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

This commit is contained in:
2025-10-22 17:34:58 +08:00
parent acd8282ff0
commit 5198a80318
61 changed files with 1516 additions and 889 deletions

View File

@@ -45,31 +45,31 @@ namespace Script.Gameplay.Player
if (raycaster == null) return;
GameObject lookAtObj = raycaster.CurrentLookAtObject;
if(lookAtObj == null) return;
GameObject hitEditable = null;
if (lookAtObj.GetComponent<IEditableComponent>() != null)
if (lookAtObj != null)
{
hitEditable = lookAtObj;
}
// 如果命中对象与之前注视的不一样,触发进入/离开事件
if (hitEditable != previousGazedTarget)
{
if (previousGazedTarget != null)
if (lookAtObj.GetComponent<IEditableComponent>() != null)
{
// previousGazedTarget.OnGazeExit(this);
hitEditable = lookAtObj;
}
if (hitEditable != null)
{
// hitEditable.OnGazeEnter(this);
}
previousGazedTarget = hitEditable;
}
currentTarget = hitEditable;
// // 如果命中对象与之前注视的不一样,触发进入/离开事件
// if (hitEditable != previousGazedTarget)
// {
// if (previousGazedTarget != null)
// {
// // previousGazedTarget.OnGazeExit(this);
// }
//
// if (hitEditable != null)
// {
// // hitEditable.OnGazeEnter(this);
// }
//
// previousGazedTarget = hitEditable;
// }
}
private void EditTarget()