using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.Events;
namespace Rokid.UXR.Interaction
{
///
/// This component makes it possible to connect Interactables in the
/// inspector to Unity Events that are broadcast on state changes.
///
public class InteractableUnityEventWrapper : MonoBehaviour
{
[SerializeField, Interface(typeof(IInteractableView))]
private MonoBehaviour _interactableView;
private IInteractableView InteractableView;
[SerializeField]
private UnityEvent _whenHover;
[SerializeField]
private UnityEvent _whenUnhover;
[SerializeField]
private UnityEvent _whenSelect;
[SerializeField]
private UnityEvent _whenUnselect;
[SerializeField]
private UnityEvent _whenInteractorViewAdded;
[SerializeField]
private UnityEvent _whenInteractorViewRemoved;
[SerializeField]
private UnityEvent _whenSelectingInteractorViewAdded;
[SerializeField]
private UnityEvent _whenSelectingInteractorViewRemoved;
#region Properties
public UnityEvent WhenHover => _whenHover;
public UnityEvent WhenUnhover => _whenUnhover;
public UnityEvent WhenSelect => _whenSelect;
public UnityEvent WhenUnselect => _whenUnselect;
public UnityEvent WhenInteractorViewAdded => _whenInteractorViewAdded;
public UnityEvent WhenInteractorViewRemoved => _whenInteractorViewRemoved;
public UnityEvent WhenSelectingInteractorViewAdded => _whenSelectingInteractorViewAdded;
public UnityEvent WhenSelectingInteractorViewRemoved => _whenSelectingInteractorViewRemoved;
#endregion
protected bool _started = false;
protected virtual void Awake()
{
InteractableView = _interactableView as IInteractableView;
}
protected virtual void Start()
{
this.BeginStart(ref _started);
Assert.IsNotNull(InteractableView);
this.EndStart(ref _started);
}
protected virtual void OnEnable()
{
if (_started)
{
InteractableView.WhenStateChanged += HandleStateChanged;
InteractableView.WhenInteractorViewAdded += HandleInteractorViewAdded;
InteractableView.WhenInteractorViewRemoved += HandleInteractorViewRemoved;
InteractableView.WhenSelectingInteractorViewAdded += HandleSelectingInteractorViewAdded;
InteractableView.WhenSelectingInteractorViewRemoved += HandleSelectingInteractorViewRemoved;
}
}
protected virtual void OnDisable()
{
if (_started)
{
InteractableView.WhenStateChanged -= HandleStateChanged;
InteractableView.WhenStateChanged -= HandleStateChanged;
InteractableView.WhenInteractorViewAdded -= HandleInteractorViewAdded;
InteractableView.WhenInteractorViewRemoved -= HandleInteractorViewRemoved;
InteractableView.WhenSelectingInteractorViewAdded -= HandleSelectingInteractorViewAdded;
InteractableView.WhenSelectingInteractorViewRemoved -= HandleSelectingInteractorViewRemoved;
}
}
private void HandleStateChanged(InteractableStateChangeArgs args)
{
switch (args.NewState)
{
case InteractableState.Normal:
if (args.PreviousState == InteractableState.Hover)
{
_whenUnhover.Invoke();
}
break;
case InteractableState.Hover:
if (args.PreviousState == InteractableState.Normal)
{
_whenHover.Invoke();
}
else if (args.PreviousState == InteractableState.Select)
{
_whenUnselect.Invoke();
}
break;
case InteractableState.Select:
if (args.PreviousState == InteractableState.Hover)
{
if (_whenSelect != null)
_whenSelect.Invoke();
}
break;
}
}
private void HandleInteractorViewAdded(IInteractorView interactorView)
{
WhenInteractorViewAdded.Invoke();
}
private void HandleInteractorViewRemoved(IInteractorView interactorView)
{
WhenInteractorViewRemoved.Invoke();
}
private void HandleSelectingInteractorViewAdded(IInteractorView interactorView)
{
WhenSelectingInteractorViewAdded.Invoke();
}
private void HandleSelectingInteractorViewRemoved(IInteractorView interactorView)
{
WhenSelectingInteractorViewRemoved.Invoke();
}
}
}
InteractableUnityEventWrapper
脚本解析这个脚本是一个交互事件桥接器,用于将 Rokid AR 交互系统中的事件转换为 Unity 事件系统,方便在编辑器中可视化配置交互反馈。下面我将详细解释这个脚本的功能和实现:
事件桥接:
将底层交互系统的事件转换为 UnityEvent
支持在 Unity 编辑器中可视化配置事件响应
状态转换处理:
处理交互状态变化(Normal/Hover/Select)
正确触发状态转换事件
交互器追踪:
追踪与对象交互的交互器
提供交互器加入/离开的事件通知
[SerializeField, Interface(typeof(IInteractableView))]
private MonoBehaviour _interactableView;
private IInteractableView InteractableView;
功能:需要绑定的交互对象视图组件
要求:
必须实现 IInteractableView
接口
通常是 Interactable
或其子类组件
[SerializeField]
private UnityEvent _whenHover; // 悬停开始事件
[SerializeField]
private UnityEvent _whenUnhover; // 悬停结束事件
[SerializeField]
private UnityEvent _whenSelect; // 选择开始事件
[SerializeField]
private UnityEvent _whenUnselect; // 选择结束事件
[SerializeField]
private UnityEvent _whenInteractorViewAdded; // 交互器加入事件
[SerializeField]
private UnityEvent _whenInteractorViewRemoved; // 交互器离开事件
[SerializeField]
private UnityEvent _whenSelectingInteractorViewAdded; // 选择交互器加入事件
[SerializeField]
private UnityEvent _whenSelectingInteractorViewRemoved; // 选择交互器离开事件
private void HandleStateChanged(InteractableStateChangeArgs args)
{
switch (args.NewState)
{
case InteractableState.Normal:
if (args.PreviousState == InteractableState.Hover)
{
_whenUnhover.Invoke(); // 悬停结束
}
break;
case InteractableState.Hover:
if (args.PreviousState == InteractableState.Normal)
{
_whenHover.Invoke(); // 悬停开始
}
else if (args.PreviousState == InteractableState.Select)
{
_whenUnselect.Invoke(); // 选择结束
}
break;
case InteractableState.Select:
if (args.PreviousState == InteractableState.Hover)
{
_whenSelect.Invoke(); // 选择开始
}
break;
}
}
// 任何交互器加入
private void HandleInteractorViewAdded(IInteractorView interactorView)
{
WhenInteractorViewAdded.Invoke();
}
// 任何交互器离开
private void HandleInteractorViewRemoved(IInteractorView interactorView)
{
WhenInteractorViewRemoved.Invoke();
}
// 选择交互器加入
private void HandleSelectingInteractorViewAdded(IInteractorView interactorView)
{
WhenSelectingInteractorViewAdded.Invoke();
}
// 选择交互器离开
private void HandleSelectingInteractorViewRemoved(IInteractorView interactorView)
{
WhenSelectingInteractorViewRemoved.Invoke();
}
// 悬停时改变颜色
public class HoverColorChange : MonoBehaviour
{
public Renderer targetRenderer;
public Color hoverColor = Color.yellow;
private Color originalColor;
void Start()
{
originalColor = targetRenderer.material.color;
var wrapper = gameObject.AddComponent();
wrapper.WhenHover.AddListener(() => targetRenderer.material.color = hoverColor);
wrapper.WhenUnhover.AddListener(() => targetRenderer.material.color = originalColor);
}
}
// 添加交互音效
public class InteractionSFX : MonoBehaviour
{
public AudioClip hoverSound;
public AudioClip selectSound;
public AudioClip releaseSound;
void Start()
{
var wrapper = gameObject.AddComponent();
var audioSource = gameObject.AddComponent();
wrapper.WhenHover.AddListener(() => audioSource.PlayOneShot(hoverSound));
wrapper.WhenSelect.AddListener(() => audioSource.PlayOneShot(selectSound));
wrapper.WhenUnselect.AddListener(() => audioSource.PlayOneShot(releaseSound));
}
}
// 显示当前交互器数量
public class InteractorCounter : MonoBehaviour
{
public Text displayText;
private int interactorCount = 0;
void Start()
{
var wrapper = gameObject.AddComponent();
wrapper.WhenInteractorViewAdded.AddListener(() => {
interactorCount++;
UpdateDisplay();
});
wrapper.WhenInteractorViewRemoved.AddListener(() => {
interactorCount--;
UpdateDisplay();
});
}
void UpdateDisplay()
{
displayText.text = $"交互器数量: {interactorCount}";
}
}
准备交互对象:
// 创建可交互物体
var interactableObject = new GameObject("Interactive Object");
var interactable = interactableObject.AddComponent();
添加事件包装器:
var eventWrapper = interactableObject.AddComponent();
eventWrapper._interactableView = interactable;
在编辑器中配置事件:
在 Inspector 中展开事件列表
添加需要响应的事件方法
添加事件响应组件:
// 添加悬停旋转效果
interactableObject.AddComponent();
事件复用:
// 创建共享事件响应器
public class SharedFeedback : MonoBehaviour
{
public void PlayHoverEffect() { /* ... */ }
public void PlaySelectEffect() { /* ... */ }
}
// 在多个对象上使用
var feedback = FindObjectOfType();
wrapper1.WhenHover.AddListener(feedback.PlayHoverEffect);
wrapper2.WhenHover.AddListener(feedback.PlayHoverEffect);
性能优化:
// 避免在频繁事件中执行昂贵操作
wrapper.WhenSelect.AddListener(() => {
// 使用协程处理复杂效果
StartCoroutine(ComplexEffectRoutine());
});
事件清理:
void OnDestroy()
{
// 移除所有监听器防止内存泄漏
wrapper.WhenHover.RemoveAllListeners();
wrapper.WhenSelect.RemoveAllListeners();
// ...
}
调试技巧:
// 添加调试日志
wrapper.WhenHover.AddListener(() => Debug.Log($"{name} 开始悬停"));
wrapper.WhenSelect.AddListener(() => Debug.Log($"{name} 被选择"));
这个 InteractableUnityEventWrapper
组件是连接 Rokid AR 交互系统和 Unity 事件系统的关键桥梁,通过它可以轻松实现:
视觉反馈(颜色变化、动画)
声音反馈(音效播放)
数据追踪(交互计数)
系统联动(触发其他游戏逻辑)