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

141 lines
4.5 KiB
C#
Raw Normal View History

using Core;
using UnityEngine;
using Script.Gameplay.Interface;
using Script.Gameplay.Input;
using System;
2025-10-26 22:13:15 +08:00
using System.Collections.Generic;
using Script.Gameplay.Global;
using UnityEngine.InputSystem;
namespace Script.Gameplay.Player
{
public class PlayerEditController : MonoBehaviour
{
[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
2025-10-26 22:13:15 +08:00
public event Action<GameObject> OnGazeEnterEditableComponent;
public event Action<GameObject> OnGazeExitEditableComponent;
public event Action<GameObject> OnBeginEditTarget;
public event Action<GameObject> OnEndEditTarget;
2025-10-26 22:13:15 +08:00
private GameObject previousTarget; // 上一次注视的对象(用于注视进入/离开事件)
private GameObject currentTarget; // 射线命中的当前可编辑对象(用于按键交互)
2025-10-26 22:13:15 +08:00
public GameObject CurrentTarget
{
get => currentTarget;
set
{
previousTarget = currentTarget;
currentTarget = value;
if (previousTarget != currentTarget)
{
if (currentTarget != null)
{
OnGazeEnterEditableComponent?.Invoke((currentTarget)?.gameObject);
}
if (previousTarget != null)
{
OnGazeExitEditableComponent?.Invoke((previousTarget)?.gameObject);
}
}
}
}
private InputManager inputManager;
private TimePauseManager timePauseManager;
void Start()
{
inputManager = InputManager.Instance;
inputManager.Input.Player.Edit.performed += OnEditOnperformed;
inputManager.Input.Player.Escape.performed += OnEscapeOnperformed;
timePauseManager = TimePauseManager.Instance;
if (raycaster == null)
raycaster = GetComponent<FirstPersonRaycaster>() ?? GetComponentInChildren<FirstPersonRaycaster>();
if (raycaster == null)
raycaster = FindObjectOfType<FirstPersonRaycaster>();
if (raycaster == null)
Debug.LogWarning("FirstPersonRaycaster not found! Please assign or add it to the player.");
ControllerLocator.Instance.Register(this);
}
private void OnEditOnperformed(InputAction.CallbackContext context)
{
if (!isEditing)
{
BeginEdit();
}
else
{
EndEdit();
}
}
private void OnEscapeOnperformed(InputAction.CallbackContext context)
{
EndEdit();
}
void Update()
{
DetectInteractable();
}
void DetectInteractable()
{
if (raycaster == null) return;
GameObject lookAtObj = raycaster.CurrentLookAtObject;
GameObject hitEditable = null;
if (lookAtObj != null)
{
if (lookAtObj.GetComponent<IEditableComponent>() != null)
{
hitEditable = lookAtObj;
}
}
2025-10-26 22:13:15 +08:00
CurrentTarget = hitEditable;
}
private void BeginEdit()
{
if (CurrentTarget == null) return;
if (!IsEnableEditing) return;
if(isEditing) return;
isEditing = true;
OnBeginEditTarget?.Invoke(CurrentTarget);
if (timePauseManager != null)
{
timePauseManager.SetPaused(true);
}
}
private void EndEdit()
{
if (!isEditing) return;
isEditing = false;
OnEndEditTarget?.Invoke(CurrentTarget);
if (timePauseManager != null)
{
timePauseManager.SetPaused(false);
}
}
private void OnDestroy()
{
if (inputManager != null)
{
inputManager.Input.Player.Edit.performed -= OnEditOnperformed;
inputManager.Input.Player.Escape.performed -= OnEscapeOnperformed;
}
ControllerLocator.Instance.Unregister(this);
}
void OnDrawGizmos()
{
// 交由 FirstPersonRaycaster 绘制射线
}
}
}