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m_PrefabInstance: {fileID: 120768279}
m_PrefabAsset: {fileID: 0}
--- !u!224 &165485610 stripped
RectTransform:
m_CorrespondingSourceObject: {fileID: 1276987115395320878, guid: faba7bc710ad07f4491499290cd8b296,
@@ -253,7 +377,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 248, y: -59}
m_AnchoredPosition: {x: 248, y: -60}
m_SizeDelta: {x: 464.6504, y: 81.36188}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &257151346
@@ -477,6 +601,7 @@ RectTransform:
m_Children:
- {fileID: 1082771939}
- {fileID: 165485610}
- {fileID: 120768280}
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
@@ -744,7 +869,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 1}
m_AnchorMax: {x: 0.5, y: 1}
m_AnchoredPosition: {x: 0, y: -56}
m_AnchoredPosition: {x: 0, y: -60}
m_SizeDelta: {x: 459.7, y: 81.3619}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &1349586408
@@ -870,7 +995,7 @@ GameObject:
- component: {fileID: 1439567736}
- component: {fileID: 1439567735}
m_Layer: 5
m_Name: Output
m_Name: PointA
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
@@ -915,7 +1040,7 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_text: Output
m_text: PointA
m_isRightToLeft: 0
m_fontAsset: {fileID: 11400000, guid: 538fd603dd2dddd4daf31aa55f44c7e5, type: 2}
m_sharedMaterial: {fileID: -3917370665499528571, guid: 538fd603dd2dddd4daf31aa55f44c7e5,
@@ -1163,8 +1288,8 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
IsOpenOnFirstLoad: 0
inputText: {fileID: 1852915598}
outputText: {fileID: 1439567735}
pointBText: {fileID: 1852915598}
pointAText: {fileID: 1439567735}
--- !u!1 &1852915596
GameObject:
m_ObjectHideFlags: 0
@@ -1177,7 +1302,7 @@ GameObject:
- component: {fileID: 1852915599}
- component: {fileID: 1852915598}
m_Layer: 5
m_Name: Input
m_Name: PointB
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
@@ -1222,10 +1347,11 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_text: Input
m_text: PointB
m_isRightToLeft: 0
m_fontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
m_sharedMaterial: {fileID: 2180264, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
m_fontAsset: {fileID: 11400000, guid: 538fd603dd2dddd4daf31aa55f44c7e5, type: 2}
m_sharedMaterial: {fileID: -3917370665499528571, guid: 538fd603dd2dddd4daf31aa55f44c7e5,
type: 2}
m_fontSharedMaterials: []
m_fontMaterial: {fileID: 0}
m_fontMaterials: []

View File

@@ -39,9 +39,9 @@ namespace Script.Gameplay.Connect
public void CutTargetConnectionLines(IConnectable target)
{
List<ConnectionLine> linesToRemove = new List<ConnectionLine>();
foreach (var line in connectionLines)
foreach (var line in target.ConnectionLines)
{
if (line != null && (line.Equals(target)))
if (line != null)
{
linesToRemove.Add(line);
}

View File

@@ -48,14 +48,14 @@ namespace Script.Gameplay.Facility
{
// 逆时针旋转90度
transform.rotation = Quaternion.Euler(transform.rotation.eulerAngles + new Vector3(0, -90, 0));
Debug.Log("Open door");
// Debug.Log("Open door");
}
private void CloseDoor()
{
// 顺时针旋转90度
transform.rotation = Quaternion.Euler(transform.rotation.eulerAngles + new Vector3(0, 90, 0));
Debug.Log("Close door");
// Debug.Log("Close door");
}
#endregion

View File

@@ -9,11 +9,44 @@ namespace Script.Gameplay.Player
{
public class PlayerConnectController : MonoBehaviour
{
public bool IsEnableConnecting = true; // 是否启用连接功能
private bool isEnableConnecting = false;
public bool IsEnableConnecting
{
get => isEnableConnecting;
set
{
isEnableConnecting = value;
if (isEnableConnecting == false)
{
// 重置当前目标
CurrentTarget = null;
previousGazedTarget = null;
outTarget = null;
inputTarget = null;
}
}
} // 是否启用连接功能
[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 currentTarget; // 当前注视的可连接对象
private IConnectable currentTarget;
public IConnectable CurrentTarget
{
get => currentTarget;
set
{
if (value != null)
{
currentTarget = value;
OnGazeEnter?.Invoke(currentTarget.GetGameObject());
}
else
{
OnGazeExit?.Invoke(null);
}
}
} // 当前注视的可连接对象
private IConnectable previousGazedTarget; // 上一次注视的 IConnectable用于触发进入/离开)
private InputManager inputManager;
@@ -21,14 +54,16 @@ namespace Script.Gameplay.Player
private IConnectable inputTarget;
public event Action<IConnectable> OnSetPointA;
public event Action<IConnectable> OnSetPointB;
public event Action<GameObject> OnGazeEnter;
public event Action<GameObject> OnGazeExit;
void Start()
{
inputManager = InputManager.Instance;
inputManager.Input.Player.SetOutput.performed += ctx => SetPointA(currentTarget);
inputManager.Input.Player.SetInput.performed += ctx => SetPointB(currentTarget);
inputManager.Input.Player.SetOutput.performed += ctx => SetPointA(CurrentTarget);
inputManager.Input.Player.SetInput.performed += ctx => SetPointB(CurrentTarget);
inputManager.Input.Player.Connect.performed += ctx => CreateConnection();
inputManager.Input.Player.CutLine.performed += ctx => CutConnectLine(currentTarget);
inputManager.Input.Player.CutLine.performed += ctx => CutConnectLine(CurrentTarget);
if (raycaster == null)
raycaster = GetComponent<FirstPersonRaycaster>() ?? GetComponentInChildren<FirstPersonRaycaster>();
@@ -48,6 +83,7 @@ namespace Script.Gameplay.Player
void DetectConnectable()
{
if (raycaster == null) return;
if(!IsEnableConnecting) return;
GameObject lookAtObj = raycaster.CurrentLookAtObject;
IConnectable hitConnectable = lookAtObj != null ? lookAtObj.GetComponent<IConnectable>() : null;
@@ -68,13 +104,7 @@ namespace Script.Gameplay.Player
previousGazedTarget = hitConnectable;
}
currentTarget = hitConnectable;
}
public IConnectable GetCurrentTarget()
{
return currentTarget;
CurrentTarget = hitConnectable;
}
public void SetPointA(IConnectable target)

View File

@@ -2,21 +2,30 @@ using Core;
using UnityEngine;
using Script.Gameplay.Interface;
using Script.Gameplay.Input;
using System;
using Script.Gameplay.Global;
namespace Script.Gameplay.Player
{
public class PlayerEditController:MonoBehaviour
public class PlayerEditController : MonoBehaviour
{
[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<IEditable> OnBeginEditTarget;
public event Action<IEditable> OnEndEditTarget;
private IEditable currentTarget; // 射线命中的当前可编辑对象(用于按键交互)
private IEditable previousGazedTarget; // 上一次注视的对象(用于注视进入/离开事件)
private InputManager inputManager;
private TimePauseManager timePauseManager;
void Start()
{
inputManager = InputManager.Instance;
inputManager.Input.Player.Edit.performed += context => EditTarget();
timePauseManager = TimePauseManager.Instance;
if (raycaster == null)
raycaster = GetComponent<FirstPersonRaycaster>() ?? GetComponentInChildren<FirstPersonRaycaster>();
if (raycaster == null)
@@ -24,7 +33,6 @@ namespace Script.Gameplay.Player
if (raycaster == null)
Debug.LogWarning("FirstPersonRaycaster not found! Please assign or add it to the player.");
ControllerLocator.Instance.Register(this);
}
void Update()
@@ -62,6 +70,36 @@ namespace Script.Gameplay.Player
return currentTarget;
}
private void EditTarget()
{
if (isEditing)
{
isEditing = false;
OnEndEditTarget?.Invoke(currentTarget);
inputManager.SetCursorState(false, CursorLockMode.Locked);
inputManager.SetInputForLook(true);
inputManager.SetInputForMove(true);
if (timePauseManager != null)
{
timePauseManager.SetPaused(false);
}
}
else
{
if (currentTarget == null) return;
if (!IsEnableEditing) return;
isEditing = true;
OnBeginEditTarget?.Invoke(currentTarget);
inputManager.SetCursorState(true, CursorLockMode.Confined);
inputManager.SetInputForLook(false);
inputManager.SetInputForMove(false);
if (timePauseManager != null)
{
timePauseManager.SetPaused(true);
}
}
}
void OnDrawGizmos()
{
// 交由 FirstPersonRaycaster 绘制射线

View File

@@ -1,6 +1,7 @@
using UnityEngine;
using Script.Gameplay.Interface;
using System;
using Core;
using Script.Gameplay.Input;
namespace Script.Gameplay.Player
@@ -10,9 +11,30 @@ 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 currentTarget; // 被射线命中的当前可交互对象(用于按键交互)
private IInteractable currentTarget;
private IInteractable CurrentTarget
{
get => currentTarget;
set
{
currentTarget = value;
if (currentTarget != null)
{
// 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);
}
}
} // 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;
void Start()
{
if (raycaster == null)
@@ -25,11 +47,13 @@ namespace Script.Gameplay.Player
var input = InputManager.Instance.Input;
input.Player.Interact.performed += ctx =>
{
if (currentTarget != null)
if (CurrentTarget != null)
{
currentTarget.Interact(this.gameObject);
CurrentTarget.Interact(this.gameObject);
}
};
ControllerLocator.Instance.Register(this);
}
void Update()
@@ -63,7 +87,7 @@ namespace Script.Gameplay.Player
previousGazedTarget = hitInteractable;
}
currentTarget = hitInteractable;
CurrentTarget = hitInteractable;
}
public void SetPlayerInteractionEnabled(bool isEnabled)
@@ -73,7 +97,7 @@ namespace Script.Gameplay.Player
{
previousGazedTarget.OnGazeExit(this.gameObject);
previousGazedTarget = null;
currentTarget = null;
CurrentTarget = null;
}
}

View File

@@ -9,7 +9,6 @@ namespace Script.Gameplay.Player
public enum WatchMode
{
Normal,
Inside,
Outside
}
@@ -21,7 +20,7 @@ namespace Script.Gameplay.Player
private InputManager inputManager;
private TimePauseManager timePauseManager;
private PlayerInteractorController playerInteractorController;
private PlayerConnectController _playerConnectController;
private PlayerConnectController playerConnectController;
private WatchMode previousMode = WatchMode.Normal;
private WatchMode currentMode = WatchMode.Normal;
@@ -45,17 +44,18 @@ namespace Script.Gameplay.Player
inputManager = InputManager.Instance;
timePauseManager = TimePauseManager.Instance;
playerInteractorController = GetComponent<PlayerInteractorController>();
_playerConnectController = GetComponent<PlayerConnectController>();
playerConnectController = GetComponent<PlayerConnectController>();
var input = inputManager.Input;
input.Player.SwitchWatchMode.performed += ctx =>
{
var modeTemp = (WatchMode)(((int)CurrentWatchMode + 1) % 3);
var modeTemp = (WatchMode)(((int)CurrentWatchMode + 1) % Enum.GetNames(typeof(WatchMode)).Length);
CurrentWatchMode = modeTemp;
};
;
ControllerLocator.Instance.Register(this);
OnEnterWatchMode?.Invoke(currentMode);
}
// 实现按Tap键实现在WatchMode 3个模式切换并通过SwitchWatchMode设置正确的相机模式
@@ -68,61 +68,31 @@ namespace Script.Gameplay.Player
inputManager.SetCursorState(false, CursorLockMode.Locked);
inputManager.SetInputForLook(true);
inputManager.SetInputForMove(true);
if (timePauseManager != null)
{
timePauseManager.SetPaused(false);
}
if (playerInteractorController != null)
{
playerInteractorController.SetPlayerInteractionEnabled(true);
}
if (_playerConnectController != null)
if (playerConnectController != null)
{
_playerConnectController.IsEnableConnecting = false;
playerConnectController.IsEnableConnecting = false;
}
break;
case WatchMode.Inside:
SetSeeLines(false);
inputManager.SetCursorState(true, CursorLockMode.Confined);
inputManager.SetInputForLook(false);
inputManager.SetInputForMove(false);
if (timePauseManager != null)
{
timePauseManager.SetPaused(true);
}
if (playerInteractorController != null)
{
playerInteractorController.SetPlayerInteractionEnabled(false);
}
if (_playerConnectController != null)
{
_playerConnectController.IsEnableConnecting = false;
}
break;
case WatchMode.Outside:
SetSeeLines(true);
inputManager.SetCursorState(false, CursorLockMode.Locked);
inputManager.SetInputForLook(true);
inputManager.SetInputForMove(true);
if (timePauseManager != null)
{
timePauseManager.SetPaused(false);
}
if (playerInteractorController != null)
{
playerInteractorController.SetPlayerInteractionEnabled(true);
}
if (_playerConnectController != null)
if (playerConnectController != null)
{
_playerConnectController.IsEnableConnecting = true;
playerConnectController.IsEnableConnecting = true;
}
break;

View File

@@ -9,13 +9,14 @@ namespace UI
{
public class PlayerConnectViewer : UIBase
{
public TMP_Text inputText;
public TMP_Text outputText;
public TMP_Text pointBText;
public TMP_Text pointAText;
private PlayerConnectController _playerConnectController;
private PlayerWatchModeController _playerWatchModeController;
private void Awake()
protected override void Awake()
{
base.Awake();
ControllerLocator.Instance.TryGetWait<PlayerConnectController>(OnGetConnectController);
ControllerLocator.Instance.TryGetWait<PlayerWatchModeController>(OnGetWatchModeController);
}
@@ -32,18 +33,18 @@ namespace UI
private void UpdateInputText(IConnectable input)
{
string text = input != null ? input.GetConnectableName() : "None";
if (inputText != null)
if (pointBText != null)
{
inputText.text = "Input: " + text;
pointBText.text = "pointB: " + text;
}
}
private void UpdateOutputText(IConnectable output)
{
string text = output != null ? output.GetConnectableName() : "None";
if (outputText != null)
if (pointAText != null)
{
outputText.text = "Output: " + text;
pointAText.text = "pointA: " + text;
}
}

View File

@@ -1,10 +1,8 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Core;
using Script.Gameplay.Interface;
using Script.Gameplay.Player;
using Script.Gameplay.Facility;
using UnityEngine;
using Script.Gameplay.Input;
@@ -13,36 +11,28 @@ namespace UI
// 用于显示和编辑 Facility 上的各个 IEditComponent 组件的 UI 面板
public class PlayerEditViewer : UIBase
{
private PlayerEditController controller;
private PlayerWatchModeController watchModeController;
private IEditable editable;
private List<IEditableComponent> components = new List<IEditableComponent>();
private List<EditableComponentViewer> componentViewers = new List<EditableComponentViewer>();
[SerializeField] private GameObject componentEditViewerPrefab;
[SerializeField] private GameObject noEditableTargetPanel;
[SerializeField] private float panelRadius = 100f;
public List<EditableComponentViewer> componentViewers = new List<EditableComponentViewer>();
private PlayerEditController editController;
private InputManager inputManager;
private void Awake()
protected override void Awake()
{
base.Awake();
inputManager = InputManager.Instance;
ControllerLocator.Instance.TryGetWait<PlayerEditController>(GetPlayerEditControllerHandle);
ControllerLocator.Instance.TryGetWait<PlayerWatchModeController>(GetPlayerWatchModeControllerHandle);
ControllerLocator.Instance.TryGetWait<PlayerEditController>(OnGetPlayerEditController);
}
private void Start()
{
}
public void OnEnterInsideWatchMode()
public void OnBeginEdit(IEditable target)
{
this.gameObject.SetActive(true);
if (GetEditableFromController() != null)
if (target != null)
{
GetEditableComponentsFromEditable();
ClearComponentUI();
GenerateComponentUI();
GenerateComponentUI(GetEditableComponentsFromEditable(target));
}
else
{
@@ -53,7 +43,7 @@ namespace UI
}
}
public void OnExitInsideWatchMode()
public void OnEndEdit(IEditable target)
{
this.gameObject.SetActive(false);
@@ -65,50 +55,23 @@ namespace UI
}
// 获取 PlayerEditController 的回调
private void GetPlayerEditControllerHandle(PlayerEditController editController)
private void OnGetPlayerEditController(PlayerEditController controller)
{
controller = editController;
this.editController = controller;
this.editController.OnBeginEditTarget += OnBeginEdit;
this.editController.OnEndEditTarget += OnEndEdit;
//Debug.Log("PlayerEditViewer obtained PlayerEditController.");
}
// 获取 PlayerWatchModeController 的回调
private void GetPlayerWatchModeControllerHandle(PlayerWatchModeController watchModeCtrl)
private List<IEditableComponent> GetEditableComponentsFromEditable(IEditable target)
{
watchModeController = watchModeCtrl;
watchModeController.OnEnterWatchMode += (WatchMode mode) =>
if (target == null)
{
if (mode == WatchMode.Inside)
OnEnterInsideWatchMode();
};
watchModeController.OnExitWatchMode += (WatchMode mode) =>
{
if (mode == WatchMode.Inside)
OnExitInsideWatchMode();
};
//Debug.Log("PlayerEditViewer subscribed to WatchMode events.");
}
private IEditable GetEditableFromController()
{
if (controller == null)
{
Debug.Log($"controller is null in {nameof(PlayerEditViewer)}");
Debug.Log($"editable is null in {nameof(PlayerEditViewer)}");
return null;
}
return editable = controller.GetCurrentTarget();
}
private void GetEditableComponentsFromEditable()
{
if (editable == null)
{
Debug.Log($"editable is null in {nameof(PlayerEditViewer)}");
return;
}
components = editable.GetEditableComponents()
return target.GetEditableComponents()
.Where(c => c != null)
.ToList();
}
@@ -128,7 +91,7 @@ namespace UI
}
// 根据 components 生成 UI, 根据拥有的 IEditComponent 的数量动态生成 UI 元素。布局为环绕着面板中心排列(自适应间隔)。
private void GenerateComponentUI()
private void GenerateComponentUI(List<IEditableComponent> components)
{
if (components == null || components.Count == 0 || componentEditViewerPrefab == null) return;

View File

@@ -0,0 +1,60 @@
using Core;
using UnityEngine;
using Script.Gameplay.Player;
using TMPro;
using System.Collections.Generic;
namespace UI
{
public class PlayerGazeReminder : UIBase
{
[SerializeField] private GameObject reminderInteractPrefab;
[SerializeField] private GameObject reminderConnectPrefab;
[SerializeField] private GameObject reminderSetPointPrefab;
private PlayerInteractorController playerInteractorController;
private PlayerConnectController playerConnectController;
protected override void Awake()
{
base.Awake();
ControllerLocator.Instance.TryGetWait<PlayerInteractorController>(OnGetInteractorController);
ControllerLocator.Instance.TryGetWait<PlayerConnectController>(OnGetConnectController);
}
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);
}
private void OnGetConnectController(PlayerConnectController controller)
{
playerConnectController = controller;
playerConnectController.OnGazeEnter += HandleConnectGazeEnter;
playerConnectController.OnGazeExit += HandleConnectGazeExit;
}
private void HandleConnectGazeEnter(GameObject obj)
{
reminderConnectPrefab.SetActive(true);
reminderSetPointPrefab.SetActive(true);
}
private void HandleConnectGazeExit(GameObject obj)
{
reminderConnectPrefab.SetActive(false);
reminderSetPointPrefab.SetActive(false);
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: c8ca1a3e5bb84ffdb0f2e03f50e4a077
timeCreated: 1761008641