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.
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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
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{
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[Header("UI 引用")]
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[SerializeField] private Image _keyIcon;
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[SerializeField] private TMP_Text _labelText;
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[Tooltip("整个提示根节点,控制显示/隐藏")]
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[SerializeField] private GameObject _root;
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[Header("Event Channels")]
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[SerializeField] private InteractPromptEventChannelSO _onShowPrompt;
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[SerializeField] private VoidEventChannelSO _onHidePrompt;
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// ── 运行时状态 ────────────────────────────────────────────────────────
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private IInputIconService _iconService;
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private string _currentActionName;
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private readonly CompositeDisposable _subs = new();
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// ── Lifecycle ─────────────────────────────────────────────────────────
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private void OnEnable()
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{
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// ServiceLocator 可能在此组件 OnEnable 时尚未注册(执行顺序问题),
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// 延迟到 ShowPrompt 首次调用时再获取,确保服务可用
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_onShowPrompt?.Subscribe(ShowPrompt).AddTo(_subs);
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_onHidePrompt?.Subscribe(HidePrompt).AddTo(_subs);
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HidePrompt();
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}
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private void OnDisable()
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{
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_subs.Clear();
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UnsubscribeFromIconService();
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}
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// ── Handlers ──────────────────────────────────────────────────────────
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private void ShowPrompt(InteractPromptEvent evt)
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{
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_currentActionName = evt.ActionName;
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// 延迟绑定:首次显示时获取服务(确保 ServiceLocator 已初始化)
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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 += RefreshIcon;
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}
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if (_labelText != null)
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_labelText.text = evt.LabelText;
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RefreshIcon();
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if (_root != null)
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_root.SetActive(true);
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else
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gameObject.SetActive(true);
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}
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private void HidePrompt()
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{
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_currentActionName = null;
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if (_root != null)
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_root.SetActive(false);
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else
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gameObject.SetActive(false);
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}
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// ── Icon Refresh ──────────────────────────────────────────────────────
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/// <summary>设备切换或改键后刷新图标。由 IInputIconService.OnIconSetChanged 调用。</summary>
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private void RefreshIcon()
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{
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if (_keyIcon == null || string.IsNullOrEmpty(_currentActionName)) return;
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var sprite = _iconService?.GetActionIcon(_currentActionName);
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if (sprite != null)
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{
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_keyIcon.sprite = sprite;
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_keyIcon.enabled = true;
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}
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else
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{
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// 找不到图标时隐藏图标格,避免显示错误占位图
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_keyIcon.enabled = false;
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}
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}
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private void UnsubscribeFromIconService()
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{
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if (_iconService != null)
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{
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_iconService.OnIconSetChanged -= RefreshIcon;
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_iconService = null;
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}
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}
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 85bdb69d66e546f49b6c89941beda368
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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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