feat(Dialogue): 实现基本的对话系统
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3
Assets/Script/Gameplay/Dialogue.meta
Normal file
3
Assets/Script/Gameplay/Dialogue.meta
Normal file
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fileFormatVersion: 2
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22
Assets/Script/Gameplay/Dialogue/BaseDialogueItem.cs
Normal file
22
Assets/Script/Gameplay/Dialogue/BaseDialogueItem.cs
Normal file
@@ -0,0 +1,22 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using Script.Gameplay.Interface;
|
||||
using UnityEngine.Events;
|
||||
|
||||
namespace Script.Gameplay.Dialogue
|
||||
{
|
||||
public class BaseDialogueItem : MonoBehaviour, IDialogue
|
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{
|
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[TextArea] [SerializeField] private string dialogueContent; // 对话内容
|
||||
public UnityEvent<bool> OnBeginDialogue { get; set; }
|
||||
public UnityEvent<bool> OnEndDialogue { get; set; }
|
||||
public bool IsRoad { get; set; }
|
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public int GetDialogueCount { get; set; }
|
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|
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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
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Normal file
3
Assets/Script/Gameplay/Dialogue/BaseDialogueItem.cs.meta
Normal file
@@ -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"": """",
|
||||
""interactions"": """",
|
||||
""initialStateCheck"": false
|
||||
},
|
||||
{
|
||||
""name"": ""ShowNextDialogue"",
|
||||
""type"": ""Button"",
|
||||
""id"": ""a8bce90a-e5e4-45fe-8189-cfb48debddf5"",
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""expectedControlType"": """",
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""processors"": """",
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""interactions"": """",
|
||||
""initialStateCheck"": false
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||||
}
|
||||
],
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||||
""bindings"": [
|
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@@ -294,6 +303,17 @@ namespace Script.Gameplay.Input
|
||||
""action"": ""CutLine"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": false
|
||||
},
|
||||
{
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""name"": """",
|
||||
""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"": """",
|
||||
""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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||||
}
|
||||
@@ -313,6 +333,7 @@ namespace Script.Gameplay.Input
|
||||
m_Player_SetOutput = m_Player.FindAction("SetOutput", throwIfNotFound: true);
|
||||
m_Player_SetInput = m_Player.FindAction("SetInput", throwIfNotFound: true);
|
||||
m_Player_CutLine = m_Player.FindAction("CutLine", throwIfNotFound: true);
|
||||
m_Player_ShowNextDialogue = m_Player.FindAction("ShowNextDialogue", throwIfNotFound: true);
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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.canceled += instance.OnShowNextDialogue;
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}
|
||||
|
||||
private void UnregisterCallbacks(IPlayerActions instance)
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||||
@@ -484,6 +510,9 @@ namespace Script.Gameplay.Input
|
||||
@CutLine.started -= instance.OnCutLine;
|
||||
@CutLine.performed -= instance.OnCutLine;
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@CutLine.canceled -= instance.OnCutLine;
|
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|
||||
@ShowNextDialogue.performed -= instance.OnShowNextDialogue;
|
||||
@ShowNextDialogue.canceled -= instance.OnShowNextDialogue;
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||||
}
|
||||
|
||||
public void RemoveCallbacks(IPlayerActions instance)
|
||||
@@ -514,6 +543,7 @@ namespace Script.Gameplay.Input
|
||||
void OnSetOutput(InputAction.CallbackContext context);
|
||||
void OnSetInput(InputAction.CallbackContext context);
|
||||
void OnCutLine(InputAction.CallbackContext context);
|
||||
void OnShowNextDialogue(InputAction.CallbackContext context);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
15
Assets/Script/Gameplay/Interface/IDialogue.cs
Normal file
15
Assets/Script/Gameplay/Interface/IDialogue.cs
Normal file
@@ -0,0 +1,15 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
namespace Script.Gameplay.Interface
|
||||
{
|
||||
public interface IDialogue
|
||||
{
|
||||
public UnityEvent<bool> OnBeginDialogue { get; set; }
|
||||
public UnityEvent<bool> OnEndDialogue { get; set; }
|
||||
public bool IsRoad { get; set; }
|
||||
public int GetDialogueCount { get; set; }
|
||||
public string DialogueContent { get; set; }
|
||||
}
|
||||
}
|
||||
3
Assets/Script/Gameplay/Interface/IDialogue.cs.meta
Normal file
3
Assets/Script/Gameplay/Interface/IDialogue.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6aa3fac9c1bc4bfaa9c14c987146f934
|
||||
timeCreated: 1761189058
|
||||
@@ -30,20 +30,25 @@ namespace Script.Gameplay.Player
|
||||
[SerializeField] private FirstPersonRaycaster raycaster; // 第一人称射线检测器
|
||||
[SerializeField] private float maxConnectDistance = 10f; // 最大连接距离
|
||||
|
||||
private IConnectable previousTarget;
|
||||
private IConnectable currentTarget;
|
||||
public IConnectable CurrentTarget
|
||||
{
|
||||
get => currentTarget;
|
||||
set
|
||||
{
|
||||
if (value != null)
|
||||
previousTarget = currentTarget;
|
||||
currentTarget = value;
|
||||
if (previousTarget != currentTarget)
|
||||
{
|
||||
currentTarget = value;
|
||||
OnGazeEnter?.Invoke(currentTarget.GetGameObject());
|
||||
}
|
||||
else
|
||||
{
|
||||
OnGazeExit?.Invoke(null);
|
||||
if (currentTarget != null)
|
||||
{
|
||||
OnGazeEnter?.Invoke((currentTarget as MonoBehaviour)?.gameObject);
|
||||
}
|
||||
if (previousTarget != null)
|
||||
{
|
||||
OnGazeExit?.Invoke((previousTarget as MonoBehaviour)?.gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
} // 当前注视的可连接对象
|
||||
@@ -89,12 +94,6 @@ namespace Script.Gameplay.Player
|
||||
GameObject lookAtObj = raycaster.CurrentLookAtObject;
|
||||
IConnectable hitConnectable = lookAtObj != null ? lookAtObj.GetComponent<IConnectable>() : null;
|
||||
|
||||
// 注视对象变化时触发进入/离开(使用接口方法)
|
||||
// if (hitConnectable != previousGazedTarget)
|
||||
// {
|
||||
// previousGazedTarget = hitConnectable;
|
||||
// }
|
||||
|
||||
CurrentTarget = hitConnectable;
|
||||
}
|
||||
|
||||
|
||||
155
Assets/Script/Gameplay/Player/PlayerDialogueController.cs
Normal file
155
Assets/Script/Gameplay/Player/PlayerDialogueController.cs
Normal file
@@ -0,0 +1,155 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Core;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using Script.Gameplay.Interface;
|
||||
using Script.Gameplay.Input;
|
||||
using UI;
|
||||
|
||||
namespace Script.Gameplay.Player
|
||||
{
|
||||
public class PlayerDialogueController : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private bool isEnablePlayerDialogue = true; // 是否启用玩家对话功能
|
||||
[SerializeField] private FirstPersonRaycaster firstPersonRaycaster; // 第一人称射线检测器
|
||||
private bool isReadingDialogue = false;
|
||||
public event Action OnPlayerBeginDialogue;
|
||||
public event Action OnPlayerEndDialogue;
|
||||
public event Action<GameObject> OnGazeEnterDialogue;
|
||||
public event Action<GameObject> OnGazeExitDialogue;
|
||||
private Queue<string> dialogueQueue = new Queue<string>();
|
||||
private PlayerDialogueViewer playerDialogueViewer;
|
||||
|
||||
private IDialogue previousDialogue;
|
||||
private IDialogue currentDialogueTarget;
|
||||
public IDialogue CurrentDialogueTarget
|
||||
{
|
||||
get => currentDialogueTarget;
|
||||
set
|
||||
{
|
||||
previousDialogue = currentDialogueTarget;
|
||||
currentDialogueTarget = value;
|
||||
if (previousDialogue != currentDialogueTarget)
|
||||
{
|
||||
if (currentDialogueTarget != null)
|
||||
{
|
||||
OnGazeEnterDialogue?.Invoke((currentDialogueTarget as MonoBehaviour)?.gameObject);
|
||||
}
|
||||
if (previousDialogue != null)
|
||||
{
|
||||
OnGazeExitDialogue?.Invoke((previousDialogue as MonoBehaviour)?.gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (firstPersonRaycaster == null)
|
||||
firstPersonRaycaster = GetComponent<FirstPersonRaycaster>() ??
|
||||
GetComponentInChildren<FirstPersonRaycaster>();
|
||||
if (firstPersonRaycaster == null)
|
||||
firstPersonRaycaster = FindObjectOfType<FirstPersonRaycaster>();
|
||||
if (firstPersonRaycaster == null)
|
||||
Debug.LogWarning("FirstPersonRaycaster not found! Please assign or add it to the player.");
|
||||
|
||||
var input = InputManager.Instance.Input;
|
||||
input.Player.Interact.performed += ctx =>
|
||||
{
|
||||
if (!isEnablePlayerDialogue) return;
|
||||
if (CurrentDialogueTarget == null) return;
|
||||
if (isReadingDialogue) return;
|
||||
BeginDialogue();
|
||||
};
|
||||
input.Player.ShowNextDialogue.performed += ctx =>
|
||||
{
|
||||
if (!isEnablePlayerDialogue) return;
|
||||
if (CurrentDialogueTarget == null) return;
|
||||
if (!isReadingDialogue) return;
|
||||
PassNextDialogue();
|
||||
};
|
||||
|
||||
ControllerLocator.Instance.Register(this);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
DetectDialogue();
|
||||
}
|
||||
|
||||
private void DetectDialogue()
|
||||
{
|
||||
if (!isEnablePlayerDialogue || firstPersonRaycaster == null) return;
|
||||
GameObject lookAtObj = firstPersonRaycaster.CurrentLookAtObject;
|
||||
IDialogue hitDialogue = lookAtObj != null ? lookAtObj.GetComponent<IDialogue>() : null;
|
||||
CurrentDialogueTarget = hitDialogue;
|
||||
}
|
||||
|
||||
private void BeginDialogue()
|
||||
{
|
||||
if (CurrentDialogueTarget != null)
|
||||
{
|
||||
isReadingDialogue = true;
|
||||
OnPlayerBeginDialogue?.Invoke();
|
||||
CurrentDialogueTarget.OnBeginDialogue?.Invoke(true);
|
||||
dialogueQueue = SplitDialogue(CurrentDialogueTarget.DialogueContent);
|
||||
PassNextDialogue();
|
||||
}
|
||||
}
|
||||
|
||||
private void PassNextDialogue()
|
||||
{
|
||||
if (CurrentDialogueTarget != null)
|
||||
{
|
||||
if (dialogueQueue.Count == 0)
|
||||
{
|
||||
EndDialogue();
|
||||
return;
|
||||
}
|
||||
|
||||
string nextDialogue = dialogueQueue.Dequeue();
|
||||
if (playerDialogueViewer != null)
|
||||
{
|
||||
playerDialogueViewer.ReceiveDialogue(nextDialogue);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void EndDialogue()
|
||||
{
|
||||
if (CurrentDialogueTarget != null)
|
||||
{
|
||||
isReadingDialogue = false;
|
||||
OnPlayerEndDialogue?.Invoke();
|
||||
CurrentDialogueTarget.OnEndDialogue?.Invoke(true);
|
||||
if (playerDialogueViewer != null)
|
||||
{
|
||||
playerDialogueViewer.ClosePanel();
|
||||
}
|
||||
// 可扩展:隐藏UI、恢复输入等
|
||||
}
|
||||
}
|
||||
|
||||
private Queue<string> SplitDialogue(string content)
|
||||
{
|
||||
// 按换行分段
|
||||
return new(content.Split(new[] { '\n' }, StringSplitOptions.RemoveEmptyEntries));
|
||||
}
|
||||
|
||||
public void RegisterDialogueViewer(PlayerDialogueViewer viewer)
|
||||
{
|
||||
playerDialogueViewer = viewer;
|
||||
}
|
||||
|
||||
public void SetPlayerDialogueEnabled(bool isEnabled)
|
||||
{
|
||||
isEnablePlayerDialogue = isEnabled;
|
||||
if (!isEnabled)
|
||||
{
|
||||
CurrentDialogueTarget = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 504b772e6a254764388ec3b68f4c9ad0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -11,27 +11,28 @@ namespace Script.Gameplay.Player
|
||||
[SerializeField] private FirstPersonRaycaster raycaster; // 新增:第一人称射线检测器
|
||||
[SerializeField] private bool isEnablePlayerInteraction = true; // 是否启用玩家交互功能
|
||||
|
||||
private IInteractable previousTarget;
|
||||
private IInteractable currentTarget;
|
||||
private IInteractable CurrentTarget
|
||||
{
|
||||
get => currentTarget;
|
||||
set
|
||||
{
|
||||
previousTarget = currentTarget;
|
||||
currentTarget = value;
|
||||
if (currentTarget != null)
|
||||
if (previousTarget != currentTarget)
|
||||
{
|
||||
// 可以在这里添加一些逻辑,比如显示交互提示UI
|
||||
OnGazeEnter?.Invoke(this.gameObject);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 可以在这里隐藏交互提示UI
|
||||
OnGazeExit?.Invoke(this.gameObject);
|
||||
if (currentTarget != null)
|
||||
{
|
||||
OnGazeEnter?.Invoke((currentTarget as MonoBehaviour)?.gameObject);
|
||||
}
|
||||
if (previousTarget != null)
|
||||
{
|
||||
OnGazeExit?.Invoke((previousTarget as MonoBehaviour)?.gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
} // 被射线命中的当前可交互对象(用于按键交互)
|
||||
private IInteractable previousGazedTarget; // 上一次注视的对象(用于注视进入/离开事件)
|
||||
|
||||
public event Action<GameObject> OnGazeEnter;
|
||||
public event Action<GameObject> OnGazeExit;
|
||||
|
||||
@@ -68,34 +69,14 @@ namespace Script.Gameplay.Player
|
||||
GameObject lookAtObj = raycaster.CurrentLookAtObject;
|
||||
IInteractable hitInteractable = lookAtObj != null ? lookAtObj.GetComponent<IInteractable>() : null;
|
||||
|
||||
// 如果命中对象与之前注视的不一样,触发进入/离开事件
|
||||
if (hitInteractable != previousGazedTarget)
|
||||
{
|
||||
// if (previousGazedTarget != null)
|
||||
// {
|
||||
// previousGazedTarget.OnGazeExit(this.gameObject);
|
||||
// }
|
||||
//
|
||||
// if (hitInteractable != null)
|
||||
// {
|
||||
// hitInteractable.OnGazeEnter(this.gameObject);
|
||||
// // 这里可以显示交互提示UI,例如 “E - 开门”
|
||||
// //Debug.Log(hitInteractable.GetInteractPrompt());
|
||||
// }
|
||||
|
||||
previousGazedTarget = hitInteractable;
|
||||
}
|
||||
|
||||
CurrentTarget = hitInteractable;
|
||||
}
|
||||
|
||||
public void SetPlayerInteractionEnabled(bool isEnabled)
|
||||
{
|
||||
isEnablePlayerInteraction = isEnabled;
|
||||
if (!isEnabled && previousGazedTarget != null)
|
||||
if (!isEnabled)
|
||||
{
|
||||
// previousGazedTarget.OnGazeExit(this.gameObject);
|
||||
previousGazedTarget = null;
|
||||
CurrentTarget = null;
|
||||
}
|
||||
}
|
||||
|
||||
51
Assets/Script/Gameplay/UI/PlayerDialogueViewer.cs
Normal file
51
Assets/Script/Gameplay/UI/PlayerDialogueViewer.cs
Normal file
@@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -103,6 +103,15 @@
|
||||
"processors": "",
|
||||
"interactions": "",
|
||||
"initialStateCheck": false
|
||||
},
|
||||
{
|
||||
"name": "ShowNextDialogue",
|
||||
"type": "Button",
|
||||
"id": "a8bce90a-e5e4-45fe-8189-cfb48debddf5",
|
||||
"expectedControlType": "",
|
||||
"processors": "",
|
||||
"interactions": "",
|
||||
"initialStateCheck": false
|
||||
}
|
||||
],
|
||||
"bindings": [
|
||||
@@ -270,6 +279,17 @@
|
||||
"action": "CutLine",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
{
|
||||
"name": "",
|
||||
"id": "86dadc63-5591-4a7b-8fec-e5cfdb31b787",
|
||||
"path": "<Mouse>/leftButton",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "",
|
||||
"action": "ShowNextDialogue",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
{
|
||||
"dependencies": {
|
||||
"com.cysharp.unitask": "https://github.com/Cysharp/UniTask.git?path=src/UniTask/Assets/Plugins/UniTask",
|
||||
"com.unity.2d.sprite": "1.0.0",
|
||||
"com.unity.collab-proxy": "2.10.0",
|
||||
"com.unity.ide.rider": "3.0.34",
|
||||
"com.unity.ide.visualstudio": "2.0.22",
|
||||
|
||||
@@ -7,6 +7,12 @@
|
||||
"dependencies": {},
|
||||
"hash": "73a63b7f672b88f7e9992f6917eb458a8cbb6fa9"
|
||||
},
|
||||
"com.unity.2d.sprite": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {}
|
||||
},
|
||||
"com.unity.burst": {
|
||||
"version": "1.8.18",
|
||||
"depth": 1,
|
||||
|
||||
Reference in New Issue
Block a user