refactor(UI):完善对于各个界面的管理逻辑,esc可以直接关闭所有的顶层UI
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@@ -20,14 +20,15 @@ namespace Script.Gameplay.Player
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public event Action OnPlayerEndDialogue;
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public event Action<GameObject> OnGazeEnterDialogue;
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public event Action<GameObject> OnGazeExitDialogue;
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private InputManager inputManager;
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private Queue<string> dialogueQueue = new Queue<string>();
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private PlayerDialogueViewer playerDialogueViewer;
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private IDialogue previousDialogue;
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private IDialogue currentDialogueTarget;
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public IDialogue CurrentDialogueTarget
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{
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get => currentDialogueTarget;
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@@ -41,6 +42,7 @@ namespace Script.Gameplay.Player
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{
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OnGazeEnterDialogue?.Invoke((currentDialogueTarget as MonoBehaviour)?.gameObject);
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}
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if (previousDialogue != null)
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{
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OnGazeExitDialogue?.Invoke((previousDialogue as MonoBehaviour)?.gameObject);
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@@ -63,10 +65,16 @@ namespace Script.Gameplay.Player
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var input = inputManager.Input;
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input.Player.Read.performed += OnReadOnperformed;
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input.Player.ShowNextDialogue.performed += OnShowNextDialogueOnperformed;
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input.Player.Escape.performed += OnEscapeOnperformed;
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ControllerLocator.Instance.Register(this);
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}
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private void OnEscapeOnperformed(InputAction.CallbackContext ctx)
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{
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EndDialogue();
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}
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private void OnShowNextDialogueOnperformed(InputAction.CallbackContext ctx)
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{
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if (!isEnablePlayerDialogue) return;
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@@ -104,8 +112,6 @@ namespace Script.Gameplay.Player
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OnPlayerBeginDialogue?.Invoke();
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CurrentDialogueTarget.OnBeginDialogue?.Invoke(true);
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dialogueQueue = SplitDialogue(CurrentDialogueTarget.DialogueContent);
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inputManager.SetInputForLook(false);
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inputManager.SetInputForMove(false);
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PassNextDialogue();
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}
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}
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@@ -135,13 +141,7 @@ namespace Script.Gameplay.Player
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isReadingDialogue = false;
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OnPlayerEndDialogue?.Invoke();
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CurrentDialogueTarget.OnEndDialogue?.Invoke(true);
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inputManager.SetInputForLook(true);
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inputManager.SetInputForMove(true);
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if (playerDialogueViewer != null)
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{
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playerDialogueViewer.ClosePanel();
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}
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// 可扩展:隐藏UI、恢复输入等
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UIManager.Instance.CloseUI<PlayerDialogueViewer>();
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}
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}
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@@ -174,6 +174,7 @@ namespace Script.Gameplay.Player
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var input = inputManager.Input;
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input.Player.Read.performed -= OnReadOnperformed;
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input.Player.ShowNextDialogue.performed -= OnShowNextDialogueOnperformed;
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input.Player.Escape.performed -= OnEscapeOnperformed;
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}
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}
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}
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@@ -50,6 +50,7 @@ namespace Script.Gameplay.Player
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{
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inputManager = InputManager.Instance;
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inputManager.Input.Player.Edit.performed += OnEditOnperformed;
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inputManager.Input.Player.Escape.performed += OnEscapeOnperformed;
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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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@@ -62,7 +63,19 @@ namespace Script.Gameplay.Player
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private void OnEditOnperformed(InputAction.CallbackContext context)
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{
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EditTarget();
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if (!isEditing)
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{
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BeginEdit();
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}
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else
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{
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EndEdit();
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}
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}
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private void OnEscapeOnperformed(InputAction.CallbackContext context)
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{
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EndEdit();
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}
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void Update()
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@@ -85,34 +98,28 @@ namespace Script.Gameplay.Player
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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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private void BeginEdit()
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{
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if (isEditing)
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if (CurrentTarget == null) return;
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if (!IsEnableEditing) return;
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if(isEditing) return;
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isEditing = true;
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OnBeginEditTarget?.Invoke(CurrentTarget);
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if (timePauseManager != null)
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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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timePauseManager.SetPaused(true);
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}
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else
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}
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private void EndEdit()
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{
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if (!isEditing) return;
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isEditing = false;
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OnEndEditTarget?.Invoke(CurrentTarget);
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if (timePauseManager != null)
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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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timePauseManager.SetPaused(false);
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}
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}
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@@ -121,6 +128,7 @@ namespace Script.Gameplay.Player
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if (inputManager != null)
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{
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inputManager.Input.Player.Edit.performed -= OnEditOnperformed;
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inputManager.Input.Player.Escape.performed -= OnEscapeOnperformed;
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}
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ControllerLocator.Instance.Unregister(this);
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}
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@@ -24,7 +24,7 @@ namespace Script.Gameplay.Player
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private CharacterController characterController;
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private Vector3 velocity;
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private bool isGrounded;
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private IInputManager inputManager;
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private InputManager inputManager;
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private float lastGroundY;
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private bool wasGroundedLastFrame;
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