unityzgy/Assets/Scripts/GameObjectCtrl/GameObjectPiaker.cs
ayuan9957 bf12e02276 feat: 多语言本地化系统 - 支持中/英/法/俄实时切换
- LocalizationManager: 新增翻译表(SetFormatted/SetDuration/LocalizeOperateMsg)
- LoginPanel: InputField placeholder本地化、字体颜色保持
- HistoryPanel: 用时数据本地化、placeholder本地化
- RecordDetailPanel: 操作详情消息本地化(LanguageChanged重建)
- AppraiseWindowBase: 评价等级本地化、操作消息重建
- EditorAppraiser: 所有评估消息改用InjectOperateMsgLocalized
- StudentOperateRecorder: 新增InjectOperateMsgLocalized方法
- LocalizationLanguageTestBar: 单例模式、ScreenSpaceOverlay筛选
- 字体切换时保留颜色和verticalOverflow
2026-07-16 10:05:59 +08:00

113 lines
3.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class GameObjectPiaker : MonoBehaviour
{
private IPicked currentPickedGO;//当前拾起的物体
// Start is called before the first frame update
void Start()
{
}
//注入一个待放置的物体 无法重复注入 即当前正持有物体时 不在捡起新的物体
public void InjectGO(IPicked picked)
{
if (currentPickedGO != null)
{
Debug.Log("当前持有物体,无法捡起新的物体");
return;
}
CameraCtrl.Instance.rightButtonEvent += TryStopPick;
currentPickedGO = picked;
picked.PickUp();//捡起该物体
}
public GameObject GetCurrentPickGO()
{
return currentPickedGO?.GetGameObject();
}
//移动物体
public void MoveGO(Vector3 vector)
{
if (currentPickedGO==null) return;
currentPickedGO.GetGameObject().transform.position = vector;
}
//尝试放置物体在地面上
private void TrySetGOOnFloor(Vector3 pos)
{
if (currentPickedGO == null) return;
if (!currentPickedGO.CanPickDown())
{
Debug.Log(currentPickedGO.GetGameObject().name + "不能放置在当前位置");
return;
}
currentPickedGO.PickDown();
currentPickedGO = null;
}
//尝试放弃物体
void TryStopPick()
{
if (currentPickedGO == null) return;
if (!currentPickedGO.CanStopPick())//尝试停止
{
currentPickedGO.StopPick();
currentPickedGO = null;//删除当前控制的物体时 移除移动/右键空白地面/点击地面事件
CameraCtrl.Instance.rightButtonEvent -= TryStopPick;
}
}
float doubleClickTime;
//射线检测捡起或删除物体
private void Update()
{
if (EventSystem.current != null && EventSystem.current.IsPointerOverGameObject()) return; //相机控制时屏蔽UI部分
if (currentPickedGO == null)//当前物体未放下时 不允许拾取新的物体
{
if (Input.GetKey(KeyCode.LeftControl) && Input.GetMouseButtonDown(0))//左Ctrl+左键点击物体时 拾取指定层级的物体
{
GameObject hitGo = GetMouseRayHitGO("Flag");
if (hitGo)
{
IPicked pciked = hitGo.GetComponent<IPicked>();
if (pciked != null && pciked.CanPickUpByRay())
InjectGO(pciked);
}
}
}
else//不为空时 实时检测射线位置 在射线检测点击到的地面 尝试放置物体
{
RaycastHit hit;//鼠标射线检测
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out hit, 2000, LayerMask.GetMask("Floor")))
{
MoveGO(hit.point);
if (Input.GetMouseButtonDown(0))//左键 点击到地面时 放置该物体
{
TrySetGOOnFloor(hit.point);
}
}
}
}
//获取射线检测到的当前物体
GameObject GetMouseRayHitGO(string layer)
{
RaycastHit hit;//鼠标射线检测
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out hit, 2000, LayerMask.GetMask(layer)))//点到指定层级的物体
{
return hit.collider.gameObject;
}
return null;
}
}