feat(Cycle):实现循环提前检测,修复交互提示消失,按键绑定的事件在重启的时候没能正确,触发循环的提前检测有错误
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@@ -5,6 +5,7 @@ using Script.Gameplay.Connect;
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using Script.Gameplay.Interface;
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using Script.Gameplay.Input;
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using System;
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using UnityEngine.InputSystem;
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namespace Script.Gameplay.Player
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{
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@@ -66,10 +67,10 @@ namespace Script.Gameplay.Player
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void Start()
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{
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inputManager = InputManager.Instance;
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inputManager.Input.Player.SetOutput.performed += ctx => SetPointA(CurrentTarget);
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inputManager.Input.Player.SetInput.performed += ctx => SetPointB(CurrentTarget);
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inputManager.Input.Player.Connect.performed += ctx => CreateConnection();
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inputManager.Input.Player.CutLine.performed += ctx => CutConnectLine(CurrentTarget);
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inputManager.Input.Player.SetOutput.performed += OnSetOutputOnperformed;
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inputManager.Input.Player.SetInput.performed += OnSetInputOnperformed;
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inputManager.Input.Player.Connect.performed += OnConnectOnperformed;
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inputManager.Input.Player.CutLine.performed += OnCutLineOnperformed;
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if (raycaster == null)
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raycaster = GetComponent<FirstPersonRaycaster>() ?? GetComponentInChildren<FirstPersonRaycaster>();
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@@ -81,6 +82,26 @@ namespace Script.Gameplay.Player
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ControllerLocator.Instance.Register(this);
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}
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private void OnCutLineOnperformed(InputAction.CallbackContext ctx)
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{
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CutConnectLine(CurrentTarget);
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}
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private void OnConnectOnperformed(InputAction.CallbackContext ctx)
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{
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CreateConnection();
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}
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private void OnSetInputOnperformed(InputAction.CallbackContext ctx)
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{
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SetPointB(CurrentTarget);
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}
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private void OnSetOutputOnperformed(InputAction.CallbackContext ctx)
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{
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SetPointA(CurrentTarget);
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}
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void Update()
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{
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DetectConnectable();
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@@ -147,7 +168,17 @@ namespace Script.Gameplay.Player
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Debug.Log("Cannot create connection: invalid targets.");
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}
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}
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private void OnDestroy()
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{
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ControllerLocator.Instance.Unregister(this);
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inputManager.Input.Player.SetOutput.performed -= OnSetOutputOnperformed;
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inputManager.Input.Player.SetInput.performed -= OnSetInputOnperformed;
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inputManager.Input.Player.Connect.performed -= OnConnectOnperformed;
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inputManager.Input.Player.CutLine.performed -= OnCutLineOnperformed;
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}
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void OnDrawGizmos()
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{
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// 射线可视化交由 FirstPersonRaycaster 处理
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