feat(): 完成控制台的2中发射信号的模式切换, 优化基本按钮和拉杆的表现
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@@ -9,7 +9,7 @@ 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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private bool IsPressing = true;
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private bool isPressing = false;
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public override string GetInteractPrompt()
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{
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@@ -18,21 +18,23 @@ namespace Script.Gameplay.Facility
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public override void Interact(GameObject interactor)
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{
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if (!IsPressing) return;
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if (isPressing) return;
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StartCoroutine(SendSignalCoroutine());
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Debug.Log("Button pressed");
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//Debug.Log("Button pressed");
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}
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private IEnumerator SendSignalCoroutine()
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{
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SendSignal(true, this.gameObject);
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IsPressing = false;
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isPressing = true;
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// 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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yield return new WaitForSeconds(signalDuration);
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SendSignal(false, this.gameObject);
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IsPressing = true;
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isPressing = false;
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// 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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}
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}
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}
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@@ -1,14 +1,25 @@
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using System.Collections.Generic;
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using Script.Gameplay.Connect;
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using System.Collections;
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using Script.Gameplay.Interface;
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using UnityEngine;
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namespace Script.Gameplay.Facility
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{
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public enum SendSignalMode
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{
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Toggle, // 切换,true/false交替发送
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//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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public class ConsoleController : BaseFacilityController
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{
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[SerializeField] private SendSignalMode sendSignalMode = SendSignalMode.Pulse;
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[SerializeField] private List<MonoBehaviour> controlTarget;
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[SerializeField] private bool IsBeActive = false;
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[SerializeField] private float signalDuration = 1.0f; // 信号持续时间(秒)
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private bool isPressing = false;
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private List<ISignalReceiver> controlTargetSignalReceiver = new List<ISignalReceiver>();
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private bool lastSendSignal = false;
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@@ -35,6 +46,17 @@ namespace Script.Gameplay.Facility
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}
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public override void Interact(GameObject interactor)
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{
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if(sendSignalMode== SendSignalMode.Toggle)
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{
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SendToggleSignal();
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}
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else if(sendSignalMode== SendSignalMode.Pulse)
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{
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SendPulseSignal();
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}
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}
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private void SendToggleSignal()
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{
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if (IsBeActive && controlTargetSignalReceiver != null)
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{
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@@ -43,8 +65,33 @@ namespace Script.Gameplay.Facility
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{
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receiver.OnSignalReceived(signal, this.gameObject);
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}
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lastSendSignal = signal;
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}
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}
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private void SendPulseSignal()
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{
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if (IsBeActive)
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{
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if(isPressing) return;
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foreach (var receiver in controlTargetSignalReceiver)
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{
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StartCoroutine(SendSignalCoroutine(receiver));
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}
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}
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}
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private IEnumerator SendSignalCoroutine(ISignalReceiver receiver)
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{
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receiver.OnSignalReceived(true, this.gameObject);
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isPressing = true;
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// 按钮压下的动画或效果可以在这里添加
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yield return new WaitForSeconds(signalDuration);
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receiver.OnSignalReceived(false, this.gameObject);
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isPressing = false;
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// 按钮弹起的动画或效果可以在这里添加
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}
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}
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}
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@@ -20,6 +20,16 @@ namespace Script.Gameplay.Facility
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isPulled = !isPulled;
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SendSignal(isPulled, this.gameObject);
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// 可选:拉杆动画
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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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}
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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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}
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//Debug.Log(isPulled ? "Lever pulled down" : "Lever reset");
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}
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