Refactor interaction prompt system to use world space prompts
- Removed the InteractPromptWidget from HUD and its references in HUDController. - Introduced IInteractPromptView interface for world space interaction prompts. - Implemented WorldInteractPrompt class to manage display of interaction prompts in world space. - Updated InteractableDetector to handle showing/hiding of world space prompts based on player proximity to interactable objects. - Created a new prefab for UI_WorldInteractPrompt to facilitate the new interaction prompt system.
This commit is contained in:
@@ -1,22 +0,0 @@
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namespace BaseGames.Core.Events
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{
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/// <summary>
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/// 交互提示事件负载。
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/// 由 InteractableDetector 广播,包含触发动作名称和显示文本,
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/// UI 层(InteractPromptWidget)据此查询图标并显示提示。
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/// </summary>
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public readonly struct InteractPromptEvent
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{
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/// <summary>InputSystem Action 名称,如 "Interact"。用于查询按键图标。</summary>
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public readonly string ActionName;
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/// <summary>交互物提供的说明文本,如 "对话"、"存档"、"传送"。</summary>
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public readonly string LabelText;
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public InteractPromptEvent(string actionName, string labelText)
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{
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ActionName = actionName;
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LabelText = labelText;
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}
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}
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}
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@@ -1,7 +0,0 @@
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using UnityEngine;
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namespace BaseGames.Core.Events
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{
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[CreateAssetMenu(menuName = "BaseGames/Events/InteractPrompt")]
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public class InteractPromptEventChannelSO : BaseEventChannelSO<InteractPromptEvent> { }
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 5e6db212f7619344588f054af0c6330a
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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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8
Assets/_Game/Scripts/Core/Interaction.meta
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8
Assets/_Game/Scripts/Core/Interaction.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: af30250f65fc2f745a3b4089172739be
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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21
Assets/_Game/Scripts/Core/Interaction/IInteractPromptView.cs
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21
Assets/_Game/Scripts/Core/Interaction/IInteractPromptView.cs
Normal file
@@ -0,0 +1,21 @@
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namespace BaseGames.Core.Interaction
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{
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/// <summary>
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/// 世界空间交互提示视图接口。
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/// <para>
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/// 由可交互物上的子节点组件实现(如 <c>WorldInteractPrompt</c>),挂在世界空间里跟随物体显示。
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/// 玩家身上的交互探测器在「最近可交互物」变化时调用 <see cref="Show"/> / <see cref="Hide"/> 驱动其显隐。
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/// </para>
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/// <para>
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/// 接口放在 Core 程序集,使「世界检测」(World)与「UI 表现」(UI)解耦,避免程序集互相引用。
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/// </para>
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/// </summary>
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public interface IInteractPromptView
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{
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/// <summary>显示提示。<paramref name="label"/> 为交互动作文字(来自 IInteractable.InteractPrompt)。</summary>
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void Show(string label);
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/// <summary>隐藏提示。</summary>
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void Hide();
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}
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}
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 85bdb69d66e546f49b6c89941beda368
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guid: 8559c1ac8ee8243459db9370032e789a
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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@@ -1,7 +1,8 @@
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using TMPro;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.UI;
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using BaseGames.Core;
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using BaseGames.UI;
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namespace BaseGames.Dialogue
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{
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@@ -26,10 +27,9 @@ namespace BaseGames.Dialogue
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[SerializeField] private TMP_Text _label;
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[Header("按键图标")]
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[Tooltip("键盘/鼠标设备激活时使用的按键图标 Sprite。")]
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[SerializeField] private Sprite _keyboardIcon;
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[Tooltip("手柄设备激活时使用的按键图标 Sprite。")]
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[SerializeField] private Sprite _gamepadIcon;
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[Tooltip("用于查询按键图标的输入动作名(与 InputReader 的 Action 对应)。\n" +
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"图标走 IInputIconService,随设备切换 / 改键自动刷新。")]
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[SerializeField] private string _actionName = "Interact";
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[Header("位置与动画")]
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[Tooltip("相对于本组件 transform 的世界空间偏移。调整此值可控制气泡与 NPC 的相对位置。")]
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@@ -42,10 +42,11 @@ namespace BaseGames.Dialogue
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[SerializeField] [Min(0f)] private float _fadeOutDuration = 0.08f;
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// ── 运行时状态 ────────────────────────────────────────────────────────
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private InteractableNPC _npc;
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private bool _visible;
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private float _alpha;
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private Camera _cam;
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private InteractableNPC _npc;
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private bool _visible;
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private float _alpha;
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private Camera _cam;
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private IInputIconService _iconService;
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// ── Lifecycle ─────────────────────────────────────────────────────────
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@@ -69,6 +70,11 @@ namespace BaseGames.Dialogue
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_npc.PlayerEnteredRange -= OnPlayerEntered;
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_npc.PlayerExitedRange -= OnPlayerExited;
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}
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if (_iconService != null)
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{
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_iconService.OnIconSetChanged -= UpdateIcon;
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_iconService = null;
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}
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}
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private void Update()
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@@ -151,9 +157,19 @@ namespace BaseGames.Dialogue
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private void UpdateIcon()
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{
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if (_icon == null) return;
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bool isGamepad = Gamepad.current != null && Gamepad.current.enabled;
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_icon.sprite = isGamepad ? _gamepadIcon : _keyboardIcon;
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if (_icon == null || string.IsNullOrEmpty(_actionName)) return;
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// 延迟绑定:首次需要时获取服务(确保 ServiceLocator 已初始化),并订阅设备/改键刷新
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if (_iconService == null)
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{
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_iconService = ServiceLocator.GetOrDefault<IInputIconService>();
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if (_iconService != null)
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_iconService.OnIconSetChanged += UpdateIcon;
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}
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var sprite = _iconService?.GetActionIcon(_actionName);
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if (sprite != null) { _icon.sprite = sprite; _icon.enabled = true; }
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else { _icon.enabled = false; }
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}
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private void ApplyAlpha(float a)
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@@ -22,7 +22,7 @@ namespace BaseGames.Editor.Input
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/// ① 当前 Action × 当前设备的绑定路径 + Sprite 字段
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/// ② 48px 大图预览
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/// ③ 所有设备快览行(4 行)
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/// ④ 模拟 InteractPromptWidget 外观预览
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/// ④ 模拟交互提示 外观预览
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///
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/// 菜单:BaseGames / Input Icon Studio (priority=55)
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/// </summary>
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@@ -621,7 +621,7 @@ namespace BaseGames.Editor.Input
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var effectivePath = GetEffectivePath(_selectedAction);
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var sprite = (iconSet != null && effectivePath != null) ? iconSet.GetIcon(effectivePath) : null;
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// 模拟 InteractPromptWidget 的外观
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// 模拟交互提示 的外观
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var mockup = new VisualElement();
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mockup.style.flexDirection = FlexDirection.Row;
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mockup.style.alignItems = Align.Center;
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@@ -224,6 +224,14 @@ namespace BaseGames.Editor
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if (equipmentConfig != null) AssignReference(equipmentManager, "_config", equipmentConfig, report);
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if (charmCatalog != null) AssignReference(equipmentManager, "_charmCatalog", charmCatalog, report);
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// ── 交互探测器(检测最近可交互物 + 交互键调用 IInteractable.Interact + 驱动其世界空间提示)──
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// 扫描 TriggerZone 层上的可交互物(门/存档点/商店/传送点…)。
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// 提示表现由各交互物自带的世界空间子节点(WorldInteractPrompt)负责,本组件不持有 UI。
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InteractableDetector interactDetector = GetOrAddComponent<InteractableDetector>(root);
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AssignLayerMask(interactDetector, "_interactableLayer", new[] { "TriggerZone" }, report);
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if (inputReader != null)
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AssignReference(interactDetector, "_inputReader", inputReader, report);
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if (animConfig == null) report.Add("★ 需创建并绑定:PlayerController._animConfig(PLY_PlayerAnimationConfig)");
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if (statsConfig == null) report.Add("★ 需创建并绑定:PlayerStats._config(PlayerStatsSO)");
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if (inputReader == null) report.Add("★ 需手动绑定:PlayerController._inputReader / FormController._input / SkillManager._input(InputReaderSO)");
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@@ -1687,6 +1695,9 @@ namespace BaseGames.Editor
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AssignAsset(savePoint, "_onSceneLoaded", report, false, "EVT_SceneLoaded");
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AssignAsset(savePoint, "_onSavePointActivated", report, false, "EVT_SavePointActivated");
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// 世界空间交互提示
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AttachInteractPrompt(go, 1.3f, report);
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report.Add("已自动生成唯一 _savePointId(可按需改为语义化 ID,如 SP_Forest_Entrance)。");
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Selection.activeGameObject = go;
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@@ -1747,6 +1758,30 @@ namespace BaseGames.Editor
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MarkDirtyAndLog("Room Transition", go, report);
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}
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/// <summary>
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/// 在交互物上挂载世界空间交互提示(UI_WorldInteractPrompt 预制体),作为子节点跟随物体显示。
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/// 提示显隐由玩家身上的 InteractableDetector 在进入/离开最近可交互物时驱动(按 IInteractPromptView 接口)。
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/// 幂等:已存在同名子节点则跳过。localY 为气泡相对物体的高度,可后续在场景中拖动该子节点单独微调。
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/// </summary>
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private static void AttachInteractPrompt(GameObject host, float localY, List<string> report)
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{
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if (host.transform.Find("InteractPrompt") != null) return;
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var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(
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"Assets/_Game/Prefabs/UI/UI_WorldInteractPrompt.prefab");
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if (prefab == null)
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{
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report.Add("★ 未找到 UI_WorldInteractPrompt 预制体,已跳过交互提示挂载(检查 Assets/_Game/Prefabs/UI/)。");
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return;
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}
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var go = (GameObject)PrefabUtility.InstantiatePrefab(prefab, host.transform);
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go.name = "InteractPrompt";
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go.transform.localPosition = new Vector3(0f, localY, 0f);
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Undo.RegisterCreatedObjectUndo(go, "Attach InteractPrompt");
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report.Add("已挂载世界空间交互提示(InteractPrompt 子节点)。拖动它可单独微调气泡位置/样式。");
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}
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[MenuItem("BaseGames/Scene/Place/Door Transition", priority = 141)]
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public static void PlaceDoorTransition()
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{
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@@ -1774,6 +1809,9 @@ namespace BaseGames.Editor
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AssignBool(door, "_autoTrigger", false); // 默认需玩家按交互键
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AssignReference(door, "_animancer", animancer, report);
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// 世界空间交互提示(按交互键模式默认显示)
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AttachInteractPrompt(go, 1.6f, report);
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AssignAsset(door, "_onSceneLoadRequest", report, false, "EVT_SceneLoadRequest");
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report.Add("填写 _targetSceneAddress(目标场景 Addressable Key)与 _targetTransitionId(目标 PlayerSpawnPoint 的 _transitionId)。");
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@@ -1843,6 +1881,10 @@ namespace BaseGames.Editor
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AssignReference(doorA, "_linkedDoor", doorB, report);
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AssignReference(doorB, "_linkedDoor", doorA, report);
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// 世界空间交互提示(仅在该门切到按交互键模式 _autoTrigger=false 时才会显示)
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AttachInteractPrompt(goA, 1.6f, report);
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AttachInteractPrompt(goB, 1.6f, report);
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report.Add("LinkedDoor_A ↔ LinkedDoor_B 已互相绑定,统一挂在 LinkedDoorPair 父节点下。");
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report.Add("将两扇门移到场景中正确位置后,拖动各自的子节点 SpawnPoint 调整玩家传送到达位置。");
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report.Add("转场效果:在各门 GameObject 上添加 SceneFeedback 组件并绑定 MMF_Player(如淡入淡出),再将其拖入 _transitionOut(淡出)和 _transitionIn(淡入)字段。");
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@@ -87,21 +87,8 @@ namespace BaseGames.Editor.UI
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le.preferredHeight = 40f;
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}
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// ── 交互提示(InteractPrompt)─────────────────────────────────────
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GameObject interactPromptGo = GetOrCreateChild(hudRootGo.transform, "InteractPrompt").gameObject;
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InteractPromptWidget interactWidget = GetOrAddComponent<InteractPromptWidget>(interactPromptGo);
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GameObject promptRootGo = GetOrCreateChild(interactPromptGo.transform, "Root").gameObject;
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GameObject promptKeyIconGo = GetOrCreateChild(promptRootGo.transform, "KeyIcon").gameObject;
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Image keyIcon = GetOrAddComponent<Image>(promptKeyIconGo);
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GameObject promptLabelGo = GetOrCreateChild(promptRootGo.transform, "LabelText").gameObject;
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TMP_Text promptLabel = GetOrAddComponent<TextMeshProUGUI>(promptLabelGo);
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promptLabel.text = "互动";
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promptRootGo.SetActive(false);
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AssignRef(interactWidget, "_keyIcon", keyIcon);
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AssignRef(interactWidget, "_labelText", promptLabel);
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AssignRef(interactWidget, "_root", promptRootGo);
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// 交互提示已改为「每个交互物自带的世界空间提示」(WorldInteractPrompt),
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// 不再放在屏幕固定 HUD 上。由交互物脚手架在各自预制体/场景物体上创建。
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// ── 法术槽(SpellSlot)───────────────────────────────────────────
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GameObject spellSlotGo = GetOrCreateChild(hudRootGo.transform, "SpellSlot").gameObject;
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@@ -209,7 +196,6 @@ namespace BaseGames.Editor.UI
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AssignRef(hudCtrl, "_spiritGaugeFill", spiritFill);
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AssignRef(hudCtrl, "_lingZhuText", lingZhuText);
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AssignRef(hudCtrl, "_springContainer", springContainerGo.transform);
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AssignRef(hudCtrl, "_interactPromptWidget", interactWidget);
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AssignArrayRefs(hudCtrl, "_formIcons", formImages, report);
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// ── HP 格子 / 回春图标 Prefab(自动创建并绑定,无需手工补)──────────
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@@ -229,9 +215,6 @@ namespace BaseGames.Editor.UI
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AssignAsset(hudCtrl, "_onSpringChargesChanged", report, false, "EVT_SpringChargesChanged", "EVT_SpringCharges");
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AssignAsset(hudCtrl, "_onFormChanged", report, false, "EVT_FormChanged");
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AssignAsset(interactWidget, "_onShowPrompt", report, false, "EVT_ShowInteractPrompt", "EVT_InteractPromptShow");
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AssignAsset(interactWidget, "_onHidePrompt", report, false, "EVT_HideInteractPrompt", "EVT_InteractPromptHide");
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AssignAsset(bossHPBar, "_onBossFightToggled", report, false, "EVT_BossFightToggled", "EVT_BossFightStarted");
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AssignAsset(bossHPBar, "_onBossHPChanged", report, false, "EVT_BossHPChanged");
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AssignAsset(bossHPBar, "_onBossHPMaxSet", report, false, "EVT_BossHPMaxSet");
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@@ -266,8 +249,6 @@ namespace BaseGames.Editor.UI
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// 右下角:法术槽 + 工具栏
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SetRect(spellSlotGo.transform, BottomRight, BottomRight, new Vector2(-40f, 40f), new Vector2(90f, 90f));
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SetRect(toolHUDGo.transform, BottomRight, BottomRight, new Vector2(-150f, 40f), new Vector2(180f, 90f));
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// 底部居中:交互提示
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SetRect(interactPromptGo.transform, BottomCenter, BottomCenter, new Vector2(0f, 140f), new Vector2(320f, 64f));
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// ── 手工步骤说明 ──────────────────────────────────────────────────
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// _hpCellPrefab / _springIconPrefab 已自动创建并绑定(占位红/青方块,美术可替换)。
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8
Assets/_Game/Scripts/Input/Icons.meta
Normal file
8
Assets/_Game/Scripts/Input/Icons.meta
Normal file
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: cd6a85a37d5b2be4bb80f145d8990ba5
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -30,9 +30,7 @@ namespace BaseGames.UI.HUD
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[Header("Form")]
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[SerializeField] private Image[] _formIcons;
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[Header("Interact Prompt")]
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[Tooltip("独立 Widget 组件负责渲染图标+文本,HUDController 仅保留引用供编辑器配置检查")]
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[SerializeField] private InteractPromptWidget _interactPromptWidget;
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// 交互提示已改为「每个交互物自带的世界空间提示」(WorldInteractPrompt),不再由 HUD 承载。
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[Header("Event Channels - Subscribe")]
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[SerializeField] private IntEventChannelSO _onHPChanged;
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@@ -1,119 +0,0 @@
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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using BaseGames.Core;
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using BaseGames.Core.Events;
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namespace BaseGames.UI.HUD
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{
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/// <summary>
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/// 交互提示 Widget。
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///
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/// 职责:
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/// • 订阅 InteractPromptEventChannelSO 显示/隐藏提示
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/// • 显示按键图标(Image)+ 动作文本(TMP_Text)
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/// • 监听 IInputIconService.OnIconSetChanged,在设备切换或改键后自动刷新图标
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///
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/// 布置方式:放在 HUD Canvas 下,引用对应的事件频道 SO 资产。
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/// 不依赖 HUDController,可独立使用。
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/// </summary>
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public sealed class InteractPromptWidget : MonoBehaviour
|
||||
{
|
||||
[Header("UI 引用")]
|
||||
[SerializeField] private Image _keyIcon;
|
||||
[SerializeField] private TMP_Text _labelText;
|
||||
[Tooltip("整个提示根节点,控制显示/隐藏")]
|
||||
[SerializeField] private GameObject _root;
|
||||
|
||||
[Header("Event Channels")]
|
||||
[SerializeField] private InteractPromptEventChannelSO _onShowPrompt;
|
||||
[SerializeField] private VoidEventChannelSO _onHidePrompt;
|
||||
|
||||
// ── 运行时状态 ────────────────────────────────────────────────────────
|
||||
private IInputIconService _iconService;
|
||||
private string _currentActionName;
|
||||
private readonly CompositeDisposable _subs = new();
|
||||
|
||||
// ── Lifecycle ─────────────────────────────────────────────────────────
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
// ServiceLocator 可能在此组件 OnEnable 时尚未注册(执行顺序问题),
|
||||
// 延迟到 ShowPrompt 首次调用时再获取,确保服务可用
|
||||
_onShowPrompt?.Subscribe(ShowPrompt).AddTo(_subs);
|
||||
_onHidePrompt?.Subscribe(HidePrompt).AddTo(_subs);
|
||||
|
||||
HidePrompt();
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
_subs.Clear();
|
||||
UnsubscribeFromIconService();
|
||||
}
|
||||
|
||||
// ── Handlers ──────────────────────────────────────────────────────────
|
||||
|
||||
private void ShowPrompt(InteractPromptEvent evt)
|
||||
{
|
||||
_currentActionName = evt.ActionName;
|
||||
|
||||
// 延迟绑定:首次显示时获取服务(确保 ServiceLocator 已初始化)
|
||||
if (_iconService == null)
|
||||
{
|
||||
_iconService = ServiceLocator.GetOrDefault<IInputIconService>();
|
||||
if (_iconService != null)
|
||||
_iconService.OnIconSetChanged += RefreshIcon;
|
||||
}
|
||||
|
||||
if (_labelText != null)
|
||||
_labelText.text = evt.LabelText;
|
||||
|
||||
RefreshIcon();
|
||||
|
||||
if (_root != null)
|
||||
_root.SetActive(true);
|
||||
else
|
||||
gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
private void HidePrompt()
|
||||
{
|
||||
_currentActionName = null;
|
||||
|
||||
if (_root != null)
|
||||
_root.SetActive(false);
|
||||
else
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
// ── Icon Refresh ──────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>设备切换或改键后刷新图标。由 IInputIconService.OnIconSetChanged 调用。</summary>
|
||||
private void RefreshIcon()
|
||||
{
|
||||
if (_keyIcon == null || string.IsNullOrEmpty(_currentActionName)) return;
|
||||
|
||||
var sprite = _iconService?.GetActionIcon(_currentActionName);
|
||||
if (sprite != null)
|
||||
{
|
||||
_keyIcon.sprite = sprite;
|
||||
_keyIcon.enabled = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 找不到图标时隐藏图标格,避免显示错误占位图
|
||||
_keyIcon.enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
private void UnsubscribeFromIconService()
|
||||
{
|
||||
if (_iconService != null)
|
||||
{
|
||||
_iconService.OnIconSetChanged -= RefreshIcon;
|
||||
_iconService = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
8
Assets/_Game/Scripts/UI/World.meta
Normal file
8
Assets/_Game/Scripts/UI/World.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8e5e071d3ce62d74284bcd89d5bbe6d4
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
141
Assets/_Game/Scripts/UI/World/WorldInteractPrompt.cs
Normal file
141
Assets/_Game/Scripts/UI/World/WorldInteractPrompt.cs
Normal file
@@ -0,0 +1,141 @@
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using BaseGames.Core;
|
||||
using BaseGames.Core.Interaction;
|
||||
|
||||
namespace BaseGames.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// 世界空间交互提示(按键图标 + 文字),挂在可交互物的子节点上,跟随物体显示。
|
||||
///
|
||||
/// 职责:
|
||||
/// • 实现 <see cref="IInteractPromptView"/>,由玩家身上的交互探测器在进入/离开最近可交互物时驱动显隐。
|
||||
/// • 显示按键图标(Image)+ 动作文本(TMP_Text);图标走 <see cref="IInputIconService"/>,
|
||||
/// 随设备切换 / 改键自动刷新(与全局一致)。
|
||||
/// • 通过 <see cref="CanvasGroup"/> 做淡入 / 淡出。
|
||||
///
|
||||
/// 布置方式:作为可交互物(门 / 存档点 / 商店 / 传送点…)的子节点,
|
||||
/// 用世界空间 Canvas 承载。气泡相对物体的位置 = 本节点的 Transform,
|
||||
/// 直接在场景里拖动本子节点即可单独微调每个物体的提示锚点。
|
||||
/// </summary>
|
||||
public sealed class WorldInteractPrompt : MonoBehaviour, IInteractPromptView
|
||||
{
|
||||
[Header("UI 引用")]
|
||||
[Tooltip("淡入淡出用 CanvasGroup(一般挂在本节点的 Canvas 上)。")]
|
||||
[SerializeField] private CanvasGroup _canvasGroup;
|
||||
[Tooltip("按键图标 Image。由 IInputIconService 按当前设备填充。")]
|
||||
[SerializeField] private Image _keyIcon;
|
||||
[Tooltip("提示文字 TMP_Text。显示 IInteractable.InteractPrompt 的当前值。")]
|
||||
[SerializeField] private TMP_Text _labelText;
|
||||
|
||||
[Header("按键动作")]
|
||||
[Tooltip("用于查询按键图标的输入动作名(与 InputReader 的 Action 对应)。")]
|
||||
[SerializeField] private string _actionName = "Interact";
|
||||
|
||||
[Header("淡入淡出")]
|
||||
[Tooltip("淡入持续时间(秒)。0 = 立即显示。")]
|
||||
[SerializeField] [Min(0f)] private float _fadeInDuration = 0.12f;
|
||||
[Tooltip("淡出持续时间(秒)。0 = 立即隐藏。")]
|
||||
[SerializeField] [Min(0f)] private float _fadeOutDuration = 0.08f;
|
||||
|
||||
// ── 运行时状态 ────────────────────────────────────────────────────────
|
||||
private IInputIconService _iconService;
|
||||
private bool _visible;
|
||||
private float _alpha;
|
||||
|
||||
// ── Lifecycle ─────────────────────────────────────────────────────────
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_alpha = 0f;
|
||||
_visible = false;
|
||||
ApplyAlpha(0f);
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
UnsubscribeFromIconService();
|
||||
_visible = false;
|
||||
_alpha = 0f;
|
||||
ApplyAlpha(0f);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
// 完全隐藏且无需继续淡出时,跳过
|
||||
if (!_visible && _alpha <= 0f) return;
|
||||
|
||||
float target = _visible ? 1f : 0f;
|
||||
if (!Mathf.Approximately(_alpha, target))
|
||||
{
|
||||
float dur = _visible ? _fadeInDuration : _fadeOutDuration;
|
||||
float speed = dur > 0f ? Time.unscaledDeltaTime / dur : 1f;
|
||||
_alpha = Mathf.MoveTowards(_alpha, target, speed);
|
||||
ApplyAlpha(_alpha);
|
||||
}
|
||||
}
|
||||
|
||||
// ── IInteractPromptView ───────────────────────────────────────────────
|
||||
|
||||
public void Show(string label)
|
||||
{
|
||||
if (_labelText != null)
|
||||
_labelText.text = label;
|
||||
|
||||
// 延迟绑定:首次显示时获取服务(确保 ServiceLocator 已初始化)
|
||||
if (_iconService == null)
|
||||
{
|
||||
_iconService = ServiceLocator.GetOrDefault<IInputIconService>();
|
||||
if (_iconService != null)
|
||||
_iconService.OnIconSetChanged += RefreshIcon;
|
||||
}
|
||||
|
||||
RefreshIcon();
|
||||
_visible = true;
|
||||
}
|
||||
|
||||
public void Hide() => _visible = false;
|
||||
|
||||
// ── Icon ──────────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>设备切换或改键后刷新图标。由 IInputIconService.OnIconSetChanged 调用。</summary>
|
||||
private void RefreshIcon()
|
||||
{
|
||||
if (_keyIcon == null || string.IsNullOrEmpty(_actionName)) return;
|
||||
|
||||
var sprite = _iconService?.GetActionIcon(_actionName);
|
||||
if (sprite != null)
|
||||
{
|
||||
_keyIcon.sprite = sprite;
|
||||
_keyIcon.enabled = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
_keyIcon.enabled = false; // 找不到图标时隐藏图标格,避免错误占位图
|
||||
}
|
||||
}
|
||||
|
||||
private void UnsubscribeFromIconService()
|
||||
{
|
||||
if (_iconService != null)
|
||||
{
|
||||
_iconService.OnIconSetChanged -= RefreshIcon;
|
||||
_iconService = null;
|
||||
}
|
||||
}
|
||||
|
||||
// ── 辅助 ──────────────────────────────────────────────────────────────
|
||||
|
||||
private void ApplyAlpha(float a)
|
||||
{
|
||||
if (_canvasGroup != null)
|
||||
{
|
||||
_canvasGroup.alpha = a;
|
||||
// 提示纯展示,不接收交互;同时彻底关闭射线避免遮挡
|
||||
_canvasGroup.interactable = false;
|
||||
_canvasGroup.blocksRaycasts = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9eccce8fdbd936b46a467d078957a387
|
||||
guid: 845b4e4cb1d22f54e8b0910d937650a8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
@@ -1,21 +1,23 @@
|
||||
using System.Collections.Generic;
|
||||
using BaseGames.Core.Events;
|
||||
using BaseGames.Core.Interaction;
|
||||
using BaseGames.Input;
|
||||
using UnityEngine;
|
||||
|
||||
namespace BaseGames.World
|
||||
{
|
||||
/// <summary>
|
||||
/// 挂在 Player 上,检测附近可交互物,驱动 UI 提示显示/隐藏。
|
||||
/// 挂在 Player 上,检测附近可交互物,并驱动其世界空间提示(<see cref="IInteractPromptView"/>)显隐。
|
||||
/// 通过 InputReaderSO.InteractEvent 绑定交互输入。
|
||||
/// <para>
|
||||
/// 提示表现是「每个交互物自带」的世界空间子节点(跟随物体、可单独配样式),
|
||||
/// 本组件只负责「检测最近可交互物」并通知它显示/隐藏,不持有任何 UI。
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public class InteractableDetector : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private float _detectRadius = 1.5f;
|
||||
[SerializeField] private LayerMask _interactableLayer;
|
||||
[SerializeField] private InputReaderSO _inputReader;
|
||||
[SerializeField] private InteractPromptEventChannelSO _onShowInteractPrompt;
|
||||
[SerializeField] private VoidEventChannelSO _onHideInteractPrompt;
|
||||
[SerializeField] private float _detectRadius = 1.5f;
|
||||
[SerializeField] private LayerMask _interactableLayer;
|
||||
[SerializeField] private InputReaderSO _inputReader;
|
||||
|
||||
private IInteractable _nearest;
|
||||
private IInteractable _previousNearest;
|
||||
@@ -26,6 +28,9 @@ namespace BaseGames.World
|
||||
// Collider → IInteractable 缓存,避免 FindNearest 每帧重复 GetComponentInParent
|
||||
private readonly Dictionary<Collider2D, IInteractable> _componentCache = new();
|
||||
|
||||
// IInteractable → 其世界空间提示视图缓存(可能为 null,表示该物体未配置提示)
|
||||
private readonly Dictionary<IInteractable, IInteractPromptView> _promptCache = new();
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
_inputReader.InteractEvent += TryInteract;
|
||||
@@ -34,7 +39,12 @@ namespace BaseGames.World
|
||||
private void OnDisable()
|
||||
{
|
||||
_inputReader.InteractEvent -= TryInteract;
|
||||
// 离场前隐藏当前提示,防止跨场景残留
|
||||
ResolvePrompt(_previousNearest)?.Hide();
|
||||
_componentCache.Clear(); // 清理缓存,防止跨场景持有旧引用
|
||||
_promptCache.Clear();
|
||||
_previousNearest = null;
|
||||
_nearest = null;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
@@ -48,13 +58,13 @@ namespace BaseGames.World
|
||||
if (_previousNearest != null)
|
||||
{
|
||||
_previousNearest.OnPlayerExitRange();
|
||||
_onHideInteractPrompt?.Raise();
|
||||
ResolvePrompt(_previousNearest)?.Hide();
|
||||
}
|
||||
|
||||
if (_nearest != null)
|
||||
{
|
||||
_nearest.OnPlayerEnterRange(transform);
|
||||
_onShowInteractPrompt?.Raise(new InteractPromptEvent("Interact", _nearest.InteractPrompt));
|
||||
ResolvePrompt(_nearest)?.Show(_nearest.InteractPrompt);
|
||||
}
|
||||
|
||||
_previousNearest = _nearest;
|
||||
@@ -98,6 +108,17 @@ namespace BaseGames.World
|
||||
return best;
|
||||
}
|
||||
|
||||
/// <summary>解析交互物的世界空间提示视图(在其子节点上查找一次并缓存;无则记 null)。</summary>
|
||||
private IInteractPromptView ResolvePrompt(IInteractable interactable)
|
||||
{
|
||||
if (interactable == null) return null;
|
||||
if (_promptCache.TryGetValue(interactable, out var view)) return view;
|
||||
|
||||
view = (interactable as Component)?.GetComponentInChildren<IInteractPromptView>(true);
|
||||
_promptCache[interactable] = view;
|
||||
return view;
|
||||
}
|
||||
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
Gizmos.color = Color.cyan;
|
||||
|
||||
Reference in New Issue
Block a user