Files
2025TapTapGameJam/Assets/Script/Gameplay/Player/PlayerEditController.cs

89 lines
2.8 KiB
C#

using Core;
using UnityEngine;
using Interface;
using Script.Gameplay.Input;
namespace Gameplay.Player
{
public class PlayerEditController:MonoBehaviour
{
[SerializeField] private float interactRange = 15f;
[SerializeField] private LayerMask interactableLayer;
[SerializeField] private Camera playerCamera;
[SerializeField] private bool isDrawGizmos;
private IEditable currentTarget; // 射线命中的当前可编辑对象(用于按键交互)
private IEditable previousGazedTarget; // 上一次注视的对象(用于注视进入/离开事件)
private InputManager inputManager;
void Start()
{
inputManager = InputManager.Instance;
if (playerCamera == null)
playerCamera = GameObject.FindWithTag("MainCamera").GetComponent<Camera>();
ControllerLocator.Instance.Register(this);
}
void Update()
{
DetectInteractable();
}
void DetectInteractable()
{
if (playerCamera == null) return;
Ray ray = new Ray(playerCamera.transform.position, playerCamera.transform.forward);
if (Physics.Raycast(ray, out RaycastHit hit, interactRange, interactableLayer))
{
IEditable hitEditable = hit.collider.GetComponent<IEditable>();
// 如果命中对象与之前注视的不一样,触发进入/离开事件
if (hitEditable != previousGazedTarget)
{
if (previousGazedTarget != null)
{
previousGazedTarget.OnGazeExit(this);
}
if (hitEditable != null)
{
hitEditable.OnGazeEnter(this);
}
previousGazedTarget = hitEditable;
}
currentTarget = hitEditable;
}
else
{
// 没有命中时,如果之前有注视对象,触发离开
if (previousGazedTarget != null)
{
previousGazedTarget.OnGazeExit(this);
previousGazedTarget = null;
}
currentTarget = null;
}
}
public IEditable GetCurrentTarget()
{
return currentTarget;
}
void OnDrawGizmos()
{
if(!isDrawGizmos) return;
if (playerCamera == null) return;
Gizmos.color = Color.red;
Vector3 origin = playerCamera.transform.position;
Vector3 direction = playerCamera.transform.forward * interactRange;
Gizmos.DrawLine(origin, origin + direction);
}
}
}