Files
zeling_v2/Assets/Scripts/World/InteractableDetector.cs

87 lines
2.9 KiB
C#

using BaseGames.Core.Events;
using BaseGames.Input;
using UnityEngine;
namespace BaseGames.World
{
/// <summary>
/// 挂在 Player 上,检测附近可交互物,驱动 UI 提示显示/隐藏。
/// 通过 InputReaderSO.InteractEvent 绑定交互输入。
/// </summary>
public class InteractableDetector : MonoBehaviour
{
[SerializeField] private float _detectRadius = 1.5f;
[SerializeField] private LayerMask _interactableLayer;
[SerializeField] private InputReaderSO _inputReader;
[SerializeField] private StringEventChannelSO _onShowInteractPrompt;
[SerializeField] private VoidEventChannelSO _onHideInteractPrompt;
private IInteractable _nearest;
private IInteractable _previousNearest;
// 预分配检测缓冲区,避免 OverlapCircleAll 每帧 GC 分配
private readonly Collider2D[] _overlapBuffer = new Collider2D[16];
private void OnEnable() => _inputReader.InteractEvent += TryInteract;
private void OnDisable() => _inputReader.InteractEvent -= TryInteract;
private void Update()
{
int count = Physics2D.OverlapCircleNonAlloc(
transform.position, _detectRadius, _overlapBuffer, _interactableLayer);
_nearest = FindNearest(_overlapBuffer, count);
if (_nearest != _previousNearest)
{
if (_previousNearest != null)
{
_previousNearest.OnPlayerExitRange();
_onHideInteractPrompt?.Raise();
}
if (_nearest != null)
{
_nearest.OnPlayerEnterRange(transform);
_onShowInteractPrompt?.Raise(_nearest.InteractPrompt);
}
_previousNearest = _nearest;
}
}
private void TryInteract()
{
if (_nearest != null && _nearest.CanInteract)
_nearest.Interact(transform);
}
private IInteractable FindNearest(Collider2D[] hits, int count)
{
IInteractable best = null;
float bestDist = float.MaxValue;
for (int i = 0; i < count; i++)
{
var col = hits[i];
var interactable = col.GetComponentInParent<IInteractable>();
if (interactable == null || !interactable.CanInteract) continue;
float dist = Vector2.Distance(transform.position, col.transform.position);
if (dist < bestDist)
{
bestDist = dist;
best = interactable;
}
}
return best;
}
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.cyan;
Gizmos.DrawWireSphere(transform.position, _detectRadius);
}
}
}