Files
2025TapTapGameJam/Assets/Script/Gameplay/UI/PlayerGazeReminder.cs

91 lines
4.1 KiB
C#

using Core;
using UnityEngine;
using Script.Gameplay.Player;
using TMPro;
using System.Collections.Generic;
using Script.Gameplay.Interface;
namespace UI
{
public class PlayerGazeReminder : UIBase
{
[SerializeField] private GameObject reminderInteractPrefab;
[SerializeField] private GameObject reminderReadPrefab;
[SerializeField] private GameObject reminderConnectPrefab;
[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()
{
base.Awake();
ControllerLocator.Instance.TryGetWait<PlayerInteractorController>(OnGetInteractorController);
ControllerLocator.Instance.TryGetWait<PlayerConnectController>(OnGetConnectController);
ControllerLocator.Instance.TryGetWait<PlayerDialogueController>(OnGetDialogueController);
ControllerLocator.Instance.TryGetWait<PlayerEditController>(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)
{
playerInteractorController = controller;
playerInteractorController.OnGazeEnter += (obj) => reminderInteractPrefab.SetActive(true);
playerInteractorController.OnGazeExit += (obj) => reminderInteractPrefab.SetActive(false);
}
private void OnGetConnectController(PlayerConnectController controller)
{
playerConnectController = controller;
playerConnectController.OnGazeEnterConnectable += (obj) =>
{
reminderConnectPrefab.SetActive(true);
reminderSetLeftPointPrefab.SetActive(true);
reminderSetRightPointPrefab.SetActive(true);
reminderDeleteLinePrefab.SetActive(true);
// 更新连接状态UI
ISignalReceiver connectableComponent = obj.GetComponent<ISignalReceiver>();
if (connectableComponent != null)
{
ConnectStatus.SetActive(true);
NeedCountText.text = connectableComponent.NeedSignalCount.ToString();
CurrentCountText.text = connectableComponent.CurrentNeedSignalCount.ToString();
}
else
{
ConnectStatus.SetActive(false);
}
};
playerConnectController.OnGazeExitConnectable += (obj) =>
{
reminderConnectPrefab.SetActive(false);
reminderSetLeftPointPrefab.SetActive(false);
reminderSetRightPointPrefab.SetActive(false);
reminderDeleteLinePrefab.SetActive(false);
ConnectStatus.SetActive(false);
};
}
private void OnGetDialogueController(PlayerDialogueController controller)
{
playerDialogueController = controller;
playerDialogueController.OnGazeEnterDialogue += (obj) => reminderReadPrefab.SetActive(true);
playerDialogueController.OnGazeExitDialogue += (obj) => reminderReadPrefab.SetActive(false);
}
}
}