refactor(Facility): 使用继承让所有机关都拥有了独自的 可交互 可编辑 可连接设定。大面积重构
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35
Assets/Script/Gameplay/Facility/PressurePlateController.cs
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35
Assets/Script/Gameplay/Facility/PressurePlateController.cs
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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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private bool lastState = false;
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private void FixedUpdate()
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{
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if (!isEnableInteract) return;
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bool hasObject = Physics.CheckBox(transform.position + plateOffset, plateSize * 0.5f, Quaternion.identity, detectLayer);
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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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}
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}
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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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