提交交互替换
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@@ -1,10 +1,8 @@
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using UnityEngine;
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using UnityEngine.XR.Interaction.Toolkit;
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// 假设命名空间是 LevelUp.GrabInteractions
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namespace LevelUp.GrabInteractions
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{
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// 基础类,负责事件监听和延迟调用
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[RequireComponent(typeof(UnityEngine.XR.Interaction.Toolkit.Interactables.XRGrabInteractable))]
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public class ResetObject : MonoBehaviour
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{
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@@ -12,24 +10,25 @@ namespace LevelUp.GrabInteractions
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[Tooltip("物体返回原位之前的延迟时间 (秒)。")]
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[SerializeField]
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protected float resetDelayTime = 3f;
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// 核心字段
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protected UnityEngine.XR.Interaction.Toolkit.Interactables.XRGrabInteractable m_GrabInteractable;
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protected Vector3 returnToPosition;
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protected Quaternion returnToRotation;
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protected Rigidbody m_Rigidbody;
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[Tooltip("指示物体是否应该被重置。子类可用于逻辑判断。")]
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public bool shouldReturnHome { get; protected set; } = true;
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public AudioSource downAudio;
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protected void Awake()
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protected void Awake()
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{
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m_GrabInteractable = GetComponent<UnityEngine.XR.Interaction.Toolkit.Interactables.XRGrabInteractable>();
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m_Rigidbody = GetComponent<Rigidbody>();
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}
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protected void Start()
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protected void Start()
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{
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// 记录物体在场景中的初始位置
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returnToPosition = this.transform.position;
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returnToRotation = this.transform.rotation;
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}
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void OnEnable()
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@@ -53,28 +52,31 @@ namespace LevelUp.GrabInteractions
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protected virtual void OnSelect(SelectEnterEventArgs arg0)
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{
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// 抓取时取消任何待执行的 ReturnHome 调用
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CancelInvoke(nameof(ReturnHome));
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}
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protected virtual void OnSelectExit(SelectExitEventArgs arg0)
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{
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// 松手时延迟调用 ReturnHome
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Invoke(nameof(ReturnHome), resetDelayTime);
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if (downAudio != null)
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downAudio.Play();
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downAudio.Play();
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}
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/// <summary>
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/// 核心重置函数。设置为 virtual 以便子类重写。
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/// 默认实现为瞬移。
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/// </summary>
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protected virtual void ReturnHome()
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{
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if (shouldReturnHome)
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{
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// 父类的默认实现是瞬移
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if (m_Rigidbody != null && !m_Rigidbody.isKinematic)
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{
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m_Rigidbody.velocity = Vector3.zero;
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m_Rigidbody.angularVelocity = Vector3.zero;
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}
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transform.position = returnToPosition;
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transform.rotation = returnToRotation;
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Debug.Log($"物体 '{gameObject.name}' 已瞬移重置到原点。", this);
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}
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}
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