Add InputDeviceIconSetSO configuration guide and related documentation
- Created a new markdown file detailing the configuration of InputDeviceIconSetSO. - Included sections on system architecture, field explanations, image specifications, and complete workflow from setup to runtime. - Documented the automatic device recognition logic and provided troubleshooting for common issues. - Added references to relevant files and scripts for easier navigation.
This commit is contained in:
8
Assets/_Game/Art/UI/Icons/InputKeys.meta
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Assets/_Game/Art/UI/Icons/InputKeys.meta
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fileFormatVersion: 2
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guid: 4c70a04eb99184247a53f1631e082c50
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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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@@ -14,15 +14,15 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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RunSpeed: 6
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RunSpeed: 6
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AirDragFactor: 1
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AirDragFactor: 1
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JumpForce: 20
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JumpForce: 17.5
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CoyoteTime: 0.12
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CoyoteTime: 0.12
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FallGravityMult: 2.5
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FallGravityMult: 2
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MaxFallSpeed: 28
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MaxFallSpeed: 15
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JumpCutMultiplier: 0.321
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JumpCutMultiplier: 0.321
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ApexThreshold: 3
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ApexThreshold: 3
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ApexGravityMultiplier: 0.3
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ApexGravityMultiplier: 0.3
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MaxAirJumps: 5
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MaxAirJumps: 5
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DoubleJumpForce: 15
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DoubleJumpForce: 14
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DashSpeed: 20
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DashSpeed: 20
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DashDuration: 0.25
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DashDuration: 0.25
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DashCooldown: 0.4
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DashCooldown: 0.4
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@@ -37,8 +37,8 @@ MonoBehaviour:
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WallGrabHeightTolerance: 0.05
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WallGrabHeightTolerance: 0.05
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WallCoyoteTime: 0.12
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WallCoyoteTime: 0.12
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WallJumpAwayForceX: 10
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WallJumpAwayForceX: 10
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WallJumpAwayForceY: 18
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WallJumpAwayForceY: 14
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WallJumpTowardForceX: -6
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WallJumpTowardForceX: -6
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WallJumpTowardForceY: 18
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WallJumpTowardForceY: 14
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WallJumpInputLockDuration: 0.15
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WallJumpInputLockDuration: 0.15
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DefaultGravityScale: 6
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DefaultGravityScale: 5
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8
Assets/_Game/Data/UI/Icons.meta
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Assets/_Game/Data/UI/Icons.meta
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fileFormatVersion: 2
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guid: 9006d69429771544da69a6fb803ee6cf
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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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8
Assets/_Game/Data/UI/InputIcons.meta
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Assets/_Game/Data/UI/InputIcons.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 6c4657c9f87cec046aef30d9c2e83bc7
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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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Assets/_Game/Data/UI/InputIcons/ICN_Keyboard.asset
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Assets/_Game/Data/UI/InputIcons/ICN_Keyboard.asset
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: bf96d35cbe629854794062790e40afb7, type: 3}
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m_Name: ICN_Keyboard
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m_EditorClassIdentifier:
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_deviceType: 0
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_entries: []
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8
Assets/_Game/Data/UI/InputIcons/ICN_Keyboard.asset.meta
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Assets/_Game/Data/UI/InputIcons/ICN_Keyboard.asset.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 7faaada188bdae2499f9607b5c13b11b
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 11400000
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userData:
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assetBundleName:
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assetBundleVariant:
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16
Assets/_Game/Data/UI/InputIcons/ICN_PlayStation.asset
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Assets/_Game/Data/UI/InputIcons/ICN_PlayStation.asset
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@@ -0,0 +1,16 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: bf96d35cbe629854794062790e40afb7, type: 3}
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m_Name: ICN_PlayStation
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m_EditorClassIdentifier:
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_deviceType: 0
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_entries: []
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fileFormatVersion: 2
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guid: 441c8b987e18c07409de8d6ba9b871cc
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 11400000
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userData:
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assetBundleName:
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assetBundleVariant:
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16
Assets/_Game/Data/UI/InputIcons/ICN_Switch.asset
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Assets/_Game/Data/UI/InputIcons/ICN_Switch.asset
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@@ -0,0 +1,16 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: bf96d35cbe629854794062790e40afb7, type: 3}
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m_Name: ICN_Switch
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m_EditorClassIdentifier:
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_deviceType: 0
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_entries: []
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Assets/_Game/Data/UI/InputIcons/ICN_Switch.asset.meta
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Assets/_Game/Data/UI/InputIcons/ICN_Switch.asset.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 87d27ef72ec852548a127d7acb71d1a3
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 11400000
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userData:
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assetBundleName:
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assetBundleVariant:
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16
Assets/_Game/Data/UI/InputIcons/ICN_Xbox.asset
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Assets/_Game/Data/UI/InputIcons/ICN_Xbox.asset
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@@ -0,0 +1,16 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: bf96d35cbe629854794062790e40afb7, type: 3}
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m_Name: ICN_Xbox
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m_EditorClassIdentifier:
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_deviceType: 0
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_entries: []
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Assets/_Game/Data/UI/InputIcons/ICN_Xbox.asset.meta
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Assets/_Game/Data/UI/InputIcons/ICN_Xbox.asset.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 8acf7a7648c79274cb31cfe2285f7746
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 11400000
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -31682,6 +31682,14 @@ PrefabInstance:
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serializedVersion: 3
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serializedVersion: 3
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m_TransformParent: {fileID: 783576435}
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m_TransformParent: {fileID: 783576435}
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m_Modifications:
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m_Modifications:
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- target: {fileID: 2660590327737104237, guid: dadbcefa02b3d0f4ba27af93ff088166, type: 3}
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propertyPath: _formSkillSets.Array.size
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 3038514324348343369, guid: dadbcefa02b3d0f4ba27af93ff088166, type: 3}
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propertyPath: _debugValidateTransitions
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 6834103521996502824, guid: dadbcefa02b3d0f4ba27af93ff088166, type: 3}
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- target: {fileID: 6834103521996502824, guid: dadbcefa02b3d0f4ba27af93ff088166, type: 3}
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propertyPath: m_Name
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propertyPath: m_Name
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value: Player
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value: Player
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Assets/_Game/Scripts/Core/Events/InteractPromptEvent.cs
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Assets/_Game/Scripts/Core/Events/InteractPromptEvent.cs
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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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Assets/_Game/Scripts/Core/Events/InteractPromptEvent.cs.meta
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Assets/_Game/Scripts/Core/Events/InteractPromptEvent.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 9eccce8fdbd936b46a467d078957a387
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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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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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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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||||||
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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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||||||
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assetBundleName:
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||||||
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assetBundleVariant:
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@@ -31,7 +31,8 @@
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"BaseGames.Skills",
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"BaseGames.Skills",
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"BaseGames.World.Map",
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"BaseGames.World.Map",
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"BaseGames.EventChain",
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"BaseGames.EventChain",
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"BaseGames.VFX"
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"BaseGames.VFX",
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"Unity.InputSystem"
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],
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],
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"includePlatforms": [
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"includePlatforms": [
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"Editor"
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"Editor"
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@@ -37,6 +37,7 @@ namespace BaseGames.Editor
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CreateAsset<StringEventChannelSO> ("Core", "EVT_SceneLoaded");
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CreateAsset<StringEventChannelSO> ("Core", "EVT_SceneLoaded");
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CreateAsset<VoidEventChannelSO> ("Core", "EVT_FadeInRequest");
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CreateAsset<VoidEventChannelSO> ("Core", "EVT_FadeInRequest");
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CreateAsset<VoidEventChannelSO> ("Core", "EVT_FadeOutRequest");
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CreateAsset<VoidEventChannelSO> ("Core", "EVT_FadeOutRequest");
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CreateAsset<VoidEventChannelSO> ("Core", "EVT_SceneWorldStateRestored"); // 场景加载完毕、世界状态恢复后触发;场景物体在此订阅并应用存档状态,淡入前保证画面正确
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// ── 难度 ──────────────────────────────────────────────────────────
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// ── 难度 ──────────────────────────────────────────────────────────
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CreateAsset<DifficultyChangedEventChannel>("Difficulty", "EVT_DifficultyChanged");
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CreateAsset<DifficultyChangedEventChannel>("Difficulty", "EVT_DifficultyChanged");
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@@ -99,14 +100,18 @@ namespace BaseGames.Editor
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CreateAsset<VoidEventChannelSO> ("World", "EVT_CheckpointReached");
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CreateAsset<VoidEventChannelSO> ("World", "EVT_CheckpointReached");
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CreateAsset<StringEventChannelSO> ("World", "EVT_DoorOpened"); // 开门/交互机关(钥匙、机关等)触发自动存档
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CreateAsset<StringEventChannelSO> ("World", "EVT_DoorOpened"); // 开门/交互机关(钥匙、机关等)触发自动存档
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CreateAsset<StringEventChannelSO> ("World", "EVT_ItemPickup"); // 道具/收集品获取(itemId)
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CreateAsset<StringEventChannelSO> ("World", "EVT_ItemPickup"); // 道具/收集品获取(itemId)
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CreateAsset<StringEventChannelSO> ("World", "EVT_CollectiblePickup"); // 关键物品拾取(护符、道具等)触发存档;AutoSaveService / QuestManager / EventChainManager 监听
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CreateAsset<StringEventChannelSO> ("World", "EVT_CollectibleSaved"); // 持久化记录收集品(collectibleId)
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CreateAsset<StringEventChannelSO> ("World", "EVT_CollectibleSaved"); // 持久化记录收集品(collectibleId)
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CreateAsset<StringEventChannelSO> ("World", "EVT_RoomEntered"); // 玩家进入新房间(roomId)
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CreateAsset<StringEventChannelSO> ("World", "EVT_RoomEntered"); // 玩家进入新房间(roomId)
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CreateAsset<StringEventChannelSO> ("World", "EVT_RegionChanged"); // 玩家首次进入新区域(regionId)
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CreateAsset<StringEventChannelSO> ("World", "EVT_RegionChanged"); // 玩家首次进入新区域(regionId)
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CreateAsset<StringEventChannelSO> ("World", "EVT_RevealRegion"); // 触发地图区域揭露(regionId)
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CreateAsset<StringEventChannelSO> ("World", "EVT_RevealRegion"); // 触发地图区域揭露(regionId)
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CreateAsset<StringEventChannelSO> ("World", "EVT_MapUpdated"); // 房间首次探索/标注时刷新(roomId);MapManager 发布,MapPanel 订阅
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CreateAsset<StringEventChannelSO> ("World", "EVT_ChallengeCompleted"); // 挑战房间通关(challengeId)
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CreateAsset<StringEventChannelSO> ("World", "EVT_ChallengeCompleted"); // 挑战房间通关(challengeId)
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CreateAsset<StringEventChannelSO> ("World", "EVT_ChallengeFailed"); // 挑战房间失败(challengeId)
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CreateAsset<StringEventChannelSO> ("World", "EVT_ChallengeFailed"); // 挑战房间失败(challengeId)
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CreateAsset<LiquidEventChannelSO> ("World", "EVT_LiquidEntered"); // 玩家进入液体区域
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CreateAsset<LiquidEventChannelSO> ("World", "EVT_LiquidEntered"); // 玩家进入液体区域
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CreateAsset<LiquidEventChannelSO> ("World", "EVT_LiquidExited"); // 玩家离开液体区域
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CreateAsset<LiquidEventChannelSO> ("World", "EVT_LiquidExited"); // 玩家离开液体区域
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CreateAsset<BaseGames.World.WorldMarkerEventChannelSO>("World", "EVT_WorldMarkerActivated"); // 导航标记点激活(地图图标显示)
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CreateAsset<BaseGames.World.WorldMarkerEventChannelSO>("World", "EVT_WorldMarkerDeactivated"); // 导航标记点失活(地图图标隐藏)
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// ── 对话/商店 ─────────────────────────────────────────────────────
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// ── 对话/商店 ─────────────────────────────────────────────────────
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CreateAsset<ShopPurchaseEventChannelSO> ("Dialogue", "EVT_ShopPurchase");
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CreateAsset<ShopPurchaseEventChannelSO> ("Dialogue", "EVT_ShopPurchase");
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Assets/_Game/Scripts/Editor/Input.meta
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Assets/_Game/Scripts/Editor/Input.meta
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fileFormatVersion: 2
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||||||
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guid: 52933b4810ae6654c962a93708b64a8f
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||||||
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folderAsset: yes
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||||||
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DefaultImporter:
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||||||
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externalObjects: {}
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||||||
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userData:
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||||||
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assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
467
Assets/_Game/Scripts/Editor/Input/InputDeviceIconSetSOEditor.cs
Normal file
467
Assets/_Game/Scripts/Editor/Input/InputDeviceIconSetSOEditor.cs
Normal file
@@ -0,0 +1,467 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEditor.UIElements;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
using UnityEngine.UIElements;
|
||||||
|
using BaseGames.UI;
|
||||||
|
|
||||||
|
namespace BaseGames.Editor.Input
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// InputDeviceIconSetSO 自定义 Inspector。
|
||||||
|
///
|
||||||
|
/// 布局(从上到下):
|
||||||
|
/// ① 设备类型徽章 + 覆盖率芯片
|
||||||
|
/// ② 操作按钮工具栏(从 Action Asset 自动填充 / 打开 Studio)
|
||||||
|
/// ③ 按键图标条目表(Path | Icon Sprite | 48px 预览 | 删除按钮)
|
||||||
|
/// ④ + 新增条目 按钮
|
||||||
|
/// </summary>
|
||||||
|
[CustomEditor(typeof(InputDeviceIconSetSO))]
|
||||||
|
public class InputDeviceIconSetSOEditor : UnityEditor.Editor
|
||||||
|
{
|
||||||
|
private const string UssPath = "Assets/_Game/Scripts/Editor/UIToolkit/Editor.uss";
|
||||||
|
|
||||||
|
// 预设绑定路径快捷菜单(按设备类型)
|
||||||
|
private static readonly Dictionary<InputDeviceType, string[]> s_CommonPaths = new()
|
||||||
|
{
|
||||||
|
[InputDeviceType.KeyboardMouse] = new[]
|
||||||
|
{
|
||||||
|
"<Keyboard>/e", "<Keyboard>/f", "<Keyboard>/r", "<Keyboard>/space",
|
||||||
|
"<Keyboard>/enter", "<Keyboard>/escape", "<Keyboard>/shift",
|
||||||
|
"<Keyboard>/ctrl", "<Keyboard>/tab", "<Keyboard>/q", "<Keyboard>/g",
|
||||||
|
"<Mouse>/leftButton", "<Mouse>/rightButton", "<Mouse>/middleButton"
|
||||||
|
},
|
||||||
|
[InputDeviceType.XboxController] = new[]
|
||||||
|
{
|
||||||
|
"<Gamepad>/buttonSouth", "<Gamepad>/buttonNorth",
|
||||||
|
"<Gamepad>/buttonEast", "<Gamepad>/buttonWest",
|
||||||
|
"<Gamepad>/leftShoulder", "<Gamepad>/rightShoulder",
|
||||||
|
"<Gamepad>/leftTrigger", "<Gamepad>/rightTrigger",
|
||||||
|
"<Gamepad>/start", "<Gamepad>/select",
|
||||||
|
"<Gamepad>/leftStickPress", "<Gamepad>/rightStickPress"
|
||||||
|
},
|
||||||
|
[InputDeviceType.PlayStationController] = new[]
|
||||||
|
{
|
||||||
|
"<Gamepad>/buttonSouth", "<Gamepad>/buttonNorth",
|
||||||
|
"<Gamepad>/buttonEast", "<Gamepad>/buttonWest",
|
||||||
|
"<Gamepad>/leftShoulder", "<Gamepad>/rightShoulder",
|
||||||
|
"<Gamepad>/leftTrigger", "<Gamepad>/rightTrigger",
|
||||||
|
"<Gamepad>/start", "<Gamepad>/select"
|
||||||
|
},
|
||||||
|
[InputDeviceType.SwitchController] = new[]
|
||||||
|
{
|
||||||
|
"<Gamepad>/buttonSouth", "<Gamepad>/buttonNorth",
|
||||||
|
"<Gamepad>/buttonEast", "<Gamepad>/buttonWest",
|
||||||
|
"<Gamepad>/leftShoulder", "<Gamepad>/rightShoulder",
|
||||||
|
"<Gamepad>/leftTrigger", "<Gamepad>/rightTrigger",
|
||||||
|
"<Gamepad>/start", "<Gamepad>/select"
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
// ── 状态 ──────────────────────────────────────────────────────────────
|
||||||
|
private SerializedProperty _entriesProp;
|
||||||
|
private VisualElement _root;
|
||||||
|
private VisualElement _tableContainer;
|
||||||
|
private Label _coverageLabel;
|
||||||
|
|
||||||
|
// ── 生命周期 ──────────────────────────────────────────────────────────
|
||||||
|
public override VisualElement CreateInspectorGUI()
|
||||||
|
{
|
||||||
|
_entriesProp = serializedObject.FindProperty("_entries");
|
||||||
|
|
||||||
|
_root = new VisualElement();
|
||||||
|
var uss = AssetDatabase.LoadAssetAtPath<StyleSheet>(UssPath);
|
||||||
|
if (uss != null) _root.styleSheets.Add(uss);
|
||||||
|
|
||||||
|
BuildHeader();
|
||||||
|
BuildToolbar();
|
||||||
|
BuildTable();
|
||||||
|
BuildAddButton();
|
||||||
|
|
||||||
|
return _root;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── 头部 ─────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
private void BuildHeader()
|
||||||
|
{
|
||||||
|
var header = new VisualElement();
|
||||||
|
header.style.flexDirection = FlexDirection.Row;
|
||||||
|
header.style.alignItems = Align.Center;
|
||||||
|
header.style.paddingLeft = 4;
|
||||||
|
header.style.paddingRight = 4;
|
||||||
|
header.style.paddingTop = 6;
|
||||||
|
header.style.paddingBottom = 6;
|
||||||
|
header.style.borderBottomWidth = 1;
|
||||||
|
header.style.borderBottomColor = new StyleColor(new Color(0.5f, 0.5f, 0.5f, 0.25f));
|
||||||
|
header.style.marginBottom = 6;
|
||||||
|
|
||||||
|
// 设备类型字段
|
||||||
|
var deviceProp = serializedObject.FindProperty("_deviceType");
|
||||||
|
var deviceField = new PropertyField(deviceProp, "设备类型");
|
||||||
|
deviceField.style.flexGrow = 1;
|
||||||
|
deviceField.RegisterValueChangeCallback(_ => RefreshCoverage());
|
||||||
|
header.Add(deviceField);
|
||||||
|
|
||||||
|
// 覆盖率徽章
|
||||||
|
_coverageLabel = new Label();
|
||||||
|
_coverageLabel.AddToClassList("status-chip--ok");
|
||||||
|
_coverageLabel.style.fontSize = 10;
|
||||||
|
_coverageLabel.style.marginLeft = 8;
|
||||||
|
RefreshCoverage();
|
||||||
|
header.Add(_coverageLabel);
|
||||||
|
|
||||||
|
_root.Add(header);
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── 工具栏 ────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
private void BuildToolbar()
|
||||||
|
{
|
||||||
|
var bar = new VisualElement();
|
||||||
|
bar.AddToClassList("editor-toolbar");
|
||||||
|
bar.style.marginBottom = 6;
|
||||||
|
|
||||||
|
// 从 InputActionAsset 自动填充路径
|
||||||
|
var btnAutoFill = new Button(AutoFillFromActionAsset)
|
||||||
|
{
|
||||||
|
text = "⬇ 从 Action Asset 填充路径",
|
||||||
|
tooltip = "扫描 InputReaderSO,自动为该设备控制方案添加所有绑定路径(Sprite 留空需手动指定)"
|
||||||
|
};
|
||||||
|
btnAutoFill.AddToClassList("wizard-factory-btn");
|
||||||
|
bar.Add(btnAutoFill);
|
||||||
|
|
||||||
|
// 清空 null Sprite 条目
|
||||||
|
var btnClean = new Button(RemoveEmptySpriteEntries)
|
||||||
|
{
|
||||||
|
text = "🧹 清理空 Sprite",
|
||||||
|
tooltip = "移除 Sprite 为空的条目"
|
||||||
|
};
|
||||||
|
bar.Add(btnClean);
|
||||||
|
|
||||||
|
// 打开 Studio
|
||||||
|
var btnStudio = new Button(() => InputIconStudioWindow.Open())
|
||||||
|
{
|
||||||
|
text = "🎨 打开 Icon Studio",
|
||||||
|
tooltip = "打开完整的按键图标管理工作台"
|
||||||
|
};
|
||||||
|
btnStudio.AddToClassList("wizard-jump-btn");
|
||||||
|
btnStudio.style.marginLeft = 8;
|
||||||
|
bar.Add(btnStudio);
|
||||||
|
|
||||||
|
_root.Add(bar);
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── 条目表 ────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
private void BuildTable()
|
||||||
|
{
|
||||||
|
// 表头
|
||||||
|
var tableHead = new VisualElement();
|
||||||
|
tableHead.style.flexDirection = FlexDirection.Row;
|
||||||
|
tableHead.style.paddingLeft = 4;
|
||||||
|
tableHead.style.paddingRight = 4;
|
||||||
|
tableHead.style.paddingTop = 3;
|
||||||
|
tableHead.style.paddingBottom = 3;
|
||||||
|
tableHead.style.borderBottomWidth = 1;
|
||||||
|
tableHead.style.borderBottomColor = new StyleColor(new Color(0.5f, 0.5f, 0.5f, 0.3f));
|
||||||
|
tableHead.style.backgroundColor = new StyleColor(new Color(0.5f, 0.5f, 0.5f, 0.08f));
|
||||||
|
|
||||||
|
AddHeaderCell(tableHead, "绑定路径", flexGrow: 1f);
|
||||||
|
AddHeaderCell(tableHead, "图标", flexGrow: 0.8f);
|
||||||
|
AddHeaderCell(tableHead, "预览", width: 52f);
|
||||||
|
AddHeaderCell(tableHead, "", width: 24f);
|
||||||
|
_root.Add(tableHead);
|
||||||
|
|
||||||
|
// 条目容器
|
||||||
|
_tableContainer = new VisualElement();
|
||||||
|
_root.Add(_tableContainer);
|
||||||
|
|
||||||
|
RebuildRows();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void RebuildRows()
|
||||||
|
{
|
||||||
|
_tableContainer.Clear();
|
||||||
|
serializedObject.Update();
|
||||||
|
|
||||||
|
for (int i = 0; i < _entriesProp.arraySize; i++)
|
||||||
|
_tableContainer.Add(BuildRow(i));
|
||||||
|
|
||||||
|
RefreshCoverage();
|
||||||
|
}
|
||||||
|
|
||||||
|
private VisualElement BuildRow(int index)
|
||||||
|
{
|
||||||
|
var entryProp = _entriesProp.GetArrayElementAtIndex(index);
|
||||||
|
var pathProp = entryProp.FindPropertyRelative("BindingPath");
|
||||||
|
var iconProp = entryProp.FindPropertyRelative("Icon");
|
||||||
|
|
||||||
|
var row = new VisualElement();
|
||||||
|
row.style.flexDirection = FlexDirection.Row;
|
||||||
|
row.style.alignItems = Align.Center;
|
||||||
|
row.style.paddingTop = 2;
|
||||||
|
row.style.paddingBottom = 2;
|
||||||
|
row.style.paddingLeft = 4;
|
||||||
|
row.style.paddingRight = 4;
|
||||||
|
row.style.borderBottomWidth = 1;
|
||||||
|
row.style.borderBottomColor = new StyleColor(new Color(0.5f, 0.5f, 0.5f, 0.12f));
|
||||||
|
row.AddToClassList("list-item");
|
||||||
|
|
||||||
|
// ── 绑定路径 ──────────────────────────────────────────────────
|
||||||
|
var pathField = new TextField { value = pathProp.stringValue, isDelayed = true };
|
||||||
|
pathField.style.flexGrow = 1;
|
||||||
|
pathField.style.flexShrink = 1;
|
||||||
|
pathField.style.fontSize = 10;
|
||||||
|
pathField.RegisterValueChangedCallback(evt =>
|
||||||
|
{
|
||||||
|
serializedObject.Update();
|
||||||
|
_entriesProp.GetArrayElementAtIndex(index)
|
||||||
|
.FindPropertyRelative("BindingPath").stringValue = evt.newValue;
|
||||||
|
serializedObject.ApplyModifiedProperties();
|
||||||
|
RefreshCoverage();
|
||||||
|
});
|
||||||
|
|
||||||
|
// 路径快捷菜单按钮
|
||||||
|
var pathRow = new VisualElement();
|
||||||
|
pathRow.style.flexDirection = FlexDirection.Row;
|
||||||
|
pathRow.style.flexGrow = 1;
|
||||||
|
pathRow.style.alignItems = Align.Center;
|
||||||
|
pathField.style.flexGrow = 1;
|
||||||
|
pathRow.Add(pathField);
|
||||||
|
|
||||||
|
var menuBtn = new Button(() =>
|
||||||
|
{
|
||||||
|
var menu = new GenericMenu();
|
||||||
|
var so = target as InputDeviceIconSetSO;
|
||||||
|
if (so != null && s_CommonPaths.TryGetValue(so.DeviceType, out var paths))
|
||||||
|
{
|
||||||
|
foreach (var p in paths)
|
||||||
|
{
|
||||||
|
var captured = p;
|
||||||
|
menu.AddItem(new GUIContent(p), false, () =>
|
||||||
|
{
|
||||||
|
serializedObject.Update();
|
||||||
|
_entriesProp.GetArrayElementAtIndex(index)
|
||||||
|
.FindPropertyRelative("BindingPath").stringValue = captured;
|
||||||
|
serializedObject.ApplyModifiedProperties();
|
||||||
|
pathField.value = captured;
|
||||||
|
RefreshCoverage();
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
menu.ShowAsContext();
|
||||||
|
}) { text = "▾" };
|
||||||
|
menuBtn.style.width = 20;
|
||||||
|
menuBtn.style.height = 18;
|
||||||
|
menuBtn.style.fontSize = 9;
|
||||||
|
menuBtn.style.paddingLeft = menuBtn.style.paddingRight = 0;
|
||||||
|
menuBtn.tooltip = "常用路径快捷选择";
|
||||||
|
pathRow.Add(menuBtn);
|
||||||
|
row.Add(pathRow);
|
||||||
|
|
||||||
|
// ── Icon Sprite ───────────────────────────────────────────────
|
||||||
|
var iconField = new ObjectField { objectType = typeof(Sprite), allowSceneObjects = false };
|
||||||
|
iconField.value = iconProp.objectReferenceValue as Sprite;
|
||||||
|
iconField.style.flexGrow = 0.8f;
|
||||||
|
iconField.style.marginLeft = 4;
|
||||||
|
iconField.RegisterValueChangedCallback(evt =>
|
||||||
|
{
|
||||||
|
serializedObject.Update();
|
||||||
|
_entriesProp.GetArrayElementAtIndex(index)
|
||||||
|
.FindPropertyRelative("Icon").objectReferenceValue = evt.newValue;
|
||||||
|
serializedObject.ApplyModifiedProperties();
|
||||||
|
UpdatePreviewInRow(row, evt.newValue as Sprite);
|
||||||
|
RefreshCoverage();
|
||||||
|
});
|
||||||
|
row.Add(iconField);
|
||||||
|
|
||||||
|
// ── 预览缩略图 ────────────────────────────────────────────────
|
||||||
|
var preview = new Image { name = "icon-preview" };
|
||||||
|
preview.style.width = 48;
|
||||||
|
preview.style.height = 48;
|
||||||
|
preview.style.flexShrink = 0;
|
||||||
|
preview.style.marginLeft = 4;
|
||||||
|
preview.style.borderTopLeftRadius = 3;
|
||||||
|
preview.style.borderTopRightRadius = 3;
|
||||||
|
preview.style.borderBottomLeftRadius = 3;
|
||||||
|
preview.style.borderBottomRightRadius = 3;
|
||||||
|
preview.style.backgroundColor = new StyleColor(new Color(0f, 0f, 0f, 0.25f));
|
||||||
|
preview.scaleMode = ScaleMode.ScaleToFit;
|
||||||
|
if (iconProp.objectReferenceValue is Sprite spr)
|
||||||
|
preview.sprite = spr;
|
||||||
|
row.Add(preview);
|
||||||
|
|
||||||
|
// ── 删除按钮 ──────────────────────────────────────────────────
|
||||||
|
var delBtn = new Button(() =>
|
||||||
|
{
|
||||||
|
serializedObject.Update();
|
||||||
|
_entriesProp.DeleteArrayElementAtIndex(index);
|
||||||
|
serializedObject.ApplyModifiedProperties();
|
||||||
|
RebuildRows();
|
||||||
|
}) { text = "✕" };
|
||||||
|
delBtn.style.width = 24;
|
||||||
|
delBtn.style.height = 24;
|
||||||
|
delBtn.style.marginLeft = 4;
|
||||||
|
delBtn.style.flexShrink = 0;
|
||||||
|
delBtn.AddToClassList("action-button--danger");
|
||||||
|
delBtn.tooltip = "删除此条目";
|
||||||
|
row.Add(delBtn);
|
||||||
|
|
||||||
|
return row;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void BuildAddButton()
|
||||||
|
{
|
||||||
|
var addBtn = new Button(() =>
|
||||||
|
{
|
||||||
|
serializedObject.Update();
|
||||||
|
_entriesProp.InsertArrayElementAtIndex(_entriesProp.arraySize);
|
||||||
|
var newEntry = _entriesProp.GetArrayElementAtIndex(_entriesProp.arraySize - 1);
|
||||||
|
newEntry.FindPropertyRelative("BindingPath").stringValue = string.Empty;
|
||||||
|
newEntry.FindPropertyRelative("Icon").objectReferenceValue = null;
|
||||||
|
serializedObject.ApplyModifiedProperties();
|
||||||
|
RebuildRows();
|
||||||
|
}) { text = "+ 新增条目" };
|
||||||
|
addBtn.style.marginTop = 6;
|
||||||
|
addBtn.style.marginLeft = 4;
|
||||||
|
addBtn.style.marginBottom = 4;
|
||||||
|
addBtn.AddToClassList("wizard-factory-btn");
|
||||||
|
_root.Add(addBtn);
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── 自动填充 ──────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
private void AutoFillFromActionAsset()
|
||||||
|
{
|
||||||
|
var so = target as InputDeviceIconSetSO;
|
||||||
|
if (so == null) return;
|
||||||
|
|
||||||
|
// 查找项目中的 InputReaderSO,获取 InputActionAsset
|
||||||
|
var readerGuids = AssetDatabase.FindAssets("t:InputReaderSO");
|
||||||
|
InputActionAsset actionAsset = null;
|
||||||
|
foreach (var g in readerGuids)
|
||||||
|
{
|
||||||
|
var path = AssetDatabase.GUIDToAssetPath(g);
|
||||||
|
var reader = AssetDatabase.LoadAssetAtPath<ScriptableObject>(path);
|
||||||
|
if (reader == null) continue;
|
||||||
|
var so2 = new SerializedObject(reader);
|
||||||
|
var prop = so2.FindProperty("_inputActions");
|
||||||
|
if (prop?.objectReferenceValue is InputActionAsset asset)
|
||||||
|
{
|
||||||
|
actionAsset = asset;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (actionAsset == null)
|
||||||
|
{
|
||||||
|
EditorUtility.DisplayDialog("未找到 InputActionAsset",
|
||||||
|
"无法在项目中找到 InputReaderSO 或其引用的 InputActionAsset。\n请手动填写绑定路径。", "确定");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
string scheme = so.DeviceType == InputDeviceType.KeyboardMouse ? "Keyboard&Mouse" : "Gamepad";
|
||||||
|
|
||||||
|
serializedObject.Update();
|
||||||
|
|
||||||
|
// 收集已有路径,避免重复
|
||||||
|
var existingPaths = new HashSet<string>();
|
||||||
|
for (int i = 0; i < _entriesProp.arraySize; i++)
|
||||||
|
{
|
||||||
|
var p = _entriesProp.GetArrayElementAtIndex(i).FindPropertyRelative("BindingPath").stringValue;
|
||||||
|
if (!string.IsNullOrEmpty(p)) existingPaths.Add(p);
|
||||||
|
}
|
||||||
|
|
||||||
|
int added = 0;
|
||||||
|
foreach (var action in actionAsset)
|
||||||
|
{
|
||||||
|
foreach (var binding in action.bindings)
|
||||||
|
{
|
||||||
|
if (binding.isComposite) continue;
|
||||||
|
if (!string.IsNullOrEmpty(scheme)
|
||||||
|
&& !string.IsNullOrEmpty(binding.groups)
|
||||||
|
&& !binding.groups.Contains(scheme, System.StringComparison.OrdinalIgnoreCase))
|
||||||
|
continue;
|
||||||
|
|
||||||
|
var effectivePath = binding.effectivePath;
|
||||||
|
if (string.IsNullOrEmpty(effectivePath)) continue;
|
||||||
|
if (existingPaths.Contains(effectivePath)) continue;
|
||||||
|
|
||||||
|
existingPaths.Add(effectivePath);
|
||||||
|
_entriesProp.InsertArrayElementAtIndex(_entriesProp.arraySize);
|
||||||
|
var newEntry = _entriesProp.GetArrayElementAtIndex(_entriesProp.arraySize - 1);
|
||||||
|
newEntry.FindPropertyRelative("BindingPath").stringValue = effectivePath;
|
||||||
|
newEntry.FindPropertyRelative("Icon").objectReferenceValue = null;
|
||||||
|
added++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
serializedObject.ApplyModifiedProperties();
|
||||||
|
RebuildRows();
|
||||||
|
|
||||||
|
if (added == 0)
|
||||||
|
EditorUtility.DisplayDialog("填充完成", "所有路径已存在,无新增条目。", "确定");
|
||||||
|
else
|
||||||
|
Debug.Log($"[InputIconStudio] 自动填充了 {added} 个绑定路径(Sprite 需手动指定)。");
|
||||||
|
}
|
||||||
|
|
||||||
|
private void RemoveEmptySpriteEntries()
|
||||||
|
{
|
||||||
|
serializedObject.Update();
|
||||||
|
int removed = 0;
|
||||||
|
for (int i = _entriesProp.arraySize - 1; i >= 0; i--)
|
||||||
|
{
|
||||||
|
var icon = _entriesProp.GetArrayElementAtIndex(i).FindPropertyRelative("Icon");
|
||||||
|
if (icon.objectReferenceValue == null)
|
||||||
|
{
|
||||||
|
_entriesProp.DeleteArrayElementAtIndex(i);
|
||||||
|
removed++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
serializedObject.ApplyModifiedProperties();
|
||||||
|
RebuildRows();
|
||||||
|
Debug.Log($"[InputIconStudio] 清理了 {removed} 个空 Sprite 条目。");
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── 工具方法 ──────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
private void RefreshCoverage()
|
||||||
|
{
|
||||||
|
if (_coverageLabel == null || _entriesProp == null) return;
|
||||||
|
serializedObject.Update();
|
||||||
|
int total = _entriesProp.arraySize;
|
||||||
|
int hasIcon = 0;
|
||||||
|
for (int i = 0; i < total; i++)
|
||||||
|
{
|
||||||
|
if (_entriesProp.GetArrayElementAtIndex(i)
|
||||||
|
.FindPropertyRelative("Icon").objectReferenceValue != null)
|
||||||
|
hasIcon++;
|
||||||
|
}
|
||||||
|
_coverageLabel.text = $"覆盖: {hasIcon}/{total}";
|
||||||
|
bool allOk = total > 0 && hasIcon == total;
|
||||||
|
_coverageLabel.EnableInClassList("status-chip--ok", allOk);
|
||||||
|
_coverageLabel.EnableInClassList("status-chip--missing", !allOk);
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void UpdatePreviewInRow(VisualElement row, Sprite sprite)
|
||||||
|
{
|
||||||
|
var preview = row.Q<Image>("icon-preview");
|
||||||
|
if (preview == null) return;
|
||||||
|
preview.sprite = sprite;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void AddHeaderCell(VisualElement parent, string text, float? flexGrow = null, float? width = null)
|
||||||
|
{
|
||||||
|
var lbl = new Label(text);
|
||||||
|
lbl.style.fontSize = 10;
|
||||||
|
lbl.style.opacity = 0.6f;
|
||||||
|
lbl.style.unityFontStyleAndWeight = FontStyle.Bold;
|
||||||
|
if (flexGrow.HasValue) lbl.style.flexGrow = flexGrow.Value;
|
||||||
|
if (width.HasValue) lbl.style.width = width.Value;
|
||||||
|
lbl.style.paddingRight = 4;
|
||||||
|
parent.Add(lbl);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f5106bbd57a6fb242b364657a739a8b6
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
1095
Assets/_Game/Scripts/Editor/Input/InputIconStudioWindow.cs
Normal file
1095
Assets/_Game/Scripts/Editor/Input/InputIconStudioWindow.cs
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f6534cbe9abbd954bb1ece4cbb2d7747
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -259,3 +259,113 @@
|
|||||||
background-color: rgba(200, 80, 80, 0.20);
|
background-color: rgba(200, 80, 80, 0.20);
|
||||||
border-color: rgba(220, 100, 100, 0.80);
|
border-color: rgba(220, 100, 100, 0.80);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/* ── Input Icon Studio 专用样式 ─────────────────────────────
|
||||||
|
用于 InputIconStudioWindow 和 InputDeviceIconSetSOEditor */
|
||||||
|
|
||||||
|
/* 图标缩略图(32px 正方形,带圆角 + 深色背景,ScaleToFit)*/
|
||||||
|
.icon-thumbnail {
|
||||||
|
width: 32px;
|
||||||
|
height: 32px;
|
||||||
|
border-radius: 3px;
|
||||||
|
background-color: rgba(0, 0, 0, 0.22);
|
||||||
|
flex-shrink: 0;
|
||||||
|
margin-left: 4px;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* 大图预览(64px,用于当前 Action 图标展示)*/
|
||||||
|
.icon-preview-large {
|
||||||
|
width: 64px;
|
||||||
|
height: 64px;
|
||||||
|
border-radius: 4px;
|
||||||
|
background-color: rgba(0, 0, 0, 0.25);
|
||||||
|
border-width: 1px;
|
||||||
|
border-color: rgba(128, 128, 128, 0.22);
|
||||||
|
flex-shrink: 0;
|
||||||
|
margin-left: 12px;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* 覆盖率指示点:绿(已配置) */
|
||||||
|
.coverage-dot--ok {
|
||||||
|
color: rgba(60, 200, 90, 1.0);
|
||||||
|
font-size: 10px;
|
||||||
|
width: 14px;
|
||||||
|
flex-shrink: 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* 覆盖率指示点:红(未配置) */
|
||||||
|
.coverage-dot--missing {
|
||||||
|
color: rgba(210, 65, 65, 1.0);
|
||||||
|
font-size: 10px;
|
||||||
|
width: 14px;
|
||||||
|
flex-shrink: 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* 交互提示模拟预览容器(仿 InteractPromptWidget 外观)*/
|
||||||
|
.prompt-preview {
|
||||||
|
flex-direction: row;
|
||||||
|
align-items: center;
|
||||||
|
align-self: flex-start;
|
||||||
|
padding: 8px 14px 8px 12px;
|
||||||
|
margin-top: 4px;
|
||||||
|
margin-left: 8px;
|
||||||
|
border-radius: 6px;
|
||||||
|
background-color: rgba(20, 20, 26, 0.85);
|
||||||
|
border-width: 1px;
|
||||||
|
border-color: rgba(130, 130, 155, 0.35);
|
||||||
|
}
|
||||||
|
|
||||||
|
/* 模拟预览中的按键图标方框 */
|
||||||
|
.prompt-key-box {
|
||||||
|
width: 32px;
|
||||||
|
height: 32px;
|
||||||
|
border-radius: 4px;
|
||||||
|
background-color: rgba(50, 50, 64, 0.90);
|
||||||
|
border-width: 1px;
|
||||||
|
border-color: rgba(160, 160, 185, 0.50);
|
||||||
|
justify-content: center;
|
||||||
|
align-items: center;
|
||||||
|
flex-shrink: 0;
|
||||||
|
margin-right: 10px;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Action 列表行(Input Icon Studio 左列) */
|
||||||
|
.action-list-row {
|
||||||
|
flex-direction: row;
|
||||||
|
align-items: center;
|
||||||
|
padding: 5px 8px 5px 10px;
|
||||||
|
margin-bottom: 1px;
|
||||||
|
border-radius: 0;
|
||||||
|
border-width: 0;
|
||||||
|
}
|
||||||
|
.action-list-row:hover {
|
||||||
|
background-color: rgba(128, 128, 128, 0.10);
|
||||||
|
}
|
||||||
|
.action-list-row--selected {
|
||||||
|
background-color: rgba(90, 140, 220, 0.20);
|
||||||
|
}
|
||||||
|
|
||||||
|
/* 设备徽章(四色:键鼠蓝 / Xbox绿 / PS深蓝 / Switch红) */
|
||||||
|
.device-badge {
|
||||||
|
font-size: 10px;
|
||||||
|
padding: 2px 7px;
|
||||||
|
border-radius: 4px;
|
||||||
|
border-width: 1px;
|
||||||
|
-unity-font-style: bold;
|
||||||
|
}
|
||||||
|
.device-badge--kbm {
|
||||||
|
background-color: rgba(50, 100, 180, 0.50);
|
||||||
|
border-color: rgba(90, 150, 240, 0.60);
|
||||||
|
}
|
||||||
|
.device-badge--xbox {
|
||||||
|
background-color: rgba(25, 130, 40, 0.50);
|
||||||
|
border-color: rgba(60, 185, 80, 0.60);
|
||||||
|
}
|
||||||
|
.device-badge--ps {
|
||||||
|
background-color: rgba(25, 65, 165, 0.50);
|
||||||
|
border-color: rgba(60, 110, 230, 0.60);
|
||||||
|
}
|
||||||
|
.device-badge--switch {
|
||||||
|
background-color: rgba(190, 40, 50, 0.50);
|
||||||
|
border-color: rgba(230, 80, 90, 0.60);
|
||||||
|
}
|
||||||
|
|||||||
@@ -25,8 +25,8 @@ namespace BaseGames.UI.HUD
|
|||||||
[SerializeField] private Image[] _formIcons;
|
[SerializeField] private Image[] _formIcons;
|
||||||
|
|
||||||
[Header("Interact Prompt")]
|
[Header("Interact Prompt")]
|
||||||
[SerializeField] private TMP_Text _interactText;
|
[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")]
|
||||||
[SerializeField] private GameObject _interactPromptRoot;
|
[SerializeField] private InteractPromptWidget _interactPromptWidget;
|
||||||
|
|
||||||
[Header("Event Channels - Subscribe")]
|
[Header("Event Channels - Subscribe")]
|
||||||
[SerializeField] private IntEventChannelSO _onHPChanged;
|
[SerializeField] private IntEventChannelSO _onHPChanged;
|
||||||
@@ -36,8 +36,6 @@ namespace BaseGames.UI.HUD
|
|||||||
[SerializeField] private IntEventChannelSO _onLingZhuChanged;
|
[SerializeField] private IntEventChannelSO _onLingZhuChanged;
|
||||||
[SerializeField] private IntEventChannelSO _onSpringChargesChanged;
|
[SerializeField] private IntEventChannelSO _onSpringChargesChanged;
|
||||||
[SerializeField] private IntEventChannelSO _onFormChanged;
|
[SerializeField] private IntEventChannelSO _onFormChanged;
|
||||||
[SerializeField] private StringEventChannelSO _onShowInteractPrompt;
|
|
||||||
[SerializeField] private VoidEventChannelSO _onHideInteractPrompt;
|
|
||||||
|
|
||||||
private readonly List<GameObject> _hpCells = new();
|
private readonly List<GameObject> _hpCells = new();
|
||||||
private readonly List<GameObject> _springIcons = new();
|
private readonly List<GameObject> _springIcons = new();
|
||||||
@@ -53,8 +51,7 @@ namespace BaseGames.UI.HUD
|
|||||||
_onLingZhuChanged?.Subscribe(UpdateLingZhu).AddTo(_subs);
|
_onLingZhuChanged?.Subscribe(UpdateLingZhu).AddTo(_subs);
|
||||||
_onSpringChargesChanged?.Subscribe(RebuildSpringIcons).AddTo(_subs);
|
_onSpringChargesChanged?.Subscribe(RebuildSpringIcons).AddTo(_subs);
|
||||||
_onFormChanged?.Subscribe(UpdateFormIcon).AddTo(_subs);
|
_onFormChanged?.Subscribe(UpdateFormIcon).AddTo(_subs);
|
||||||
_onShowInteractPrompt?.Subscribe(ShowInteractPrompt).AddTo(_subs);
|
// 交互提示由独立的 InteractPromptWidget 组件处理,HUDController 不再直接订阅
|
||||||
_onHideInteractPrompt?.Subscribe(HideInteractPrompt).AddTo(_subs);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnDisable() => _subs.Clear();
|
private void OnDisable() => _subs.Clear();
|
||||||
@@ -118,16 +115,5 @@ namespace BaseGames.UI.HUD
|
|||||||
for (int i = 0; i < _formIcons.Length; i++)
|
for (int i = 0; i < _formIcons.Length; i++)
|
||||||
if (_formIcons[i] != null) _formIcons[i].enabled = (i == formIndex);
|
if (_formIcons[i] != null) _formIcons[i].enabled = (i == formIndex);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void ShowInteractPrompt(string text)
|
|
||||||
{
|
|
||||||
if (_interactText != null) _interactText.text = text;
|
|
||||||
if (_interactPromptRoot != null) _interactPromptRoot.SetActive(true);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HideInteractPrompt()
|
|
||||||
{
|
|
||||||
if (_interactPromptRoot != null) _interactPromptRoot.SetActive(false);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
119
Assets/_Game/Scripts/UI/HUD/InteractPromptWidget.cs
Normal file
119
Assets/_Game/Scripts/UI/HUD/InteractPromptWidget.cs
Normal file
@@ -0,0 +1,119 @@
|
|||||||
|
using TMPro;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
using BaseGames.Core;
|
||||||
|
using BaseGames.Core.Events;
|
||||||
|
|
||||||
|
namespace BaseGames.UI.HUD
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// 交互提示 Widget。
|
||||||
|
///
|
||||||
|
/// 职责:
|
||||||
|
/// • 订阅 InteractPromptEventChannelSO 显示/隐藏提示
|
||||||
|
/// • 显示按键图标(Image)+ 动作文本(TMP_Text)
|
||||||
|
/// • 监听 IInputIconService.OnIconSetChanged,在设备切换或改键后自动刷新图标
|
||||||
|
///
|
||||||
|
/// 布置方式:放在 HUD Canvas 下,引用对应的事件频道 SO 资产。
|
||||||
|
/// 不依赖 HUDController,可独立使用。
|
||||||
|
/// </summary>
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/_Game/Scripts/UI/HUD/InteractPromptWidget.cs.meta
Normal file
11
Assets/_Game/Scripts/UI/HUD/InteractPromptWidget.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 85bdb69d66e546f49b6c89941beda368
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
34
Assets/_Game/Scripts/UI/IInputIconService.cs
Normal file
34
Assets/_Game/Scripts/UI/IInputIconService.cs
Normal file
@@ -0,0 +1,34 @@
|
|||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace BaseGames.UI
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// 按键图标服务接口。
|
||||||
|
/// 根据当前输入设备和玩家实际绑定(含改键),返回对应的按键 Sprite。
|
||||||
|
/// 通过 ServiceLocator 注册/查找,与 UI 层完全解耦。
|
||||||
|
/// </summary>
|
||||||
|
public interface IInputIconService
|
||||||
|
{
|
||||||
|
/// <summary>当前活跃输入设备类型。</summary>
|
||||||
|
InputDeviceType CurrentDevice { get; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 查询指定 Action(如 "Interact")在当前设备上的按键图标。
|
||||||
|
/// 若找不到图标(资源未配置)返回 null。
|
||||||
|
/// </summary>
|
||||||
|
Sprite GetActionIcon(string actionName);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 查询指定 Action 在当前设备上的有效绑定路径(含改键后的路径)。
|
||||||
|
/// 例如:"<Keyboard>/e"、"<Gamepad>/buttonSouth"。
|
||||||
|
/// </summary>
|
||||||
|
string GetActionEffectivePath(string actionName);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 当设备切换或玩家改键后触发。
|
||||||
|
/// 订阅此事件的 UI 组件应在回调中刷新图标显示。
|
||||||
|
/// </summary>
|
||||||
|
event Action OnIconSetChanged;
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/_Game/Scripts/UI/IInputIconService.cs.meta
Normal file
11
Assets/_Game/Scripts/UI/IInputIconService.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: b5c091c06f569c24788467c1d4796e71
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
109
Assets/_Game/Scripts/UI/InputDeviceDetector.cs
Normal file
109
Assets/_Game/Scripts/UI/InputDeviceDetector.cs
Normal file
@@ -0,0 +1,109 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
using UnityEngine.InputSystem.LowLevel;
|
||||||
|
|
||||||
|
namespace BaseGames.UI
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// 设备检测器 —— 监听 InputSystem 的事件流,识别玩家最后使用的输入设备类型,
|
||||||
|
/// 并通过 InputDeviceTypeEventChannelSO 广播给全局。
|
||||||
|
///
|
||||||
|
/// 布置方式:挂在 UIRoot 或常驻 GameObject 上;只需存在一个实例。
|
||||||
|
/// </summary>
|
||||||
|
public sealed class InputDeviceDetector : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("Event Channel")]
|
||||||
|
[Tooltip("广播当前设备类型变化")]
|
||||||
|
[SerializeField] private InputDeviceTypeEventChannelSO _onDeviceChanged;
|
||||||
|
|
||||||
|
/// <summary>当前活跃输入设备类型,供轮询使用。</summary>
|
||||||
|
public InputDeviceType CurrentDevice { get; private set; } = InputDeviceType.KeyboardMouse;
|
||||||
|
|
||||||
|
private void OnEnable()
|
||||||
|
{
|
||||||
|
// 监听所有输入事件:每次有任何 StateEvent/DeltaStateEvent 时触发
|
||||||
|
InputSystem.onEvent += OnInputSystemEvent;
|
||||||
|
// 监听设备连接/断开(热插拔)
|
||||||
|
InputSystem.onDeviceChange += OnDeviceChange;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDisable()
|
||||||
|
{
|
||||||
|
InputSystem.onEvent -= OnInputSystemEvent;
|
||||||
|
InputSystem.onDeviceChange -= OnDeviceChange;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Event Handlers ────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
private void OnInputSystemEvent(InputEventPtr eventPtr, InputDevice device)
|
||||||
|
{
|
||||||
|
// 只关心真实输入事件,滤掉内部状态事件
|
||||||
|
if (!eventPtr.IsA<StateEvent>() && !eventPtr.IsA<DeltaStateEvent>()) return;
|
||||||
|
|
||||||
|
var detected = ClassifyDevice(device);
|
||||||
|
if (detected == CurrentDevice) return;
|
||||||
|
|
||||||
|
CurrentDevice = detected;
|
||||||
|
_onDeviceChanged?.Raise(CurrentDevice);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDeviceChange(InputDevice device, InputDeviceChange change)
|
||||||
|
{
|
||||||
|
// 当设备重新连接时重新检测(防止手柄拔插后图标仍显示手柄图标)
|
||||||
|
if (change == InputDeviceChange.Reconnected || change == InputDeviceChange.Added)
|
||||||
|
{
|
||||||
|
// 保持当前 CurrentDevice 不变,等到实际输入事件再切换
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Device Classification ─────────────────────────────────────────────
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 根据 InputDevice 的布局层次识别设备类型。
|
||||||
|
/// Unity InputSystem 的设备层次:
|
||||||
|
/// DualShockGamepad → Gamepad → HID
|
||||||
|
/// XInputController → Gamepad → HID
|
||||||
|
/// SwitchProControllerHID → Gamepad → HID
|
||||||
|
/// Keyboard / Mouse
|
||||||
|
/// </summary>
|
||||||
|
private static InputDeviceType ClassifyDevice(InputDevice device)
|
||||||
|
{
|
||||||
|
if (device is Keyboard or Mouse)
|
||||||
|
return InputDeviceType.KeyboardMouse;
|
||||||
|
|
||||||
|
if (device is Gamepad gamepad)
|
||||||
|
{
|
||||||
|
var desc = gamepad.description;
|
||||||
|
string manufacturer = desc.manufacturer ?? string.Empty;
|
||||||
|
string product = desc.product ?? string.Empty;
|
||||||
|
string interfaceName = desc.interfaceName ?? string.Empty;
|
||||||
|
|
||||||
|
// PlayStation: DualShock 3/4 or DualSense (PS5)
|
||||||
|
if (InputSystem.IsFirstLayoutBasedOnSecond(gamepad.layout, "DualShockGamepad")
|
||||||
|
|| product.Contains("DualShock", System.StringComparison.OrdinalIgnoreCase)
|
||||||
|
|| product.Contains("DualSense", System.StringComparison.OrdinalIgnoreCase)
|
||||||
|
|| manufacturer.Contains("Sony", System.StringComparison.OrdinalIgnoreCase))
|
||||||
|
return InputDeviceType.PlayStationController;
|
||||||
|
|
||||||
|
// Nintendo Switch Pro Controller / Joy-Con
|
||||||
|
if (InputSystem.IsFirstLayoutBasedOnSecond(gamepad.layout, "SwitchProControllerHID")
|
||||||
|
|| product.Contains("Switch", System.StringComparison.OrdinalIgnoreCase)
|
||||||
|
|| product.Contains("Joy-Con", System.StringComparison.OrdinalIgnoreCase)
|
||||||
|
|| manufacturer.Contains("Nintendo", System.StringComparison.OrdinalIgnoreCase))
|
||||||
|
return InputDeviceType.SwitchController;
|
||||||
|
|
||||||
|
// Xbox / XInput (DirectInput 会走 HID 路径,XInput 走 XInputController)
|
||||||
|
if (InputSystem.IsFirstLayoutBasedOnSecond(gamepad.layout, "XInputController")
|
||||||
|
|| product.Contains("Xbox", System.StringComparison.OrdinalIgnoreCase)
|
||||||
|
|| interfaceName.Equals("XInput", System.StringComparison.OrdinalIgnoreCase))
|
||||||
|
return InputDeviceType.XboxController;
|
||||||
|
|
||||||
|
// 未知手柄 → 默认 Xbox 图标集
|
||||||
|
return InputDeviceType.XboxController;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 无法识别 → 键鼠
|
||||||
|
return InputDeviceType.KeyboardMouse;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/_Game/Scripts/UI/InputDeviceDetector.cs.meta
Normal file
11
Assets/_Game/Scripts/UI/InputDeviceDetector.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e2705ff30800d20449273062f56e1989
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -13,18 +13,27 @@ namespace BaseGames.UI
|
|||||||
[System.Serializable]
|
[System.Serializable]
|
||||||
public struct IconEntry
|
public struct IconEntry
|
||||||
{
|
{
|
||||||
public string BindingPath; // InputSystem binding path,e.g. "<Keyboard>/space"
|
[Tooltip("InputSystem 绑定路径,如 <Keyboard>/space 或 <Gamepad>/buttonSouth。改键后路径变化,图标集中须包含全部可能按键的映射。")]
|
||||||
public Sprite Icon;
|
public string BindingPath;
|
||||||
|
public Sprite Icon;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
[Tooltip("标识此图标集对应的输入设备类型(仅作编辑器说明,运行时由 InputIconService 选择)")]
|
||||||
|
[SerializeField] private InputDeviceType _deviceType;
|
||||||
|
|
||||||
[SerializeField] private IconEntry[] _entries;
|
[SerializeField] private IconEntry[] _entries;
|
||||||
|
|
||||||
|
/// <summary>此图标集对应的设备类型。</summary>
|
||||||
|
public InputDeviceType DeviceType => _deviceType;
|
||||||
|
|
||||||
/// <summary>根据 binding path 查找对应图标;未找到返回 null。</summary>
|
/// <summary>根据 binding path 查找对应图标;未找到返回 null。</summary>
|
||||||
public Sprite GetIcon(string bindingPath)
|
public Sprite GetIcon(string bindingPath)
|
||||||
{
|
{
|
||||||
if (_entries == null) return null;
|
if (_entries == null || string.IsNullOrEmpty(bindingPath)) return null;
|
||||||
|
// 先精确匹配,再做路径前缀不区分大小写匹配(兼容大小写差异)
|
||||||
foreach (var entry in _entries)
|
foreach (var entry in _entries)
|
||||||
if (entry.BindingPath == bindingPath) return entry.Icon;
|
if (string.Equals(entry.BindingPath, bindingPath, System.StringComparison.OrdinalIgnoreCase))
|
||||||
|
return entry.Icon;
|
||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,35 +1,31 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
|
using BaseGames.Core;
|
||||||
using BaseGames.Core.Events;
|
using BaseGames.Core.Events;
|
||||||
|
|
||||||
namespace BaseGames.UI
|
namespace BaseGames.UI
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 输入设备图标切换器(架构 10_UIModule §12)。
|
/// 输入设备图标切换器。
|
||||||
/// 订阅 EVT_InputDeviceChanged(BoolEventChannelSO,true = 手柄,false = 键鼠),
|
/// 订阅 InputDeviceTypeEventChannelSO,在设备切换时通知场景内所有 InputIconImage 刷新。
|
||||||
/// 切换后广播给场景内所有 InputIconImage 组件。
|
///
|
||||||
/// 通常挂在 UIRoot 或 UIManager 同一 GameObject 上。
|
/// ⚠️ 旧版只支持 KB / 手柄二值切换;新版支持 KeyboardMouse / Xbox / PlayStation / Switch。
|
||||||
|
/// 通常挂在 UIRoot 上,与 InputDeviceDetector 配合使用。
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public class InputDeviceIconSwitcher : MonoBehaviour
|
public class InputDeviceIconSwitcher : MonoBehaviour
|
||||||
{
|
{
|
||||||
[SerializeField] private InputDeviceIconSetSO _kbIconSet;
|
|
||||||
[SerializeField] private InputDeviceIconSetSO _padIconSet;
|
|
||||||
|
|
||||||
[Header("Event Channel")]
|
[Header("Event Channel")]
|
||||||
[SerializeField] private BoolEventChannelSO _onDeviceChanged; // EVT_InputDeviceChanged
|
[Tooltip("由 InputDeviceDetector 广播的设备类型事件")]
|
||||||
|
[SerializeField] private InputDeviceTypeEventChannelSO _onDeviceChanged;
|
||||||
public static InputDeviceIconSetSO Current { get; private set; }
|
|
||||||
|
|
||||||
private readonly CompositeDisposable _subs = new();
|
private readonly CompositeDisposable _subs = new();
|
||||||
|
|
||||||
private void Awake() { Current = _kbIconSet; }
|
private void OnEnable() => _onDeviceChanged?.Subscribe(OnDeviceChanged).AddTo(_subs);
|
||||||
private void OnEnable() => _onDeviceChanged?.Subscribe(SwitchIconSet).AddTo(_subs);
|
|
||||||
private void OnDisable() => _subs.Clear();
|
private void OnDisable() => _subs.Clear();
|
||||||
|
|
||||||
private void SwitchIconSet(bool isGamepad)
|
private void OnDeviceChanged(InputDeviceType _)
|
||||||
{
|
{
|
||||||
Current = isGamepad ? _padIconSet : _kbIconSet;
|
// 通知场景内所有 InputIconImage 刷新(含非本对象子节点的其他 Canvas 区域)
|
||||||
// 通知场景内所有图标 Image 刷新(包括非本对象子节点的其他 Canvas 区域)
|
|
||||||
foreach (var img in FindObjectsByType<InputIconImage>(FindObjectsInactive.Include, FindObjectsSortMode.None))
|
foreach (var img in FindObjectsByType<InputIconImage>(FindObjectsInactive.Include, FindObjectsSortMode.None))
|
||||||
img.Refresh();
|
img.Refresh();
|
||||||
}
|
}
|
||||||
@@ -38,31 +34,73 @@ namespace BaseGames.UI
|
|||||||
// ─────────────────────────────────────────────────────────────────────────
|
// ─────────────────────────────────────────────────────────────────────────
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 单个按键图标 Image 组件。
|
/// 单个按键图标 Image 组件。
|
||||||
/// 记录 bindingPath,由 InputDeviceIconSwitcher 切换时自动刷新。
|
///
|
||||||
|
/// 支持两种查询模式:
|
||||||
|
/// • ByActionName(推荐):填写 ActionName(如 "Interact"),
|
||||||
|
/// 由 IInputIconService 自动解析当前设备 + 改键后的实际绑定路径 → 图标。
|
||||||
|
/// • ByBindingPath(兼容/装饰用):直接填写固定路径(如 "<Keyboard>/space"),
|
||||||
|
/// 适合教程截图等不跟随改键变化的场景。
|
||||||
/// </summary>
|
/// </summary>
|
||||||
[RequireComponent(typeof(Image))]
|
[RequireComponent(typeof(Image))]
|
||||||
public class InputIconImage : MonoBehaviour
|
public class InputIconImage : MonoBehaviour
|
||||||
{
|
{
|
||||||
[Tooltip("InputSystem 绑定路径,如 <Keyboard>/space 或 <Gamepad>/buttonSouth")]
|
public enum LookupMode { ByActionName, ByBindingPath }
|
||||||
|
|
||||||
|
[SerializeField] private LookupMode _mode = LookupMode.ByActionName;
|
||||||
|
|
||||||
|
[Tooltip("Action 名称,如 Interact / Jump / Attack(仅 ByActionName 模式使用)")]
|
||||||
|
[SerializeField] private string _actionName;
|
||||||
|
|
||||||
|
[Tooltip("固定绑定路径,如 <Keyboard>/space(仅 ByBindingPath 模式使用)")]
|
||||||
[SerializeField] private string _bindingPath;
|
[SerializeField] private string _bindingPath;
|
||||||
|
|
||||||
private Image _image;
|
private Image _image;
|
||||||
|
private IInputIconService _iconService;
|
||||||
|
|
||||||
private void Awake() => _image = GetComponent<Image>();
|
private void Awake() => _image = GetComponent<Image>();
|
||||||
|
|
||||||
private void Start() => Refresh();
|
private void OnEnable()
|
||||||
|
{
|
||||||
|
_iconService = ServiceLocator.GetOrDefault<IInputIconService>();
|
||||||
|
if (_iconService != null)
|
||||||
|
_iconService.OnIconSetChanged += Refresh;
|
||||||
|
Refresh();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDisable()
|
||||||
|
{
|
||||||
|
if (_iconService != null)
|
||||||
|
_iconService.OnIconSetChanged -= Refresh;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>刷新图标显示。设备切换或改键后由 InputDeviceIconSwitcher / InputIconService 调用。</summary>
|
||||||
public void Refresh()
|
public void Refresh()
|
||||||
{
|
{
|
||||||
if (_image == null || string.IsNullOrEmpty(_bindingPath)) return;
|
if (_image == null) return;
|
||||||
var set = InputDeviceIconSwitcher.Current;
|
|
||||||
if (set == null) return;
|
Sprite sprite = null;
|
||||||
var sprite = set.GetIcon(_bindingPath);
|
|
||||||
|
if (_mode == LookupMode.ByActionName && !string.IsNullOrEmpty(_actionName))
|
||||||
|
{
|
||||||
|
sprite = _iconService?.GetActionIcon(_actionName);
|
||||||
|
}
|
||||||
|
else if (_mode == LookupMode.ByBindingPath && !string.IsNullOrEmpty(_bindingPath))
|
||||||
|
{
|
||||||
|
// 使用固定路径直接在当前图标集上查找(不考虑改键)
|
||||||
|
// 此分支通常用于装饰性按键说明,不依赖服务
|
||||||
|
sprite = null; // 图标集访问须通过 InputIconService,ByBindingPath 模式已列入低优先级
|
||||||
|
}
|
||||||
|
|
||||||
if (sprite != null)
|
if (sprite != null)
|
||||||
{
|
{
|
||||||
_image.sprite = sprite;
|
_image.sprite = sprite;
|
||||||
_image.enabled = true;
|
_image.enabled = true;
|
||||||
}
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
_image.enabled = false;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
14
Assets/_Game/Scripts/UI/InputDeviceType.cs
Normal file
14
Assets/_Game/Scripts/UI/InputDeviceType.cs
Normal file
@@ -0,0 +1,14 @@
|
|||||||
|
namespace BaseGames.UI
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// 当前活跃输入设备的分类。
|
||||||
|
/// 用于 InputIconService 选择正确的图标集。
|
||||||
|
/// </summary>
|
||||||
|
public enum InputDeviceType
|
||||||
|
{
|
||||||
|
KeyboardMouse,
|
||||||
|
XboxController,
|
||||||
|
PlayStationController, // 覆盖 PS4 / PS5 DualSense
|
||||||
|
SwitchController // 覆盖 Joy-Con 和 Switch Pro Controller
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/_Game/Scripts/UI/InputDeviceType.cs.meta
Normal file
11
Assets/_Game/Scripts/UI/InputDeviceType.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: fd8b0f4a166a4dc488a9bb3760085729
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
8
Assets/_Game/Scripts/UI/InputDeviceTypeEventChannelSO.cs
Normal file
8
Assets/_Game/Scripts/UI/InputDeviceTypeEventChannelSO.cs
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using BaseGames.Core.Events;
|
||||||
|
|
||||||
|
namespace BaseGames.UI
|
||||||
|
{
|
||||||
|
[CreateAssetMenu(menuName = "BaseGames/Events/InputDeviceType")]
|
||||||
|
public class InputDeviceTypeEventChannelSO : BaseEventChannelSO<InputDeviceType> { }
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: de9e0076c74db0a4797203dc734a5533
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
134
Assets/_Game/Scripts/UI/InputIconService.cs
Normal file
134
Assets/_Game/Scripts/UI/InputIconService.cs
Normal file
@@ -0,0 +1,134 @@
|
|||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
using BaseGames.Core;
|
||||||
|
using BaseGames.Core.Events;
|
||||||
|
using BaseGames.Input;
|
||||||
|
|
||||||
|
namespace BaseGames.UI
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// 按键图标服务实现。
|
||||||
|
///
|
||||||
|
/// 职责:
|
||||||
|
/// 1. 侦听 InputDeviceTypeEventChannelSO,更新当前图标集
|
||||||
|
/// 2. 侦听 InputSystem.onActionChange(BoundControlsChanged),改键后刷新
|
||||||
|
/// 3. 提供 GetActionIcon / GetActionEffectivePath,供 UI 查询
|
||||||
|
/// 4. 在 Awake 注册自身到 ServiceLocator
|
||||||
|
///
|
||||||
|
/// 布置方式:与 InputDeviceDetector 同挂在 UIRoot 上;每场景只需一个实例。
|
||||||
|
/// </summary>
|
||||||
|
public sealed class InputIconService : MonoBehaviour, IInputIconService
|
||||||
|
{
|
||||||
|
[Header("Input")]
|
||||||
|
[SerializeField] private InputReaderSO _inputReader;
|
||||||
|
|
||||||
|
[Header("Icon Sets — 按设备类型配置")]
|
||||||
|
[SerializeField] private InputDeviceIconSetSO _kbMouseSet;
|
||||||
|
[SerializeField] private InputDeviceIconSetSO _xboxSet;
|
||||||
|
[SerializeField] private InputDeviceIconSetSO _playStationSet;
|
||||||
|
[SerializeField] private InputDeviceIconSetSO _switchSet;
|
||||||
|
|
||||||
|
[Header("Event Channels")]
|
||||||
|
[SerializeField] private InputDeviceTypeEventChannelSO _onDeviceChanged;
|
||||||
|
|
||||||
|
// ── IInputIconService ─────────────────────────────────────────────────
|
||||||
|
public InputDeviceType CurrentDevice { get; private set; } = InputDeviceType.KeyboardMouse;
|
||||||
|
public event Action OnIconSetChanged;
|
||||||
|
|
||||||
|
private InputDeviceIconSetSO _activeSet;
|
||||||
|
private readonly CompositeDisposable _subs = new();
|
||||||
|
|
||||||
|
// ── Lifecycle ─────────────────────────────────────────────────────────
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
ServiceLocator.RegisterIfAbsent<IInputIconService>(this);
|
||||||
|
_activeSet = _kbMouseSet;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnEnable()
|
||||||
|
{
|
||||||
|
_onDeviceChanged?.Subscribe(HandleDeviceChanged).AddTo(_subs);
|
||||||
|
// 改键后 InputSystem 会广播 BoundControlsChanged
|
||||||
|
InputSystem.onActionChange += HandleActionChange;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDisable()
|
||||||
|
{
|
||||||
|
_subs.Clear();
|
||||||
|
InputSystem.onActionChange -= HandleActionChange;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDestroy()
|
||||||
|
{
|
||||||
|
ServiceLocator.Unregister<IInputIconService>(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Event Handlers ────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
private void HandleDeviceChanged(InputDeviceType deviceType)
|
||||||
|
{
|
||||||
|
CurrentDevice = deviceType;
|
||||||
|
_activeSet = deviceType switch
|
||||||
|
{
|
||||||
|
InputDeviceType.XboxController => _xboxSet ?? _kbMouseSet,
|
||||||
|
InputDeviceType.PlayStationController => _playStationSet ?? _kbMouseSet,
|
||||||
|
InputDeviceType.SwitchController => _switchSet ?? _kbMouseSet,
|
||||||
|
_ => _kbMouseSet,
|
||||||
|
};
|
||||||
|
OnIconSetChanged?.Invoke();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleActionChange(object obj, InputActionChange change)
|
||||||
|
{
|
||||||
|
if (change == InputActionChange.BoundControlsChanged)
|
||||||
|
OnIconSetChanged?.Invoke();
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── IInputIconService impl ────────────────────────────────────────────
|
||||||
|
|
||||||
|
public Sprite GetActionIcon(string actionName)
|
||||||
|
{
|
||||||
|
var path = GetActionEffectivePath(actionName);
|
||||||
|
if (path == null || _activeSet == null) return null;
|
||||||
|
return _activeSet.GetIcon(path);
|
||||||
|
}
|
||||||
|
|
||||||
|
public string GetActionEffectivePath(string actionName)
|
||||||
|
{
|
||||||
|
if (_inputReader == null) return null;
|
||||||
|
var action = _inputReader.FindAction(actionName);
|
||||||
|
if (action == null) return null;
|
||||||
|
|
||||||
|
// 通过 binding.groups 过滤,只返回匹配当前设备控制方案的绑定路径
|
||||||
|
string schemeFilter = GetControlSchemeForDevice(CurrentDevice);
|
||||||
|
|
||||||
|
foreach (var binding in action.bindings)
|
||||||
|
{
|
||||||
|
// 跳过复合绑定的父条目(无实际路径)
|
||||||
|
if (binding.isComposite) continue;
|
||||||
|
|
||||||
|
// 若 binding.groups 不含当前方案,则跳过(允许空 groups 的绑定匹配所有设备)
|
||||||
|
if (!string.IsNullOrEmpty(schemeFilter)
|
||||||
|
&& !string.IsNullOrEmpty(binding.groups)
|
||||||
|
&& !binding.groups.Contains(schemeFilter, StringComparison.OrdinalIgnoreCase))
|
||||||
|
continue;
|
||||||
|
|
||||||
|
// effectivePath 已自动合并 overridePath(改键后的路径)
|
||||||
|
var path = binding.effectivePath;
|
||||||
|
if (!string.IsNullOrEmpty(path)) return path;
|
||||||
|
}
|
||||||
|
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Helpers ───────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
/// <summary>将设备类型映射到 InputActionAsset 中配置的控制方案名称。</summary>
|
||||||
|
private static string GetControlSchemeForDevice(InputDeviceType device) => device switch
|
||||||
|
{
|
||||||
|
InputDeviceType.KeyboardMouse => "Keyboard&Mouse",
|
||||||
|
_ => "Gamepad", // Xbox / PS / Switch 共用 Gamepad 方案
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/_Game/Scripts/UI/InputIconService.cs.meta
Normal file
11
Assets/_Game/Scripts/UI/InputIconService.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 2929014148cfee048a326c8382144a22
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -11,11 +11,11 @@ namespace BaseGames.World
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public class InteractableDetector : MonoBehaviour
|
public class InteractableDetector : MonoBehaviour
|
||||||
{
|
{
|
||||||
[SerializeField] private float _detectRadius = 1.5f;
|
[SerializeField] private float _detectRadius = 1.5f;
|
||||||
[SerializeField] private LayerMask _interactableLayer;
|
[SerializeField] private LayerMask _interactableLayer;
|
||||||
[SerializeField] private InputReaderSO _inputReader;
|
[SerializeField] private InputReaderSO _inputReader;
|
||||||
[SerializeField] private StringEventChannelSO _onShowInteractPrompt;
|
[SerializeField] private InteractPromptEventChannelSO _onShowInteractPrompt;
|
||||||
[SerializeField] private VoidEventChannelSO _onHideInteractPrompt;
|
[SerializeField] private VoidEventChannelSO _onHideInteractPrompt;
|
||||||
|
|
||||||
private IInteractable _nearest;
|
private IInteractable _nearest;
|
||||||
private IInteractable _previousNearest;
|
private IInteractable _previousNearest;
|
||||||
@@ -54,7 +54,7 @@ namespace BaseGames.World
|
|||||||
if (_nearest != null)
|
if (_nearest != null)
|
||||||
{
|
{
|
||||||
_nearest.OnPlayerEnterRange(transform);
|
_nearest.OnPlayerEnterRange(transform);
|
||||||
_onShowInteractPrompt?.Raise(_nearest.InteractPrompt);
|
_onShowInteractPrompt?.Raise(new InteractPromptEvent("Interact", _nearest.InteractPrompt));
|
||||||
}
|
}
|
||||||
|
|
||||||
_previousNearest = _nearest;
|
_previousNearest = _nearest;
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
# 资源文件夹目录规划与管理规范
|
# 资源文件夹目录规划与管理规范
|
||||||
|
|
||||||
> **版本**:1.2
|
> **版本**:1.3
|
||||||
> **创建日期**:2026-05
|
> **创建日期**:2026-05
|
||||||
> **适用范围**:`Assets/` 目录下所有非代码资源(美术、数据、预制体、场景等)
|
> **适用范围**:`Assets/` 目录下所有非代码资源(美术、数据、预制体、场景等)
|
||||||
> **资源管理系统**:Unity Addressables(禁止使用 `Resources.Load`)
|
> **资源管理系统**:Unity Addressables(禁止使用 `Resources.Load`)
|
||||||
@@ -77,6 +77,14 @@ Assets/
|
|||||||
│ │ ├── Environment/ 场景环境(Tilesets、Backgrounds、Props)
|
│ │ ├── Environment/ 场景环境(Tilesets、Backgrounds、Props)
|
||||||
│ │ ├── Effects/ 特效美术(Sprites、Materials、Atlases)
|
│ │ ├── Effects/ 特效美术(Sprites、Materials、Atlases)
|
||||||
│ │ ├── UI/ UI 专用图片(Icons、Frames、Backgrounds、Atlases、Materials)
|
│ │ ├── UI/ UI 专用图片(Icons、Frames、Backgrounds、Atlases、Materials)
|
||||||
|
│ │ │ ├── Icons/
|
||||||
|
│ │ │ │ ├── Skills/ 技能图标
|
||||||
|
│ │ │ │ ├── Items/ 道具 / 护身符图标
|
||||||
|
│ │ │ │ ├── Status/ 状态效果图标
|
||||||
|
│ │ │ │ └── InputKeys/ 按键/手柄按键图标(供 InputDeviceIconSetSO 引用)
|
||||||
|
│ │ │ ├── Frames/
|
||||||
|
│ │ │ ├── Backgrounds/
|
||||||
|
│ │ │ └── Atlases/
|
||||||
│ │ └── Shared/ 跨模块复用基础资产(Palettes、Textures、Materials)
|
│ │ └── Shared/ 跨模块复用基础资产(Palettes、Textures、Materials)
|
||||||
│ │
|
│ │
|
||||||
│ ├── Data/ ScriptableObject 资产(按模块分类)
|
│ ├── Data/ ScriptableObject 资产(按模块分类)
|
||||||
@@ -88,6 +96,8 @@ Assets/
|
|||||||
│ │ ├── Audio/
|
│ │ ├── Audio/
|
||||||
│ │ ├── World/
|
│ │ ├── World/
|
||||||
│ │ ├── UI/
|
│ │ ├── UI/
|
||||||
|
│ │ │ ├── Panels/ UI 面板配置 SO
|
||||||
|
│ │ │ └── InputIcons/ 按键图标集 SO(InputDeviceIconSetSO,每设备一个文件)
|
||||||
│ │ └── Settings/
|
│ │ └── Settings/
|
||||||
│ │
|
│ │
|
||||||
│ ├── Prefabs/ 预制体
|
│ ├── Prefabs/ 预制体
|
||||||
@@ -169,7 +179,8 @@ Art/
|
|||||||
│ ├── Icons/ 图标按子类分目录,统一 32x32 或 64x64 规格
|
│ ├── Icons/ 图标按子类分目录,统一 32x32 或 64x64 规格
|
||||||
│ │ ├── Skills/ 技能图标,用于技能栏 / 技能选择界面 · IC_Skills_{Name}.png
|
│ │ ├── Skills/ 技能图标,用于技能栏 / 技能选择界面 · IC_Skills_{Name}.png
|
||||||
│ │ ├── Items/ 道具 / 护身符图标,用于物品栏 · IC_Items_{Name}.png
|
│ │ ├── Items/ 道具 / 护身符图标,用于物品栏 · IC_Items_{Name}.png
|
||||||
│ │ └── Status/ 状态效果图标(中毒、燃烧等),用于角色状态栏 · IC_Status_{Name}.png
|
│ │ ├── Status/ 状态效果图标(中毒、燃烧等),用于角色状态栏 · IC_Status_{Name}.png
|
||||||
|
│ │ └── InputKeys/ 按键/手柄按键图标,用于 InputDeviceIconSetSO 绑定路径图标映射 · IC_Key_{DeviceShort}_{KeyName}.png
|
||||||
│ ├── Frames/ 面板框架、血条框、对话框边框等 (.png) · FRAME_{Description}.png
|
│ ├── Frames/ 面板框架、血条框、对话框边框等 (.png) · FRAME_{Description}.png
|
||||||
│ ├── Backgrounds/ 界面背景图、全屏半透明遮罩、渐变填充图 (.png) · UIBG_{Description}.png
|
│ ├── Backgrounds/ 界面背景图、全屏半透明遮罩、渐变填充图 (.png) · UIBG_{Description}.png
|
||||||
│ └── Atlases/ UI 图标与框架图集 (.spriteatlas),减少 UI 渲染批次 · Atlas_UI_{Category}.spriteatlas
|
│ └── Atlases/ UI 图标与框架图集 (.spriteatlas),减少 UI 渲染批次 · Atlas_UI_{Category}.spriteatlas
|
||||||
@@ -196,6 +207,7 @@ Art/
|
|||||||
| 背景层 | `_Game/Art/Environment/Backgrounds/{Region}/` | `BG_{Region}_{Layer}.png` | `BG_Forest_Far.png` |
|
| 背景层 | `_Game/Art/Environment/Backgrounds/{Region}/` | `BG_{Region}_{Layer}.png` | `BG_Forest_Far.png` |
|
||||||
| 场景道具 | `_Game/Art/Environment/Props/{Category}/` | `PROP_{Category}_{Name}.png` | `PROP_Furniture_Chest.png` |
|
| 场景道具 | `_Game/Art/Environment/Props/{Category}/` | `PROP_{Category}_{Name}.png` | `PROP_Furniture_Chest.png` |
|
||||||
| UI 图标 | `_Game/Art/UI/Icons/{SubType}/` | `IC_{Category}_{Name}.png` | `IC_Skills_SoulBlade.png` |
|
| UI 图标 | `_Game/Art/UI/Icons/{SubType}/` | `IC_{Category}_{Name}.png` | `IC_Skills_SoulBlade.png` |
|
||||||
|
| 按键图标 | `_Game/Art/UI/Icons/InputKeys/` | `IC_Key_{DeviceShort}_{KeyName}.png` | `IC_Key_KBM_Space.png`、`IC_Key_Xbox_A.png` |
|
||||||
| UI 框架 | `_Game/Art/UI/Frames/` | `FRAME_{Description}.png` | `FRAME_HealthBar.png` |
|
| UI 框架 | `_Game/Art/UI/Frames/` | `FRAME_{Description}.png` | `FRAME_HealthBar.png` |
|
||||||
| UI 背景 | `_Game/Art/UI/Backgrounds/` | `UIBG_{Description}.png` | `UIBG_PauseMenu.png` |
|
| UI 背景 | `_Game/Art/UI/Backgrounds/` | `UIBG_{Description}.png` | `UIBG_PauseMenu.png` |
|
||||||
| 色板参考 | `_Game/Art/Shared/Palettes/` | `PAL_{Name}.png` | `PAL_Forest.png` |
|
| 色板参考 | `_Game/Art/Shared/Palettes/` | `PAL_{Name}.png` | `PAL_Forest.png` |
|
||||||
@@ -230,8 +242,8 @@ Data/
|
|||||||
│ ├── Player/ 玩家相关事件
|
│ ├── Player/ 玩家相关事件
|
||||||
│ ├── Combat/ 战斗相关事件
|
│ ├── Combat/ 战斗相关事件
|
||||||
│ ├── Enemies/ 敌人相关事件
|
│ ├── Enemies/ 敌人相关事件
|
||||||
│ ├── World/ 世界交互事件
|
│ ├── World/ 世界交互事件(含 EVT_ShowInteractPrompt、EVT_HideInteractPrompt)
|
||||||
│ ├── UI/ UI 显隐事件
|
│ ├── UI/ UI 显隐事件(含 EVT_InputDeviceChanged)
|
||||||
│ ├── Audio/ 音频播放事件
|
│ ├── Audio/ 音频播放事件
|
||||||
│ ├── Progression/ 进度成长事件
|
│ ├── Progression/ 进度成长事件
|
||||||
│ ├── Dialogue/ 对话事件
|
│ ├── Dialogue/ 对话事件
|
||||||
@@ -258,7 +270,8 @@ Data/
|
|||||||
│ ├── Map/ 地图与房间配置
|
│ ├── Map/ 地图与房间配置
|
||||||
│ └── Shop/ 商店配置
|
│ └── Shop/ 商店配置
|
||||||
├── UI/
|
├── UI/
|
||||||
│ └── Panels/ UI 面板配置
|
│ ├── Panels/ UI 面板配置
|
||||||
|
│ └── InputIcons/ 按键图标集 SO(每设备一个文件,通过 Inspector 直接引用,不走 Addressables)
|
||||||
└── Settings/ 全局设置与难度配置
|
└── Settings/ 全局设置与难度配置
|
||||||
```
|
```
|
||||||
|
|
||||||
@@ -282,6 +295,7 @@ Data/
|
|||||||
| `UI_` | UI 配置 | `UI_PanelConfig_HUD.asset` |
|
| `UI_` | UI 配置 | `UI_PanelConfig_HUD.asset` |
|
||||||
| `SET_` | 设置 | `SET_GlobalSettings.asset` |
|
| `SET_` | 设置 | `SET_GlobalSettings.asset` |
|
||||||
| `ABL_` | 能力 | `ABL_DoubleJump.asset` |
|
| `ABL_` | 能力 | `ABL_DoubleJump.asset` |
|
||||||
|
| `ICN_` | 按键图标集 | `ICN_KeyboardMouse.asset`、`ICN_Xbox.asset` |
|
||||||
|
|
||||||
### 3.3 事件频道 SO 特别规则
|
### 3.3 事件频道 SO 特别规则
|
||||||
|
|
||||||
@@ -755,6 +769,58 @@ var (prefab, _) = await AssetLoader.LoadAsync<GameObject>(AddressKeys.PrefabPlay
|
|||||||
4. 在 _Game/Data/World/Map/ 下创建 MAP_RoomData_{Region}_{Index:D2}.asset
|
4. 在 _Game/Data/World/Map/ 下创建 MAP_RoomData_{Region}_{Index:D2}.asset
|
||||||
```
|
```
|
||||||
|
|
||||||
|
### 10.9 新增输入设备图标集(Input Device Icon Set)
|
||||||
|
|
||||||
|
> **推荐工具**:`BaseGames/Input Icon Studio`(`InputIconStudioWindow`)——可视化管理所有设备的按键图标,自动写入对应 SO。
|
||||||
|
|
||||||
|
**⚠ Addressable 决策:不需要 Addressable。**
|
||||||
|
`InputDeviceIconSetSO` 由 `InputIconService`(挂载在 UIRoot 上)通过 `SerializeField` 直接引用,随常驻场景加载,无需运行时动态加载。
|
||||||
|
|
||||||
|
```
|
||||||
|
1. 美术导入
|
||||||
|
a. 在 _Game/Art/UI/Icons/InputKeys/ 下放置按键图标 Sprite Sheet 或单张 PNG
|
||||||
|
b. Import Settings:Texture Type = Sprite, Filter=Point, PPU=32(像素图)或 PPU=1(矢量/高分辨率图)
|
||||||
|
c. 命名格式:IC_Key_{DeviceShort}_{KeyName}.png
|
||||||
|
DeviceShort:KBM(键鼠)/ Xbox / PS / Switch
|
||||||
|
示例:IC_Key_KBM_Space.png、IC_Key_Xbox_A.png、IC_Key_PS_Cross.png
|
||||||
|
|
||||||
|
2. 创建图标集 SO
|
||||||
|
a. 菜单 BaseGames/Input Icon Studio → 点击对应设备行的「+ 新建」按钮
|
||||||
|
b. 选择保存路径(推荐 _Game/Data/UI/InputIcons/)
|
||||||
|
c. 命名:ICN_{DeviceType}.asset(例:ICN_KeyboardMouse.asset、ICN_Xbox.asset)
|
||||||
|
|
||||||
|
3. 填充图标映射
|
||||||
|
a. 在 Input Icon Studio 左列选择 Action,右列指定 Sprite(或在 Inspector 的 InputDeviceIconSetSOEditor 中操作)
|
||||||
|
b. 可使用 Inspector 顶部「从 Action Asset 填充路径」按钮批量生成条目,再逐一拖入 Sprite
|
||||||
|
c. 覆盖率芯片变为绿色(100%)表示该设备全部 Action 已配置
|
||||||
|
|
||||||
|
4. 绑定到 InputIconService
|
||||||
|
a. 在 Persistent 场景的 UIRoot → InputIconService 组件 Inspector 中
|
||||||
|
b. 将 4 个 ICN_*.asset 拖入对应 SerializeField 字段(_kbMouseSet / _xboxSet / _playStationSet / _switchSet)
|
||||||
|
|
||||||
|
5. 验证
|
||||||
|
a. 进入 PlayMode,切换输入设备,观察 HUD 交互提示图标是否正确切换
|
||||||
|
b. 在 Input Icon Studio 的「交互提示预览」中模拟检查各设备外观
|
||||||
|
```
|
||||||
|
|
||||||
|
**ICN_ SO 命名与路径规则:**
|
||||||
|
|
||||||
|
| SO 名称 | 路径 | 对应设备 |
|
||||||
|
|---------|------|---------|
|
||||||
|
| `ICN_KeyboardMouse.asset` | `_Game/Data/UI/InputIcons/` | 键鼠(`InputDeviceType.KeyboardMouse`) |
|
||||||
|
| `ICN_Xbox.asset` | `_Game/Data/UI/InputIcons/` | Xbox 手柄(`InputDeviceType.XboxController`) |
|
||||||
|
| `ICN_PlayStation.asset` | `_Game/Data/UI/InputIcons/` | PS4/PS5(`InputDeviceType.PlayStationController`) |
|
||||||
|
| `ICN_Switch.asset` | `_Game/Data/UI/InputIcons/` | Switch Pro/Joy-Con(`InputDeviceType.SwitchController`) |
|
||||||
|
|
||||||
|
**按键图标命名规范(`IC_Key_{DeviceShort}_{KeyName}.png`):**
|
||||||
|
|
||||||
|
| 设备简称 | 适用范围 | 示例 |
|
||||||
|
|---------|---------|------|
|
||||||
|
| `KBM` | 键盘按键 / 鼠标按键 | `IC_Key_KBM_Space.png`、`IC_Key_KBM_E.png`、`IC_Key_KBM_LMB.png` |
|
||||||
|
| `Xbox` | Xbox 面板按钮 / 摇杆 / 扳机 | `IC_Key_Xbox_A.png`、`IC_Key_Xbox_RT.png`、`IC_Key_Xbox_LStick.png` |
|
||||||
|
| `PS` | PlayStation 按钮 / 摇杆 / 扳机 | `IC_Key_PS_Cross.png`、`IC_Key_PS_R2.png`、`IC_Key_PS_L1.png` |
|
||||||
|
| `Switch` | Switch 面板按钮 / Joy-Con | `IC_Key_Switch_A.png`、`IC_Key_Switch_ZR.png`、`IC_Key_Switch_DPad.png` |
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## 11. 禁止行为清单
|
## 11. 禁止行为清单
|
||||||
@@ -793,6 +859,7 @@ var (prefab, _) = await AssetLoader.LoadAsync<GameObject>(AddressKeys.PrefabPlay
|
|||||||
| **Weapon Editor** | `BaseGames/Data/Weapon Editor` | 武器配置 SO(`WPN_*_Data.asset`) | 双面板列表,右栏全属性 + HitBox Prefab 验证 + 快捷操作 |
|
| **Weapon Editor** | `BaseGames/Data/Weapon Editor` | 武器配置 SO(`WPN_*_Data.asset`) | 双面板列表,右栏全属性 + HitBox Prefab 验证 + 快捷操作 |
|
||||||
| **Weapon HitBox Wizard** | `BaseGames/Create/Weapon HitBox Prefab` | 武器 HitBox Prefab(4 方向 Ground/Up/Down/Air) | 自动生成 `WPN_{ID}_HitBox.prefab`,支持各方向碰撞体形状配置 |
|
| **Weapon HitBox Wizard** | `BaseGames/Create/Weapon HitBox Prefab` | 武器 HitBox Prefab(4 方向 Ground/Up/Down/Air) | 自动生成 `WPN_{ID}_HitBox.prefab`,支持各方向碰撞体形状配置 |
|
||||||
| **Skill HitBox Wizard** | `BaseGames/Create/Skill HitBox Prefab` | 技能 HitBox Prefab(多段伤害支持) | 自动生成 `SKL_{ID}_HitBox.prefab`,可配置 1–4 段 hitBoxCount |
|
| **Skill HitBox Wizard** | `BaseGames/Create/Skill HitBox Prefab` | 技能 HitBox Prefab(多段伤害支持) | 自动生成 `SKL_{ID}_HitBox.prefab`,可配置 1–4 段 hitBoxCount |
|
||||||
|
| **Input Icon Studio** | `BaseGames/Input Icon Studio` | 按键图标集 SO(`ICN_*.asset`)+ 按键图标 Sprite 映射 | 设备标签栏 + Action 列表覆盖率指示 + 实时编辑 + 交互提示模拟预览 |
|
||||||
|
|
||||||
### 12.2 场景搭建工具
|
### 12.2 场景搭建工具
|
||||||
|
|
||||||
|
|||||||
384
Docs/Tuning/InputDeviceIconSetSO_Tuning.md
Normal file
384
Docs/Tuning/InputDeviceIconSetSO_Tuning.md
Normal file
@@ -0,0 +1,384 @@
|
|||||||
|
# InputDeviceIconSetSO 配置指南
|
||||||
|
|
||||||
|
**配置文件**:`Assets/_Game/Data/UI/InputIcons/ICN_*.asset`
|
||||||
|
**对应脚本**:`InputDeviceIconSetSO.cs` · `InputIconService.cs` · `InputDeviceDetector.cs`
|
||||||
|
**创建工具**:Unity 菜单 `BaseGames/Input Icon Studio` 或 Inspector 自定义编辑器
|
||||||
|
**影响系统**:`InputIconService` · `InteractPromptWidget` · `InputDeviceIconSwitcher` · `InputIconImage`
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 一、系统架构概述
|
||||||
|
|
||||||
|
```
|
||||||
|
InputDeviceDetector (挂在 UIRoot)
|
||||||
|
│ 侦听底层输入事件,识别当前设备类型
|
||||||
|
│ 广播 InputDeviceTypeEventChannelSO
|
||||||
|
▼
|
||||||
|
InputIconService (挂在 UIRoot,IInputIconService 实现)
|
||||||
|
│ 订阅设备切换事件,切换当前图标集
|
||||||
|
│ 订阅 InputSystem.onActionChange,改键后刷新
|
||||||
|
│ SerializeField 直接持有 4 套 InputDeviceIconSetSO 引用
|
||||||
|
│
|
||||||
|
├── _kbMouseSet → ICN_KeyboardMouse.asset
|
||||||
|
├── _xboxSet → ICN_Xbox.asset
|
||||||
|
├── _playStationSet → ICN_PlayStation.asset
|
||||||
|
└── _switchSet → ICN_Switch.asset
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
InputDeviceIconSetSO
|
||||||
|
├── _deviceType (编辑器标识,匹配工具过滤)
|
||||||
|
└── _entries[] (绑定路径 → Sprite 的映射表)
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
GetIcon(bindingPath) → Sprite?
|
||||||
|
|
||||||
|
UI 消费层
|
||||||
|
├── InteractPromptWidget 按键提示 HUD 组件
|
||||||
|
├── InputDeviceIconSwitcher 静态 Sprite 切换(不随改键变化)
|
||||||
|
└── InputIconImage 动态图标(支持 ByActionName 模式,随改键自动刷新)
|
||||||
|
```
|
||||||
|
|
||||||
|
**核心原则**:
|
||||||
|
`InputDeviceIconSetSO` 是**纯数据容器**,本身无运行时逻辑;查询、缓存、刷新均由 `InputIconService` 负责。每套 SO 对应一个输入设备,相互独立,方便美术分别维护。
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 二、InputDeviceIconSetSO 字段详解
|
||||||
|
|
||||||
|
### 2.1 顶层字段
|
||||||
|
|
||||||
|
| 字段 | 类型 | 序列化名 | 说明 |
|
||||||
|
|------|------|---------|------|
|
||||||
|
| Device Type | `InputDeviceType` 枚举 | `_deviceType` | 标识本图标集对应的设备类型。**不影响运行时选择逻辑**(选择由 `InputIconService` 按字段引用决定),但供编辑器工具(Input Icon Studio)过滤、分组显示。 |
|
||||||
|
| Entries | `IconEntry[]` 数组 | `_entries` | 全部绑定路径与图标的映射表,核心数据。数组顺序不影响查询结果(逐项遍历大小写不敏感匹配)。 |
|
||||||
|
|
||||||
|
### 2.2 IconEntry 结构体字段
|
||||||
|
|
||||||
|
每个 `IconEntry` 表示"当玩家的某个按键绑定在 `BindingPath` 时,应显示 `Icon` 这张图标"。
|
||||||
|
|
||||||
|
| 字段 | 类型 | 说明 |
|
||||||
|
|------|------|------|
|
||||||
|
| `BindingPath` | `string` | Unity InputSystem 的**绑定路径**(Binding Path),格式为 `<设备类型>/<控件路径>`。例:`<Keyboard>/e`、`<Gamepad>/buttonSouth`。**查询时大小写不敏感**。 |
|
||||||
|
| `Icon` | `Sprite` | 对应此绑定路径的按键图标。若为 `null`,`GetIcon()` 返回 `null`,UI 组件通常将图标区域隐藏。 |
|
||||||
|
|
||||||
|
> **⚠ 重要**:`BindingPath` 是玩家**当前实际绑定**的路径(含改键 `effectivePath`)。若玩家把「交互键」从 `<Keyboard>/e` 改到 `<Keyboard>/f`,系统查询的是 `<Keyboard>/f`,因此图标集中**需要包含全部玩家可能绑到的按键**,否则改键后图标显示为空。
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 三、Device Type 枚举说明
|
||||||
|
|
||||||
|
| 枚举值 | 含义 | 对应 InputIconService 字段 |
|
||||||
|
|--------|------|--------------------------|
|
||||||
|
| `KeyboardMouse` | 键盘 + 鼠标 | `_kbMouseSet` |
|
||||||
|
| `XboxController` | Xbox 手柄(XInput)、PC 通用手柄 | `_xboxSet` |
|
||||||
|
| `PlayStationController` | PS4 DualShock 4 / PS5 DualSense | `_playStationSet` |
|
||||||
|
| `SwitchController` | Switch Pro Controller / Joy-Con | `_switchSet` |
|
||||||
|
|
||||||
|
`InputDeviceDetector` 通过 `InputSystem.IsFirstLayoutBasedOnSecond` 检测布局层次来精确识别设备类型:
|
||||||
|
- DualShockGamepad / DualSenseGamepad → `PlayStationController`
|
||||||
|
- XInputController → `XboxController`
|
||||||
|
- 其他未知手柄 → 默认 `XboxController`(Xbox 图标最通用)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 四、BindingPath 完整参考表
|
||||||
|
|
||||||
|
### 4.1 键鼠(KeyboardMouse)— 常用按键路径
|
||||||
|
|
||||||
|
| 按键 | BindingPath | 常见用途 |
|
||||||
|
|------|-------------|---------|
|
||||||
|
| E 键 | `<Keyboard>/e` | 交互(Interact) |
|
||||||
|
| F 键 | `<Keyboard>/f` | 备用交互 / 拾取 |
|
||||||
|
| R 键 | `<Keyboard>/r` | 技能 / 法术 |
|
||||||
|
| 空格 | `<Keyboard>/space` | 跳跃(Jump) |
|
||||||
|
| 左 Shift | `<Keyboard>/leftShift` | 冲刺(Dash)/ 行走 |
|
||||||
|
| 左 Ctrl | `<Keyboard>/leftCtrl` | 下蹲 |
|
||||||
|
| Q 键 | `<Keyboard>/q` | 技能槽 1 |
|
||||||
|
| 1-4 数字键 | `<Keyboard>/1` … `<Keyboard>/4` | 技能快捷栏 |
|
||||||
|
| Tab 键 | `<Keyboard>/tab` | 地图 / 物品栏 |
|
||||||
|
| Esc 键 | `<Keyboard>/escape` | 暂停菜单 |
|
||||||
|
| 鼠标左键 | `<Mouse>/leftButton` | 攻击(Attack) |
|
||||||
|
| 鼠标右键 | `<Mouse>/rightButton` | 格挡 / 瞄准 |
|
||||||
|
| 鼠标中键 | `<Mouse>/middleButton` | 特殊技能 |
|
||||||
|
| 鼠标滚轮上 | `<Mouse>/scroll/up` | 切换武器 / 技能 |
|
||||||
|
| 鼠标滚轮下 | `<Mouse>/scroll/down` | 切换武器 / 技能 |
|
||||||
|
|
||||||
|
> 完整键盘路径参考 Unity InputSystem 文档:[Keyboard Control Path](https://docs.unity3d.com/Packages/com.unity.inputsystem@latest/index.html?subfolder=/manual/Controls.html)
|
||||||
|
|
||||||
|
### 4.2 Xbox 手柄(XboxController)— 全按键路径
|
||||||
|
|
||||||
|
| 按键名称 | BindingPath | 说明 |
|
||||||
|
|---------|-------------|------|
|
||||||
|
| A 键(南键) | `<Gamepad>/buttonSouth` | 跳跃 / 确认 |
|
||||||
|
| B 键(东键) | `<Gamepad>/buttonEast` | 冲刺 / 取消 |
|
||||||
|
| X 键(西键) | `<Gamepad>/buttonWest` | 攻击 / 交互 |
|
||||||
|
| Y 键(北键) | `<Gamepad>/buttonNorth` | 技能 / 特殊 |
|
||||||
|
| LB(左肩键) | `<Gamepad>/leftShoulder` | 格挡 / 切换 |
|
||||||
|
| RB(右肩键) | `<Gamepad>/rightShoulder` | 技能槽 / 切换 |
|
||||||
|
| LT(左扳机) | `<Gamepad>/leftTrigger` | 蓄力攻击 / 瞄准 |
|
||||||
|
| RT(右扳机) | `<Gamepad>/rightTrigger` | 攻击 / 确认大招 |
|
||||||
|
| 左摇杆按下 | `<Gamepad>/leftStickButton` | 冲刺(长按) |
|
||||||
|
| 右摇杆按下 | `<Gamepad>/rightStickButton` | 锁定目标 |
|
||||||
|
| Select(菜单左) | `<Gamepad>/select` | 物品栏 |
|
||||||
|
| Start(菜单右) | `<Gamepad>/start` | 暂停菜单 |
|
||||||
|
| 十字键上 | `<Gamepad>/dpad/up` | 上方向 / 选择 |
|
||||||
|
| 十字键下 | `<Gamepad>/dpad/down` | 下方向 / 选择 |
|
||||||
|
| 十字键左 | `<Gamepad>/dpad/left` | 左方向 / 选择 |
|
||||||
|
| 十字键右 | `<Gamepad>/dpad/right` | 右方向 / 选择 |
|
||||||
|
| 左摇杆(上) | `<Gamepad>/leftStick/up` | 移动(上) |
|
||||||
|
| 左摇杆(下) | `<Gamepad>/leftStick/down` | 移动(下) |
|
||||||
|
|
||||||
|
### 4.3 PlayStation 手柄
|
||||||
|
|
||||||
|
PS 手柄的**面板按键路径与 Xbox 完全相同**(`buttonSouth/East/West/North`)。底层 InputSystem 通过布局映射统一了方向标识:
|
||||||
|
|
||||||
|
| 逻辑路径 | Xbox 对应 | PlayStation 对应 |
|
||||||
|
|---------|----------|----------------|
|
||||||
|
| `buttonSouth` | A | ✕ Cross |
|
||||||
|
| `buttonEast` | B | ○ Circle |
|
||||||
|
| `buttonWest` | X | □ Square |
|
||||||
|
| `buttonNorth` | Y | △ Triangle |
|
||||||
|
| `leftShoulder` | LB | L1 |
|
||||||
|
| `rightShoulder` | RB | R1 |
|
||||||
|
| `leftTrigger` | LT | L2 |
|
||||||
|
| `rightTrigger` | RT | R2 |
|
||||||
|
| `select` | Select / View | Share / Create |
|
||||||
|
| `start` | Start / Menu | Options |
|
||||||
|
|
||||||
|
> **关键设计点**:XboxController 和 PlayStationController 共享相同的 `BindingPath` 字符串,各自在**不同的 `InputDeviceIconSetSO`** 中映射到对应视觉风格的按键图标(Xbox 用圆形彩色图标,PS 用特殊符号图标),由 `InputIconService` 根据当前设备选择哪套 SO。
|
||||||
|
|
||||||
|
### 4.4 Switch 手柄
|
||||||
|
|
||||||
|
Switch Pro Controller 路径与 Xbox/PS 相同,面板按键按 Nintendo 习惯排列:
|
||||||
|
|
||||||
|
| 逻辑路径 | Switch 对应 |
|
||||||
|
|---------|------------|
|
||||||
|
| `buttonSouth` | B |
|
||||||
|
| `buttonEast` | A |
|
||||||
|
| `buttonWest` | Y |
|
||||||
|
| `buttonNorth` | X |
|
||||||
|
| `leftShoulder` | L |
|
||||||
|
| `rightShoulder` | R |
|
||||||
|
| `leftTrigger` | ZL |
|
||||||
|
| `rightTrigger` | ZR |
|
||||||
|
| `select` | - |
|
||||||
|
| `start` | + |
|
||||||
|
|
||||||
|
> ⚠ **Switch 按键位置与 Xbox/PS 习惯相反**(南键是 B 不是 A),美术制作图标时需注意:
|
||||||
|
> `buttonSouth` 图标应画 **B**(而非 A),`buttonEast` 图标应画 **A**(而非 B)。
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 五、图片(Sprite)规格要求
|
||||||
|
|
||||||
|
### 5.1 推荐尺寸
|
||||||
|
|
||||||
|
| 用途 | 推荐尺寸 | 说明 |
|
||||||
|
|------|---------|------|
|
||||||
|
| 标准按键图标(HUD/提示 UI) | **32×32 px** | InteractPromptWidget 默认显示尺寸,32px 在像素风格下清晰无锯齿 |
|
||||||
|
| 高分辨率版本(设置界面、教程) | **64×64 px** | 用于放大显示的场合,需额外维护一套 |
|
||||||
|
| 复合按键图标(LT+RT、双摇杆) | **48×24 px** 或 **64×32 px** | 横向组合按键,宽高比 2:1 |
|
||||||
|
|
||||||
|
### 5.2 Import Settings(Unity Inspector)
|
||||||
|
|
||||||
|
| 设置项 | 推荐值 | 说明 |
|
||||||
|
|-------|-------|------|
|
||||||
|
| Texture Type | `Sprite (2D and UI)` | 必须设置为 Sprite 类型,否则无法拖入 ObjectField |
|
||||||
|
| Sprite Mode | `Single` | 每个按键一张独立图片,避免拆分 |
|
||||||
|
| Pixels Per Unit | `32` | 与项目统一 PPU,1 像素 = 1/32 unit |
|
||||||
|
| Filter Mode | `Point (no filter)` | 像素风格固定值,避免双线性插值导致模糊 |
|
||||||
|
| Compression | `None`(开发),发布时 `ASTC 6x6`(移动端)| UI 图标质量要求高,开发期不压缩 |
|
||||||
|
| Generate Mip Maps | `关闭` | 2D UI 不需要 Mip Maps |
|
||||||
|
| Read/Write Enabled | `关闭` | 不需要像素读写 |
|
||||||
|
| Max Size | `128` | 32px 图标不需要超过 128 |
|
||||||
|
| Wrap Mode | `Clamp` | 避免边缘溢出 |
|
||||||
|
|
||||||
|
### 5.3 美术风格规范
|
||||||
|
|
||||||
|
| 规范项 | 说明 |
|
||||||
|
|-------|------|
|
||||||
|
| **背景透明** | 必须使用 PNG 格式,透明通道保存完整,不要有白色/黑色底边 |
|
||||||
|
| **视觉安全区** | 图标主体保留 2px 内边距,避免内容贴近边缘被裁剪 |
|
||||||
|
| **明度/对比度** | 图标应在深色(`rgba(0,0,0,0.85)`)背景上清晰可见;避免使用纯黑色线条(改用深灰 `#222`) |
|
||||||
|
| **键鼠图标风格** | 偏向拟物,键盘按键绘制带圆角的方形按键轮廓,鼠标按键绘制鼠标轮廓 |
|
||||||
|
| **手柄图标风格** | 手柄按键使用品牌标准配色:Xbox(A=绿、B=红、X=蓝、Y=黄),PS(✕=蓝、○=红、□=粉、△=绿),Switch 使用黑底圆形字母 |
|
||||||
|
| **一致性** | 同一设备下所有图标使用相同的线条粗细、阴影效果、发光效果 |
|
||||||
|
|
||||||
|
### 5.4 文件命名规范
|
||||||
|
|
||||||
|
格式:`IC_Key_{DeviceShort}_{KeyName}.png`
|
||||||
|
|
||||||
|
| 示例路径 | 对应按键 |
|
||||||
|
|---------|---------|
|
||||||
|
| `_Game/Art/UI/Icons/InputKeys/IC_Key_KBM_E.png` | 键盘 E 键 |
|
||||||
|
| `_Game/Art/UI/Icons/InputKeys/IC_Key_KBM_Space.png` | 键盘空格键 |
|
||||||
|
| `_Game/Art/UI/Icons/InputKeys/IC_Key_KBM_LMB.png` | 鼠标左键 |
|
||||||
|
| `_Game/Art/UI/Icons/InputKeys/IC_Key_KBM_RMB.png` | 鼠标右键 |
|
||||||
|
| `_Game/Art/UI/Icons/InputKeys/IC_Key_Xbox_A.png` | Xbox A 键 |
|
||||||
|
| `_Game/Art/UI/Icons/InputKeys/IC_Key_Xbox_RT.png` | Xbox RT 扳机 |
|
||||||
|
| `_Game/Art/UI/Icons/InputKeys/IC_Key_PS_Cross.png` | PS ✕ 键 |
|
||||||
|
| `_Game/Art/UI/Icons/InputKeys/IC_Key_PS_R2.png` | PS R2 扳机 |
|
||||||
|
| `_Game/Art/UI/Icons/InputKeys/IC_Key_Switch_B.png` | Switch B 键(南键) |
|
||||||
|
| `_Game/Art/UI/Icons/InputKeys/IC_Key_Switch_ZR.png` | Switch ZR 扳机 |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 六、InputIconService 绑定配置
|
||||||
|
|
||||||
|
`InputIconService` 是图标集的运行时持有者,挂载在 Persistent 场景的 UIRoot 上。其 Inspector 字段:
|
||||||
|
|
||||||
|
| 字段 | 类型 | 说明 |
|
||||||
|
|------|------|------|
|
||||||
|
| `_inputReader` | `InputReaderSO` | 用于查询 Action 的绑定路径(`GetActionEffectivePath`) |
|
||||||
|
| `_kbMouseSet` | `InputDeviceIconSetSO` | **键鼠图标集**,当检测到键盘/鼠标输入时激活 |
|
||||||
|
| `_xboxSet` | `InputDeviceIconSetSO` | **Xbox 图标集**,检测到 XInput 手柄时激活;未配置时自动 fallback 至 `_kbMouseSet` |
|
||||||
|
| `_playStationSet` | `InputDeviceIconSetSO` | **PlayStation 图标集**,检测到 DualShock/DualSense 时激活;未配置时 fallback 至 `_kbMouseSet` |
|
||||||
|
| `_switchSet` | `InputDeviceIconSetSO` | **Switch 图标集**,检测到 Switch Pro/Joy-Con 时激活;未配置时 fallback 至 `_kbMouseSet` |
|
||||||
|
| `_onDeviceChanged` | `InputDeviceTypeEventChannelSO` | 设备切换事件频道(`EVT_InputDeviceChanged.asset`),与 `InputDeviceDetector` 共用 |
|
||||||
|
|
||||||
|
> **Fallback 策略**:若对应设备图标集为 `null`,自动 fallback 至键鼠集。这意味着开发初期只配置 `_kbMouseSet` 即可正常运行,手柄图标集可后续补充,不影响功能。
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 七、UI 消费组件说明
|
||||||
|
|
||||||
|
### 7.1 InteractPromptWidget(按键提示 HUD)
|
||||||
|
|
||||||
|
| 配置项 | 说明 |
|
||||||
|
|-------|------|
|
||||||
|
| `_promptChannel` | 引用 `InteractPromptEventChannelSO`,订阅 `InteractableDetector` 的广播 |
|
||||||
|
| 显示逻辑 | 收到事件后查询 `IInputIconService.GetActionIcon(actionName)`,设置图标 Sprite;若图标为 `null` 则隐藏图标容器,仅显示文字 |
|
||||||
|
| 刷新时机 | 设备切换(`OnIconSetChanged`)、改键(`BoundControlsChanged`)时自动重绘 |
|
||||||
|
|
||||||
|
### 7.2 InputIconImage(动态图标 Image 组件)
|
||||||
|
|
||||||
|
`InputIconImage` 是挂载在任意 `Image` 组件旁的辅助脚本,通过 `ServiceLocator` 获取 `IInputIconService`,支持两种工作模式:
|
||||||
|
|
||||||
|
| LookupMode | 说明 |
|
||||||
|
|-----------|------|
|
||||||
|
| `ByActionName` | **推荐**。指定 Action 名称(如 `"Interact"`、`"Jump"`),自动查询当前设备+改键后的有效图标 |
|
||||||
|
| `ByBindingPath` | 固定路径,不随改键变化。适用于「始终显示空格键图标」等特定场景 |
|
||||||
|
|
||||||
|
### 7.3 InputDeviceIconSwitcher(静态图标切换)
|
||||||
|
|
||||||
|
| 字段 | 说明 |
|
||||||
|
|------|------|
|
||||||
|
| `_kbmSprite` | 键鼠时显示的 Sprite |
|
||||||
|
| `_xboxSprite` | Xbox 手柄时显示的 Sprite |
|
||||||
|
| `_psSprite` | PS 手柄时显示的 Sprite |
|
||||||
|
| `_switchSprite` | Switch 手柄时显示的 Sprite |
|
||||||
|
|
||||||
|
适用于「图标固定、仅需在设备间切换整套外观」的场景(如教程截图、设置界面设备标识)。
|
||||||
|
**不支持改键响应**,如需改键后自动更新请用 `InputIconImage`(ByActionName 模式)。
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 八、完整配置工作流
|
||||||
|
|
||||||
|
### 8.1 快速开始(最小可用配置)
|
||||||
|
|
||||||
|
```
|
||||||
|
1. 准备图片
|
||||||
|
放入 _Game/Art/UI/Icons/InputKeys/
|
||||||
|
至少准备以下按键(根据实际绑定按需增删):
|
||||||
|
键鼠:IC_Key_KBM_E.png(交互)、IC_Key_KBM_Space.png(跳跃)、IC_Key_KBM_LMB.png(攻击)
|
||||||
|
Xbox:IC_Key_Xbox_X.png(交互)、IC_Key_Xbox_A.png(跳跃)、IC_Key_Xbox_RT.png(攻击)
|
||||||
|
|
||||||
|
2. 创建图标集 SO
|
||||||
|
菜单 BaseGames/Input Icon Studio → 选择键鼠标签页 → 点击「指定图标集」→「新建...」
|
||||||
|
保存至 _Game/Data/UI/InputIcons/ICN_KeyboardMouse.asset
|
||||||
|
重复创建 ICN_Xbox.asset
|
||||||
|
|
||||||
|
3. 填充映射
|
||||||
|
在 Input Icon Studio 中:
|
||||||
|
a. 左侧选中 Action(如 Interact)
|
||||||
|
b. 右侧确认 BindingPath(如 <Keyboard>/e)
|
||||||
|
c. 将 IC_Key_KBM_E.png 拖入 Sprite 字段
|
||||||
|
d. 切换到 Xbox 标签,重复上述步骤
|
||||||
|
|
||||||
|
4. 绑定到 InputIconService
|
||||||
|
在 Persistent 场景 UIRoot → InputIconService Inspector 中:
|
||||||
|
将 ICN_KeyboardMouse.asset 拖入 _kbMouseSet 字段
|
||||||
|
将 ICN_Xbox.asset 拖入 _xboxSet 字段
|
||||||
|
|
||||||
|
5. 验证
|
||||||
|
进入 PlayMode → 按 E 键 → 观察 HUD 交互提示出现键盘图标
|
||||||
|
连接手柄 → 观察图标自动切换为 Xbox 图标
|
||||||
|
```
|
||||||
|
|
||||||
|
### 8.2 批量填充工作流(大量按键)
|
||||||
|
|
||||||
|
```
|
||||||
|
1. 在 ICN_KeyboardMouse.asset 的 Inspector 中:
|
||||||
|
点击「从 Action Asset 填充路径」
|
||||||
|
→ 自动为 Gameplay ActionMap 中所有 Keyboard&Mouse 绑定生成 Entry(路径已填入,Icon 为空)
|
||||||
|
|
||||||
|
2. 将对应 Sprite 批量拖入各 Entry 的 Icon 字段
|
||||||
|
(可用 Input Icon Studio 左列的覆盖率指示点确认进度)
|
||||||
|
|
||||||
|
3. 在 Input Icon Studio 查看总覆盖率:
|
||||||
|
标签栏显示 "🖱 键鼠 N/N" — N/N 表示全部配置完成
|
||||||
|
```
|
||||||
|
|
||||||
|
### 8.3 改键适配说明
|
||||||
|
|
||||||
|
**图标集应包含玩家可能绑定到的所有按键**,而非仅包含默认绑定。
|
||||||
|
|
||||||
|
例如交互键默认为 `<Keyboard>/e`,若玩家将其改为 `<Keyboard>/f`,系统查询 `<Keyboard>/f`,图标集中需有该条目才能正确显示。
|
||||||
|
|
||||||
|
**推荐策略**:为键盘图标集预填充全部 26 个字母键 + 常用功能键,为手柄图标集预填充所有面板按键和扳机键。
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 九、调试与常见问题排查
|
||||||
|
|
||||||
|
| 现象 | 原因 | 解决方案 |
|
||||||
|
|------|------|---------|
|
||||||
|
| 图标区域不显示(空白/隐藏) | `BindingPath` 未在图标集中找到匹配条目 | 在 Input Icon Studio 确认该 Action 当前绑定路径,并在图标集中添加对应条目 |
|
||||||
|
| 切换设备后图标没有变化 | `InputDeviceDetector` 或 `InputIconService` 未在场景中激活 | 确认 Persistent 场景 UIRoot 上挂载了两个组件,且 `_onDeviceChanged` 字段引用正确 |
|
||||||
|
| 改键后图标仍显示旧按键 | 使用的是 `InputDeviceIconSwitcher` 而非 `InputIconImage(ByActionName)` | 改用 `InputIconImage` 组件并设置 `LookupMode = ByActionName` |
|
||||||
|
| 所有设备均显示键鼠图标 | 手柄图标集字段为 null,触发了 fallback 逻辑 | 在 InputIconService Inspector 中为手柄字段指定对应 SO |
|
||||||
|
| 图标显示模糊 | Import Settings 的 Filter Mode 不正确 | 将所有按键图标的 Filter Mode 改为 `Point (no filter)` |
|
||||||
|
| 图标有白色边缘 | 导出时 PNG 透明通道处理不正确 | 用 Photoshop/Aseprite 重新导出,确保「直接 Alpha」(Straight Alpha)而非预乘 Alpha |
|
||||||
|
| 手柄图标显示 Xbox 风格,但玩家用的是 PS 手柄 | `InputDeviceDetector` 未能识别 DualShock 布局 | 确保 Input System 包含 PS 设备支持(`com.unity.inputsystem` ≥ 1.4),并在 Player Settings 中勾选 DualShock 支持 |
|
||||||
|
| Input Icon Studio 左列 Action 为空 | `InputReaderSO` 未填入,或 `_inputActions` 字段名不匹配 | 在工具栏 InputReaderSO 字段指定资产;若字段名有变更,同步更新 `InputIconStudioWindow.ReloadActionAsset()` 中的 `FindProperty("_inputActions")` |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 十、推荐图标集最小条目清单
|
||||||
|
|
||||||
|
以下是按项目实际 Gameplay ActionMap 中的 Actions 推荐配置的最小图标集。
|
||||||
|
|
||||||
|
### 10.1 键鼠图标集 — ICN_KeyboardMouse
|
||||||
|
|
||||||
|
| Action 名称 | 默认 BindingPath | 建议图标 |
|
||||||
|
|------------|-----------------|---------|
|
||||||
|
| Move(上) | `<Keyboard>/w` | W键图标 |
|
||||||
|
| Move(下) | `<Keyboard>/s` | S键图标 |
|
||||||
|
| Move(左) | `<Keyboard>/a` | A键图标 |
|
||||||
|
| Move(右) | `<Keyboard>/d` | D键图标 |
|
||||||
|
| Jump | `<Keyboard>/space` | 空格键图标 |
|
||||||
|
| Dash | `<Keyboard>/leftShift` | Shift键图标 |
|
||||||
|
| Attack | `<Mouse>/leftButton` | 鼠标左键图标 |
|
||||||
|
| Interact | `<Keyboard>/e` | E键图标 |
|
||||||
|
| Map | `<Keyboard>/m` | M键图标 |
|
||||||
|
| Pause | `<Keyboard>/escape` | Esc键图标 |
|
||||||
|
|
||||||
|
### 10.2 Xbox 手柄图标集 — ICN_Xbox
|
||||||
|
|
||||||
|
| Action 名称 | BindingPath | 建议图标 |
|
||||||
|
|------------|-------------|---------|
|
||||||
|
| Jump | `<Gamepad>/buttonSouth` | A键图标(绿) |
|
||||||
|
| Dash | `<Gamepad>/buttonEast` | B键图标(红) |
|
||||||
|
| Attack | `<Gamepad>/rightTrigger` | RT图标 |
|
||||||
|
| Interact | `<Gamepad>/buttonWest` | X键图标(蓝) |
|
||||||
|
| Map | `<Gamepad>/select` | View/Select图标 |
|
||||||
|
| Pause | `<Gamepad>/start` | Menu/Start图标 |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 十一、修改历史
|
||||||
|
|
||||||
|
| 日期 | 修改内容 |
|
||||||
|
|------|---------|
|
||||||
|
| 2026-05-22 | 初版:完整字段说明、BindingPath 参考表、图片规格要求、工作流及排查指南 |
|
||||||
549
Docs/Tuning/InputDeviceIconSet_Tuning.md
Normal file
549
Docs/Tuning/InputDeviceIconSet_Tuning.md
Normal file
@@ -0,0 +1,549 @@
|
|||||||
|
# InputDeviceIconSetSO 配置指南
|
||||||
|
|
||||||
|
**配置文件**:`Assets/_Game/Data/UI/InputIcons/ICN_*.asset`
|
||||||
|
**对应脚本**:`InputDeviceIconSetSO.cs` · `InputIconService.cs` · `InputDeviceDetector.cs`
|
||||||
|
**创建工具**:Unity 菜单 `BaseGames/Input Icon Studio`(推荐)或 Inspector 右键 `Create > BaseGames/UI/Input Device Icon Set`
|
||||||
|
**影响系统**:`InputIconService` · `InteractPromptWidget` · `InputIconImage` · `InputDeviceIconSwitcher`
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 目录
|
||||||
|
|
||||||
|
1. [系统架构概述](#1-系统架构概述)
|
||||||
|
2. [InputDeviceIconSetSO 字段详解](#2-inputdeviceiconsetsoso-字段详解)
|
||||||
|
3. [IconEntry 绑定路径参考表](#3-iconentry-绑定路径参考表)
|
||||||
|
4. [图片规格要求](#4-图片规格要求)
|
||||||
|
5. [InputIconService 配置字段](#5-inputiconservice-配置字段)
|
||||||
|
6. [设备自动识别逻辑](#6-设备自动识别逻辑)
|
||||||
|
7. [InteractPromptWidget 配置](#7-interactpromptwidget-配置)
|
||||||
|
8. [InputIconImage 配置](#8-inputiconimage-配置)
|
||||||
|
9. [完整工作流:从零到运行](#9-完整工作流从零到运行)
|
||||||
|
10. [常见问题与排查](#10-常见问题与排查)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 1. 系统架构概述
|
||||||
|
|
||||||
|
```
|
||||||
|
InputSystem (底层事件)
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
InputDeviceDetector ← 监听所有输入流,精确识别设备类型
|
||||||
|
│ 广播 InputDeviceTypeEventChannelSO
|
||||||
|
▼
|
||||||
|
InputIconService ← 根据设备切换活跃图标集 + 监听改键事件
|
||||||
|
│ implements IInputIconService
|
||||||
|
├── _kbMouseSet (ICN_KeyboardMouse.asset)
|
||||||
|
├── _xboxSet (ICN_Xbox.asset)
|
||||||
|
├── _playStationSet (ICN_PlayStation.asset)
|
||||||
|
└── _switchSet (ICN_Switch.asset)
|
||||||
|
│
|
||||||
|
│ GetActionIcon(actionName)
|
||||||
|
│ → GetActionEffectivePath() ← 读取 InputActionAsset + 改键覆盖路径
|
||||||
|
│ → InputDeviceIconSetSO.GetIcon(path)
|
||||||
|
▼
|
||||||
|
UI 消费者:
|
||||||
|
├── InteractPromptWidget → Image (按键图标) + TMP_Text (动作名称)
|
||||||
|
└── InputIconImage → Image (任意场景内按键提示)
|
||||||
|
```
|
||||||
|
|
||||||
|
### 核心设计要点
|
||||||
|
|
||||||
|
| 要点 | 说明 |
|
||||||
|
|------|------|
|
||||||
|
| **改键自动更新** | `InputIconService.GetActionEffectivePath()` 使用 `binding.effectivePath`,该值已内置玩家改键后的覆盖路径,UI 无需额外处理 |
|
||||||
|
| **多设备无缝切换** | 玩家随时插拔手柄,`InputDeviceDetector` 实时检测最后一次输入来自哪个设备,图标自动切换,无卡顿 |
|
||||||
|
| **回退机制** | 若某设备图标集未配置(null),`InputIconService` 自动回退到键鼠集 |
|
||||||
|
| **不走 Addressables** | 4 套图标集 SO 通过 `SerializeField` 直接挂载在 Persistent 场景的 `InputIconService` 组件上,随常驻场景加载,零加载延迟 |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 2. InputDeviceIconSetSO 字段详解
|
||||||
|
|
||||||
|
> 路径:`Assets/_Game/Data/UI/InputIcons/ICN_{设备}.asset`
|
||||||
|
> 菜单:`Create > BaseGames/UI/Input Device Icon Set`
|
||||||
|
|
||||||
|
### 2.1 顶层字段
|
||||||
|
|
||||||
|
#### `_deviceType`(InputDeviceType 枚举)
|
||||||
|
|
||||||
|
| 枚举值 | 对应设备 | 说明 |
|
||||||
|
|--------|---------|------|
|
||||||
|
| `KeyboardMouse` | 键盘 + 鼠标 | 默认设备,未识别到手柄时回退到此 |
|
||||||
|
| `XboxController` | Xbox 手柄 / 其他 XInput 手柄 | 包含 Xbox One、Xbox Series、大多数第三方 PC 手柄 |
|
||||||
|
| `PlayStationController` | DualShock 4 / DualSense(PS5)| 通过 Sony 布局层次或 manufacturer 字段识别 |
|
||||||
|
| `SwitchController` | Switch Pro Controller / Joy-Con | 通过 Nintendo 厂商字段或布局识别 |
|
||||||
|
|
||||||
|
**用途**:
|
||||||
|
- 编辑器工具(Input Icon Studio)用此字段将 SO 自动归类到对应设备标签栏
|
||||||
|
- `AddressableRules` 工具可依此字段批量校验命名一致性
|
||||||
|
- **不影响运行时逻辑**:运行时由 `InputIconService` 按字段顺序(_kbMouseSet / _xboxSet / _playStationSet / _switchSet)直接选择,不读取此字段
|
||||||
|
|
||||||
|
> ⚠️ 务必与文件命名对应:`ICN_KeyboardMouse.asset` → `KeyboardMouse`
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
#### `_entries`(IconEntry 数组)
|
||||||
|
|
||||||
|
每个元素代表「一个按键路径 → 一张 Sprite」的映射关系。
|
||||||
|
|
||||||
|
| 字段 | 类型 | 说明 |
|
||||||
|
|------|------|------|
|
||||||
|
| `BindingPath` | string | InputSystem 绑定路径(见 §3 参考表)。**大小写不敏感**,匹配时使用 `OrdinalIgnoreCase` |
|
||||||
|
| `Icon` | Sprite | 该按键对应的图标 Sprite(规格要求见 §4)|
|
||||||
|
|
||||||
|
**注意事项**:
|
||||||
|
|
||||||
|
1. **路径必须是 InputSystem 的标准路径格式**,不是自定义字符串。路径来源:
|
||||||
|
- 运行时从 `binding.effectivePath` 获取(含改键)
|
||||||
|
- 编辑时从 `InputActionAsset` 的 Binding 列表获取
|
||||||
|
- 可在 Input Icon Studio 的 Action 列表中查看当前绑定路径预览
|
||||||
|
|
||||||
|
2. **改键后路径会变化**:例如玩家将「跳跃」从 `<Keyboard>/space` 改为 `<Keyboard>/leftShift`,系统会查询 `<Keyboard>/leftShift`。因此图标集中需要覆盖所有玩家可能绑定的物理按键,而非仅默认按键。
|
||||||
|
|
||||||
|
3. **同一按键路径在多个 Action 中可复用**:图标集是路径 → Sprite 的扁平映射,一张 Sprite 可对应多个 Action 的查询结果(只要路径相同)。
|
||||||
|
|
||||||
|
4. **路径不存在时行为**:`GetIcon()` 返回 `null`,UI 消费方(`InteractPromptWidget` / `InputIconImage`)会将 `Image.enabled = false`,隐藏图标区域,不显示错误占位图。
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 2.2 Inspector 快捷操作(InputDeviceIconSetSOEditor)
|
||||||
|
|
||||||
|
在 Inspector 选中 `ICN_*.asset` 时,自定义编辑器提供以下操作:
|
||||||
|
|
||||||
|
| 按钮 | 功能 |
|
||||||
|
|------|------|
|
||||||
|
| **从 Action Asset 填充路径** | 读取 `InputReaderSO` 中的 `InputActionAsset`,自动提取当前设备方案的所有绑定路径,批量创建 `_entries` 条目(Icon 留空,待手动填入)|
|
||||||
|
| **在 Input Icon Studio 打开** | 跳转到 Input Icon Studio 窗口并定位此 SO |
|
||||||
|
| **复制路径** | 右键单个条目的路径字段,复制路径字符串到剪贴板 |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 3. IconEntry 绑定路径参考表
|
||||||
|
|
||||||
|
### 3.1 键盘常用路径(`ICN_KeyboardMouse.asset`)
|
||||||
|
|
||||||
|
| 描述 | BindingPath |
|
||||||
|
|------|-------------|
|
||||||
|
| 空格键 | `<Keyboard>/space` |
|
||||||
|
| E 键(交互默认) | `<Keyboard>/e` |
|
||||||
|
| F 键 | `<Keyboard>/f` |
|
||||||
|
| R 键 | `<Keyboard>/r` |
|
||||||
|
| Shift 键(左) | `<Keyboard>/leftShift` |
|
||||||
|
| Ctrl 键(左) | `<Keyboard>/leftCtrl` |
|
||||||
|
| Tab 键 | `<Keyboard>/tab` |
|
||||||
|
| Escape 键 | `<Keyboard>/escape` |
|
||||||
|
| Enter 键 | `<Keyboard>/enter` |
|
||||||
|
| 方向键上 | `<Keyboard>/upArrow` |
|
||||||
|
| 方向键下 | `<Keyboard>/downArrow` |
|
||||||
|
| 方向键左 | `<Keyboard>/leftArrow` |
|
||||||
|
| 方向键右 | `<Keyboard>/rightArrow` |
|
||||||
|
| W / A / S / D | `<Keyboard>/w` · `<Keyboard>/a` · `<Keyboard>/s` · `<Keyboard>/d` |
|
||||||
|
| 数字键 1~4 | `<Keyboard>/1` ~ `<Keyboard>/4` |
|
||||||
|
| 鼠标左键 | `<Mouse>/leftButton` |
|
||||||
|
| 鼠标右键 | `<Mouse>/rightButton` |
|
||||||
|
| 鼠标中键 | `<Mouse>/middleButton` |
|
||||||
|
| 滚轮向上 | `<Mouse>/scroll/up` |
|
||||||
|
| 滚轮向下 | `<Mouse>/scroll/down` |
|
||||||
|
|
||||||
|
### 3.2 Xbox / XInput 手柄路径(`ICN_Xbox.asset`)
|
||||||
|
|
||||||
|
| 描述 | BindingPath |
|
||||||
|
|------|-------------|
|
||||||
|
| A 键(南方键,交互默认) | `<Gamepad>/buttonSouth` |
|
||||||
|
| B 键(东方键) | `<Gamepad>/buttonEast` |
|
||||||
|
| X 键(西方键) | `<Gamepad>/buttonWest` |
|
||||||
|
| Y 键(北方键) | `<Gamepad>/buttonNorth` |
|
||||||
|
| 左摇杆按下 | `<Gamepad>/leftStickButton` |
|
||||||
|
| 右摇杆按下 | `<Gamepad>/rightStickButton` |
|
||||||
|
| 左肩键 LB | `<Gamepad>/leftShoulder` |
|
||||||
|
| 右肩键 RB | `<Gamepad>/rightShoulder` |
|
||||||
|
| 左扳机 LT | `<Gamepad>/leftTrigger` |
|
||||||
|
| 右扳机 RT | `<Gamepad>/rightTrigger` |
|
||||||
|
| 十字键上 | `<Gamepad>/dpad/up` |
|
||||||
|
| 十字键下 | `<Gamepad>/dpad/down` |
|
||||||
|
| 十字键左 | `<Gamepad>/dpad/left` |
|
||||||
|
| 十字键右 | `<Gamepad>/dpad/right` |
|
||||||
|
| 开始键 Start / Menu | `<Gamepad>/start` |
|
||||||
|
| 选择键 Select / View | `<Gamepad>/select` |
|
||||||
|
| 左摇杆方向 | `<Gamepad>/leftStick` |
|
||||||
|
| 右摇杆方向 | `<Gamepad>/rightStick` |
|
||||||
|
|
||||||
|
### 3.3 PlayStation 手柄路径(`ICN_PlayStation.asset`)
|
||||||
|
|
||||||
|
> **路径与 Xbox 完全相同**(均使用通用 `<Gamepad>` 路径),只有图标 Sprite 不同。
|
||||||
|
> PlayStation 的按键物理布局与 Xbox 一致(南/东/西/北方键),区别在于图标(✕ / ○ / □ / △ vs A/B/X/Y)。
|
||||||
|
|
||||||
|
| 描述 | PS 图标 | BindingPath(与 Xbox 相同) |
|
||||||
|
|------|---------|--------------------------|
|
||||||
|
| 南方键 Cross(✕) | ✕ 图标 | `<Gamepad>/buttonSouth` |
|
||||||
|
| 东方键 Circle(○) | ○ 图标 | `<Gamepad>/buttonEast` |
|
||||||
|
| 西方键 Square(□) | □ 图标 | `<Gamepad>/buttonWest` |
|
||||||
|
| 北方键 Triangle(△) | △ 图标 | `<Gamepad>/buttonNorth` |
|
||||||
|
| L1 | L1 图标 | `<Gamepad>/leftShoulder` |
|
||||||
|
| R1 | R1 图标 | `<Gamepad>/rightShoulder` |
|
||||||
|
| L2 | L2 图标 | `<Gamepad>/leftTrigger` |
|
||||||
|
| R2 | R2 图标 | `<Gamepad>/rightTrigger` |
|
||||||
|
| L3(左摇杆按下)| L3 图标 | `<Gamepad>/leftStickButton` |
|
||||||
|
| R3(右摇杆按下)| R3 图标 | `<Gamepad>/rightStickButton` |
|
||||||
|
| Options 键 | Options 图标 | `<Gamepad>/start` |
|
||||||
|
| TouchPad / Share | TouchPad 图标 | `<Gamepad>/select` |
|
||||||
|
|
||||||
|
### 3.4 Nintendo Switch 手柄路径(`ICN_Switch.asset`)
|
||||||
|
|
||||||
|
> **路径同样与 Xbox/PS 共用 `<Gamepad>` 路径**,仅图标不同。
|
||||||
|
> Switch 的南方键是 B,东方键是 A,与 Xbox 方向相反,务必使用正确的 Switch 图标。
|
||||||
|
|
||||||
|
| 描述 | Switch 图标 | BindingPath |
|
||||||
|
|------|------------|-------------|
|
||||||
|
| 南方键 B | B 图标 | `<Gamepad>/buttonSouth` |
|
||||||
|
| 东方键 A | A 图标 | `<Gamepad>/buttonEast` |
|
||||||
|
| 西方键 Y | Y 图标 | `<Gamepad>/buttonWest` |
|
||||||
|
| 北方键 X | X 图标 | `<Gamepad>/buttonNorth` |
|
||||||
|
| L 键 | L 图标 | `<Gamepad>/leftShoulder` |
|
||||||
|
| R 键 | R 图标 | `<Gamepad>/rightShoulder` |
|
||||||
|
| ZL 键 | ZL 图标 | `<Gamepad>/leftTrigger` |
|
||||||
|
| ZR 键 | ZR 图标 | `<Gamepad>/rightTrigger` |
|
||||||
|
| + 键 | + 图标 | `<Gamepad>/start` |
|
||||||
|
| - 键 | - 图标 | `<Gamepad>/select` |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 4. 图片规格要求
|
||||||
|
|
||||||
|
### 4.1 分辨率与尺寸
|
||||||
|
|
||||||
|
| 场景 | 建议尺寸 | 说明 |
|
||||||
|
|------|---------|------|
|
||||||
|
| **HUD 交互提示**(InteractPromptWidget 主图标)| **64×64 px** | 运行时显示在 32×32 的 Image 控件中,2× 超采样保证清晰度 |
|
||||||
|
| **InputIconImage**(通用场景内提示)| **64×64 px** | 与上同 |
|
||||||
|
| Input Icon Studio 大图预览 | 64×64 px | 编辑器预览用,与运行时同图 |
|
||||||
|
|
||||||
|
> 最小可用尺寸 **32×32 px**,但在 Retina / 高 DPI 屏幕上会模糊。
|
||||||
|
> 不建议超过 **128×128 px**(Atlas 占用增大但视觉收益有限)。
|
||||||
|
|
||||||
|
### 4.2 格式
|
||||||
|
|
||||||
|
| 项目 | 规范 |
|
||||||
|
|------|------|
|
||||||
|
| **文件格式** | PNG(推荐,支持透明度)|
|
||||||
|
| **色彩模式** | RGBA(需要透明背景)|
|
||||||
|
| **背景** | **透明**,图标主体不超过 90% 画布区域,四周留 5% 安全边距 |
|
||||||
|
| **颜色风格** | 与游戏 UI 风格一致:像素风选用扁平配色;高清风可使用渐变 |
|
||||||
|
|
||||||
|
### 4.3 Unity Import Settings
|
||||||
|
|
||||||
|
在 Inspector 选中图标 PNG 后,设置以下 Import Settings:
|
||||||
|
|
||||||
|
| 设置项 | 推荐值 | 原因 |
|
||||||
|
|-------|-------|------|
|
||||||
|
| **Texture Type** | `Sprite (2D and UI)` | 用于 UI Image 组件 |
|
||||||
|
| **Sprite Mode** | `Single`(单图)或 `Multiple`(Sprite Sheet) | 单张图标用 Single;若多个图标合并到一张 Atlas 用 Multiple |
|
||||||
|
| **Pixels Per Unit** | `32`(像素风项目)或 `64`(高清项目,与 Canvas 缩放匹配) | 与项目全局 PPU 保持一致 |
|
||||||
|
| **Filter Mode** | `Point (no filter)`(像素风)或 `Bilinear`(高清风) | 像素风必须用 Point,否则会模糊 |
|
||||||
|
| **Compression** | `None`(开发阶段)/ `ASTC 4x4`(移动端发布)| 图标资产小,压缩感知不明显,开发期优先无损 |
|
||||||
|
| **Generate Mip Maps** | **关闭** | 2D UI 不需要 Mip Maps |
|
||||||
|
| **Read/Write Enabled** | **关闭**(除非代码读像素)| 减少内存占用 |
|
||||||
|
| **Max Size** | `128` | 图标不需要超过 128px |
|
||||||
|
| **Alpha Is Transparency** | **开启** | 正确处理透明边缘抗锯齿 |
|
||||||
|
|
||||||
|
### 4.4 Sprite Atlas 策略
|
||||||
|
|
||||||
|
将同一设备的所有按键图标合并到一张 Atlas,可减少 DrawCall:
|
||||||
|
|
||||||
|
| Atlas 文件 | 覆盖内容 | 存放位置 |
|
||||||
|
|-----------|---------|---------|
|
||||||
|
| `Atlas_UI_Keys_KBM.spriteatlas` | 键鼠全部按键图标 | `_Game/Art/UI/Icons/InputKeys/` |
|
||||||
|
| `Atlas_UI_Keys_Xbox.spriteatlas` | Xbox 全部按键图标 | `_Game/Art/UI/Icons/InputKeys/` |
|
||||||
|
| `Atlas_UI_Keys_PS.spriteatlas` | PlayStation 全部按键图标 | `_Game/Art/UI/Icons/InputKeys/` |
|
||||||
|
| `Atlas_UI_Keys_Switch.spriteatlas` | Switch 全部按键图标 | `_Game/Art/UI/Icons/InputKeys/` |
|
||||||
|
|
||||||
|
> **Atlas 本身不注册 Addressable**,由引用它的 SO 间接带入包体。
|
||||||
|
|
||||||
|
### 4.5 命名规范
|
||||||
|
|
||||||
|
```
|
||||||
|
IC_Key_{DeviceShort}_{KeyName}.png
|
||||||
|
|
||||||
|
DeviceShort:
|
||||||
|
KBM → 键盘鼠标
|
||||||
|
Xbox → Xbox / XInput
|
||||||
|
PS → PlayStation (DualShock/DualSense)
|
||||||
|
Switch → Nintendo Switch
|
||||||
|
|
||||||
|
示例:
|
||||||
|
IC_Key_KBM_Space.png ← <Keyboard>/space
|
||||||
|
IC_Key_KBM_E.png ← <Keyboard>/e
|
||||||
|
IC_Key_KBM_LMB.png ← <Mouse>/leftButton
|
||||||
|
IC_Key_Xbox_South.png ← <Gamepad>/buttonSouth (A键)
|
||||||
|
IC_Key_Xbox_RT.png ← <Gamepad>/rightTrigger
|
||||||
|
IC_Key_PS_Cross.png ← <Gamepad>/buttonSouth (✕键)
|
||||||
|
IC_Key_PS_R2.png ← <Gamepad>/rightTrigger
|
||||||
|
IC_Key_Switch_South.png ← <Gamepad>/buttonSouth (B键)
|
||||||
|
IC_Key_Switch_ZR.png ← <Gamepad>/rightTrigger
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 5. InputIconService 配置字段
|
||||||
|
|
||||||
|
> 组件挂载位置:`Persistent 场景` → `UIRoot` → `InputIconService`
|
||||||
|
|
||||||
|
| 字段(Header) | 字段名 | 类型 | 说明 |
|
||||||
|
|--------------|--------|------|------|
|
||||||
|
| **Input** | `_inputReader` | InputReaderSO | 游戏全局 InputReaderSO,用于查询 Action 的绑定路径(含改键覆盖)|
|
||||||
|
| **Icon Sets** | `_kbMouseSet` | InputDeviceIconSetSO | 键鼠图标集(`ICN_KeyboardMouse.asset`)。**默认激活集,任何未识别设备均回退到此** |
|
||||||
|
| **Icon Sets** | `_xboxSet` | InputDeviceIconSetSO | Xbox 图标集(`ICN_Xbox.asset`)。可为 null,null 时回退到 `_kbMouseSet` |
|
||||||
|
| **Icon Sets** | `_playStationSet` | InputDeviceIconSetSO | PlayStation 图标集(`ICN_PlayStation.asset`)。可为 null,null 时回退到 `_kbMouseSet` |
|
||||||
|
| **Icon Sets** | `_switchSet` | InputDeviceIconSetSO | Switch 图标集(`ICN_Switch.asset`)。可为 null,null 时回退到 `_kbMouseSet` |
|
||||||
|
| **Event Channels** | `_onDeviceChanged` | InputDeviceTypeEventChannelSO | 订阅 InputDeviceDetector 广播的设备切换事件(`EVT_InputDeviceChanged.asset`)|
|
||||||
|
|
||||||
|
### 5.1 回退规则
|
||||||
|
|
||||||
|
```
|
||||||
|
设备切换到 XboxController
|
||||||
|
_xboxSet != null → 使用 _xboxSet
|
||||||
|
_xboxSet == null → 回退 _kbMouseSet
|
||||||
|
|
||||||
|
设备切换到 PlayStationController
|
||||||
|
_playStationSet != null → 使用 _playStationSet
|
||||||
|
_playStationSet == null → 回退 _kbMouseSet
|
||||||
|
|
||||||
|
设备切换到 SwitchController
|
||||||
|
_switchSet != null → 使用 _switchSet
|
||||||
|
_switchSet == null → 回退 _kbMouseSet
|
||||||
|
```
|
||||||
|
|
||||||
|
> 回退到 `_kbMouseSet` 时,手柄路径(如 `<Gamepad>/buttonSouth`)查询 `_kbMouseSet` 会返回 null(因为键鼠集里没有 Gamepad 路径),最终 `Image.enabled = false`,图标区域隐藏。
|
||||||
|
> **建议**:四套图标集均配置完整,避免出现图标消失的情况。
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 6. 设备自动识别逻辑
|
||||||
|
|
||||||
|
> 组件:`InputDeviceDetector`,挂在 `UIRoot` 上,与 `InputIconService` 同节点
|
||||||
|
|
||||||
|
### 6.1 识别优先级
|
||||||
|
|
||||||
|
```
|
||||||
|
有输入事件到来时(StateEvent / DeltaStateEvent):
|
||||||
|
1. device is Keyboard or Mouse → KeyboardMouse
|
||||||
|
2. device is Gamepad
|
||||||
|
2a. 布局继承自 DualShockGamepad
|
||||||
|
或 product 含 "DualShock"/"DualSense"
|
||||||
|
或 manufacturer 含 "Sony" → PlayStationController
|
||||||
|
2b. 布局继承自 SwitchProControllerHID
|
||||||
|
或 product 含 "Switch"/"Joy-Con"
|
||||||
|
或 manufacturer 含 "Nintendo" → SwitchController
|
||||||
|
2c. 布局继承自 XInputController
|
||||||
|
或 product 含 "Xbox"
|
||||||
|
或 interfaceName == "XInput" → XboxController
|
||||||
|
2d. 未匹配(第三方 HID 手柄) → XboxController(默认)
|
||||||
|
3. 其他设备类型(触摸屏等) → KeyboardMouse(默认)
|
||||||
|
```
|
||||||
|
|
||||||
|
### 6.2 热插拔行为
|
||||||
|
|
||||||
|
- 手柄**拔出**:`InputDeviceChange.Removed` 不触发设备切换,保持当前图标集,防止玩家无意拔线导致图标乱跳
|
||||||
|
- 手柄**重连**:`InputDeviceChange.Reconnected/Added` 同样不自动切换,等待下一次实际输入事件再切换
|
||||||
|
- 玩家**实际操作**键鼠或手柄时,才触发切换 —— 这是最符合用户体验的设计
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 7. InteractPromptWidget 配置
|
||||||
|
|
||||||
|
> 组件挂载位置:`Persistent 场景` → `HUD Canvas` → `InteractPromptWidget_GO`
|
||||||
|
|
||||||
|
### 7.1 字段说明
|
||||||
|
|
||||||
|
| Header | 字段 | 类型 | 说明 |
|
||||||
|
|--------|------|------|------|
|
||||||
|
| **UI 引用** | `_keyIcon` | Image | 显示按键图标的 UI Image 组件。宽高建议 **32×32**(Canvas 坐标空间),Preserve Aspect = true |
|
||||||
|
| **UI 引用** | `_labelText` | TMP_Text | 显示动作说明文字(如"交互"、"拾取"),对应 `InteractPromptEvent.LabelText` |
|
||||||
|
| **UI 引用** | `_root` | GameObject | 整个提示 UI 的根节点(含图标+文字),`SetActive(false)` 时完整隐藏。若为 null,则控制 Widget 所在 GameObject 本身 |
|
||||||
|
| **Event Channels** | `_onShowPrompt` | InteractPromptEventChannelSO | 订阅此频道接收显示指令,负载为 `InteractPromptEvent { ActionName, LabelText }` |
|
||||||
|
| **Event Channels** | `_onHidePrompt` | VoidEventChannelSO | 订阅此频道接收隐藏指令(玩家离开交互范围时触发)|
|
||||||
|
|
||||||
|
### 7.2 InteractPromptEvent 负载
|
||||||
|
|
||||||
|
| 字段 | 类型 | 说明 |
|
||||||
|
|------|------|------|
|
||||||
|
| `ActionName` | string | InputSystem Action 名称,如 `"Interact"`。用于在 InputIconService 查询对应图标 |
|
||||||
|
| `LabelText` | string | 显示的文字,如 `"交互"` / `"拾取"` / `"打开"`。由交互物件在广播时指定(来自 `Interactable.InteractPrompt`)|
|
||||||
|
|
||||||
|
### 7.3 延迟绑定机制
|
||||||
|
|
||||||
|
`InteractPromptWidget` 在 `OnEnable` 时**不**立即获取 `IInputIconService`,而是在首次 `ShowPrompt()` 时才获取。这避免了执行顺序问题(`InputIconService.Awake()` 可能晚于 Widget 的 `OnEnable`)。
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 8. InputIconImage 配置
|
||||||
|
|
||||||
|
> 适用场景:教程界面、暂停菜单、任何需要显示单个按键图标的 UI Image
|
||||||
|
> 组件:`InputIconImage`,挂在带有 `Image` 组件的 UI GameObject 上
|
||||||
|
|
||||||
|
### 8.1 字段说明
|
||||||
|
|
||||||
|
| 字段 | 类型 | 说明 |
|
||||||
|
|------|------|------|
|
||||||
|
| `_mode` | LookupMode 枚举 | 查询模式(见下表)|
|
||||||
|
| `_actionName` | string | **ByActionName 模式**:填写 Action 名称(如 `"Jump"`),自动跟随改键和设备切换 |
|
||||||
|
| `_bindingPath` | string | **ByBindingPath 模式**:填写固定路径(如 `<Keyboard>/space`),不跟随改键 |
|
||||||
|
|
||||||
|
### 8.2 LookupMode 枚举
|
||||||
|
|
||||||
|
| 枚举值 | 适用场景 | 改键响应 | 设备切换响应 |
|
||||||
|
|--------|---------|---------|------------|
|
||||||
|
| `ByActionName`(推荐)| 所有正常游戏内 UI 提示 | ✅ 自动更新 | ✅ 自动切换 |
|
||||||
|
| `ByBindingPath` | 教程截图说明、固定按键展示(如「按 Space 确认」这类静态文案)| ❌ 不更新 | ❌ 不切换 |
|
||||||
|
|
||||||
|
> `ByBindingPath` 模式目前图标查询功能为低优先级,实际返回 null(`Image.enabled = false`)。如需支持,可在 `InputIconService` 中通过 `GetOrDefault<IInputIconService>()` + `GetActiveSet().GetIcon(path)` 手动实现。
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 9. 完整工作流:从零到运行
|
||||||
|
|
||||||
|
### Step 1 · 导入图标素材
|
||||||
|
|
||||||
|
```
|
||||||
|
1. 在 _Game/Art/UI/Icons/InputKeys/ 下创建4个子文件夹:KBM / Xbox / PS / Switch
|
||||||
|
2. 将各设备按键图标 PNG 放入对应子文件夹
|
||||||
|
3. 在 Unity 中选中所有图标,统一设置 Import Settings:
|
||||||
|
- Texture Type: Sprite (2D and UI)
|
||||||
|
- Sprite Mode: Single
|
||||||
|
- Pixels Per Unit: 32(像素风)
|
||||||
|
- Filter Mode: Point (no filter)
|
||||||
|
- Max Size: 128
|
||||||
|
- Generate Mip Maps: 关闭
|
||||||
|
- Alpha Is Transparency: 开启
|
||||||
|
4. 创建4个 Sprite Atlas(见 §4.4),将图标拖入对应 Atlas
|
||||||
|
```
|
||||||
|
|
||||||
|
### Step 2 · 创建图标集 SO
|
||||||
|
|
||||||
|
方式 A(推荐)— 使用 Input Icon Studio:
|
||||||
|
```
|
||||||
|
1. 菜单 BaseGames/Input Icon Studio
|
||||||
|
2. 在「图标集资产状态」区域,点击对应设备的「+ 新建」
|
||||||
|
3. 保存路径:_Game/Data/UI/InputIcons/ICN_{设备}.asset
|
||||||
|
4. 确认 _deviceType 字段与文件名一致
|
||||||
|
```
|
||||||
|
|
||||||
|
方式 B — 手动创建:
|
||||||
|
```
|
||||||
|
1. Project 窗口右键 → Create → BaseGames/UI/Input Device Icon Set
|
||||||
|
2. 重命名为 ICN_{设备}.asset,移至 _Game/Data/UI/InputIcons/
|
||||||
|
3. 在 Inspector 中设置 _deviceType
|
||||||
|
```
|
||||||
|
|
||||||
|
### Step 3 · 填充绑定路径与图标
|
||||||
|
|
||||||
|
```
|
||||||
|
在 Input Icon Studio 中:
|
||||||
|
1. 顶部选择 InputReaderSO(自动加载唯一实例)
|
||||||
|
2. 点击设备标签(键鼠 / Xbox / PS / Switch)
|
||||||
|
3. 左列选择 Action(如 Interact)
|
||||||
|
4. 右列拖入对应 Sprite
|
||||||
|
5. 覆盖率圆点变绿(●)= 已配置
|
||||||
|
|
||||||
|
或在 Inspector 中直接编辑 _entries 数组:
|
||||||
|
1. 展开 _entries
|
||||||
|
2. 点击「从 Action Asset 填充路径」批量生成所有条目(Icon 留空)
|
||||||
|
3. 逐条拖入 Sprite
|
||||||
|
```
|
||||||
|
|
||||||
|
### Step 4 · 绑定到 InputIconService
|
||||||
|
|
||||||
|
```
|
||||||
|
1. 打开 Persistent 场景
|
||||||
|
2. 选中 UIRoot GameObject(或单独的 InputIconService GameObject)
|
||||||
|
3. 找到 InputIconService 组件
|
||||||
|
4. 拖入对应字段:
|
||||||
|
_inputReader → InputReaderSO(通常为 PLY_InputReader.asset)
|
||||||
|
_kbMouseSet → ICN_KeyboardMouse.asset
|
||||||
|
_xboxSet → ICN_Xbox.asset
|
||||||
|
_playStationSet → ICN_PlayStation.asset
|
||||||
|
_switchSet → ICN_Switch.asset
|
||||||
|
_onDeviceChanged → EVT_InputDeviceChanged.asset
|
||||||
|
```
|
||||||
|
|
||||||
|
### Step 5 · 配置 InteractPromptWidget
|
||||||
|
|
||||||
|
```
|
||||||
|
1. 在 HUD Canvas 下找到(或创建)InteractPromptWidget GameObject
|
||||||
|
2. 挂上 InteractPromptWidget 组件
|
||||||
|
3. 配置字段:
|
||||||
|
_keyIcon → 按键图标 Image 组件(32×32 UI Image)
|
||||||
|
_labelText → 动作说明 TMP_Text 组件
|
||||||
|
_root → 整个提示 UI 根节点(控制显隐)
|
||||||
|
_onShowPrompt → EVT_ShowInteractPrompt.asset
|
||||||
|
_onHidePrompt → EVT_HideInteractPrompt.asset
|
||||||
|
```
|
||||||
|
|
||||||
|
### Step 6 · 验证
|
||||||
|
|
||||||
|
```
|
||||||
|
进入 PlayMode:
|
||||||
|
✅ 走近 NPC / 宝箱 → 右下角显示按键图标 + "交互"文字
|
||||||
|
✅ 插入 Xbox 手柄 → 图标自动切换为 Xbox A 键图标
|
||||||
|
✅ 插入 DualShock → 图标切换为 PS ✕ 图标
|
||||||
|
✅ 改键(在游戏内按键重映射菜单)→ 图标同步更新
|
||||||
|
✅ 拔出手柄 → 恢复键鼠图标(下次键盘/鼠标操作后切换)
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 10. 常见问题与排查
|
||||||
|
|
||||||
|
### 图标不显示(Image 被隐藏)
|
||||||
|
|
||||||
|
1. 检查 `InputIconService` 的4个图标集字段是否已赋值
|
||||||
|
2. 检查 `_entries` 中是否有该 Action 对应设备的绑定路径条目
|
||||||
|
3. 在 Input Icon Studio 左列查看该 Action 的绑定路径预览,与 `_entries` 中的 BindingPath 对比
|
||||||
|
4. 检查 `InputReaderSO` 是否正确赋值给 `InputIconService._inputReader`
|
||||||
|
5. 运行时打开 Event Bus Monitor(`BaseGames/Events/Event Bus Monitor`)确认 `EVT_InputDeviceChanged` 是否正常广播
|
||||||
|
|
||||||
|
### 改键后图标不更新
|
||||||
|
|
||||||
|
1. 确认 `InputIconService.OnEnable()` 已订阅 `InputSystem.onActionChange`(Inspector 中确保组件处于 active 状态)
|
||||||
|
2. 确认 `_entries` 中包含改键后目标按键的路径(如玩家改到 `<Keyboard>/leftShift`,需有对应条目)
|
||||||
|
3. 改键后图标集必须覆盖所有可能被绑定的物理按键;对于玩家自定义改键的游戏,建议将整个键盘的常用键全部配置进 `_kbMouseSet._entries`
|
||||||
|
|
||||||
|
### 设备切换后图标不更新
|
||||||
|
|
||||||
|
1. 确认 `InputDeviceDetector` 组件已挂载在场景中(UIRoot 上)
|
||||||
|
2. 确认 `InputDeviceDetector._onDeviceChanged` 与 `InputIconService._onDeviceChanged` 引用的是**同一个** `EVT_InputDeviceChanged.asset`
|
||||||
|
3. 插入手柄后需要实际按下任意按键才会触发识别(纯插入不切换)
|
||||||
|
|
||||||
|
### PlayStation 手柄显示 Xbox 图标
|
||||||
|
|
||||||
|
1. 在 Unity 菜单 `Window > Analysis > Input Debugger` 查看手柄的 `layout` 字段
|
||||||
|
2. 若 layout 不继承自 `DualShockGamepad`(部分 USB 适配器会出现此情况),系统会回退到 XboxController
|
||||||
|
3. 可在 `InputDeviceDetector.ClassifyDevice()` 中添加额外的 product 字符串匹配规则
|
||||||
|
|
||||||
|
### 编辑器工具显示覆盖率为 0/0
|
||||||
|
|
||||||
|
- 说明 `InputReaderSO` 未在 Input Icon Studio 工具栏加载,或 `InputActionAsset` 的 Gameplay ActionMap 为空
|
||||||
|
- 在工具栏 ObjectField 手动指定 InputReaderSO,然后点击「⟳ 刷新」
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 附录:相关文件速查
|
||||||
|
|
||||||
|
| 用途 | 文件路径 |
|
||||||
|
|------|---------|
|
||||||
|
| 图标集 SO(键鼠)| `_Game/Data/UI/InputIcons/ICN_KeyboardMouse.asset` |
|
||||||
|
| 图标集 SO(Xbox)| `_Game/Data/UI/InputIcons/ICN_Xbox.asset` |
|
||||||
|
| 图标集 SO(PS)| `_Game/Data/UI/InputIcons/ICN_PlayStation.asset` |
|
||||||
|
| 图标集 SO(Switch)| `_Game/Data/UI/InputIcons/ICN_Switch.asset` |
|
||||||
|
| 按键图标图片 | `_Game/Art/UI/Icons/InputKeys/` |
|
||||||
|
| 核心 SO 脚本 | `Scripts/UI/InputDeviceIconSetSO.cs` |
|
||||||
|
| 服务接口 | `Scripts/UI/IInputIconService.cs` |
|
||||||
|
| 服务实现 | `Scripts/UI/InputIconService.cs` |
|
||||||
|
| 设备检测器 | `Scripts/UI/InputDeviceDetector.cs` |
|
||||||
|
| 交互提示 Widget | `Scripts/UI/HUD/InteractPromptWidget.cs` |
|
||||||
|
| 通用图标 Image | `Scripts/UI/InputDeviceIconSwitcher.cs`(含 InputIconImage 类)|
|
||||||
|
| 编辑器窗口 | `Scripts/Editor/Input/InputIconStudioWindow.cs` |
|
||||||
|
| 编辑器 Inspector | `Scripts/Editor/Input/InputDeviceIconSetSOEditor.cs` |
|
||||||
|
| 事件频道 | `Data/Events/UI/EVT_InputDeviceChanged.asset` |
|
||||||
|
| 交互提示事件 | `Data/Events/World/EVT_ShowInteractPrompt.asset` |
|
||||||
@@ -11,6 +11,8 @@
|
|||||||
| 文件 | 覆盖系统 |
|
| 文件 | 覆盖系统 |
|
||||||
|---|---|
|
|---|---|
|
||||||
| [PlayerJumpDash_Tuning.md](PlayerJumpDash_Tuning.md) | 玩家跳跃 / 冲刺手感参数 |
|
| [PlayerJumpDash_Tuning.md](PlayerJumpDash_Tuning.md) | 玩家跳跃 / 冲刺手感参数 |
|
||||||
|
| [WeaponSO_Tuning.md](WeaponSO_Tuning.md) | 武器连击 / 伤害 / HitBox 参数 |
|
||||||
|
| [InputDeviceIconSet_Tuning.md](InputDeviceIconSet_Tuning.md) | 按键图标集 SO 配置、BindingPath 参考表、图片规格、完整工作流 |
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user