ReStartGame();
} }
} }
} }

View File

@@ -118,6 +118,15 @@ namespace Script.Gameplay.Input
""processors"": """", ""processors"": """",
""interactions"": """", ""interactions"": """",
""initialStateCheck"": false ""initialStateCheck"": false
},
{
""name"": ""CutLine"",
""type"": ""Button"",
""id"": ""bf20e378-b5e0-4749-90b7-fc2aa09bd5c9"",
""expectedControlType"": """",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
} }
], ],
""bindings"": [ ""bindings"": [
@@ -274,6 +283,17 @@ namespace Script.Gameplay.Input
""action"": ""SetInput"", ""action"": ""SetInput"",
""isComposite"": false, ""isComposite"": false,
""isPartOfComposite"": 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_Connect = m_Player.FindAction("Connect", throwIfNotFound: true);
m_Player_SetOutput = m_Player.FindAction("SetOutput", throwIfNotFound: true); m_Player_SetOutput = m_Player.FindAction("SetOutput", throwIfNotFound: true);
m_Player_SetInput = m_Player.FindAction("SetInput", throwIfNotFound: true); m_Player_SetInput = m_Player.FindAction("SetInput", throwIfNotFound: true);
m_Player_CutLine = m_Player.FindAction("CutLine", throwIfNotFound: true);
} }
~@PlayerInputActions() ~@PlayerInputActions()
@@ -368,6 +389,7 @@ namespace Script.Gameplay.Input
private readonly InputAction m_Player_Connect; private readonly InputAction m_Player_Connect;
private readonly InputAction m_Player_SetOutput; private readonly InputAction m_Player_SetOutput;
private readonly InputAction m_Player_SetInput; private readonly InputAction m_Player_SetInput;
private readonly InputAction m_Player_CutLine;
public struct PlayerActions public struct PlayerActions
{ {
private @PlayerInputActions m_Wrapper; private @PlayerInputActions m_Wrapper;
@@ -382,6 +404,7 @@ namespace Script.Gameplay.Input
public InputAction @Connect => m_Wrapper.m_Player_Connect; public InputAction @Connect => m_Wrapper.m_Player_Connect;
public InputAction @SetOutput => m_Wrapper.m_Player_SetOutput; public InputAction @SetOutput => m_Wrapper.m_Player_SetOutput;
public InputAction @SetInput => m_Wrapper.m_Player_SetInput; 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 InputActionMap Get() { return m_Wrapper.m_Player; }
public void Enable() { Get().Enable(); } public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); } public void Disable() { Get().Disable(); }
@@ -421,6 +444,9 @@ namespace Script.Gameplay.Input
@SetInput.started += instance.OnSetInput; @SetInput.started += instance.OnSetInput;
@SetInput.performed += instance.OnSetInput; @SetInput.performed += instance.OnSetInput;
@SetInput.canceled += instance.OnSetInput; @SetInput.canceled += instance.OnSetInput;
@CutLine.started += instance.OnCutLine;
@CutLine.performed += instance.OnCutLine;
@CutLine.canceled += instance.OnCutLine;
} }
private void UnregisterCallbacks(IPlayerActions instance) private void UnregisterCallbacks(IPlayerActions instance)
@@ -455,6 +481,9 @@ namespace Script.Gameplay.Input
@SetInput.started -= instance.OnSetInput; @SetInput.started -= instance.OnSetInput;
@SetInput.performed -= instance.OnSetInput; @SetInput.performed -= instance.OnSetInput;
@SetInput.canceled -= instance.OnSetInput; @SetInput.canceled -= instance.OnSetInput;
@CutLine.started -= instance.OnCutLine;
@CutLine.performed -= instance.OnCutLine;
@CutLine.canceled -= instance.OnCutLine;
} }
public void RemoveCallbacks(IPlayerActions instance) public void RemoveCallbacks(IPlayerActions instance)
@@ -484,6 +513,7 @@ namespace Script.Gameplay.Input
void OnConnect(InputAction.CallbackContext context); void OnConnect(InputAction.CallbackContext context);
void OnSetOutput(InputAction.CallbackContext context); void OnSetOutput(InputAction.CallbackContext context);
void OnSetInput(InputAction.CallbackContext context); void OnSetInput(InputAction.CallbackContext context);
void OnCutLine(InputAction.CallbackContext context);
} }
} }
} }

View File

@@ -1,4 +1,4 @@
namespace Interface namespace Script.Gameplay.Interface
{ {
public interface IDamageable public interface IDamageable
{ {

View File

@@ -1,16 +1,16 @@
using UnityEngine; using UnityEngine;
using Gameplay.Player; using Script.Gameplay.Player;
using System.Collections.Generic; using System.Collections.Generic;
using Script.Gameplay.Facility; // using Script.Gameplay.Facility;
namespace Interface namespace Script.Gameplay.Interface
{ {
public interface IEditable // public interface IEditable
{ // {
void OnGazeEnter(PlayerEditController editor); // 玩家开始注视时触发 // void OnGazeEnter(PlayerEditController editor); // 玩家开始注视时触发
void OnGazeExit(PlayerEditController editor); // 玩家停止注视时触发 // void OnGazeExit(PlayerEditController editor); // 玩家停止注视时触发
void BeginEdit(); // void BeginEdit();
void EndEdit(); // void EndEdit();
List<IEditableComponent> GetEditableComponents(); // List<IEditableComponent> GetEditableComponents();
} // }
} }

View File

@@ -1,4 +1,4 @@
namespace Script.Gameplay.Facility namespace Script.Gameplay.Interface
{ {
public enum LockLevel public enum LockLevel
{ {
@@ -9,7 +9,7 @@ namespace Script.Gameplay.Facility
public interface IEditableComponent public interface IEditableComponent
{ {
public bool IsActive { get; set; } public bool IsEditableActive { get; set; }
public string ComponentName { get; set; } public string ComponentName { get; set; }
public LockLevel LockLevel { get; } public LockLevel LockLevel { get; }
} }

View File

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

View File

@@ -1,6 +1,6 @@
using UnityEngine; using UnityEngine;
namespace Gameplay.Player namespace Script.Gameplay.Player
{ {
/// <summary> /// <summary>
/// 通用第一人称射线检测,获取玩家注视的 GameObject。 /// 通用第一人称射线检测,获取玩家注视的 GameObject。

View File

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

View File

@@ -5,28 +5,65 @@ using Script.Gameplay.Connect;
using Script.Gameplay.Input; using Script.Gameplay.Input;
using System; using System;
namespace Gameplay.Player namespace Script.Gameplay.Player
{ {
public class PlayerConnectController : MonoBehaviour public class PlayerConnectController : MonoBehaviour
{ {
public bool IsEnableConnecting = true; // 是否启用连接功能 private bool isEnableConnecting = false;
public bool IsEnableConnecting
{
get => isEnableConnecting;
set
{
isEnableConnecting = value;
if (isEnableConnecting == false)
{
// 重置当前目标
CurrentTarget = null;
previousGazedTarget = null;
outTarget = null;
inputTarget = null;
}
}
} // 是否启用连接功能
[SerializeField] private FirstPersonRaycaster raycaster; // 第一人称射线检测器 [SerializeField] private FirstPersonRaycaster raycaster; // 第一人称射线检测器
[SerializeField] private float maxConnectDistance = 10f; // 最大连接距离
private IConnectable currentTarget;
public IConnectable CurrentTarget
{
get => currentTarget;
set
{
if (value != null)
{
currentTarget = value;
OnGazeEnter?.Invoke(currentTarget.GetGameObject());
}
else
{
OnGazeExit?.Invoke(null);
}
}
} // 当前注视的可连接对象
private IConnectable currentTarget; // 当前注视的可连接对象
private IConnectable previousGazedTarget; // 上一次注视的 IConnectable用于触发进入/离开) private IConnectable previousGazedTarget; // 上一次注视的 IConnectable用于触发进入/离开)
private InputManager inputManager; private InputManager inputManager;
private IConnectable outTarget; private IConnectable outTarget;
private IConnectable inputTarget; private IConnectable inputTarget;
public event Action<IConnectable> OnSetOutputTarget; public event Action<IConnectable> OnSetPointA;
public event Action<IConnectable> OnSetInputTarget; public event Action<IConnectable> OnSetPointB;
public event Action<GameObject> OnGazeEnter;
public event Action<GameObject> OnGazeExit;
void Start() void Start()
{ {
inputManager = InputManager.Instance; inputManager = InputManager.Instance;
inputManager.Input.Player.SetOutput.performed += ctx => SetOutTarget(currentTarget); inputManager.Input.Player.SetOutput.performed += ctx => SetPointA(CurrentTarget);
inputManager.Input.Player.SetInput.performed += ctx => SetInputTarget(currentTarget); inputManager.Input.Player.SetInput.performed += ctx => SetPointB(CurrentTarget);
inputManager.Input.Player.Connect.performed += ctx => CreateConnection(); inputManager.Input.Player.Connect.performed += ctx => CreateConnection();
inputManager.Input.Player.CutLine.performed += ctx => CutConnectLine(CurrentTarget);
if (raycaster == null) if (raycaster == null)
raycaster = GetComponent<FirstPersonRaycaster>() ?? GetComponentInChildren<FirstPersonRaycaster>(); raycaster = GetComponent<FirstPersonRaycaster>() ?? GetComponentInChildren<FirstPersonRaycaster>();
@@ -46,6 +83,7 @@ namespace Gameplay.Player
void DetectConnectable() void DetectConnectable()
{ {
if (raycaster == null) return; if (raycaster == null) return;
if(!IsEnableConnecting) return;
GameObject lookAtObj = raycaster.CurrentLookAtObject; GameObject lookAtObj = raycaster.CurrentLookAtObject;
IConnectable hitConnectable = lookAtObj != null ? lookAtObj.GetComponent<IConnectable>() : null; IConnectable hitConnectable = lookAtObj != null ? lookAtObj.GetComponent<IConnectable>() : null;
@@ -66,35 +104,30 @@ namespace Gameplay.Player
previousGazedTarget = hitConnectable; previousGazedTarget = hitConnectable;
} }
currentTarget = hitConnectable; CurrentTarget = hitConnectable;
} }
public void SetPointA(IConnectable target)
public IConnectable GetCurrentTarget()
{
return currentTarget;
}
public void SetOutTarget(IConnectable target)
{ {
if (target == null) return; if (target == null) return;
if(!IsEnableConnecting) return; if(!IsEnableConnecting) return;
if (!target.IsConnectedOutput)
{
outTarget = target; outTarget = target;
OnSetOutputTarget?.Invoke(outTarget); OnSetPointA?.Invoke(outTarget);
}
} }
public void SetInputTarget(IConnectable target) public void SetPointB(IConnectable target)
{ {
if (target == null) return; if (target == null) return;
if(!IsEnableConnecting) return; if(!IsEnableConnecting) return;
if (!target.IsConnectedInput) inputTarget = target;
{ OnSetPointB?.Invoke(inputTarget);
inputTarget = currentTarget;
OnSetInputTarget?.Invoke(inputTarget);
} }
public void CutConnectLine(IConnectable target)
{
if (target == null) return;
if(!IsEnableConnecting) return;
ConnectionLineManager.Instance.CutTargetConnectionLines(target);
} }
private void CreateConnection() private void CreateConnection()
@@ -102,7 +135,16 @@ namespace Gameplay.Player
if(!IsEnableConnecting) return; if(!IsEnableConnecting) return;
if (outTarget != null && inputTarget != null && outTarget != inputTarget) if (outTarget != null && inputTarget != null && outTarget != inputTarget)
{ {
//计算距离
float distance = Vector3.Distance(outTarget.GetPosition(), inputTarget.GetPosition());
if (distance > maxConnectDistance)
{
Debug.Log("Cannot create connection: targets are too far apart.");
return;
}
// 创建连接线
ConnectionLine connectionLine = ConnectionLineManager.Instance.GenerateConnectionLine(outTarget, inputTarget); ConnectionLine connectionLine = ConnectionLineManager.Instance.GenerateConnectionLine(outTarget, inputTarget);
// 重置信号目标 // 重置信号目标
outTarget = null; outTarget = null;
inputTarget = null; inputTarget = null;

View File

@@ -1,9 +0,0 @@
using UnityEngine;
namespace Gameplay.Player
{
public class PlayerConnectionLineController : MonoBehaviour
{
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: e152f6521db343f3aac46c7c448491bc
timeCreated: 1760841639

View File

@@ -1,13 +1,12 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using Gameplay; using Script.Gameplay.Interface;
using Interface;
using UnityEngine; using UnityEngine;
using Core; using Core;
using Script.Gameplay.Global; using Script.Gameplay.Global;
namespace Gameplay.Player namespace Script.Gameplay.Player
{ {
public class PlayerController : MonoBehaviour, IDamageable public class PlayerController : MonoBehaviour, IDamageable
{ {

View File

@@ -1,22 +1,31 @@
using Core; using Core;
using UnityEngine; using UnityEngine;
using Interface; using Script.Gameplay.Interface;
using Script.Gameplay.Input; using Script.Gameplay.Input;
using System;
using Script.Gameplay.Global;
namespace Gameplay.Player namespace Script.Gameplay.Player
{ {
public class PlayerEditController:MonoBehaviour public class PlayerEditController : MonoBehaviour
{ {
[SerializeField] private FirstPersonRaycaster raycaster; // 新增:第一人称射线检测器 [SerializeField] private FirstPersonRaycaster raycaster; // 新增:第一人称射线检测器
public bool IsEnableEditing = true; // 是否启用编辑功能
private bool isEditing = false; // 当前是否处于编辑状态
public event Action<GameObject> OnBeginEditTarget;
public event Action<GameObject> OnEndEditTarget;
private IEditable currentTarget; // 射线命中的当前可编辑对象(用于按键交互) private GameObject currentTarget; // 射线命中的当前可编辑对象(用于按键交互)
private IEditable previousGazedTarget; // 上一次注视的对象(用于注视进入/离开事件) private GameObject previousGazedTarget; // 上一次注视的对象(用于注视进入/离开事件)
private InputManager inputManager; private InputManager inputManager;
private TimePauseManager timePauseManager;
void Start() void Start()
{ {
inputManager = InputManager.Instance; inputManager = InputManager.Instance;
inputManager.Input.Player.Edit.performed += context => EditTarget();
timePauseManager = TimePauseManager.Instance;
if (raycaster == null) if (raycaster == null)
raycaster = GetComponent<FirstPersonRaycaster>() ?? GetComponentInChildren<FirstPersonRaycaster>(); raycaster = GetComponent<FirstPersonRaycaster>() ?? GetComponentInChildren<FirstPersonRaycaster>();
if (raycaster == null) if (raycaster == null)
@@ -24,7 +33,6 @@ namespace Gameplay.Player
if (raycaster == null) if (raycaster == null)
Debug.LogWarning("FirstPersonRaycaster not found! Please assign or add it to the player."); Debug.LogWarning("FirstPersonRaycaster not found! Please assign or add it to the player.");
ControllerLocator.Instance.Register(this); ControllerLocator.Instance.Register(this);
} }
void Update() void Update()
@@ -35,20 +43,27 @@ namespace Gameplay.Player
void DetectInteractable() void DetectInteractable()
{ {
if (raycaster == null) return; if (raycaster == null) return;
GameObject lookAtObj = raycaster.CurrentLookAtObject; GameObject lookAtObj = raycaster.CurrentLookAtObject;
IEditable hitEditable = lookAtObj != null ? lookAtObj.GetComponent<IEditable>() : null; if(lookAtObj == null) return;
GameObject hitEditable = null;
if (lookAtObj.GetComponent<IEditableComponent>() != null)
{
hitEditable = lookAtObj;
}
// 如果命中对象与之前注视的不一样,触发进入/离开事件 // 如果命中对象与之前注视的不一样,触发进入/离开事件
if (hitEditable != previousGazedTarget) if (hitEditable != previousGazedTarget)
{ {
if (previousGazedTarget != null) if (previousGazedTarget != null)
{ {
previousGazedTarget.OnGazeExit(this); // previousGazedTarget.OnGazeExit(this);
} }
if (hitEditable != null) if (hitEditable != null)
{ {
hitEditable.OnGazeEnter(this); // hitEditable.OnGazeEnter(this);
} }
previousGazedTarget = hitEditable; previousGazedTarget = hitEditable;
@@ -57,9 +72,34 @@ namespace Gameplay.Player
currentTarget = hitEditable; currentTarget = hitEditable;
} }
public IEditable GetCurrentTarget() private void EditTarget()
{ {
return currentTarget; if (isEditing)
{
isEditing = false;
OnEndEditTarget?.Invoke(currentTarget);
inputManager.SetCursorState(false, CursorLockMode.Locked);
inputManager.SetInputForLook(true);
inputManager.SetInputForMove(true);
if (timePauseManager != null)
{
timePauseManager.SetPaused(false);
}
}
else
{
if (currentTarget == null) return;
if (!IsEnableEditing) return;
isEditing = true;
OnBeginEditTarget?.Invoke(currentTarget);
inputManager.SetCursorState(true, CursorLockMode.Confined);
inputManager.SetInputForLook(false);
inputManager.SetInputForMove(false);
if (timePauseManager != null)
{
timePauseManager.SetPaused(true);
}
}
} }
void OnDrawGizmos() void OnDrawGizmos()

View File

@@ -1,18 +1,40 @@
using UnityEngine; using UnityEngine;
using Interface; using Script.Gameplay.Interface;
using System; using System;
using Core;
using Script.Gameplay.Input; using Script.Gameplay.Input;
namespace Gameplay.Player namespace Script.Gameplay.Player
{ {
public class PlayerInteractorController : MonoBehaviour public class PlayerInteractorController : MonoBehaviour
{ {
[SerializeField] private FirstPersonRaycaster raycaster; // 新增:第一人称射线检测器 [SerializeField] private FirstPersonRaycaster raycaster; // 新增:第一人称射线检测器
[SerializeField] private bool isEnablePlayerInteraction = true; // 是否启用玩家交互功能 [SerializeField] private bool isEnablePlayerInteraction = true; // 是否启用玩家交互功能
private IInteractable currentTarget; // 被射线命中的当前可交互对象(用于按键交互) private IInteractable currentTarget;
private IInteractable CurrentTarget
{
get => currentTarget;
set
{
currentTarget = value;
if (currentTarget != null)
{
// 可以在这里添加一些逻辑比如显示交互提示UI
OnGazeEnter?.Invoke(this.gameObject);
}
else
{
// 可以在这里隐藏交互提示UI
OnGazeExit?.Invoke(this.gameObject);
}
}
} // 被射线命中的当前可交互对象(用于按键交互)
private IInteractable previousGazedTarget; // 上一次注视的对象(用于注视进入/离开事件) private IInteractable previousGazedTarget; // 上一次注视的对象(用于注视进入/离开事件)
public event Action<GameObject> OnGazeEnter;
public event Action<GameObject> OnGazeExit;
void Start() void Start()
{ {
if (raycaster == null) if (raycaster == null)
@@ -25,11 +47,13 @@ namespace Gameplay.Player
var input = InputManager.Instance.Input; var input = InputManager.Instance.Input;
input.Player.Interact.performed += ctx => input.Player.Interact.performed += ctx =>
{ {
if (currentTarget != null) if (CurrentTarget != null)
{ {
currentTarget.Interact(this.gameObject); CurrentTarget.Interact(this.gameObject);
} }
}; };
ControllerLocator.Instance.Register(this);
} }
void Update() void Update()
@@ -57,13 +81,13 @@ namespace Gameplay.Player
{ {
hitInteractable.OnGazeEnter(this.gameObject); hitInteractable.OnGazeEnter(this.gameObject);
// 这里可以显示交互提示UI例如 “E - 开门” // 这里可以显示交互提示UI例如 “E - 开门”
Debug.Log(hitInteractable.GetInteractPrompt()); //Debug.Log(hitInteractable.GetInteractPrompt());
} }
previousGazedTarget = hitInteractable; previousGazedTarget = hitInteractable;
} }
currentTarget = hitInteractable; CurrentTarget = hitInteractable;
} }
public void SetPlayerInteractionEnabled(bool isEnabled) public void SetPlayerInteractionEnabled(bool isEnabled)
@@ -73,7 +97,7 @@ namespace Gameplay.Player
{ {
previousGazedTarget.OnGazeExit(this.gameObject); previousGazedTarget.OnGazeExit(this.gameObject);
previousGazedTarget = null; previousGazedTarget = null;
currentTarget = null; CurrentTarget = null;
} }
} }

View File

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

View File

@@ -4,12 +4,11 @@ using UnityEngine;
using Core; using Core;
using Script.Gameplay.Global; using Script.Gameplay.Global;
namespace Gameplay.Player namespace Script.Gameplay.Player
{ {
public enum WatchMode public enum WatchMode
{ {
Normal, Normal,
Inside,
Outside Outside
} }
@@ -21,7 +20,7 @@ namespace Gameplay.Player
private InputManager inputManager; private InputManager inputManager;
private TimePauseManager timePauseManager; private TimePauseManager timePauseManager;
private PlayerInteractorController playerInteractorController; private PlayerInteractorController playerInteractorController;
private PlayerConnectController _playerConnectController; private PlayerConnectController playerConnectController;
private WatchMode previousMode = WatchMode.Normal; private WatchMode previousMode = WatchMode.Normal;
private WatchMode currentMode = WatchMode.Normal; private WatchMode currentMode = WatchMode.Normal;
@@ -45,17 +44,18 @@ namespace Gameplay.Player
inputManager = InputManager.Instance; inputManager = InputManager.Instance;
timePauseManager = TimePauseManager.Instance; timePauseManager = TimePauseManager.Instance;
playerInteractorController = GetComponent<PlayerInteractorController>(); playerInteractorController = GetComponent<PlayerInteractorController>();
_playerConnectController = GetComponent<PlayerConnectController>(); playerConnectController = GetComponent<PlayerConnectController>();
var input = inputManager.Input; var input = inputManager.Input;
input.Player.SwitchWatchMode.performed += ctx => input.Player.SwitchWatchMode.performed += ctx =>
{ {
var modeTemp = (WatchMode)(((int)CurrentWatchMode + 1) % 3); var modeTemp = (WatchMode)(((int)CurrentWatchMode + 1) % Enum.GetNames(typeof(WatchMode)).Length);
CurrentWatchMode = modeTemp; CurrentWatchMode = modeTemp;
}; };
; ;
ControllerLocator.Instance.Register(this); ControllerLocator.Instance.Register(this);
OnEnterWatchMode?.Invoke(currentMode);
} }
// 实现按Tap键实现在WatchMode 3个模式切换并通过SwitchWatchMode设置正确的相机模式 // 实现按Tap键实现在WatchMode 3个模式切换并通过SwitchWatchMode设置正确的相机模式
@@ -68,61 +68,31 @@ namespace Gameplay.Player
inputManager.SetCursorState(false, CursorLockMode.Locked); inputManager.SetCursorState(false, CursorLockMode.Locked);
inputManager.SetInputForLook(true); inputManager.SetInputForLook(true);
inputManager.SetInputForMove(true); inputManager.SetInputForMove(true);
if (timePauseManager != null)
{
timePauseManager.SetPaused(false);
}
if (playerInteractorController != null) if (playerInteractorController != null)
{ {
playerInteractorController.SetPlayerInteractionEnabled(true); playerInteractorController.SetPlayerInteractionEnabled(true);
} }
if (_playerConnectController != null) if (playerConnectController != null)
{ {
_playerConnectController.IsEnableConnecting = false; playerConnectController.IsEnableConnecting = false;
} }
break;
case WatchMode.Inside:
SetSeeLines(false);
inputManager.SetCursorState(true, CursorLockMode.Confined);
inputManager.SetInputForLook(false);
inputManager.SetInputForMove(false);
if (timePauseManager != null)
{
timePauseManager.SetPaused(true);
}
if (playerInteractorController != null)
{
playerInteractorController.SetPlayerInteractionEnabled(false);
}
if (_playerConnectController != null)
{
_playerConnectController.IsEnableConnecting = false;
}
break; break;
case WatchMode.Outside: case WatchMode.Outside:
SetSeeLines(true); SetSeeLines(true);
inputManager.SetCursorState(false, CursorLockMode.Locked); inputManager.SetCursorState(false, CursorLockMode.Locked);
inputManager.SetInputForLook(true); inputManager.SetInputForLook(true);
inputManager.SetInputForMove(true); inputManager.SetInputForMove(true);
if (timePauseManager != null)
{
timePauseManager.SetPaused(false);
}
if (playerInteractorController != null) if (playerInteractorController != null)
{ {
playerInteractorController.SetPlayerInteractionEnabled(true); playerInteractorController.SetPlayerInteractionEnabled(true);
} }
if (_playerConnectController != null) if (playerConnectController != null)
{ {
_playerConnectController.IsEnableConnecting = true; playerConnectController.IsEnableConnecting = true;
} }
break; break;

View File

@@ -2,7 +2,7 @@ using Core;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using Script.Gameplay.Facility; using Script.Gameplay.Interface;
namespace UI namespace UI
{ {
@@ -24,7 +24,7 @@ namespace UI
private void OnClickButton() private void OnClickButton()
{ {
_component.IsActive = !_component.IsActive; _component.IsEditableActive = !_component.IsEditableActive;
RefreshUI(); RefreshUI();
} }
@@ -33,7 +33,7 @@ namespace UI
if (_component != null) if (_component != null)
{ {
componentName.text = _component.ComponentName; componentName.text = _component.ComponentName;
componentState.text = _component.IsActive ? "Active" : "Inactive"; componentState.text = _component.IsEditableActive ? "Active" : "Inactive";
} }
} }
} }

View File

@@ -1,6 +1,6 @@
using System; using System;
using Core; using Core;
using Gameplay.Player; using Script.Gameplay.Player;
using Script.Gameplay.Connect; using Script.Gameplay.Connect;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
@@ -9,13 +9,14 @@ namespace UI
{ {
public class PlayerConnectViewer : UIBase public class PlayerConnectViewer : UIBase
{ {
public TMP_Text inputText; public TMP_Text pointBText;
public TMP_Text outputText; public TMP_Text pointAText;
private PlayerConnectController _playerConnectController; private PlayerConnectController _playerConnectController;
private PlayerWatchModeController _playerWatchModeController; private PlayerWatchModeController _playerWatchModeController;
private void Awake() protected override void Awake()
{ {
base.Awake();
ControllerLocator.Instance.TryGetWait<PlayerConnectController>(OnGetConnectController); ControllerLocator.Instance.TryGetWait<PlayerConnectController>(OnGetConnectController);
ControllerLocator.Instance.TryGetWait<PlayerWatchModeController>(OnGetWatchModeController); ControllerLocator.Instance.TryGetWait<PlayerWatchModeController>(OnGetWatchModeController);
} }
@@ -23,8 +24,8 @@ namespace UI
private void OnGetConnectController(PlayerConnectController controller) private void OnGetConnectController(PlayerConnectController controller)
{ {
_playerConnectController = controller; _playerConnectController = controller;
_playerConnectController.OnSetInputTarget += UpdateInputText; _playerConnectController.OnSetPointB += UpdateInputText;
_playerConnectController.OnSetOutputTarget += UpdateOutputText; _playerConnectController.OnSetPointA += UpdateOutputText;
UpdateInputText(null); UpdateInputText(null);
UpdateOutputText(null); UpdateOutputText(null);
} }
@@ -32,18 +33,18 @@ namespace UI
private void UpdateInputText(IConnectable input) private void UpdateInputText(IConnectable input)
{ {
string text = input != null ? input.GetConnectableName() : "None"; string text = input != null ? input.GetConnectableName() : "None";
if (inputText != null) if (pointBText != null)
{ {
inputText.text = "Input: " + text; pointBText.text = "pointB: " + text;
} }
} }
private void UpdateOutputText(IConnectable output) private void UpdateOutputText(IConnectable output)
{ {
string text = output != null ? output.GetConnectableName() : "None"; string text = output != null ? output.GetConnectableName() : "None";
if (outputText != null) if (pointAText != null)
{ {
outputText.text = "Output: " + text; pointAText.text = "pointA: " + text;
} }
} }

View File

@@ -1,10 +1,9 @@
using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using Core; using Core;
using Interface; using Script.Gameplay.Edit;
using Gameplay.Player; using Script.Gameplay.Interface;
using Script.Gameplay.Facility; using Script.Gameplay.Player;
using UnityEngine; using UnityEngine;
using Script.Gameplay.Input; using Script.Gameplay.Input;
@@ -13,36 +12,28 @@ namespace UI
// 用于显示和编辑 Facility 上的各个 IEditComponent 组件的 UI 面板 // 用于显示和编辑 Facility 上的各个 IEditComponent 组件的 UI 面板
public class PlayerEditViewer : UIBase public class PlayerEditViewer : UIBase
{ {
private PlayerEditController controller;
private PlayerWatchModeController watchModeController;
private IEditable editable;
private List<IEditableComponent> components = new List<IEditableComponent>();
private List<EditableComponentViewer> componentViewers = new List<EditableComponentViewer>();
[SerializeField] private GameObject componentEditViewerPrefab; [SerializeField] private GameObject componentEditViewerPrefab;
[SerializeField] private GameObject noEditableTargetPanel; [SerializeField] private GameObject noEditableTargetPanel;
[SerializeField] private float panelRadius = 100f; [SerializeField] private float panelRadius = 100f;
public List<EditableComponentViewer> componentViewers = new List<EditableComponentViewer>();
private PlayerEditController editController;
private InputManager inputManager; private InputManager inputManager;
private void Awake()
protected override void Awake()
{ {
base.Awake();
inputManager = InputManager.Instance; inputManager = InputManager.Instance;
ControllerLocator.Instance.TryGetWait<PlayerEditController>(GetPlayerEditControllerHandle); ControllerLocator.Instance.TryGetWait<PlayerEditController>(OnGetPlayerEditController);
ControllerLocator.Instance.TryGetWait<PlayerWatchModeController>(GetPlayerWatchModeControllerHandle);
} }
private void Start() public void OnBeginEdit(GameObject target)
{
}
public void OnEnterInsideWatchMode()
{ {
this.gameObject.SetActive(true); this.gameObject.SetActive(true);
if (GetEditableFromController() != null) if (target != null)
{ {
GetEditableComponentsFromEditable();
ClearComponentUI(); ClearComponentUI();
GenerateComponentUI(); GenerateComponentUI(EditableManager.GetEditableComponents(target));
} }
else else
{ {
@@ -53,7 +44,7 @@ namespace UI
} }
} }
public void OnExitInsideWatchMode() public void OnEndEdit(GameObject target)
{ {
this.gameObject.SetActive(false); this.gameObject.SetActive(false);
@@ -65,54 +56,14 @@ namespace UI
} }
// 获取 PlayerEditController 的回调 // 获取 PlayerEditController 的回调
private void GetPlayerEditControllerHandle(PlayerEditController editController) private void OnGetPlayerEditController(PlayerEditController controller)
{ {
controller = editController; this.editController = controller;
this.editController.OnBeginEditTarget += OnBeginEdit;
this.editController.OnEndEditTarget += OnEndEdit;
//Debug.Log("PlayerEditViewer obtained PlayerEditController."); //Debug.Log("PlayerEditViewer obtained PlayerEditController.");
} }
// 获取 PlayerWatchModeController 的回调
private void GetPlayerWatchModeControllerHandle(PlayerWatchModeController watchModeCtrl)
{
watchModeController = watchModeCtrl;
watchModeController.OnEnterWatchMode += (WatchMode mode) =>
{
if (mode == WatchMode.Inside)
OnEnterInsideWatchMode();
};
watchModeController.OnExitWatchMode += (WatchMode mode) =>
{
if (mode == WatchMode.Inside)
OnExitInsideWatchMode();
};
//Debug.Log("PlayerEditViewer subscribed to WatchMode events.");
}
private IEditable GetEditableFromController()
{
if (controller == null)
{
Debug.Log($"controller is null in {nameof(PlayerEditViewer)}");
return null;
}
return editable = controller.GetCurrentTarget();
}
private void GetEditableComponentsFromEditable()
{
if (editable == null)
{
Debug.Log($"editable is null in {nameof(PlayerEditViewer)}");
return;
}
components = editable.GetEditableComponents()
.Where(c => c != null)
.ToList();
}
private void ClearComponentUI() private void ClearComponentUI()
{ {
foreach (var viewer in componentViewers) foreach (var viewer in componentViewers)
@@ -128,7 +79,7 @@ namespace UI
} }
// 根据 components 生成 UI, 根据拥有的 IEditComponent 的数量动态生成 UI 元素。布局为环绕着面板中心排列(自适应间隔)。 // 根据 components 生成 UI, 根据拥有的 IEditComponent 的数量动态生成 UI 元素。布局为环绕着面板中心排列(自适应间隔)。
private void GenerateComponentUI() private void GenerateComponentUI(List<IEditableComponent> components)
{ {
if (components == null || components.Count == 0 || componentEditViewerPrefab == null) return; if (components == null || components.Count == 0 || componentEditViewerPrefab == null) return;

View File

@@ -0,0 +1,63 @@
using Core;
using UnityEngine;
using Script.Gameplay.Player;
using TMPro;
using System.Collections.Generic;
namespace UI
{
public class PlayerGazeReminder : UIBase
{
[SerializeField] private GameObject reminderInteractPrefab;
[SerializeField] private GameObject reminderConnectPrefab;
[SerializeField] private GameObject reminderSetPointPrefab;
[SerializeField] private GameObject reminderDeleteLinePrefab;
private PlayerInteractorController playerInteractorController;
private PlayerConnectController playerConnectController;
protected override void Awake()
{
base.Awake();
ControllerLocator.Instance.TryGetWait<PlayerInteractorController>(OnGetInteractorController);
ControllerLocator.Instance.TryGetWait<PlayerConnectController>(OnGetConnectController);
}
private void OnGetInteractorController(PlayerInteractorController controller)
{
playerInteractorController = controller;
playerInteractorController.OnGazeEnter += HandleInteractGazeEnter;
playerInteractorController.OnGazeExit += HandleInteractGazeExit;
}
private void HandleInteractGazeEnter(GameObject obj)
{
reminderInteractPrefab.SetActive(true);
}
private void HandleInteractGazeExit(GameObject obj)
{
reminderInteractPrefab.SetActive(false);
}
private void OnGetConnectController(PlayerConnectController controller)
{
playerConnectController = controller;
playerConnectController.OnGazeEnter += HandleConnectGazeEnter;
playerConnectController.OnGazeExit += HandleConnectGazeExit;
}
private void HandleConnectGazeEnter(GameObject obj)
{
reminderConnectPrefab.SetActive(true);
reminderSetPointPrefab.SetActive(true);
reminderDeleteLinePrefab.SetActive(true);
}
private void HandleConnectGazeExit(GameObject obj)
{
reminderConnectPrefab.SetActive(false);
reminderSetPointPrefab.SetActive(false);
reminderDeleteLinePrefab.SetActive(false);
}
}
}

View File

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

View File

@@ -1,6 +1,6 @@
using System; using System;
using Core; using Core;
using Gameplay.Player; using Script.Gameplay.Player;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;

View File

@@ -1,6 +1,6 @@
using System; using System;
using Core; using Core;
using Gameplay.Player; using Script.Gameplay.Player;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;

View File

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

View File

@@ -94,6 +94,15 @@
"processors": "", "processors": "",
"interactions": "", "interactions": "",
"initialStateCheck": false "initialStateCheck": false
},
{
"name": "CutLine",
"type": "Button",
"id": "bf20e378-b5e0-4749-90b7-fc2aa09bd5c9",
"expectedControlType": "",
"processors": "",
"interactions": "",
"initialStateCheck": false
} }
], ],
"bindings": [ "bindings": [
@@ -250,6 +259,17 @@
"action": "SetInput", "action": "SetInput",
"isComposite": false, "isComposite": false,
"isPartOfComposite": false "isPartOfComposite": false
},
{
"name": "",
"id": "53d79cef-a048-4b85-8078-03fcfeb79182",
"path": "<Keyboard>/x",
"interactions": "",
"processors": "",
"groups": "",
"action": "CutLine",
"isComposite": false,
"isPartOfComposite": false
} }
] ]
} }

View File

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