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[SerializeField] protected string componentName; - [SerializeField] protected int needSignalCount = 1; [SerializeField] protected bool isOpenInEditor = true; - protected int CurrentSignalCount = 0; + [SerializeField] protected int needSignalCount = 1; + [SerializeField] protected int currentSignalCount = 0; + [SerializeField] protected string componentName; public virtual bool IsEnableInteract { @@ -44,6 +44,17 @@ namespace Script.Gameplay.Facility get => isEnableConnect; set => isEnableConnect = value; } + public virtual int NeedSignalCount + { + get => needSignalCount; + set => needSignalCount = value; + } + + public virtual int CurrentNeedSignalCount + { + get => currentSignalCount; + set => currentSignalCount = value; + } public string ComponentName { @@ -96,14 +107,14 @@ namespace Script.Gameplay.Facility { if (active) { - CurrentSignalCount++; + CurrentNeedSignalCount++; } else { - CurrentSignalCount = Mathf.Max(0, CurrentSignalCount - 1); + CurrentNeedSignalCount = Mathf.Max(0, CurrentNeedSignalCount- 1); } - if (CurrentSignalCount < needSignalCount) + if (CurrentNeedSignalCount < NeedSignalCount) { return; } diff --git a/Assets/Script/Gameplay/Facility/DoorInteractController.cs b/Assets/Script/Gameplay/Facility/DoorInteractController.cs index 924c9c4..b92bc68 100644 --- a/Assets/Script/Gameplay/Facility/DoorInteractController.cs +++ b/Assets/Script/Gameplay/Facility/DoorInteractController.cs @@ -52,6 +52,7 @@ namespace Script.Gameplay.Facility public override void OnSignalReceived(bool active, GameObject sender) { + base.OnSignalReceived(active, sender); Interact(sender); } } diff --git a/Assets/Script/Gameplay/Interface/ISignalReceiver.cs b/Assets/Script/Gameplay/Interface/ISignalReceiver.cs index 4e6313f..90a8119 100644 --- a/Assets/Script/Gameplay/Interface/ISignalReceiver.cs +++ b/Assets/Script/Gameplay/Interface/ISignalReceiver.cs @@ -3,6 +3,8 @@ namespace Script.Gameplay.Interface { public interface ISignalReceiver { + public int NeedSignalCount { get; set; } + public int CurrentNeedSignalCount { get; set; } public void OnSignalReceived(bool active, GameObject sender); } } \ No newline at end of file diff --git a/Assets/Script/Gameplay/Player/PlayerConnectController.cs b/Assets/Script/Gameplay/Player/PlayerConnectController.cs index 0ae3a6e..790fadc 100644 --- a/Assets/Script/Gameplay/Player/PlayerConnectController.cs +++ b/Assets/Script/Gameplay/Player/PlayerConnectController.cs @@ -43,11 +43,11 @@ namespace Script.Gameplay.Player { if (currentTarget != null) { - OnGazeEnter?.Invoke((currentTarget as MonoBehaviour)?.gameObject); + OnGazeEnterConnectable?.Invoke((currentTarget as MonoBehaviour)?.gameObject); } if (previousTarget != null) { - OnGazeExit?.Invoke((previousTarget as MonoBehaviour)?.gameObject); + OnGazeExitConnectable?.Invoke((previousTarget as MonoBehaviour)?.gameObject); } } } @@ -60,8 +60,8 @@ namespace Script.Gameplay.Player private IConnectable inputTarget; public event Action OnSetPointA; public event Action OnSetPointB; - public event Action OnGazeEnter; - public event Action OnGazeExit; + public event Action OnGazeEnterConnectable; + public event Action OnGazeExitConnectable; void Start() { diff --git a/Assets/Script/Gameplay/Player/PlayerEditController.cs b/Assets/Script/Gameplay/Player/PlayerEditController.cs index 65b14e6..4adc0fe 100644 --- a/Assets/Script/Gameplay/Player/PlayerEditController.cs +++ b/Assets/Script/Gameplay/Player/PlayerEditController.cs @@ -3,6 +3,7 @@ using UnityEngine; using Script.Gameplay.Interface; using Script.Gameplay.Input; using System; +using System.Collections.Generic; using Script.Gameplay.Global; namespace Script.Gameplay.Player @@ -12,11 +13,34 @@ namespace Script.Gameplay.Player [SerializeField] private FirstPersonRaycaster raycaster; // 新增:第一人称射线检测器 public bool IsEnableEditing = true; // 是否启用编辑功能 private bool isEditing = false; // 当前是否处于编辑状态 + public event Action OnGazeEnterEditableComponent; + public event Action OnGazeExitEditableComponent; public event Action OnBeginEditTarget; public event Action OnEndEditTarget; + private GameObject previousTarget; // 上一次注视的对象(用于注视进入/离开事件) private GameObject currentTarget; // 射线命中的当前可编辑对象(用于按键交互) - private GameObject previousGazedTarget; // 上一次注视的对象(用于注视进入/离开事件) + + public GameObject CurrentTarget + { + get => currentTarget; + set + { + previousTarget = currentTarget; + currentTarget = value; + if (previousTarget != currentTarget) + { + if (currentTarget != null) + { + OnGazeEnterEditableComponent?.Invoke((currentTarget)?.gameObject); + } + if (previousTarget != null) + { + OnGazeExitEditableComponent?.Invoke((previousTarget)?.gameObject); + } + } + } + } private InputManager inputManager; @@ -53,23 +77,7 @@ namespace Script.Gameplay.Player hitEditable = lookAtObj; } } - 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; - // } + CurrentTarget = hitEditable; } private void EditTarget() @@ -77,7 +85,7 @@ namespace Script.Gameplay.Player if (isEditing) { isEditing = false; - OnEndEditTarget?.Invoke(currentTarget); + OnEndEditTarget?.Invoke(CurrentTarget); inputManager.SetCursorState(false, CursorLockMode.Locked); inputManager.SetInputForLook(true); inputManager.SetInputForMove(true); @@ -88,10 +96,10 @@ namespace Script.Gameplay.Player } else { - if (currentTarget == null) return; + if (CurrentTarget == null) return; if (!IsEnableEditing) return; isEditing = true; - OnBeginEditTarget?.Invoke(currentTarget); + OnBeginEditTarget?.Invoke(CurrentTarget); inputManager.SetCursorState(true, CursorLockMode.Confined); inputManager.SetInputForLook(false); inputManager.SetInputForMove(false); diff --git a/Assets/Script/Gameplay/UI/PlayerGazeReminder.cs b/Assets/Script/Gameplay/UI/PlayerGazeReminder.cs index 4457973..9e30329 100644 --- a/Assets/Script/Gameplay/UI/PlayerGazeReminder.cs +++ b/Assets/Script/Gameplay/UI/PlayerGazeReminder.cs @@ -3,6 +3,7 @@ using UnityEngine; using Script.Gameplay.Player; using TMPro; using System.Collections.Generic; +using Script.Gameplay.Interface; namespace UI { @@ -11,11 +12,19 @@ namespace UI [SerializeField] private GameObject reminderInteractPrefab; [SerializeField] private GameObject reminderReadPrefab; [SerializeField] private GameObject reminderConnectPrefab; - [SerializeField] private GameObject reminderSetPointPrefab; + [SerializeField] private GameObject reminderSetLeftPointPrefab; + [SerializeField] private GameObject reminderSetRightPointPrefab; [SerializeField] private GameObject reminderDeleteLinePrefab; + [SerializeField] private GameObject reminderEditPrefab; + [Header("Connect Status UI")] + [SerializeField] private GameObject ConnectStatus; + [SerializeField] private TMP_Text NeedCountText; + [SerializeField] private TMP_Text CurrentCountText; + private PlayerInteractorController playerInteractorController; private PlayerConnectController playerConnectController; private PlayerDialogueController playerDialogueController; + private PlayerEditController playerEditController; protected override void Awake() { @@ -23,6 +32,14 @@ namespace UI ControllerLocator.Instance.TryGetWait(OnGetInteractorController); ControllerLocator.Instance.TryGetWait(OnGetConnectController); ControllerLocator.Instance.TryGetWait(OnGetDialogueController); + ControllerLocator.Instance.TryGetWait(OnGetEditController); + } + + private void OnGetEditController(PlayerEditController obj) + { + playerEditController = obj; + playerEditController.OnGazeEnterEditableComponent += (obj) => reminderEditPrefab.SetActive(true); + playerEditController.OnGazeExitEditableComponent += (obj) => reminderEditPrefab.SetActive(false); } private void OnGetInteractorController(PlayerInteractorController controller) @@ -35,17 +52,32 @@ namespace UI private void OnGetConnectController(PlayerConnectController controller) { playerConnectController = controller; - playerConnectController.OnGazeEnter += (obj) => + playerConnectController.OnGazeEnterConnectable += (obj) => { reminderConnectPrefab.SetActive(true); - reminderSetPointPrefab.SetActive(true); + reminderSetLeftPointPrefab.SetActive(true); + reminderSetRightPointPrefab.SetActive(true); reminderDeleteLinePrefab.SetActive(true); + // 更新连接状态UI + ISignalReceiver connectableComponent = obj.GetComponent(); + if (connectableComponent != null) + { + ConnectStatus.SetActive(true); + NeedCountText.text = connectableComponent.NeedSignalCount.ToString(); + CurrentCountText.text = connectableComponent.CurrentNeedSignalCount.ToString(); + } + else + { + ConnectStatus.SetActive(false); + } }; - playerConnectController.OnGazeExit += (obj) => + playerConnectController.OnGazeExitConnectable += (obj) => { reminderConnectPrefab.SetActive(false); - reminderSetPointPrefab.SetActive(false); + reminderSetLeftPointPrefab.SetActive(false); + reminderSetRightPointPrefab.SetActive(false); reminderDeleteLinePrefab.SetActive(false); + ConnectStatus.SetActive(false); }; } diff --git a/Assets/Script/Gameplay/UI/PlayerWatchModeViewer.cs b/Assets/Script/Gameplay/UI/PlayerWatchModeViewer.cs index 833c278..9563de0 100644 --- a/Assets/Script/Gameplay/UI/PlayerWatchModeViewer.cs +++ b/Assets/Script/Gameplay/UI/PlayerWatchModeViewer.cs @@ -20,8 +20,8 @@ namespace UI private void OnGet(PlayerWatchModeController watchModeCtrl) { watchModeController = watchModeCtrl; - modeText.text = "Watch Mode: " + watchModeController.CurrentWatchMode; - watchModeController.OnEnterWatchMode += mode => modeText.text = "Watch Mode: " + mode; + modeText.text = "Mode: " + watchModeController.CurrentWatchMode; + watchModeController.OnEnterWatchMode += mode => modeText.text = "Mode: " + mode; } } } \ No newline at end of file