接入 Hud 输入提示并完善 InputModule 提示映射

This commit is contained in:
SepComet 2026-06-12 14:59:16 +08:00 committed by basil
parent e5630f0896
commit 21d0b410b6
13 changed files with 397 additions and 33 deletions

1
.gitignore vendored
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@ -93,3 +93,4 @@ Assets/GameMain/Configs/ResourceBuilder.xml
/.vscode /.vscode
/openspec/changes/archive /openspec/changes/archive
/.omc /.omc
/.claude

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@ -2,5 +2,6 @@ namespace SepCore.UI
{ {
public class HudContext : UIContext public class HudContext : UIContext
{ {
public string MovePrompt { get; set; }
} }
} }

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@ -1,5 +1,6 @@
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using SepCore.Definition; using SepCore.Definition;
using SepCore.InputModule;
using UnityGameFramework.Runtime; using UnityGameFramework.Runtime;
namespace SepCore.UI namespace SepCore.UI
@ -13,9 +14,32 @@ namespace SepCore.UI
form.RefreshUI(context); form.RefreshUI(context);
} }
protected override void SubscribeCustomEvents()
{
GameEntry.InputModule.DeviceKindChanged += OnDeviceKindChanged;
}
protected override void UnsubscribeCustomEvents()
{
GameEntry.InputModule.DeviceKindChanged -= OnDeviceKindChanged;
}
private static HudContext BuildHudContext() private static HudContext BuildHudContext()
{ {
return new HudContext(); return new HudContext
{
MovePrompt = BuildPromptContext(InputActionId.Move)
};
}
private static string BuildPromptContext(InputActionId actionId)
{
if (GameEntry.InputModule == null || !GameEntry.InputModule.TryGetPrompt(actionId, out InputPrompt prompt))
{
return null;
}
return InputPromptTextUtility.BuildTmpText(prompt);
} }
public override async UniTask OpenUIAsync(object userData = null, float timeout = 30f) public override async UniTask OpenUIAsync(object userData = null, float timeout = 30f)
@ -33,5 +57,16 @@ namespace SepCore.UI
{ {
Log.Info("HudFormController doesn't need UseCase"); Log.Info("HudFormController doesn't need UseCase");
} }
private void OnDeviceKindChanged(InputDeviceKind deviceKind)
{
if (Context == null || Form == null)
{
return;
}
Context.MovePrompt = BuildPromptContext(InputActionId.Move);
Form.RefreshMovePrompt(Context.MovePrompt);
}
} }
} }

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@ -35,9 +35,27 @@ namespace SepCore.UI
[SerializeField] private TMP_Text _enemyCountText; [SerializeField] private TMP_Text _enemyCountText;
private EnemyManagerComponent _enemy; private EnemyManagerComponent _enemy;
[SerializeField] private GameObject _movePromptRoot;
[SerializeField] private TMP_Text _movePromptText;
public void RefreshUI(HudContext hudContext) public void RefreshUI(HudContext hudContext)
{ {
RefreshMovePrompt(hudContext?.MovePrompt);
}
public void RefreshMovePrompt(string prompt)
{
bool visible = !string.IsNullOrEmpty(prompt);
if (_movePromptRoot != null)
{
_movePromptRoot.SetActive(visible);
}
if (_movePromptText != null)
{
_movePromptText.text = prompt;
}
} }
#region FSM #region FSM

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@ -166,6 +166,142 @@ MonoBehaviour:
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@ -798,6 +934,7 @@ RectTransform:
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@ -825,6 +962,8 @@ MonoBehaviour:
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_movePromptRoot: {fileID: 1181223948078793352}
_movePromptText: {fileID: 4622934279017998176}
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GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0

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@ -126,6 +126,61 @@
"action": "Move", "action": "Move",
"isComposite": false, "isComposite": false,
"isPartOfComposite": true "isPartOfComposite": true
},
{
"name": "2D Vector",
"id": "61c92933-75b8-40e0-9171-5ccae6ba5298",
"path": "2DVector",
"interactions": "",
"processors": "",
"groups": "",
"action": "Move",
"isComposite": true,
"isPartOfComposite": false
},
{
"name": "up",
"id": "079c3966-b795-40d2-9400-124ac96eaf07",
"path": "<Gamepad>/leftStick/up",
"interactions": "",
"processors": "",
"groups": "",
"action": "Move",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "down",
"id": "d9e7829c-e750-467d-b073-a4e2cd508d61",
"path": "<Gamepad>/leftStick/down",
"interactions": "",
"processors": "",
"groups": "",
"action": "Move",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "left",
"id": "d14fc289-fcf1-482a-9d88-d116a702705c",
"path": "<Gamepad>/leftStick/left",
"interactions": "",
"processors": "",
"groups": "",
"action": "Move",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "right",
"id": "3f06f4d3-6d40-4eba-8e0e-766a8a6d7788",
"path": "<Gamepad>/leftStick/right",
"interactions": "",
"processors": "",
"groups": "",
"action": "Move",
"isComposite": false,
"isPartOfComposite": true
} }
] ]
} }

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@ -0,0 +1,48 @@
using SepCore.InputModule;
namespace SepCore.UI
{
public static class InputPromptTextUtility
{
public static string BuildTmpText(InputPrompt prompt)
{
string spriteText = BuildSpriteTags(prompt.SpriteName);
if (string.IsNullOrEmpty(spriteText))
{
return prompt.TextLabel;
}
return string.IsNullOrEmpty(prompt.TextLabel)
? spriteText
: $"{spriteText} {prompt.TextLabel}";
}
public static string BuildSpriteTags(string spriteNames)
{
if (string.IsNullOrEmpty(spriteNames))
{
return string.Empty;
}
string[] names = spriteNames.Split('|');
string result = string.Empty;
for (int i = 0; i < names.Length; i++)
{
string name = names[i].Trim();
if (string.IsNullOrEmpty(name))
{
continue;
}
if (!string.IsNullOrEmpty(result))
{
result += " ";
}
result += $"<sprite name=\"{name}\">";
}
return result;
}
}
}

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@ -0,0 +1,11 @@
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@ -1,3 +1,3 @@
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@ -87,7 +87,7 @@ namespace SepCore.InputModule.Runtime
Add(InputActionId.Navigate, InputDeviceKind.KeyboardMouse, "WASD"); Add(InputActionId.Navigate, InputDeviceKind.KeyboardMouse, "WASD");
Add(InputActionId.Confirm, InputDeviceKind.KeyboardMouse, "Enter", "keyboard_enter"); Add(InputActionId.Confirm, InputDeviceKind.KeyboardMouse, "Enter", "keyboard_enter");
Add(InputActionId.Cancel, InputDeviceKind.KeyboardMouse, "Esc", "keyboard_esc"); Add(InputActionId.Cancel, InputDeviceKind.KeyboardMouse, "Esc", "keyboard_esc");
Add(InputActionId.Move, InputDeviceKind.KeyboardMouse, "WASD"); Add(InputActionId.Move, InputDeviceKind.KeyboardMouse, "移动", "keyboard_w|keyboard_a|keyboard_s|keyboard_d");
Add(InputActionId.Sprint, InputDeviceKind.KeyboardMouse, "L Shift", "keyboard_shift"); Add(InputActionId.Sprint, InputDeviceKind.KeyboardMouse, "L Shift", "keyboard_shift");
Add(InputActionId.Interact, InputDeviceKind.KeyboardMouse, "E", "keyboard_e"); Add(InputActionId.Interact, InputDeviceKind.KeyboardMouse, "E", "keyboard_e");
} }
@ -95,10 +95,10 @@ namespace SepCore.InputModule.Runtime
private void PopulateGamepad() private void PopulateGamepad()
{ {
Add(InputActionId.Pause, InputDeviceKind.Gamepad, "Menu", "gamepad_menu"); Add(InputActionId.Pause, InputDeviceKind.Gamepad, "Menu", "gamepad_menu");
Add(InputActionId.Navigate, InputDeviceKind.Gamepad, "L Stick", "gamepad_full_ls"); Add(InputActionId.Navigate, InputDeviceKind.Gamepad, "L Stick", "gamepad_ls");
Add(InputActionId.Confirm, InputDeviceKind.Gamepad, "A", "gamepad_a"); Add(InputActionId.Confirm, InputDeviceKind.Gamepad, "A", "gamepad_a");
Add(InputActionId.Cancel, InputDeviceKind.Gamepad, "B", "gamepad_b"); Add(InputActionId.Cancel, InputDeviceKind.Gamepad, "B", "gamepad_b");
Add(InputActionId.Move, InputDeviceKind.Gamepad, "L Stick", "gamepad_full_ls"); Add(InputActionId.Move, InputDeviceKind.Gamepad, "移动", "gamepad_ls");
Add(InputActionId.Sprint, InputDeviceKind.Gamepad, "L3", "gamepad_press_ls"); Add(InputActionId.Sprint, InputDeviceKind.Gamepad, "L3", "gamepad_press_ls");
Add(InputActionId.Interact, InputDeviceKind.Gamepad, "A", "gamepad_a"); Add(InputActionId.Interact, InputDeviceKind.Gamepad, "A", "gamepad_a");
} }

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@ -117,7 +117,8 @@ namespace SepCore.InputModule.Tests
{ {
_map.TryGetPrompt(InputActionId.Move, InputDeviceKind.KeyboardMouse, out InputPrompt prompt); _map.TryGetPrompt(InputActionId.Move, InputDeviceKind.KeyboardMouse, out InputPrompt prompt);
Assert.That(prompt.TextLabel, Is.EqualTo("WASD")); Assert.That(prompt.TextLabel, Is.EqualTo("移动"));
Assert.That(prompt.SpriteName, Is.EqualTo("keyboard_w|keyboard_a|keyboard_s|keyboard_d"));
} }
[Test] [Test]

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@ -589,7 +589,7 @@ GameEntry.InputModule.RegisterListener(InputActionId.Confirm, _ =>
- `InputPrompt`Base 层 readonly struct承载提示数据 - `InputPrompt`Base 层 readonly struct承载提示数据
- `TextLabel`:文本标签(如 `”A”`, `”Enter”`, `”E”` - `TextLabel`:文本标签(如 `”A”`, `”Enter”`, `”E”`
- `SpriteName`:可选的 sprite 资源键(项目自定义,模块不管理 sprite 资源) - `SpriteName`:可选的 sprite 资源键(项目自定义,模块不管理 sprite 资源);多个 sprite 可用 `|` 分隔,如 `keyboard_w|keyboard_a|keyboard_s|keyboard_d`
- `HasSprite` / `IsValid`:便捷检查属性 - `HasSprite` / `IsValid`:便捷检查属性
- `IInputPromptMap`Base 层接口):项目可自定义实现 - `IInputPromptMap`Base 层接口):项目可自定义实现
- `TryGetPrompt(InputActionId, InputDeviceKind, out InputPrompt)`:查找提示 - `TryGetPrompt(InputActionId, InputDeviceKind, out InputPrompt)`:查找提示
@ -623,6 +623,21 @@ map.TryGetPrompt(InputActionId.Confirm, InputDeviceKind.Gamepad, out InputPrompt
GameEntry.InputModule.PromptMap = new MyPlayStationPromptMap(); GameEntry.InputModule.PromptMap = new MyPlayStationPromptMap();
``` ```
**TMP 文本工具:**
`Assets/Plugins/InputModule/Presentation/InputPromptTextUtility.cs` 提供了将 `InputPrompt` 转成 TMP 文本的工具:
```csharp
if (GameEntry.InputModule.TryGetPrompt(InputActionId.Move, out InputPrompt prompt))
{
_movePromptText.text = InputPromptTextUtility.BuildTmpText(prompt);
}
```
- `BuildTmpText(InputPrompt)`:输出 `"<sprite name=\"keyboard_w\"> <sprite name=\"keyboard_a\"> ... 移动"` 这类可直接给 `TMP_Text.text` 的字符串
- `BuildSpriteTags(string)`:只把 `SpriteName` 转成 TMP sprite tag
- `SpriteName` 使用 `|` 分隔时会输出多个 sprite tag单个 sprite 仍按原方式输出
**自定义 PromptMap 示例:** **自定义 PromptMap 示例:**
```csharp ```csharp
@ -651,30 +666,70 @@ public sealed class PlayStationPromptMap : IInputPromptMap
**触发器:** `DeviceKindChanged` 事件。无需单独的 `PromptsChanged` 事件。 **触发器:** `DeviceKindChanged` 事件。无需单独的 `PromptsChanged` 事件。
**消费模式:** **推荐接入现有 UI 架构:**
当前项目 UI 采用 `Controller -> Context -> Form`,输入提示也应沿用这条数据流:
- Controller监听 `GameEntry.InputModule.DeviceKindChanged`,查询 `TryGetPrompt()`,用 `InputPromptTextUtility.BuildTmpText()` 生成 TMP 文本
- Context保存当前 UI 需要展示的提示字符串,如 `MovePrompt`、`ConfirmPrompt`、`CancelPrompt`
- Form只负责展示不直接判断设备类型也不直接查询 InputModule
**Hud 示例:**
```csharp ```csharp
private Action<InputDeviceKind> _onDeviceChanged; public class HudContext : UIContext
private void OnEnable()
{ {
_onDeviceChanged = _ => RefreshPrompts(); public string MovePrompt { get; set; }
GameEntry.InputModule.DeviceKindChanged += _onDeviceChanged; }
RefreshPrompts(); // 初始状态 ```
```csharp
private static HudContext BuildHudContext()
{
return new HudContext
{
MovePrompt = BuildPromptText(InputActionId.Move)
};
} }
private void OnDisable() private static string BuildPromptText(InputActionId actionId)
{ {
GameEntry.InputModule.DeviceKindChanged -= _onDeviceChanged; if (GameEntry.InputModule == null || !GameEntry.InputModule.TryGetPrompt(actionId, out InputPrompt prompt))
_onDeviceChanged = null; {
return null;
}
return InputPromptTextUtility.BuildTmpText(prompt);
} }
private void RefreshPrompts() protected override void SubscribeCustomEvents()
{ {
if (GameEntry.InputModule.TryGetPrompt(InputActionId.Interact, out InputPrompt p)) GameEntry.InputModule.DeviceKindChanged += OnDeviceKindChanged;
_interactLabel.text = p.TextLabel; }
if (GameEntry.InputModule.TryGetPrompt(InputActionId.Cancel, out InputPrompt c))
_cancelLabel.text = c.TextLabel; protected override void UnsubscribeCustomEvents()
{
GameEntry.InputModule.DeviceKindChanged -= OnDeviceKindChanged;
}
private void OnDeviceKindChanged(InputDeviceKind deviceKind)
{
if (Context == null || Form == null)
{
return;
}
Context.MovePrompt = BuildPromptText(InputActionId.Move);
Form.RefreshMovePrompt(Context.MovePrompt);
}
```
```csharp
public void RefreshMovePrompt(string prompt)
{
bool visible = !string.IsNullOrEmpty(prompt);
_movePromptRoot.SetActive(visible);
_movePromptText.text = prompt;
} }
``` ```
@ -792,17 +847,16 @@ private void RefreshPrompts()
```csharp ```csharp
if (GameEntry.InputModule.TryGetPrompt(InputActionId.Interact, out InputPrompt prompt)) if (GameEntry.InputModule.TryGetPrompt(InputActionId.Interact, out InputPrompt prompt))
{ {
// 文本标签 _label.text = InputPromptTextUtility.BuildTmpText(prompt);
_label.text = prompt.TextLabel;
// 图标(通过 TMP Sprite Tag
if (prompt.HasSprite)
{
_iconText.text = $"<sprite=\"InputPrompt\" name={prompt.SpriteName}>";
}
} }
``` ```
如果只想显示图标,可以使用:
```csharp
_iconText.text = InputPromptTextUtility.BuildSpriteTags(prompt.SpriteName);
```
**说明:** **说明:**
- 此步骤完全可选;不设置 Default Sprite Asset 不影响任何核心功能 - 此步骤完全可选;不设置 Default Sprite Asset 不影响任何核心功能

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m_defaultTextMeshProUITextContainerSize: {x: 200, y: 50} m_defaultTextMeshProUITextContainerSize: {x: 200, y: 50}
m_autoSizeTextContainer: 0 m_autoSizeTextContainer: 0
m_IsTextObjectScaleStatic: 0
m_fallbackFontAssets: [] m_fallbackFontAssets: []
m_matchMaterialPreset: 1 m_matchMaterialPreset: 1
m_defaultSpriteAsset: {fileID: 11400000, guid: c41005c129ba4d66911b75229fd70b45, m_defaultSpriteAsset: {fileID: 11400000, guid: 63ffe10cc9d517140bc4b2cb93c4e5e4,
type: 2} type: 2}
m_defaultSpriteAssetPath: Sprite Assets/ m_defaultSpriteAssetPath: Sprite Assets/
m_enableEmojiSupport: 1 m_enableEmojiSupport: 1