using UnityEngine;
namespace Gameplay.Player
{
///
/// 通用第一人称射线检测,获取玩家注视的 GameObject。
///
public class FirstPersonRaycaster : MonoBehaviour
{
[Header("Raycast Settings")]
[SerializeField] private float rayLength = 15f;
[SerializeField] private LayerMask layerMask = ~0; // 默认检测所有层
[SerializeField] private Camera playerCamera;
[SerializeField] private bool drawGizmos = true;
///
/// 当前玩家注视的 GameObject(只读)。
///
public GameObject CurrentLookAtObject { get; private set; }
void Awake()
{
if (playerCamera == null)
{
var camObj = GameObject.FindWithTag("MainCamera");
if (camObj != null)
playerCamera = camObj.GetComponent();
}
}
void Update()
{
UpdateLookAtObject();
}
private void UpdateLookAtObject()
{
if (playerCamera == null)
{
CurrentLookAtObject = null;
return;
}
Ray ray = new Ray(playerCamera.transform.position, playerCamera.transform.forward);
if (Physics.Raycast(ray, out RaycastHit hit, rayLength, layerMask))
{
CurrentLookAtObject = hit.collider.gameObject;
}
else
{
CurrentLookAtObject = null;
}
}
void OnDrawGizmos()
{
if (!drawGizmos) return;
Camera cam = playerCamera;
if (cam == null && Application.isPlaying == false)
{
var camObj = GameObject.FindWithTag("MainCamera");
if (camObj != null)
cam = camObj.GetComponent();
}
if (cam == null) return;
Gizmos.color = Color.cyan;
Vector3 origin = cam.transform.position;
Vector3 dir = cam.transform.forward * rayLength;
Gizmos.DrawLine(origin, origin + dir);
}
}
}