feat(): 美术配合上拉杆 按钮 控制台 压力板
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133
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133
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plateOffset: {x: 0, y: 0.5, z: 0}
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File diff suppressed because it is too large
Load Diff
@@ -1,3 +1,4 @@
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using System;
|
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
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@@ -9,7 +10,14 @@ namespace Script.Gameplay.Facility
|
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public class ButtonInteractController : BaseFacilityController
|
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{
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[SerializeField] private float signalDuration = 1.0f; // 信号持续时间(秒)
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[SerializeField] private GameObject buttonPressPoint;
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private bool isPressing = false;
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private Vector3 buttonInitialPosition;
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private void Awake()
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{
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buttonInitialPosition = buttonPressPoint.transform.position;
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}
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public override string GetInteractPrompt()
|
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{
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@@ -27,14 +35,15 @@ namespace Script.Gameplay.Facility
|
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{
|
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SendSignal(true, this.gameObject);
|
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isPressing = true;
|
||||
// 按钮压下的动画或效果可以在这里添加
|
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transform.localScale = new Vector3(0.3f, 0.3f, 0.1f);
|
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// 按钮按下的动画或效果可以在这里添加
|
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buttonPressPoint.transform.position = new Vector3(0, 0, 0);
|
||||
|
||||
yield return new WaitForSeconds(signalDuration);
|
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SendSignal(false, this.gameObject);
|
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isPressing = false;
|
||||
// 按钮弹起的动画或效果可以在这里添加
|
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transform.localScale = new Vector3(0.3f, 0.3f, 0.15f);
|
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buttonPressPoint.transform.position = buttonInitialPosition;
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||||
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||||
}
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}
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}
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@@ -9,6 +9,7 @@ namespace Script.Gameplay.Facility
|
||||
public enum SendSignalMode
|
||||
{
|
||||
Toggle, // 切换,true/false交替发送
|
||||
|
||||
//Hold, // 按住, 触发发送true/false, 结束不发送信号
|
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Pulse // 脉冲, 发送true,持续一段时间后发送false
|
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}
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@@ -19,6 +20,8 @@ namespace Script.Gameplay.Facility
|
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[SerializeField] private List<MonoBehaviour> controlTarget;
|
||||
[SerializeField] private bool IsBeActive = false;
|
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[SerializeField] private float signalDuration = 1.0f; // 信号持续时间(秒)
|
||||
|
||||
[SerializeField] private GameObject pressButtonPrefab;
|
||||
private bool isPressing = false;
|
||||
private List<ISignalReceiver> controlTargetSignalReceiver = new List<ISignalReceiver>();
|
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private bool lastSendSignal = false;
|
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@@ -47,18 +50,35 @@ namespace Script.Gameplay.Facility
|
||||
|
||||
public override void Interact(GameObject interactor)
|
||||
{
|
||||
if(sendSignalMode== SendSignalMode.Toggle)
|
||||
if (!IsBeActive) return;
|
||||
if (sendSignalMode == SendSignalMode.Toggle)
|
||||
{
|
||||
SendToggleSignal();
|
||||
}
|
||||
else if(sendSignalMode== SendSignalMode.Pulse)
|
||||
else if (sendSignalMode == SendSignalMode.Pulse)
|
||||
{
|
||||
SendPulseSignal();
|
||||
}
|
||||
}
|
||||
|
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private void UpdateAnimation()
|
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{
|
||||
if (pressButtonPrefab != null)
|
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{
|
||||
if (isPressing)
|
||||
{
|
||||
pressButtonPrefab.transform.localPosition = new Vector3(0, 0f, 0);
|
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}
|
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else
|
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{
|
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pressButtonPrefab.transform.localPosition = new Vector3(0, 0f, 0.75f);
|
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}
|
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}
|
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}
|
||||
|
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private void SendToggleSignal()
|
||||
{
|
||||
if (IsBeActive && controlTargetSignalReceiver != null)
|
||||
if (controlTargetSignalReceiver != null)
|
||||
{
|
||||
var signal = !lastSendSignal;
|
||||
foreach (var receiver in controlTargetSignalReceiver)
|
||||
@@ -67,31 +87,32 @@ namespace Script.Gameplay.Facility
|
||||
}
|
||||
|
||||
lastSendSignal = signal;
|
||||
isPressing = signal;
|
||||
UpdateAnimation();
|
||||
}
|
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}
|
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|
||||
private void SendPulseSignal()
|
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{
|
||||
if (IsBeActive)
|
||||
{
|
||||
if(isPressing) return;
|
||||
if (isPressing) return;
|
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foreach (var receiver in controlTargetSignalReceiver)
|
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{
|
||||
StartCoroutine(SendSignalCoroutine(receiver));
|
||||
}
|
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}
|
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}
|
||||
|
||||
private IEnumerator SendSignalCoroutine(ISignalReceiver receiver)
|
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{
|
||||
receiver.OnSignalReceived(true, this.gameObject);
|
||||
isPressing = true;
|
||||
// 按钮压下的动画或效果可以在这里添加
|
||||
UpdateAnimation();
|
||||
|
||||
yield return new WaitForSeconds(signalDuration);
|
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receiver.OnSignalReceived(false, this.gameObject);
|
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isPressing = false;
|
||||
// 按钮弹起的动画或效果可以在这里添加
|
||||
UpdateAnimation();
|
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}
|
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}
|
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}
|
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@@ -8,6 +8,7 @@ namespace Script.Gameplay.Facility
|
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public class LeverInteractController : BaseFacilityController
|
||||
{
|
||||
private bool isPulled = false;
|
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[SerializeField] private GameObject rotationPrefab;
|
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|
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public override string GetInteractPrompt()
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{
|
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@@ -28,12 +29,12 @@ namespace Script.Gameplay.Facility
|
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if (isPulled)
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{
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// 旋转拉杆到下拉位置
|
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transform.rotation = Quaternion.Euler(0f, 0f, 45f);
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rotationPrefab.transform.rotation = Quaternion.Euler(0f, 0f, 45f);
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}
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else
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{
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// 旋转拉杆回到初始位置
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transform.rotation = Quaternion.Euler(0f, 0f, 0f);
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rotationPrefab.transform.rotation = Quaternion.Euler(0f, 0f, 0f);
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}
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}
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}
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@@ -10,6 +10,7 @@ namespace Script.Gameplay.Facility
|
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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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|
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[SerializeField] private GameObject pressTopPrefab;
|
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private bool lastState = false;
|
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private bool hasObject = false;
|
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|
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@@ -24,10 +25,13 @@ namespace Script.Gameplay.Facility
|
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if (hasObject)
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{
|
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// 被压下动画
|
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pressTopPrefab.transform.localPosition = new Vector3(0,0,0.1f);
|
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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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pressTopPrefab.transform.localPosition = new Vector3(0,0,1);
|
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|
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}
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}
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}
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|
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Reference in New Issue
Block a user