2025-10-22 17:34:58 +08:00
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using System.Collections.Generic;
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using UnityEngine;
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using Script.Gameplay.Connect;
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namespace Script.Gameplay.Facility
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{
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public class PressurePlateController : BaseFacilityController
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{
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[SerializeField] private LayerMask detectLayer = ~0; // 检测所有层,可在Inspector中指定
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[SerializeField] private Vector3 plateSize = new Vector3(1, 0.2f, 1);
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[SerializeField] private Vector3 plateOffset = Vector3.up * 0.1f;
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2025-10-29 12:01:33 +08:00
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[SerializeField] private GameObject pressTopPrefab;
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2025-10-22 17:34:58 +08:00
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private bool lastState = false;
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2025-10-28 08:50:06 +08:00
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private bool hasObject = false;
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2025-10-22 17:34:58 +08:00
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private void FixedUpdate()
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{
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2025-10-23 09:26:47 +08:00
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if (!isOpenInEditor) return;
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2025-10-28 08:50:06 +08:00
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hasObject = Physics.CheckBox(transform.position + plateOffset, plateSize * 0.5f, Quaternion.identity, detectLayer);
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2025-10-22 17:34:58 +08:00
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if (hasObject != lastState)
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{
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SendSignal(hasObject, this.gameObject);
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lastState = hasObject;
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2025-10-28 08:50:06 +08:00
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if (hasObject)
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{
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// 被压下动画
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2025-10-29 12:01:33 +08:00
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pressTopPrefab.transform.localPosition = new Vector3(0,0,0.1f);
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2025-10-28 08:50:06 +08:00
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}
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else
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{
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// 弹起动画
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2025-10-29 12:01:33 +08:00
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pressTopPrefab.transform.localPosition = new Vector3(0,0,1);
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2025-10-28 08:50:06 +08:00
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}
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2025-10-22 17:34:58 +08:00
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}
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}
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2025-10-28 08:50:06 +08:00
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2025-10-22 17:34:58 +08:00
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#if UNITY_EDITOR
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private void OnDrawGizmosSelected()
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{
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Gizmos.color = Color.yellow;
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Gizmos.DrawWireCube(transform.position + plateOffset, plateSize);
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}
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#endif
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}
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}
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