feat(Dialogue): 实现基本的对话系统
This commit is contained in:
3
Assets/Script/Gameplay/Dialogue.meta
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3
Assets/Script/Gameplay/Dialogue.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 290c1bc2a04e492c9676d8230845ff58
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timeCreated: 1761189130
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22
Assets/Script/Gameplay/Dialogue/BaseDialogueItem.cs
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22
Assets/Script/Gameplay/Dialogue/BaseDialogueItem.cs
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@@ -0,0 +1,22 @@
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using System;
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using UnityEngine;
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using Script.Gameplay.Interface;
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using UnityEngine.Events;
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namespace Script.Gameplay.Dialogue
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{
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public class BaseDialogueItem : MonoBehaviour, IDialogue
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{
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[TextArea] [SerializeField] private string dialogueContent; // 对话内容
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public UnityEvent<bool> OnBeginDialogue { get; set; }
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public UnityEvent<bool> OnEndDialogue { get; set; }
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public bool IsRoad { get; set; }
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public int GetDialogueCount { get; set; }
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public string DialogueContent
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{
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get => dialogueContent;
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set => dialogueContent = value;
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}
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}
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}
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3
Assets/Script/Gameplay/Dialogue/BaseDialogueItem.cs.meta
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3
Assets/Script/Gameplay/Dialogue/BaseDialogueItem.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 11e2853ce9054f6b90407f3c56563502
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timeCreated: 1761189140
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@@ -127,6 +127,15 @@ namespace Script.Gameplay.Input
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""processors"": """",
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""interactions"": """",
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""initialStateCheck"": false
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},
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{
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""name"": ""ShowNextDialogue"",
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""type"": ""Button"",
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""id"": ""a8bce90a-e5e4-45fe-8189-cfb48debddf5"",
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""expectedControlType"": """",
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""processors"": """",
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""interactions"": """",
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""initialStateCheck"": false
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}
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],
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""bindings"": [
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@@ -294,6 +303,17 @@ namespace Script.Gameplay.Input
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""action"": ""CutLine"",
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""isComposite"": false,
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""isPartOfComposite"": false
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},
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{
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""name"": """",
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""id"": ""86dadc63-5591-4a7b-8fec-e5cfdb31b787"",
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""path"": ""<Mouse>/leftButton"",
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""interactions"": """",
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""processors"": """",
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""groups"": """",
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""action"": ""ShowNextDialogue"",
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""isComposite"": false,
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""isPartOfComposite"": false
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}
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]
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}
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@@ -313,6 +333,7 @@ namespace Script.Gameplay.Input
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m_Player_SetOutput = m_Player.FindAction("SetOutput", throwIfNotFound: true);
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m_Player_SetInput = m_Player.FindAction("SetInput", throwIfNotFound: true);
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m_Player_CutLine = m_Player.FindAction("CutLine", throwIfNotFound: true);
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m_Player_ShowNextDialogue = m_Player.FindAction("ShowNextDialogue", throwIfNotFound: true);
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}
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~@PlayerInputActions()
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@@ -390,6 +411,7 @@ namespace Script.Gameplay.Input
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private readonly InputAction m_Player_SetOutput;
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private readonly InputAction m_Player_SetInput;
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private readonly InputAction m_Player_CutLine;
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private readonly InputAction m_Player_ShowNextDialogue;
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public struct PlayerActions
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{
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private @PlayerInputActions m_Wrapper;
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@@ -405,6 +427,7 @@ namespace Script.Gameplay.Input
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public InputAction @SetOutput => m_Wrapper.m_Player_SetOutput;
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public InputAction @SetInput => m_Wrapper.m_Player_SetInput;
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public InputAction @CutLine => m_Wrapper.m_Player_CutLine;
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public InputAction @ShowNextDialogue => m_Wrapper.m_Player_ShowNextDialogue;
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public InputActionMap Get() { return m_Wrapper.m_Player; }
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public void Enable() { Get().Enable(); }
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public void Disable() { Get().Disable(); }
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@@ -447,6 +470,9 @@ namespace Script.Gameplay.Input
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@CutLine.started += instance.OnCutLine;
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@CutLine.performed += instance.OnCutLine;
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@CutLine.canceled += instance.OnCutLine;
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@ShowNextDialogue.started += instance.OnShowNextDialogue;
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@ShowNextDialogue.performed += instance.OnShowNextDialogue;
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@ShowNextDialogue.canceled += instance.OnShowNextDialogue;
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}
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private void UnregisterCallbacks(IPlayerActions instance)
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@@ -484,6 +510,9 @@ namespace Script.Gameplay.Input
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@CutLine.started -= instance.OnCutLine;
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@CutLine.performed -= instance.OnCutLine;
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@CutLine.canceled -= instance.OnCutLine;
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@ShowNextDialogue.started -= instance.OnShowNextDialogue;
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@ShowNextDialogue.performed -= instance.OnShowNextDialogue;
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@ShowNextDialogue.canceled -= instance.OnShowNextDialogue;
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}
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public void RemoveCallbacks(IPlayerActions instance)
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@@ -514,6 +543,7 @@ namespace Script.Gameplay.Input
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void OnSetOutput(InputAction.CallbackContext context);
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void OnSetInput(InputAction.CallbackContext context);
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void OnCutLine(InputAction.CallbackContext context);
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void OnShowNextDialogue(InputAction.CallbackContext context);
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}
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}
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}
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15
Assets/Script/Gameplay/Interface/IDialogue.cs
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15
Assets/Script/Gameplay/Interface/IDialogue.cs
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@@ -0,0 +1,15 @@
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using System;
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using UnityEngine;
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using UnityEngine.Events;
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namespace Script.Gameplay.Interface
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{
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public interface IDialogue
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{
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public UnityEvent<bool> OnBeginDialogue { get; set; }
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public UnityEvent<bool> OnEndDialogue { get; set; }
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public bool IsRoad { get; set; }
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public int GetDialogueCount { get; set; }
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public string DialogueContent { get; set; }
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}
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}
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3
Assets/Script/Gameplay/Interface/IDialogue.cs.meta
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3
Assets/Script/Gameplay/Interface/IDialogue.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 6aa3fac9c1bc4bfaa9c14c987146f934
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timeCreated: 1761189058
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@@ -30,20 +30,25 @@ namespace Script.Gameplay.Player
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[SerializeField] private FirstPersonRaycaster raycaster; // 第一人称射线检测器
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[SerializeField] private float maxConnectDistance = 10f; // 最大连接距离
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private IConnectable previousTarget;
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private IConnectable currentTarget;
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public IConnectable CurrentTarget
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{
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get => currentTarget;
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set
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{
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if (value != null)
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previousTarget = currentTarget;
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currentTarget = value;
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if (previousTarget != currentTarget)
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{
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currentTarget = value;
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OnGazeEnter?.Invoke(currentTarget.GetGameObject());
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}
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else
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{
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OnGazeExit?.Invoke(null);
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if (currentTarget != null)
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{
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OnGazeEnter?.Invoke((currentTarget as MonoBehaviour)?.gameObject);
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}
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if (previousTarget != null)
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{
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OnGazeExit?.Invoke((previousTarget as MonoBehaviour)?.gameObject);
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}
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}
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}
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} // 当前注视的可连接对象
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@@ -89,12 +94,6 @@ namespace Script.Gameplay.Player
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GameObject lookAtObj = raycaster.CurrentLookAtObject;
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IConnectable hitConnectable = lookAtObj != null ? lookAtObj.GetComponent<IConnectable>() : null;
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// 注视对象变化时触发进入/离开(使用接口方法)
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// if (hitConnectable != previousGazedTarget)
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// {
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// previousGazedTarget = hitConnectable;
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// }
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CurrentTarget = hitConnectable;
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}
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155
Assets/Script/Gameplay/Player/PlayerDialogueController.cs
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155
Assets/Script/Gameplay/Player/PlayerDialogueController.cs
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@@ -0,0 +1,155 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Core;
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using UnityEngine;
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using UnityEngine.Events;
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using Script.Gameplay.Interface;
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using Script.Gameplay.Input;
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using UI;
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namespace Script.Gameplay.Player
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{
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public class PlayerDialogueController : MonoBehaviour
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{
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[SerializeField] private bool isEnablePlayerDialogue = true; // 是否启用玩家对话功能
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[SerializeField] private FirstPersonRaycaster firstPersonRaycaster; // 第一人称射线检测器
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private bool isReadingDialogue = false;
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public event Action OnPlayerBeginDialogue;
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public event Action OnPlayerEndDialogue;
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public event Action<GameObject> OnGazeEnterDialogue;
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public event Action<GameObject> OnGazeExitDialogue;
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private Queue<string> dialogueQueue = new Queue<string>();
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private PlayerDialogueViewer playerDialogueViewer;
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private IDialogue previousDialogue;
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private IDialogue currentDialogueTarget;
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public IDialogue CurrentDialogueTarget
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{
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get => currentDialogueTarget;
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set
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{
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previousDialogue = currentDialogueTarget;
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currentDialogueTarget = value;
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if (previousDialogue != currentDialogueTarget)
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{
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if (currentDialogueTarget != null)
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{
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OnGazeEnterDialogue?.Invoke((currentDialogueTarget as MonoBehaviour)?.gameObject);
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}
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if (previousDialogue != null)
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{
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OnGazeExitDialogue?.Invoke((previousDialogue as MonoBehaviour)?.gameObject);
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}
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}
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}
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}
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void Start()
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{
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if (firstPersonRaycaster == null)
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firstPersonRaycaster = GetComponent<FirstPersonRaycaster>() ??
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GetComponentInChildren<FirstPersonRaycaster>();
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if (firstPersonRaycaster == null)
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firstPersonRaycaster = FindObjectOfType<FirstPersonRaycaster>();
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if (firstPersonRaycaster == null)
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Debug.LogWarning("FirstPersonRaycaster not found! Please assign or add it to the player.");
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var input = InputManager.Instance.Input;
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input.Player.Interact.performed += ctx =>
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{
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if (!isEnablePlayerDialogue) return;
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if (CurrentDialogueTarget == null) return;
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if (isReadingDialogue) return;
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BeginDialogue();
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};
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input.Player.ShowNextDialogue.performed += ctx =>
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{
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if (!isEnablePlayerDialogue) return;
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if (CurrentDialogueTarget == null) return;
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if (!isReadingDialogue) return;
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PassNextDialogue();
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};
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ControllerLocator.Instance.Register(this);
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}
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void Update()
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{
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DetectDialogue();
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}
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private void DetectDialogue()
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{
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if (!isEnablePlayerDialogue || firstPersonRaycaster == null) return;
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GameObject lookAtObj = firstPersonRaycaster.CurrentLookAtObject;
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IDialogue hitDialogue = lookAtObj != null ? lookAtObj.GetComponent<IDialogue>() : null;
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CurrentDialogueTarget = hitDialogue;
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}
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private void BeginDialogue()
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{
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if (CurrentDialogueTarget != null)
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{
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isReadingDialogue = true;
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OnPlayerBeginDialogue?.Invoke();
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CurrentDialogueTarget.OnBeginDialogue?.Invoke(true);
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dialogueQueue = SplitDialogue(CurrentDialogueTarget.DialogueContent);
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PassNextDialogue();
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}
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}
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private void PassNextDialogue()
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{
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if (CurrentDialogueTarget != null)
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{
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if (dialogueQueue.Count == 0)
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{
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EndDialogue();
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return;
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}
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string nextDialogue = dialogueQueue.Dequeue();
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if (playerDialogueViewer != null)
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{
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playerDialogueViewer.ReceiveDialogue(nextDialogue);
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}
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}
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}
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private void EndDialogue()
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{
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if (CurrentDialogueTarget != null)
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{
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isReadingDialogue = false;
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OnPlayerEndDialogue?.Invoke();
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CurrentDialogueTarget.OnEndDialogue?.Invoke(true);
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if (playerDialogueViewer != null)
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{
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playerDialogueViewer.ClosePanel();
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}
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// 可扩展:隐藏UI、恢复输入等
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}
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}
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private Queue<string> SplitDialogue(string content)
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{
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// 按换行分段
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return new(content.Split(new[] { '\n' }, StringSplitOptions.RemoveEmptyEntries));
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}
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public void RegisterDialogueViewer(PlayerDialogueViewer viewer)
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{
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playerDialogueViewer = viewer;
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}
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public void SetPlayerDialogueEnabled(bool isEnabled)
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{
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isEnablePlayerDialogue = isEnabled;
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if (!isEnabled)
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{
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CurrentDialogueTarget = null;
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}
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 504b772e6a254764388ec3b68f4c9ad0
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -11,27 +11,28 @@ namespace Script.Gameplay.Player
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[SerializeField] private FirstPersonRaycaster raycaster; // 新增:第一人称射线检测器
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[SerializeField] private bool isEnablePlayerInteraction = true; // 是否启用玩家交互功能
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private IInteractable previousTarget;
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private IInteractable currentTarget;
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private IInteractable CurrentTarget
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{
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get => currentTarget;
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set
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{
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previousTarget = currentTarget;
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currentTarget = value;
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if (currentTarget != null)
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if (previousTarget != currentTarget)
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{
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// 可以在这里添加一些逻辑,比如显示交互提示UI
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OnGazeEnter?.Invoke(this.gameObject);
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}
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else
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{
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// 可以在这里隐藏交互提示UI
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OnGazeExit?.Invoke(this.gameObject);
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if (currentTarget != null)
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{
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OnGazeEnter?.Invoke((currentTarget as MonoBehaviour)?.gameObject);
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}
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if (previousTarget != null)
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{
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OnGazeExit?.Invoke((previousTarget as MonoBehaviour)?.gameObject);
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}
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}
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}
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} // 被射线命中的当前可交互对象(用于按键交互)
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private IInteractable previousGazedTarget; // 上一次注视的对象(用于注视进入/离开事件)
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public event Action<GameObject> OnGazeEnter;
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public event Action<GameObject> OnGazeExit;
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@@ -68,34 +69,14 @@ namespace Script.Gameplay.Player
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GameObject lookAtObj = raycaster.CurrentLookAtObject;
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IInteractable hitInteractable = lookAtObj != null ? lookAtObj.GetComponent<IInteractable>() : null;
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// 如果命中对象与之前注视的不一样,触发进入/离开事件
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if (hitInteractable != previousGazedTarget)
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{
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// if (previousGazedTarget != null)
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// {
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// previousGazedTarget.OnGazeExit(this.gameObject);
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// }
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//
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// if (hitInteractable != null)
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// {
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// hitInteractable.OnGazeEnter(this.gameObject);
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// // 这里可以显示交互提示UI,例如 “E - 开门”
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// //Debug.Log(hitInteractable.GetInteractPrompt());
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// }
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previousGazedTarget = hitInteractable;
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}
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CurrentTarget = hitInteractable;
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}
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public void SetPlayerInteractionEnabled(bool isEnabled)
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{
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isEnablePlayerInteraction = isEnabled;
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if (!isEnabled && previousGazedTarget != null)
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if (!isEnabled)
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{
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// previousGazedTarget.OnGazeExit(this.gameObject);
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previousGazedTarget = null;
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CurrentTarget = null;
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}
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}
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51
Assets/Script/Gameplay/UI/PlayerDialogueViewer.cs
Normal file
51
Assets/Script/Gameplay/UI/PlayerDialogueViewer.cs
Normal file
@@ -0,0 +1,51 @@
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using System;
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using System.Collections.Generic;
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using Core;
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using Script.Gameplay.Input;
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using Script.Gameplay.Player;
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using TMPro;
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using UnityEngine;
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namespace UI
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{
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// 负责显示玩家对话内容的UI组件
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public class PlayerDialogueViewer : UIBase
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{
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[SerializeField] private TMP_Text dialogueText;
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[SerializeField] private GameObject panel;
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private bool isShowingPanel = false;
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private PlayerDialogueController playerDialogueController;
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private InputManager inputManager;
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protected override void Awake()
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{
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base.Awake();
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inputManager = InputManager.Instance;
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ControllerLocator.Instance.TryGetWait<PlayerDialogueController>(OnGetPlayerDialogueController);
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}
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||||
private void OnGetPlayerDialogueController(PlayerDialogueController controller)
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{
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playerDialogueController = controller;
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playerDialogueController.RegisterDialogueViewer(this);
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}
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||||
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||||
public void ReceiveDialogue(string content)
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||||
{
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||||
if(!isShowingPanel) OpenPanel();
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||||
dialogueText.text = content;
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||||
}
|
||||
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||||
private void OpenPanel()
|
||||
{
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||||
isShowingPanel = true;
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||||
Show();
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||||
}
|
||||
|
||||
public void ClosePanel()
|
||||
{
|
||||
isShowingPanel = false;
|
||||
Hide();
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Script/Gameplay/UI/PlayerDialogueViewer.cs.meta
Normal file
3
Assets/Script/Gameplay/UI/PlayerDialogueViewer.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c0395910b982454e9d80e05e192178e8
|
||||
timeCreated: 1761184075
|
||||
@@ -14,50 +14,45 @@ namespace UI
|
||||
[SerializeField] private GameObject reminderDeleteLinePrefab;
|
||||
private PlayerInteractorController playerInteractorController;
|
||||
private PlayerConnectController playerConnectController;
|
||||
private PlayerDialogueController playerDialogueController;
|
||||
|
||||
protected override void Awake()
|
||||
{
|
||||
base.Awake();
|
||||
ControllerLocator.Instance.TryGetWait<PlayerInteractorController>(OnGetInteractorController);
|
||||
ControllerLocator.Instance.TryGetWait<PlayerConnectController>(OnGetConnectController);
|
||||
ControllerLocator.Instance.TryGetWait<PlayerDialogueController>(OnGetDialogueController);
|
||||
}
|
||||
|
||||
private void OnGetInteractorController(PlayerInteractorController controller)
|
||||
{
|
||||
playerInteractorController = controller;
|
||||
playerInteractorController.OnGazeEnter += HandleInteractGazeEnter;
|
||||
playerInteractorController.OnGazeExit += HandleInteractGazeExit;
|
||||
}
|
||||
|
||||
private void HandleInteractGazeEnter(GameObject obj)
|
||||
{
|
||||
reminderInteractPrefab.SetActive(true);
|
||||
}
|
||||
|
||||
private void HandleInteractGazeExit(GameObject obj)
|
||||
{
|
||||
reminderInteractPrefab.SetActive(false);
|
||||
playerInteractorController.OnGazeEnter += (obj) => reminderInteractPrefab.SetActive(true);
|
||||
playerInteractorController.OnGazeExit += (obj) => reminderInteractPrefab.SetActive(false);
|
||||
}
|
||||
|
||||
private void OnGetConnectController(PlayerConnectController controller)
|
||||
{
|
||||
playerConnectController = controller;
|
||||
playerConnectController.OnGazeEnter += HandleConnectGazeEnter;
|
||||
playerConnectController.OnGazeExit += HandleConnectGazeExit;
|
||||
playerConnectController.OnGazeEnter += (obj) =>
|
||||
{
|
||||
reminderConnectPrefab.SetActive(true);
|
||||
reminderSetPointPrefab.SetActive(true);
|
||||
reminderDeleteLinePrefab.SetActive(true);
|
||||
};
|
||||
playerConnectController.OnGazeExit += (obj) =>
|
||||
{
|
||||
reminderConnectPrefab.SetActive(false);
|
||||
reminderSetPointPrefab.SetActive(false);
|
||||
reminderDeleteLinePrefab.SetActive(false);
|
||||
};
|
||||
}
|
||||
|
||||
private void HandleConnectGazeEnter(GameObject obj)
|
||||
|
||||
private void OnGetDialogueController(PlayerDialogueController controller)
|
||||
{
|
||||
reminderConnectPrefab.SetActive(true);
|
||||
reminderSetPointPrefab.SetActive(true);
|
||||
reminderDeleteLinePrefab.SetActive(true);
|
||||
}
|
||||
|
||||
private void HandleConnectGazeExit(GameObject obj)
|
||||
{
|
||||
reminderConnectPrefab.SetActive(false);
|
||||
reminderSetPointPrefab.SetActive(false);
|
||||
reminderDeleteLinePrefab.SetActive(false);
|
||||
playerDialogueController = controller;
|
||||
playerDialogueController.OnGazeEnterDialogue += (obj) => reminderInteractPrefab.SetActive(true);
|
||||
playerDialogueController.OnGazeExitDialogue += (obj) => reminderInteractPrefab.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user