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