docs(technical): v0.1 程序设计——角色控制+交互+收集三份技术方案
P-003 步骤④程序设计产出: - player-controller-tech.md: 角色控制系统(参数调整+输入绑定,2-3天) - interaction-system-tech.md: 交互系统核心框架(状态机+推镜+物品中转,5-7天) - collection-system-tech.md: 收集系统进度追踪+通知UI(1-2天) 覆盖三份执行案全部行为规则,含美术需求清单和技术风险分析。 等待 PM 质量门审查。
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# 交互系统技术设计文档(v0.1 原型)
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> 任务ID: P-003(部分)
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> 对应执行案: `docs/design/prototype/interaction-system-execution.md`
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> 关联系统: 角色控制、物品系统、收集系统
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> 阶段: 原型
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> 日期: 2026-06-06
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---
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## 概述
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交互系统是 v0.1 的核心体验系统,让玩家通过"走近并按键"与环境物体、NPC 产生互动。包含四种交互类型(观察/拾取/操作/对话),涉及状态机管理、摄像机推镜、UI 显示、跨系统通知等多个子系统。
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**实现复杂度**:中-高
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**预估工期**:5-7 天
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**新增代码量**:约 800-1200 行 C++ + 2 个 UMG 蓝图
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---
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## 类与组件架构
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### 新增类
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| 类名 | 类型 | 职责 | 位置 |
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|------|------|------|------|
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| `IChildHoodInteractable` | UInterface | 交互物统一接口 | `Interaction/` |
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| `UInteractableComponent` | UActorComponent | 可附着到任意 Actor,提供交互数据与触发检测 | `Interaction/` |
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| `UInteractionManager` | UActorComponent | 交互状态机 + 检测 + 选择 + 摄像机推镜 + UI 管理 | `Interaction/` |
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### 修改类
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| 类名 | 修改内容 |
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|------|---------|
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| `AChildHoodCharacter` | 持有 InteractionManager,提供交互状态查询接口 |
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| `AChildHoodPlayerController` | 注册交互相关 IA(E/ESC/Tab/滚轮) |
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### 新增蓝图
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| 蓝图名 | 类型 | 用途 |
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|--------|------|------|
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| `WBP_InteractionPrompt` | UMG Widget | 交互提示 UI(`[E] 查看旧冰箱`) |
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| `WBP_InteractionText` | UMG Widget | 文本底框(半透明背景 + 文字) |
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| `BP_InteractableActor` | Actor Blueprint | 可交互物基类蓝图(带 InteractableComponent) |
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| `BP_PickupItem` | Actor Blueprint | 拾取物蓝图(继承 BP_InteractableActor) |
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| `BP_InteractableDoor` | Actor Blueprint | 门蓝图(继承 BP_InteractableActor,含开关状态) |
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| `BP_InteractableNPC` | Actor Blueprint | NPC 蓝图(继承 BP_InteractableActor) |
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### 架构关系
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```
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AChildHoodPlayerController
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├── Enhanced Input
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│ ├── IA_Interact (E) ──────────┐
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│ ├── IA_Cancel (ESC) ──────────┤
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│ └── IA_SwitchInteract (Tab) ──┤
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│ ▼
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AChildHoodCharacter UInteractionManager
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├── CapsuleComponent ├── 状态机 (Free/Interacting)
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├── SkeletalMesh ├── 检测列表 (NearbyInteractables)
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├── SpringArm + Camera ├── 当前选中 (SelectedInteractable)
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├── UInteractionManager ◄─────────┤── 摄像机推镜控制
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└── bIsInteracting 标志 ├── UI 管理 (Prompt + Text)
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└── 交互流程驱动
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场景中的可交互物:
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AActor (任意 Actor)
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└── UInteractableComponent (实现 IChildHoodInteractable)
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├── FInteractableData (配置数据)
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├── USphereComponent (触发检测范围)
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└── UStaticMeshComponent (占位模型)
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```
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---
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## 核心数据结构
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### 枚举
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```cpp
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// 交互类型
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UENUM(BlueprintType)
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enum class EInteractType : uint8
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{
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Examine, // 观察
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Pickup, // 拾取
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Operate, // 操作
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Talk // 对话
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};
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// 操作子类型
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UENUM(BlueprintType)
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enum class EOperateSubType : uint8
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{
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None,
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Door, // 门(开关切换)
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Search // 翻找
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};
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// 交互系统顶层状态
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UENUM(BlueprintType)
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enum class EInteractionState : uint8
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{
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Free, // 自由状态
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Interacting, // 交互中
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SubSystem, // 子系统(v0.1 预留)
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Cutscene // 过场(v0.1 预留)
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};
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// Interacting 子阶段
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UENUM(BlueprintType)
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enum class EInteractPhase : uint8
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{
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None,
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Enter, // 进入:转向 + 推镜
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AnimLock, // 动画锁定:等待动画播完
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Active, // 活跃:等待玩家输入
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Exit // 退出:回位 + 淡出
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};
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// 交互结束后的动作
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UENUM(BlueprintType)
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enum class EPostAction : uint8
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{
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Return, // 回到 Free
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Minigame, // 进入小游戏(v0.1 预留)
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Dialogue, // 进入对话(v0.1 预留)
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SceneChange // 场景切换(v0.1 预留)
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};
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```
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### 配置数据结构
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```cpp
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USTRUCT(BlueprintType)
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struct FInteractableData
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{
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GENERATED_BODY()
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// 基本信息
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FName ItemId; // 物品唯一ID(如 "fridge_home")
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FString DisplayName; // 显示名称(如 "旧冰箱")
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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EInteractType Type = EInteractType::Examine;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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EOperateSubType SubType = EOperateSubType::None;
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// 触发
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float TriggerRadius = 150.0f; // 触发半径(cm)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bOneShot = false; // 一次性消耗
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// 提示文本
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FString InteractVerb; // 动作词(如 "查看"、"拾取")
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// 叙事文本
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TArray<FString> NarrativeTexts; // 文本列表,随机选取
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// 摄像机推镜
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bUseCameraPush = false; // 是否推镜
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float CameraPushDistance = 100.0f; // 推镜距离(cm)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float CameraPushHeightOffset = -20.0f; // 推镜高度偏移(略低于物体中心)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float CameraPushDuration = 0.5f; // 推镜时长(秒)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float CameraReturnDuration = 0.3f; // 回位时长(秒)
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// 动画
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UAnimMontage* InteractionMontage = nullptr; // 交互动画
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float AnimEventProgress = 0.6f; // 动画中触发事件的进度点(0-1)
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// 物品(拾取/翻找)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FName RewardItemId; // 获得的物品ID
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FString RewardItemCategory = TEXT("杂物"); // 物品品类
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// 结束动作
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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EPostAction PostAction = EPostAction::Return;
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};
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```
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---
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## 行为规则 → 实现方案映射
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### 一、状态机实现(UInteractionManager)
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#### 状态机设计
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```cpp
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UCLASS()
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class UInteractionManager : public UActorComponent
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{
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GENERATED_BODY()
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// 当前状态
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EInteractionState State = EInteractionState::Free;
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EInteractPhase Phase = EInteractPhase::None;
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// 检测
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bool bInDetectionRange = false;
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TArray<TWeakObjectPtr<UInteractableComponent>> NearbyInteractables;
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int32 SelectedIndex = 0;
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// 当前交互
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UPROPERTY()
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UInteractableComponent* CurrentInteractable = nullptr;
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// 摄像机推镜
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UPROPERTY()
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ACameraActor* PushCamera = nullptr;
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// 计时器
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float PhaseTimer = 0.f;
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float TurnProgress = 0.f;
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// UI
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UPROPERTY()
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UUserWidget* PromptWidget = nullptr;
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UPROPERTY()
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UUserWidget* TextWidget = nullptr;
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};
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```
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#### 状态转换逻辑
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```
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Tick 流程:
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Free 状态:
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├── 更新 NearbyInteractables(基于 Overlap 事件维护)
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├── 按距离排序
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├── 更新 bInDetectionRange
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├── 更新 PromptWidget(选中物的提示)
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└── 等 E 键触发
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E 键触发:
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Free → Interacting/Enter
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├── 保存当前摄像机状态
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├── 设置 bIsInteracting = true(通知角色控制)
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├── 启动角色转向(0.2s)
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└── 如需推镜,启动推镜
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Enter 阶段完成:
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Enter → AnimLock 或 Active(取决于交互类型)
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├── 有动画 → AnimLock(等动画播完)
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└── 无动画 → Active(等文本显示 + 玩家输入)
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AnimLock 结束(动画播完):
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├── 拾取类 → 执行物品逻辑 → Exit
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├── 门操作 → 执行状态切换 → Exit
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└── 翻找类 → 结果判定 → Active 或 Exit
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Active 阶段(等 E/ESC):
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E/ESC → Exit
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Exit 阶段:
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├── 淡出 UI
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├── 摄像机回位
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└── 完成后 → Free(检查 postAction,v0.1 全为 Return)
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```
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---
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### 二、通用规则
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#### G1. 触发条件
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**实现**:UInteractableComponent 持有 USphereComponent 作为触发范围
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```cpp
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// UInteractableComponent 初始化
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TriggerSphere = CreateDefaultSubobject<USphereComponent>("TriggerSphere");
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TriggerSphere->SetSphereRadius(Data.TriggerRadius);
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TriggerSphere->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
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TriggerSphere->SetCollisionResponseToAllChannels(ECR_Ignore);
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TriggerSphere->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
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TriggerSphere->SetupAttachment(GetOwner()->GetRootComponent());
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// Overlap 事件 → 通知 InteractionManager
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TriggerSphere->OnComponentBeginOverlap.AddDynamic(this, &UInteractableComponent::OnOverlapBegin);
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TriggerSphere->OnComponentEndOverlap.AddDynamic(this, &UInteractableComponent::OnOverlapEnd);
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```
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InteractionManager 维护 NearbyInteractables 列表,按距离排序。
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**消耗检查**:
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```cpp
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bool IChildHoodInteractable::CanInteract() const
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{
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return !bConsumed; // oneShot 且已消耗则返回 false
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}
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```
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#### G2. 提示 UI 显示规则
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**实现**:WBP_InteractionPrompt(UMG Widget)
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- **位置**:通过 `ProjectWorldLocationToScreen` 将交互物注册点投影到屏幕空间
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- **格式**:`[E] {动词} {物体名}`(如 `[E] 查看旧冰箱`)
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- **淡入/淡出**:Widget Animation 0.2s
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- **更新时机**:每 Tick 更新位置和内容(仅当选中物变化时刷新内容)
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**多交互物切换**:
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```cpp
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void UInteractionManager::SwitchToNext()
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{
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if (NearbyInteractables.Num() == 0) return;
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SelectedIndex = (SelectedIndex + 1) % NearbyInteractables.Num();
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UpdatePromptWidget();
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}
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void UInteractionManager::SwitchToPrevious()
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{
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if (NearbyInteractables.Num() == 0) return;
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SelectedIndex = (SelectedIndex - 1 + NearbyInteractables.Num()) % NearbyInteractables.Num();
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UpdatePromptWidget();
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}
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```
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**距离排序**:
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```cpp
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NearbyInteractables.Sort([this](const TWeakObjectPtr<UInteractableComponent>& A,
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const TWeakObjectPtr<UInteractableComponent>& B)
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{
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float DistA = FVector::Dist2D(Character->GetActorLocation(), A->GetInteractLocation());
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float DistB = FVector::Dist2D(Character->GetActorLocation(), B->GetInteractLocation());
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return DistA < DistB;
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});
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```
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#### G3. 交互触发(E 键)
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**实现**:InteractionManager::OnInteractPressed()
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```cpp
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void UInteractionManager::OnInteractPressed()
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{
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if (State != EInteractionState::Free || !bInDetectionRange) return;
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auto Selected = GetSelectedInteractable();
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if (!Selected || !Selected->CanInteract()) return;
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StartInteraction(Selected);
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}
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```
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#### G4. 通用文本显示 UI
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**实现**:WBP_InteractionText(UMG Widget)
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- **位置**:屏幕正中偏下(Anchors: Center, Offset Y = +10% 屏幕高度)
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- **底框**:半透明黑色背景(Background Color: Black, Opacity 0.6),圆角
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- **文字**:白色,居中,内容自适应宽高
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- **显示**:整句一次性显示(无打字机效果)
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- **淡入/淡出**:Widget Animation 0.2s
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---
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### 三、交互类型一:观察(Examine)
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#### 流程实现
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```cpp
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void UInteractionManager::StartExamine(UInteractableComponent* Interactable)
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{
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Phase = EInteractPhase::Enter;
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PhaseTimer = 0.f;
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// 1. 角色转向(0.2s)
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StartCharacterTurn(Interactable->GetInteractLocation());
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TurnDuration = 0.2f;
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// 2. 推镜(与转向同时,0.5s ease-out)
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StartCameraPush(Interactable, 0.5f);
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// 3. 设置 Enter 阶段完成时间 = max(转向, 推镜) + 0.2s 等待
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EnterCompleteDelay = FMath::Max(0.2f, 0.5f) + 0.2f;
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}
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```
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**Enter → Active 转换**:
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```cpp
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// Tick 中
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if (Phase == EInteractPhase::Enter)
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{
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PhaseTimer += DeltaTime;
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UpdateCharacterTurn(DeltaTime);
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UpdateCameraPush(DeltaTime);
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if (PhaseTimer >= EnterCompleteDelay)
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{
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// 4. 显示文本
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FString Text = SelectRandomText(CurrentInteractable);
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ShowInteractionText(Text);
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Phase = EInteractPhase::Active;
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}
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}
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```
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**关闭(E/ESC)**:
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```cpp
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void UInteractionManager::CloseExamine()
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{
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Phase = EInteractPhase::Exit;
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HideInteractionText(); // 淡出 0.2s
|
||||
StartCameraReturn(0.3f); // ease-in 回位
|
||||
ExitDuration = 0.3f;
|
||||
}
|
||||
```
|
||||
|
||||
**文本随机选取**:
|
||||
|
||||
```cpp
|
||||
FString UInteractionManager::SelectRandomText(UInteractableComponent* Interactable)
|
||||
{
|
||||
auto& Texts = Interactable->GetNarrativeTexts();
|
||||
if (Texts.Num() == 0) return TEXT("");
|
||||
if (Texts.Num() == 1) return Texts[0];
|
||||
|
||||
// 不重复上一次
|
||||
int32 Index;
|
||||
do {
|
||||
Index = FMath::RandRange(0, Texts.Num() - 1);
|
||||
} while (Index == LastTextIndex && Texts.Num() > 1);
|
||||
|
||||
LastTextIndex = Index;
|
||||
return Texts[Index];
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### 四、交互类型二:拾取(Pickup)
|
||||
|
||||
#### 流程实现
|
||||
|
||||
```cpp
|
||||
void UInteractionManager::StartPickup(UInteractableComponent* Interactable)
|
||||
{
|
||||
Phase = EInteractPhase::Enter;
|
||||
PhaseTimer = 0.f;
|
||||
|
||||
// 1. 角色转向(0.2s)
|
||||
StartCharacterTurn(Interactable->GetInteractLocation());
|
||||
|
||||
// 拾取不推镜,相机保持第三人称位置
|
||||
// 2. 转向完成后播放动画 → AnimLock
|
||||
bPendingAnimLock = true;
|
||||
PendingMontage = nullptr; // v0.1 可能无动画
|
||||
PendingAnimDuration = 1.0f; // 拾取动画时长
|
||||
|
||||
// 3. 物品消失在动画 60% 处
|
||||
AnimEventProgress = 0.6f;
|
||||
bAnimEventTriggered = false;
|
||||
}
|
||||
|
||||
// Tick 中处理 AnimLock
|
||||
if (Phase == EInteractPhase::AnimLock)
|
||||
{
|
||||
PhaseTimer += DeltaTime;
|
||||
float Progress = PhaseTimer / PendingAnimDuration;
|
||||
|
||||
// 物品消失时间点
|
||||
if (!bAnimEventTriggered && Progress >= AnimEventProgress)
|
||||
{
|
||||
bAnimEventTriggered = true;
|
||||
CurrentInteractable->SetVisibility(false); // 视觉消失
|
||||
|
||||
// 通知物品系统
|
||||
NotifyItemSystem(CurrentInteractable->GetRewardItemId(),
|
||||
CurrentInteractable->GetRewardItemCategory());
|
||||
}
|
||||
|
||||
// 动画播完
|
||||
if (PhaseTimer >= PendingAnimDuration)
|
||||
{
|
||||
CurrentInteractable->MarkConsumed(); // 标记已消耗
|
||||
Phase = EInteractPhase::Exit;
|
||||
// Exit 立即完成(无回位动画)
|
||||
FinishInteraction();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**拾取物外观**:所有拾取物使用同一个占位模型(简单球形或方块,0.1m 直径)。通过材质颜色区分稀有度(普通=白色,稀有=金色)。
|
||||
|
||||
**不支持手动关闭**:拾取全程 AnimLock,忽略所有按键。
|
||||
|
||||
---
|
||||
|
||||
### 五、交互类型三:操作(Operate)
|
||||
|
||||
#### 3A. 门(开关切换)
|
||||
|
||||
```cpp
|
||||
void UInteractionManager::StartDoor(UInteractableComponent* Interactable)
|
||||
{
|
||||
Phase = EInteractPhase::Enter;
|
||||
PhaseTimer = 0.f;
|
||||
|
||||
// 1. 角色转向(0.2s)
|
||||
StartCharacterTurn(Interactable->GetInteractLocation());
|
||||
|
||||
// 不推镜
|
||||
// 2. 转向完成后播放动画 → AnimLock
|
||||
bPendingAnimLock = true;
|
||||
PendingAnimDuration = 0.8f; // 门操作动画时长
|
||||
AnimEventProgress = 0.4f; // 40% 处切换状态
|
||||
}
|
||||
|
||||
// AnimLock 中的事件
|
||||
if (!bAnimEventTriggered && Progress >= AnimEventProgress)
|
||||
{
|
||||
bAnimEventTriggered = true;
|
||||
// 通知门的蓝图切换开关状态
|
||||
CurrentInteractable->OnInteractEvent();
|
||||
}
|
||||
|
||||
// 动画播完 → Exit
|
||||
if (PhaseTimer >= PendingAnimDuration)
|
||||
{
|
||||
FinishInteraction(); // 直接回到 Free
|
||||
}
|
||||
```
|
||||
|
||||
**门状态切换**:在 BP_InteractableDoor 蓝图中实现。InteractableComponent 触发事件 → 蓝图响应旋转门 Mesh + 更新提示文本("打开门" ↔ "关上门")。
|
||||
|
||||
#### 3B. 废纸箱(翻找)
|
||||
|
||||
```cpp
|
||||
void UInteractionManager::StartSearch(UInteractableComponent* Interactable)
|
||||
{
|
||||
Phase = EInteractPhase::Enter;
|
||||
PhaseTimer = 0.f;
|
||||
|
||||
// 1. 角色转向(0.2s)
|
||||
StartCharacterTurn(Interactable->GetInteractLocation());
|
||||
|
||||
// 2. 推镜(与转向同时,0.5s)
|
||||
StartCameraPush(Interactable, 0.5f);
|
||||
|
||||
// 3. 转向完成后播放翻找动画 → AnimLock
|
||||
bPendingAnimLock = true;
|
||||
PendingAnimDuration = 1.5f; // 翻找动画时长
|
||||
}
|
||||
|
||||
// AnimLock 完成后
|
||||
void UInteractionManager::OnSearchAnimComplete()
|
||||
{
|
||||
if (CurrentInteractable->HasRewardItem())
|
||||
{
|
||||
// 有物品分支
|
||||
NotifyItemSystem(CurrentInteractable->GetRewardItemId(),
|
||||
CurrentInteractable->GetRewardItemCategory());
|
||||
CurrentInteractable->MarkConsumed();
|
||||
// 物品系统弹出拾取通知,收集系统弹出收集通知
|
||||
// 等待 E/ESC
|
||||
Phase = EInteractPhase::Active;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 无物品分支(架构预留)
|
||||
ShowInteractionText(TEXT("什么都没找到。"));
|
||||
Phase = EInteractPhase::Active;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### 六、交互类型四:对话(Talk)— 简化版
|
||||
|
||||
```cpp
|
||||
void UInteractionManager::StartTalk(UInteractableComponent* Interactable)
|
||||
{
|
||||
// 与观察类流程几乎相同
|
||||
Phase = EInteractPhase::Enter;
|
||||
PhaseTimer = 0.f;
|
||||
|
||||
StartCharacterTurn(Interactable->GetInteractLocation());
|
||||
StartCameraPush(Interactable, 0.5f);
|
||||
|
||||
// Enter 完成后显示 NPC 对话文本
|
||||
// Active 阶段等 E/ESC 关闭
|
||||
}
|
||||
```
|
||||
|
||||
与观察类的区别:
|
||||
- 文本来源不同(对话内容 vs 小孩想法)
|
||||
- 无功能差异,v0.1 共用同一流程
|
||||
|
||||
---
|
||||
|
||||
### 七、摄像机推镜系统
|
||||
|
||||
#### 实现方案:ACameraActor + SetViewTargetWithBlend
|
||||
|
||||
**原理**:交互时创建临时 CameraActor,通过 UE5 内置的摄像机混合系统平滑切换视角。
|
||||
|
||||
```cpp
|
||||
void UInteractionManager::StartCameraPush(UInteractableComponent* Interactable, float Duration)
|
||||
{
|
||||
if (!Interactable->GetData().bUseCameraPush) return;
|
||||
|
||||
// 计算推镜目标位置
|
||||
FVector InteractLoc = Interactable->GetInteractLocation();
|
||||
FVector CharacterLoc = GetOwner()->GetActorLocation();
|
||||
FVector DirToCharacter = (CharacterLoc - InteractLoc).GetSafeNormal2D();
|
||||
|
||||
// 推镜位置:物体前方指定距离,略低于物体中心
|
||||
float PushDist = Interactable->GetData().CameraPushDistance;
|
||||
float HeightOffset = Interactable->GetData().CameraPushHeightOffset;
|
||||
|
||||
FVector PushLocation = InteractLoc - DirToCharacter * PushDist;
|
||||
PushLocation.Z = InteractLoc.Z + HeightOffset + 80.f; // 80 = 角色站立高度补偿
|
||||
|
||||
FRotator PushRotation = (InteractLoc - PushLocation).Rotation();
|
||||
|
||||
// 创建或复用推镜摄像机
|
||||
if (!PushCamera)
|
||||
{
|
||||
FActorSpawnParameters Params;
|
||||
PushCamera = GetWorld()->SpawnActor<ACameraActor>(ACameraActor::StaticClass(),
|
||||
PushLocation, PushRotation, Params);
|
||||
}
|
||||
else
|
||||
{
|
||||
PushCamera->SetActorLocationAndRotation(PushLocation, PushRotation);
|
||||
}
|
||||
|
||||
// 混合到推镜摄像机
|
||||
APlayerController* PC = Cast<APlayerController>(Cast<APawn>(GetOwner())->GetController());
|
||||
PC->SetViewTargetWithBlend(PushCamera, Duration,
|
||||
EViewTargetBlendFunction::VTBlend_EaseInOut, 1.0f);
|
||||
|
||||
bIsCameraPushed = true;
|
||||
}
|
||||
|
||||
void UInteractionManager::StartCameraReturn(float Duration)
|
||||
{
|
||||
if (!bIsCameraPushed) return;
|
||||
|
||||
APlayerController* PC = Cast<APlayerController>(Cast<APawn>(GetOwner())->GetController());
|
||||
APawn* Pawn = PC->GetPawn();
|
||||
|
||||
// 混合回角色(SpringArm 恢复控制)
|
||||
PC->SetViewTargetWithBlend(Pawn, Duration,
|
||||
EViewTargetBlendFunction::VTBlend_EaseInOut, 1.0f);
|
||||
|
||||
bIsCameraPushed = false;
|
||||
}
|
||||
```
|
||||
|
||||
**生命周期**:PushCamera 在 InteractionManager 初始化时创建,整个游戏期间复用,不需要每次交互都 Spawn/Destroy。
|
||||
|
||||
---
|
||||
|
||||
### 八、角色转向实现
|
||||
|
||||
```cpp
|
||||
void UInteractionManager::StartCharacterTurn(const FVector& TargetLocation)
|
||||
{
|
||||
ACharacter* Character = Cast<ACharacter>(GetOwner());
|
||||
if (!Character) return;
|
||||
|
||||
TurnStartRotation = Character->GetActorRotation();
|
||||
FVector Direction = (TargetLocation - Character->GetActorLocation());
|
||||
Direction.Z = 0.f;
|
||||
TurnTargetRotation = Direction.Rotation();
|
||||
TurnProgress = 0.f;
|
||||
TurnDuration = 0.2f;
|
||||
bIsTurning = true;
|
||||
|
||||
// 暂停 CMC 的自动转向,防止冲突
|
||||
Character->GetCharacterMovement()->bOrientRotationToMovement = false;
|
||||
}
|
||||
|
||||
void UInteractionManager::UpdateCharacterTurn(float DeltaTime)
|
||||
{
|
||||
if (!bIsTurning) return;
|
||||
|
||||
TurnProgress += DeltaTime / TurnDuration;
|
||||
if (TurnProgress >= 1.f)
|
||||
{
|
||||
TurnProgress = 1.f;
|
||||
bIsTurning = false;
|
||||
// 不立即恢复 bOrientRotationToMovement,等交互结束
|
||||
}
|
||||
|
||||
// Ease-out 插值
|
||||
float Alpha = 1.f - FMath::Pow(1.f - TurnProgress, 3.f);
|
||||
FRotator NewRotation = FMath::Lerp(TurnStartRotation, TurnTargetRotation, Alpha);
|
||||
GetOwner()->SetActorRotation(NewRotation);
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### 九、物品系统中转(补充执行案缺失部分)
|
||||
|
||||
> 执行案要求"物品系统(通知中转+拾取通知+背包记录)需在本步骤纳入技术方案"。
|
||||
|
||||
#### UItemManager — 轻量物品管理组件
|
||||
|
||||
```cpp
|
||||
UCLASS()
|
||||
class UItemManager : public UActorComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
// 简单背包:ItemID → 数量
|
||||
UPROPERTY()
|
||||
TMap<FName, int32> Inventory;
|
||||
|
||||
public:
|
||||
// 接收交互系统的拾取通知
|
||||
void OnItemPickedUp(FName ItemId, const FString& Category, const FString& ItemNumber);
|
||||
|
||||
// 查询
|
||||
int32 GetItemCount(FName ItemId) const;
|
||||
bool HasItem(FName ItemId) const;
|
||||
|
||||
// 事件:通知 UI 显示拾取通知
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FOnItemPickedUpSignature OnItemPickedUpEvent;
|
||||
|
||||
// 事件:通知收集系统
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FOnItemCollectedSignature OnItemCollectedEvent;
|
||||
};
|
||||
```
|
||||
|
||||
#### 数据流
|
||||
|
||||
```
|
||||
交互系统 (InteractionManager)
|
||||
│ OnItemPickedUp(ItemId, Category, Number)
|
||||
▼
|
||||
物品系统 (ItemManager)
|
||||
├── Inventory[ItemId]++ (背包记录)
|
||||
├── OnItemPickedUpEvent → WBP_PickupNotification("找到了 XXX")
|
||||
└── OnItemCollectedEvent → 收集系统("发现了新的杂物,进度 X/Y")
|
||||
```
|
||||
|
||||
#### 拾取通知 UI(WBP_PickupNotification)
|
||||
|
||||
- **位置**:屏幕右上角
|
||||
- **内容**:物品名称 + 简短描述
|
||||
- **效果**:弹出后 2 秒自动淡出
|
||||
- **v0.1 简化**:只显示文字,不显示图标
|
||||
|
||||
#### 背包
|
||||
|
||||
v0.1 不做背包 UI,仅内部记录。Inventory 使用 `TMap<FName, int32>` 存储,支持计数查询。
|
||||
|
||||
---
|
||||
|
||||
## 数据流总览
|
||||
|
||||
```
|
||||
Enhanced Input
|
||||
│
|
||||
├── WASD → AChildHoodCharacter::DoMove()
|
||||
│ ├── 检查 bIsInteracting(由 InteractionManager 控制)
|
||||
│ └── CMC::AddMovementInput()
|
||||
│
|
||||
├── 鼠标 → AChildHoodCharacter::DoLook()
|
||||
│ └── Controller::AddYawInput/AddPitchInput
|
||||
│
|
||||
├── E → UInteractionManager::OnInteractPressed()
|
||||
│ ├── Free 状态 → StartInteraction()
|
||||
│ └── Active 状态 → CloseCurrentInteraction()
|
||||
│
|
||||
├── ESC → UInteractionManager::OnCancelPressed()
|
||||
│ └── Active 状态 → CloseCurrentInteraction()
|
||||
│
|
||||
├── Tab/滚轮 → UInteractionManager::SwitchToNext/Previous()
|
||||
│
|
||||
└── Interacting 状态下 WASD/Tab/滚轮被忽略
|
||||
|
||||
UInteractableComponent (场景中的交互物)
|
||||
│ Overlap 事件
|
||||
▼
|
||||
UInteractionManager (角色上的组件)
|
||||
├── 维护 NearbyInteractables 列表
|
||||
├── 管理状态机 (Free ↔ Interacting)
|
||||
├── 控制摄像机推镜 (SetViewTargetWithBlend)
|
||||
├── 控制角色转向 (SetActorRotation)
|
||||
├── 控制 UI 显示 (Prompt / Text)
|
||||
└── 通知 UItemManager (拾取/翻找获得物品)
|
||||
├── Inventory 记录
|
||||
├── PickupNotification UI
|
||||
└── → 收集系统通知
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 边界情况处理
|
||||
|
||||
| 边界情况 | 实现方案 |
|
||||
|---------|---------|
|
||||
| 快速连续按 E | AnimLock 阶段忽略所有输入;Exit 完成才回到 Free |
|
||||
| 交互物被消耗后范围残留 | MarkConsumed() 使 CanInteract() 返回 false;从 NearbyInteractables 移除 |
|
||||
| 推镜期间角色位置 | 移动输入已被 bIsInteracting 阻断,角色不移动 |
|
||||
| 同一交互物反复进出范围 | Prompt 每次淡入淡出,无累积。NearbyInteractables 列表自动增减 |
|
||||
| 切换交互物同时按 E | Tab/Scroll 先执行切换,下一帧 E 按下时读取新 SelectedIndex |
|
||||
| 距离恰好在触发半径 | Sphere Overlap 使用 ≤ 语义,边界上视为在范围内 |
|
||||
| 窄空间推镜位置不理想 | v0.1 接受不完美;推镜目标位置计算后可做简单碰撞检测(射线检测到阻挡则缩短距离) |
|
||||
|
||||
---
|
||||
|
||||
## 美术资源需求
|
||||
|
||||
### 占位模型(第一轮,5 个)
|
||||
|
||||
| 资源类型 | 名称 | 数量 | 规格 | 触发时机/用途 |
|
||||
|----------|------|------|------|---------------|
|
||||
| 3D 占位模型 | 旧冰箱 | 1 | 白色方箱体,约 1.7m 高 × 0.7m 宽 × 0.7m 深 | 家区域观察交互 |
|
||||
| 3D 占位模型 | 家的门 | 1 | 扁平方片(约 2.0m × 0.9m),可绕一侧轴旋转 | 家区域操作交互(开关) |
|
||||
| 3D 占位模型 | 拾取物通用模型 | 1 | 简单球形,直径约 0.1m | 拾取交互(多个实例,颜色区分) |
|
||||
| 3D 占位模型 | 公用电话亭 | 1 | 窄高方柱,约 2.0m 高 × 0.8m 宽 | 街道区域观察交互 |
|
||||
| 3D 占位模型 | NPC 老板(简化) | 1 | 简单人形胶囊体,坐姿 | 小卖部对话交互 |
|
||||
|
||||
### 占位模型(第二轮,5 个)
|
||||
|
||||
| 资源类型 | 名称 | 数量 | 规格 | 触发时机/用途 |
|
||||
|----------|------|------|------|---------------|
|
||||
| 3D 占位模型 | 老式电视 | 1 | 方箱 + 凸起背部,约 0.5m 高 × 0.6m 宽 | 家区域观察交互 |
|
||||
| 3D 占位模型 | 零食货架 | 1 | 多层架结构,约 1.8m 高 × 1.0m 宽 | 小卖部观察交互 |
|
||||
| 3D 占位模型 | 拾取物(水浒卡) | 1 | 小方片,约 0.06m × 0.09m | 拾取交互(复用通用拾取模型也可) |
|
||||
| 3D 占位模型 | 墙面涂鸦 | 1 | 墙面贴花/平面色块,约 0.5m × 0.5m | 街道观察交互 |
|
||||
| 3D 占位模型 | 废纸箱 | 1 | 开口方箱,约 0.5m 高 × 0.4m 宽 | 巷子翻找交互 |
|
||||
|
||||
### 材质
|
||||
|
||||
| 资源类型 | 名称 | 数量 | 规格 | 用途 |
|
||||
|----------|------|------|------|------|
|
||||
| 材质 | 拾取物_普通 | 1 | 白色/浅灰,Unlit 或简单 Lit | 通用拾取物材质 |
|
||||
| 材质 | 拾取物_稀有 | 1 | 金色,可加简单闪烁 | 稀有拾取物材质 |
|
||||
|
||||
### 动画
|
||||
|
||||
| 资源类型 | 名称 | 数量 | 规格 | 用途 |
|
||||
|----------|------|------|------|------|
|
||||
| 动画 Montage | 弯腰拾取 | 1 | 约 1.0 秒,从站立→弯腰→站起 | 拾取交互 |
|
||||
| 动画 Montage | 推门 | 1 | 约 0.8 秒,伸手推/拉动作 | 门操作交互 |
|
||||
| 动画 Montage | 翻找 | 1 | 约 1.5 秒,弯腰翻动物品 | 废纸箱翻找交互 |
|
||||
|
||||
> v0.1 执行案明确允许"若无动画资源,角色在地面滑动也可接受"。动画可简化为角色原地不动(跳过 AnimLock,直接触发事件)。
|
||||
|
||||
### UI
|
||||
|
||||
| 资源类型 | 名称 | 数量 | 规格 | 用途 |
|
||||
|----------|------|------|------|------|
|
||||
| UMG Widget | 交互提示 | 1 | `[E] 动作词 物体名`,白色文字 + 轻描边 | 显示在交互物上方 |
|
||||
| UMG Widget | 文本底框 | 1 | 半透明黑底(60%),白色居中文字,自适应大小 | 观察/对话/翻找无结果文本 |
|
||||
| UMG Widget | 拾取通知 | 1 | 屏幕右上角,物品名称,2 秒淡出 | 拾取/翻找获得物品提示 |
|
||||
|
||||
---
|
||||
|
||||
## 技术风险与注意事项
|
||||
|
||||
| 风险 | 等级 | 说明 | 缓解措施 |
|
||||
|------|------|------|---------|
|
||||
| 推镜位置计算不准确 | 🟡 中 | 贴墙物体的推镜位置可能在墙内 | v0.1 接受不完美;加简单射线检测缩短距离 |
|
||||
| 摄像机混合与 SpringArm 冲突 | 🟡 中 | SetViewTargetWithBlend 切换时可能有跳变 | 使用 ACameraActor 作为中间目标,确保初始位置匹配当前摄像机位置 |
|
||||
| 多交互物切换延迟感 | 🟢 低 | Tab 切换后提示更新需要即时 | 切换时立即刷新 UI 内容 |
|
||||
| Overlap 事件遗漏 | 🟢 低 | 角色快速移动可能错过 Overlap 事件 | 用 Tick 补充检测(每隔 N 帧全量扫描)或增大触发范围 |
|
||||
| 动画缺失时的降级处理 | 🟢 低 | 无拾取/操作动画时需跳过 AnimLock | AnimLock 阶段无 Montage 时直接用定时器模拟时长 |
|
||||
| 蓝图与 C++ 的交互复杂度 | 🟢 低 | 交互物具体行为(门旋转、物品消失)在蓝图中实现 | C++ 提供虚函数/委托,蓝图 Override |
|
||||
|
||||
### 需要注意
|
||||
|
||||
1. **摄像机推镜的初始位置同步**:创建 PushCamera 时必须设置到当前摄像机位置,否则混合开始瞬间会有跳变。
|
||||
2. **bOrientRotationToMovement 的恢复时机**:交互结束时必须恢复此标志,否则角色退出交互后不再自动转向。
|
||||
3. **交互物 Overlap 性能**:每个交互物有独立的 SphereComponent,10 个交互物最多 10 个 Overlap 检测。v0.1 规模无性能问题,后续扩展需考虑优化。
|
||||
4. **PushCamera 的生命周期**:不要每次交互都 Spawn 新的,复用同一个 CameraActor。EndPlay 时清理。
|
||||
|
||||
---
|
||||
|
||||
## 文件结构
|
||||
|
||||
```
|
||||
Source/ChildHood/
|
||||
├── Interaction/
|
||||
│ ├── InteractableInterface.h # IChildHoodInteractable 接口
|
||||
│ ├── InteractableComponent.h/.cpp # 交互物组件(数据 + 触发范围)
|
||||
│ ├── InteractionManager.h/.cpp # 交互状态机 + 检测 + 推镜 + UI
|
||||
│ ├── InteractionTypes.h # 枚举、结构体定义
|
||||
│ └── ItemManager.h/.cpp # 物品系统(背包 + 通知中转)
|
||||
├── Player/
|
||||
│ ├── ChildHoodCharacter.h/.cpp # 修改:添加 InteractionManager
|
||||
│ └── ChildHoodPlayerController.h/.cpp # 修改:添加交互 IA 注册
|
||||
└── UI/
|
||||
├── InteractionPromptWidget.h/.cpp # (可选:C++ 基类,也可纯蓝图)
|
||||
└── InteractionTextWidget.h/.cpp # (可选:C++ 基类,也可纯蓝图)
|
||||
|
||||
Content/
|
||||
├── Blueprints/
|
||||
│ ├── Interaction/
|
||||
│ │ ├── BP_InteractableActor # 可交互物基类蓝图
|
||||
│ │ ├── BP_PickupItem # 拾取物蓝图
|
||||
│ │ ├── BP_InteractableDoor # 门蓝图
|
||||
│ │ ├── BP_InteractableSearch # 翻找物蓝图(废纸箱)
|
||||
│ │ └── BP_InteractableNPC # NPC 蓝图
|
||||
│ └── Characters/
|
||||
│ └── BP_ChildHoodCharacter # 玩家角色蓝图(修改)
|
||||
├── UI/
|
||||
│ ├── WBP_InteractionPrompt # 交互提示 Widget
|
||||
│ ├── WBP_InteractionText # 文本底框 Widget
|
||||
│ └── WBP_PickupNotification # 拾取通知 Widget
|
||||
└── Input/
|
||||
├── IMC_Default # 输入映射上下文(修改:添加交互 IA)
|
||||
├── IA_Move # 已有
|
||||
├── IA_MouseLook # 已有
|
||||
├── IA_Interact # 新增:E 键
|
||||
├── IA_Cancel # 新增:ESC 键
|
||||
└── IA_SwitchInteract # 新增:Tab / 鼠标滚轮
|
||||
```
|
||||
Reference in New Issue
Block a user