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VFSUnity/Assets/Scripts/Interaction/TouchPositionHandler.cs
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using UnityEngine;
/// <summary>
/// 挂在 touchArray 的每个子球体上,点击时把 woman 移动到 womanPointArray 对应位置。
/// 字段用 public 方便代码直接赋值。
/// </summary>
public class TouchPositionHandler : MonoBehaviour
{
public Transform targetPosition;
public GameObject womanObject;
public GameObject nextTouchObject;
private void Start()
{
CreateBlueOutline();
}
private void CreateBlueOutline()
{
// 用 LineRenderer 画一个水平圆环描边
var ringGo = new GameObject("BlueRing");
ringGo.transform.SetParent(transform, false);
ringGo.transform.localPosition = Vector3.zero;
ringGo.transform.localRotation = Quaternion.Euler(90f, 0, 0); // XZ 平面
var lr = ringGo.AddComponent<LineRenderer>();
lr.useWorldSpace = false;
lr.loop = true;
lr.startWidth = 0.02f;
lr.endWidth = 0.02f;
lr.material = new Material(Shader.Find("Sprites/Default"));
lr.startColor = Color.blue;
lr.endColor = Color.blue;
float r = 0.12f;
int segs = 32;
lr.positionCount = segs;
for (int i = 0; i < segs; i++)
{
float a = i * 2f * Mathf.PI / segs;
lr.SetPosition(i, new Vector3(Mathf.Cos(a) * r, Mathf.Sin(a) * r, 0));
}
Debug.Log($"[TouchPosition] {name}: 蓝描边已创建");
}
private void OnMouseDown()
{
Debug.Log($"[TouchPosition] {name}: 被点击");
if (womanObject != null && targetPosition != null)
{
womanObject.transform.position = targetPosition.position;
womanObject.transform.rotation = targetPosition.rotation;
Debug.Log($"[TouchPosition] woman 移动到 {targetPosition.name} ({targetPosition.position})");
}
else
{
Debug.LogWarning($"[TouchPosition] {name}: womanObject 或 targetPosition 为空");
}
// 顺序显示:隐藏自己,显示下一个
gameObject.SetActive(false);
if (nextTouchObject != null)
{
nextTouchObject.SetActive(true);
Debug.Log($"[TouchPosition] {name} 已隐藏 -> {nextTouchObject.name} 已显示");
}
else
{
Debug.Log($"[TouchPosition] {name} 已隐藏,无下一个");
}
}
}