feat(Dialogue): 实现基本的对话系统

This commit is contained in:
2025-10-23 15:46:17 +08:00
parent 869d5794f3
commit efcbc8eea5
29 changed files with 1398 additions and 86 deletions

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@@ -0,0 +1,51 @@
using System;
using System.Collections.Generic;
using Core;
using Script.Gameplay.Input;
using Script.Gameplay.Player;
using TMPro;
using UnityEngine;
namespace UI
{
// 负责显示玩家对话内容的UI组件
public class PlayerDialogueViewer : UIBase
{
[SerializeField] private TMP_Text dialogueText;
[SerializeField] private GameObject panel;
private bool isShowingPanel = false;
private PlayerDialogueController playerDialogueController;
private InputManager inputManager;
protected override void Awake()
{
base.Awake();
inputManager = InputManager.Instance;
ControllerLocator.Instance.TryGetWait<PlayerDialogueController>(OnGetPlayerDialogueController);
}
private void OnGetPlayerDialogueController(PlayerDialogueController controller)
{
playerDialogueController = controller;
playerDialogueController.RegisterDialogueViewer(this);
}
public void ReceiveDialogue(string content)
{
if(!isShowingPanel) OpenPanel();
dialogueText.text = content;
}
private void OpenPanel()
{
isShowingPanel = true;
Show();
}
public void ClosePanel()
{
isShowingPanel = false;
Hide();
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: c0395910b982454e9d80e05e192178e8
timeCreated: 1761184075

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@@ -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);
}
}
}