提交S1交互

This commit is contained in:
YXY
2026-03-06 16:12:16 +08:00
parent ad3cc8e142
commit 3e39007e2c
12 changed files with 6760 additions and 2637 deletions

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using System.Collections;
using UnityEngine; using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit; using UnityEngine.XR.Interaction.Toolkit;
using UnityEngine.XR.Interaction.Toolkit.Interactables; using UnityEngine.XR.Interaction.Toolkit.Interactables;
/// <summary> /// <summary>
/// S1 天命玄鸟 - 悬浮甲骨交互 /// S1 天命玄鸟 - 悬浮甲骨文字交互(仅负责文字显示/隐藏)
/// 归位逻辑由同一 GameObject 上的 ReturnPosition 负责。
/// ///
/// 同一 GameObject 需要同时挂 XRGrabInteractable。 /// hover触摸/靠近,未抓取)→ 播放文字出现动画
/// /// selectEntered抓取 → 播放文字消失动画
/// 交互逻辑:
/// hover触摸/靠近,未抓取)→ 播放文字显示动画
/// selectEntered抓取 → 隐藏文字,取消归位计时
/// selectExited松手 → 延迟后溶解消失 → 瞬间归位 → 溶解出现
/// </summary> /// </summary>
[RequireComponent(typeof(XRGrabInteractable))] [RequireComponent(typeof(XRGrabInteractable))]
public class S1_OracleBoneInteract : MonoBehaviour public class S1_OracleBoneInteract : MonoBehaviour
{ {
[Header("文字动画")] [Header("文字动画")]
[SerializeField] private Animator textAnimator; [SerializeField] private Animator textAnimator;
[SerializeField] private string showAnimName = "Open"; // 文字出现 [SerializeField] private string showAnimName = "open"; // 文字出现
[SerializeField] private string hideAnimName = "Translate"; // 文字消失 [SerializeField] private string hideAnimName = "Translate"; // 文字消失
[SerializeField] private AudioSource touchAudio;
[Header("归位溶解效果")] [Header("音效")]
[SerializeField] private EffectHideAndShowCtr effectCtr; public AudioSource touchAudio;
[SerializeField] private float resetDelayTime = 2f; // 松手后多久开始归位 public AudioSource lightEffect;
[SerializeField] private float dissolveDuration = 1f; // 溶解动画时长
// ── 内部状态 ─────────────────────────────────────────────
private XRGrabInteractable m_grab; private XRGrabInteractable m_grab;
private Rigidbody m_rb;
private Vector3 m_returnPos;
private Quaternion m_returnRot;
private Coroutine m_resetCoroutine;
// ── 生命周期 ──────────────────────────────────────────────
private void Awake() private void Awake()
{ {
m_grab = GetComponent<XRGrabInteractable>(); m_grab = GetComponent<XRGrabInteractable>();
m_rb = GetComponent<Rigidbody>();
}
private void Start()
{
// 记录初始世界位置/旋转作为归位目标
m_returnPos = transform.position;
m_returnRot = transform.rotation;
} }
private void OnEnable() private void OnEnable()
{ {
m_grab.hoverEntered.AddListener(OnHoverEntered); m_grab.hoverEntered.AddListener(OnHoverEntered);
m_grab.selectEntered.AddListener(OnSelectEntered); m_grab.selectEntered.AddListener(OnSelectEntered);
m_grab.selectExited.AddListener(OnSelectExited);
} }
private void OnDisable() private void OnDisable()
{ {
m_grab.hoverEntered.RemoveListener(OnHoverEntered); m_grab.hoverEntered.RemoveListener(OnHoverEntered);
m_grab.selectEntered.RemoveListener(OnSelectEntered); m_grab.selectEntered.RemoveListener(OnSelectEntered);
m_grab.selectExited.RemoveListener(OnSelectExited);
StopReset();
} }
// ── XRI 事件 ────────────────────────────────────────────── // 触摸(未抓取)→ 显示文字
/// <summary>手靠近/触摸(未抓取)→ 显示文字</summary>
private void OnHoverEntered(HoverEnterEventArgs args) private void OnHoverEntered(HoverEnterEventArgs args)
{ {
if (m_grab.isSelected) return; // 已被抓取中,不重复触发 if (m_grab.isSelected) return;
if (lightEffect != null) lightEffect.Play();
ShowText(); ShowText();
} }
/// <summary>抓取 → 隐藏文字,取消归位计时</summary> // 抓取 → 隐藏文字
private void OnSelectEntered(SelectEnterEventArgs args) private void OnSelectEntered(SelectEnterEventArgs args)
{ {
StopReset();
HideText(); HideText();
} }
/// <summary>松手 → 延迟后溶解归位</summary>
private void OnSelectExited(SelectExitEventArgs args)
{
m_resetCoroutine = StartCoroutine(DelayThenReturn());
}
// ── 归位协程 ──────────────────────────────────────────────
private IEnumerator DelayThenReturn()
{
yield return new WaitForSeconds(resetDelayTime);
// 归位期间禁止被重新抓取
m_grab.enabled = false;
// 1. 停止物理运动(避免归位时还在飞)
if (m_rb != null)
{
m_rb.velocity = Vector3.zero;
m_rb.angularVelocity = Vector3.zero;
m_rb.isKinematic = true;
}
// 2. 溶解消失
if (effectCtr != null)
effectCtr.Hide();
yield return new WaitForSeconds(dissolveDuration);
// 3. 瞬间归位
transform.position = m_returnPos;
transform.rotation = m_returnRot;
// 4. 溶解出现
if (effectCtr != null)
effectCtr.Show();
yield return new WaitForSeconds(dissolveDuration);
// 5. 恢复交互
m_grab.enabled = true;
m_resetCoroutine = null;
}
private void StopReset()
{
if (m_resetCoroutine != null)
{
StopCoroutine(m_resetCoroutine);
m_resetCoroutine = null;
}
// 确保归位中断时交互器恢复可用
if (m_grab != null)
m_grab.enabled = true;
}
// ── 文字动画 ──────────────────────────────────────────────
private void ShowText() private void ShowText()
{ {
if (textAnimator != null) if (textAnimator != null) textAnimator.Play(showAnimName);
textAnimator.Play(showAnimName); if (touchAudio != null) touchAudio.Play();
if (touchAudio != null)
touchAudio.Play();
} }
private void HideText() private void HideText()
{ {
if (textAnimator != null) if (textAnimator != null) textAnimator.Play(hideAnimName);
textAnimator.Play(hideAnimName);
} }
} }

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@@ -1,110 +0,0 @@
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
using System.Collections;
namespace LevelUp.GrabInteractions
{
public class ResetObjectSmooth : ResetObject
{
[Header("平滑重置设置")]
[SerializeField] private float resetSpeed = 5f;
[SerializeField] private float stopDistance = 0.01f;
private Quaternion returnToRotation;
private Rigidbody rb;
private Coroutine smoothMoveCoroutine;
private bool initialIsKinematic;
// 新增:用于备份物理插值设置
private RigidbodyInterpolation initialInterpolation;
protected new void Awake()
{
base.Awake();
rb = GetComponent<Rigidbody>();
}
void Start()
{
base.Start();
returnToRotation = transform.rotation;
if (rb != null)
{
initialIsKinematic = rb.isKinematic;
initialInterpolation = rb.interpolation; // 记录初始插值状态
}
}
void OnDestroy() => StopAllCoroutinesAndCancelInvoke();
private void StopAllCoroutinesAndCancelInvoke()
{
CancelInvoke(nameof(ReturnHome));
if (smoothMoveCoroutine != null)
{
StopCoroutine(smoothMoveCoroutine);
smoothMoveCoroutine = null;
}
}
protected override void OnSelect(SelectEnterEventArgs arg0) => StopAllCoroutinesAndCancelInvoke();
protected override void OnSelectExit(SelectExitEventArgs arg0)
{
StopAllCoroutinesAndCancelInvoke();
if (rb != null)
{
rb.isKinematic = false;
rb.WakeUp();
}
base.OnSelectExit(arg0);
}
protected override void ReturnHome()
{
if (shouldReturnHome)
smoothMoveCoroutine = StartCoroutine(SmoothMoveToHome());
}
private IEnumerator SmoothMoveToHome()
{
if (rb != null)
{
// 【关键优化 1】禁用物理插值防止物理引擎尝试预测物体的 Transform 更新
rb.interpolation = RigidbodyInterpolation.None;
rb.isKinematic = true;
rb.velocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
}
float stopDistanceSqr = stopDistance * stopDistance;
while ((transform.position - returnToPosition).sqrMagnitude > stopDistanceSqr)
{
float lerpFactor = 1f - Mathf.Exp(-resetSpeed * Time.deltaTime);
transform.position = Vector3.Lerp(transform.position, returnToPosition, lerpFactor);
transform.rotation = Quaternion.Slerp(transform.rotation, returnToRotation, lerpFactor);
yield return null;
}
transform.position = returnToPosition;
transform.rotation = returnToRotation;
// 【关键优化 2】在恢复物理属性前等待一个物理帧确保位置同步完成
yield return new WaitForFixedUpdate();
if (rb != null)
{
rb.isKinematic = initialIsKinematic;
// 【关键优化 3】恢复初始插值设置
rb.interpolation = initialInterpolation;
rb.velocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
}
smoothMoveCoroutine = null;
}
}
}

View File

@@ -0,0 +1,141 @@
using System.Collections;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
using UnityEngine.XR.Interaction.Toolkit.Interactables;
/// <summary>
/// 抓取后松手归回原位(替代 ResetObjectSmooth避免模型拉伸
/// 同一 GameObject 需要挂 XRGrabInteractable。
/// 可选:挂 EffectHideAndShowCtr 实现溶解消失/出现效果。
/// </summary>
[RequireComponent(typeof(XRGrabInteractable))]
public class ReturnPosition : MonoBehaviour
{
[Header("归位设置")]
[SerializeField] private float resetDelayTime = 2f; // 松手后延迟归位秒数
[SerializeField] private EffectHideAndShowCtr effectCtr; // 溶解效果(可为空)
[SerializeField] private float dissolveDuration = 1f; // 溶解动画时长
[Header("音效")]
public AudioSource grabAudio;
public AudioSource releaseAudio;
// 归位目标(启动时记录)
private Vector3 m_returnPos;
private Quaternion m_returnRot;
private XRGrabInteractable m_grab;
private Rigidbody m_rb;
private Coroutine m_resetCoroutine;
private void Awake()
{
m_grab = GetComponent<XRGrabInteractable>();
m_rb = GetComponent<Rigidbody>();
}
private void Start()
{
// 记录初始世界坐标作为归位目标
m_returnPos = transform.position;
m_returnRot = transform.rotation;
}
private void OnEnable()
{
m_grab.selectEntered.AddListener(OnSelectEntered);
m_grab.selectExited.AddListener(OnSelectExited);
}
private void OnDisable()
{
m_grab.selectEntered.RemoveListener(OnSelectEntered);
m_grab.selectExited.RemoveListener(OnSelectExited);
}
// ── XRI 事件 ──────────────────────────────────────────────
private void OnSelectEntered(SelectEnterEventArgs args)
{
// 抓取时取消正在进行的归位
StopReset();
if (grabAudio != null) grabAudio.Play();
}
private void OnSelectExited(SelectExitEventArgs args)
{
if (releaseAudio != null) releaseAudio.Play();
m_resetCoroutine = StartCoroutine(DelayThenReturn());
}
// ── 归位协程 ──────────────────────────────────────────────
private IEnumerator DelayThenReturn()
{
yield return new WaitForSeconds(resetDelayTime);
// 归位期间禁止被重新抓取
m_grab.enabled = false;
// 停止物理运动
StopPhysics();
if (effectCtr != null)
{
// 有溶解效果:消失 → 归位 → 出现
effectCtr.Hide();
yield return new WaitForSeconds(dissolveDuration);
ReturnPositionAndRotation();
effectCtr.Show();
yield return new WaitForSeconds(dissolveDuration);
}
else
{
// 无溶解效果:直接瞬移归位
ReturnPositionAndRotation();
}
m_grab.enabled = true;
m_resetCoroutine = null;
}
// ── 公共方法 ──────────────────────────────────────────────
/// <summary>立即归回初始位置和旋转</summary>
public void ReturnPositionAndRotation()
{
transform.position = m_returnPos;
transform.rotation = m_returnRot;
StopPhysics();
}
/// <summary>更新归位目标为当前位置(需要重新记录原点时调用)</summary>
public void RecordCurrentAsHome()
{
m_returnPos = transform.position;
m_returnRot = transform.rotation;
}
// ── 内部工具 ──────────────────────────────────────────────
private void StopPhysics()
{
if (m_rb == null) return;
m_rb.velocity = Vector3.zero;
m_rb.angularVelocity = Vector3.zero;
m_rb.isKinematic = true;
}
private void StopReset()
{
if (m_resetCoroutine != null)
{
StopCoroutine(m_resetCoroutine);
m_resetCoroutine = null;
}
if (m_grab != null)
m_grab.enabled = true;
}
}

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 7877962557443e34f8190e3278bd4a5d guid: 7cf98a8d188845e4b9cca594d4776f95
MonoImporter: MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2

View File

@@ -720,7 +720,7 @@ MonoBehaviour:
isRemovedFromBuildSettings: 0 isRemovedFromBuildSettings: 0
- sceneGUID: ee715637c0f182e4e999c9738f391545 - sceneGUID: ee715637c0f182e4e999c9738f391545
scenePath: Assets/Scenes/Scene_01.unity scenePath: Assets/Scenes/Scene_01.unity
lastFileWriteTime: 134172423089424073 lastFileWriteTime: 134172583109443931
acts: acts:
- id: 4dfe3159-62ab-4bc3-ab9e-cfd44d467f3b - id: 4dfe3159-62ab-4bc3-ab9e-cfd44d467f3b
name: Scene_01 Act01 name: Scene_01 Act01